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184 of 187 people found the following review helpful:
5.0 out of 5 stars
A great spin on an old game,
By
= Durability:4.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:2.0 out of 5 stars
I had a blast with this game. Anyone familiar with classic Risk will find this an interesting change. I took it to my local games shop and started playing with some people and we had a crowd gathered around watching us play before long.it takes place in the future of the planet and now you have a Lunar map to conquer along with the Earth map. An added twist to the game is the inclusion of commanders which are more powerful units and allow other certain tactical advantages. Want to storm your opponents naval colonies? You have to have a Naval Commander. Also for each commander type you purchase (using energy chips you get at the start of your turn) you can purchace command cards which allow you to do some radical things in the game. One of my favoites is the Stealth M.O.D.s card. When an opponent invades your territory, you play the card and place 3 additional armies in your territory. You can also play classic Risk with it, so ina way it's two games in one. Also to keep the games from going too long, the game is played in 5 rounds. (5 game years) Whoever is ahead at the end is the winner. The box comes with a nice sturdy carboard insert that makes different storage areas to place the game pieces so they don't get all jumbled up. Definitely a plus.
214 of 220 people found the following review helpful:
5.0 out of 5 stars
Risk with more options, more strategy, and more fun,
By
= Durability:3.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:3.0 out of 5 stars
The future of the Risk world is here. All the continents of the original risk are present (with new names), as well as new continents. You can actually play normal risk with this new board!Of course, the meat and potatoes is the new stuff, and there is plenty of it. For starters there are now underwater territories that can be conquered, such as New York. They come in sets, just like regular continents, and gives bonuses if you can conquer them. These underwater cities also means that there are more links to other territories, which means that Australia now has multiple entry points. However, to enter and exit underwater territories, you need a WATER COMMANDER, which can be purchased. You see, you now get energy points based on the number of territories that you own, and you spend these points on armies (ala original risk), commanders, bases, or cards that you can use with your commander. These "cards" allows for some interesting twists, such as the ability to do free moves from one territory to a non-adjacent territory. There are only 5 commanders that you can own in the game, and they roll on an 8-sided die rather than 6, making them useful when attacking or defending. The purchasable Base is treated as a dozen or so non-moveable army units (for defense, but cannot attack). The base is also critical because it allows you to send troops to the Moon. The moon is a separate small circular board, with territories. There are "landing" points on the moon that troops land on for attacking and reinforcing. You get a bonus for capturing the moon, but it is a one-way trip for troops. You also need a Space Commander to send troops there. Otherwise, once you have troops there, it is treated as any other territory that you can reinforce during your purchase phase. There are also 3 "Nuclear" pieces that are placed randomly each game on land territories. These terries are considered destroyed by previous wars, and cannot be crossed or conquered. This adds some interesting variety to the board and helps change strategy every game, and is probably my favorite feature. Of course, all this means that you can have a very long game by normal rules. Officially, the game takes place for only 5 turns, and the player with the most points wins. However, it can easily be played in a conquer-all mode. The pieces themselves are a bit hit and miss. The Commanders really stand out, but would have looked nicer if they were painted. I also question the durability of the Commander pieces, but overall they look nice enough. Gone are the Numeric pieces representing armies. Instead you have 3 types of Armored-MECHs, each representing 1, 5, or 10 armies. It is definitely a nice touch to keep the futuristic setting. Overall this is a very good game that adds more complexity to the original Risk. It is very well designed and clearly has been balanced for fun and fairness. Original risk players will find this game easy to pick up and a lot of fun, while new players may be a little overwhelmed by all the rules. Fortunately you can easily play with your own custom rules. Don't like the moon concept? Then don't play it (it is a separate board anyway). Don't like Commanders? Then play without them. Or play without cards, or play without water territories. You can do what you want, and for all intents and purposes it will not effect the balance of the game. As I said, you can also play original risk on this board game, since the main territories have the exact layout of the original. I definitely recommend this game for anyone with a sci-fi interest, and anyone familiar with Risk. It can be overwhelming for new players as I said, but I think the investment of time to learn this game will be worth it.
64 of 65 people found the following review helpful:
5.0 out of 5 stars
The best RISK game thus far: some info on it, too.,
= Durability:5.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:1.0 out of 5 stars
Amazon Verified Purchase(What's this?)
Okay. This review serves 2 purposes, one to praise the game for its quality and two to explain the new stuff to someone considering buying it. First, here's what's new about the game.The world has changed as it is now the year 2210. As such, don't expect to see any overly familiar country names on the RISK board, which while still laid out in a similar-to-old-RISK-continent style is vastly different on each continent's interior. The country names are rather amusing at times, but generally, not that surprising. Also changed about the board, there are now WATER territories and a Moon full of approximately 16 territories (I'm guessing, don't have it in front of me). The world has also been stained by wars of the past, and as such, at the start of the game 3-4 radiation counters are randomly placed on 3-4 territories, rendering them either extremely hazardous to pass through or making them totally impassable (depending on what rules you use). This addition suddenly makes some continents very easy to defend. While the shape of the armies has changed from men, horses and cannons to various sorts of machines (MECH-like, Battletech players), they are otherwise similar in counting function. However, 5 new types of units are available to each player through the use of Commanders. A commander is a special unit which has the ability to roll an 8-sided die on defense at all times and to also roll an 8-sided die on offense in certain situations. There are 5 types of commanders: Land, Space, Aquatic, Diplomat and Nuclear. You need the Aquatic and Space commanders to enter water and lunar territories, respectively. Commanders allow you to buy and use cards of the corresponding type but buying both commanders and cards costs energy. Cards? Energy? What am I talking about you ask! In RISK 2210, in addition to getting armies each turn, you also get energy which can be used to buy commanders, to buy moon bases (a base you place on an Earth-bound land territory which allows defending units in that territory to all roll d8s on defense and, if you have a Space commander, allows you to travel to the Moon) or to buy Cards. Energy is how you decide who picks turn order each round. Everyone bids a secret amount of energy, you all reveal your amount, and whoever bid the most picks if they go first, second, last, etc. All energy bid, win or lose, is spent. Cards add perhaps the most dramatic change to the game. Cards come in 5 types, Land, Aquatic, Diplomat, Nuclear and Space. They do what they sound like: Land gives bonuses to attack or defense when you play it, Aquatic does the same for water territories, Diplomat guards you from attack for a turn etc., Nuclear blows stuff up and Space does what Land does on the moon. And all (I think) card types have "Frequency Jams" which prevent a player you choose from playing any cards that turn. Cards can COMPLETELY change your plans. For instance, you plan to attack with 25 armies against your foes 10 armies. Oh! He plays a Cease fire and you cannot attack him! Or perhaps it is in reverse, your 10 against his 25; you play a Scatter bomb land, randomly killing half the units in 3 territories you draw from the RISK deck (you can't target your self with this card). The final addition to RISK 2210 is that the game is designed to end after 5 years (1 turn for each player = 1 year, so 5 turns for everyone and that's it). It, of course, can be played with another variation. That basically sums up the new RISK game. It's a lot more complex and, generally much harder to strategize in. But, this can be a blessing. For instance, if you're used to always winning, a less skilled opponent stands a better chance thanks to the cards. On the other hand, if you strategize effectively, you can take into account the cards and be prepared for them so a true strategy master is undaunted by them! (some exaggeration here :-) Or, alternatively, if you are playing a World Domination or Capitals game (instead of the 5-year game discussed just above), the cards play in less as they are in finite supply and, once you use them, they're gone. The new RISK is great, especially since you can still play standard RISK with it by ignoring the added elements (you basically have the old RISK board and figures and a bunch of new stuff you don't have to use). All in all, RISK 2210 is my favorite board game and that says a lot. A tad bit pricey I admit, but well worth it. If you're a RISK fan already, this is the game to try next. If you're not yet a RISK fan, I bet you'll love this game, but you may want to try traditional RISK first. And, if you're a Lord of the Rings fan and a RISK fan, while not as complex as this game, check out Lord of the Rings RISK, which is a lot like this version but with Tolkien-themed elements. Hope this was helpful! It's a great game!
32 of 33 people found the following review helpful:
5.0 out of 5 stars
Risk, but actually fun!,
By
= Durability:4.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:3.0 out of 5 stars
I've never liked Risk. I think it mostly has to do with the fact that I never played it as a child and didn't touch it until after I had played other light war games such as Samurai Swords and the other Gamemaster Series games. Once I played Risk after playing these other gems, it seemed to random. There were some minor strategies, to be sure, but the same things happened game after game, and with lucky die rolls, one person could win - regardless of strategies. Also, an alliance against a player could destroy him, no matter how good his strategy. And finally, I never before had seen arguments that powerful until playing Risk. So I stopped playing it, and tried to avoid the game (with the exception of Castle Risk, which I enjoyed on occasion.)When I saw Risk 2210 A.D. (Avalon Hill, 2001 - Rob Davieu), even though I had this natural aversion to Risk, I was still interested. For one, it was science fiction, and that automatically makes a game sound interesting for me. Also, all the games put out by the new Avalon Hill have great bits, and this game was no exception. So I picked it up, and we've played it many times since. The problem with the game is that while it's really fun and enjoyable, the fierce arguments and sheer rage that appears during game play deters me from playing it more often. I like it a lot, but I have seen the most mild person lose it when playing this game (myself included). I'm going to forgo explaining the basic rules of Risk (as it seems most people in the world have played it) and just talk about the differences between Risk and Risk 2210. - The map is different, although very similar. The territories are redefined into different ones, trying to give a feel of the future ("The Exiled States of America", "The Brazil Desert, etc.). They are still grouped up in the same continents as the first game. Added to this mix are thirteen Water territories - divided into five groups, and fourteen Lunar territories - divided into three groups, and on a separate, small round board. At the beginning of the game, four land territory cards are turned over, and nuclear devastation markers are placed on the corresponding spaces. These spaces cannot be entered into or through for the game, and essentially do not exist. This promises a different mapboard every game. Some comments about the game... 1.) Fifth Turn: Before components, before rules, this is the most striking feature of the game, and certainly causes the most squabbles, both in the game and on the internet. Most people are concerned, and I am in agreement, that the player who goes last on the fifth turn is the winner, because they can attack everywhere with no fear of reprisals. Now, I do think the 5 turn limit is a good idea, because it keeps the game short(er) and prevents elimination of players (sometimes). But the last player having such an advantage always bugged us. Finally, I read a variant on the internet, tried it out, and will refuse to play the game without the variant. Basically, the variant stated that each player scores their points after their turn in the fifth round. This helped even the game out, and eliminated complaining (yeah right! - but at least it went down a little.) 2.) Components: The components of this game are on par for all the Hasbro Avalon Hill games. In other words, they are of supreme excellence. The plastic pieces, of which there are piles, are marvelous, and being a big fan of `mechs, I really enjoy how they look on the board. Speaking of the board, it is a marvelous work of art, and the round Moon board looks really nice next to it. On the flip side, these boards, along with all the piles of cards (eight of them!) and the pieces insist that a large table is needed just so that everything fits! The cards are of good quality, and several blank cards are included, so that one can make up their own command cards. The money chips are nice, although I wish they had included a "10" denomination. Everything fits well into the box, where instead of a plastic insert, they decided to have cardboard cutouts that fit into the box to form a tray. As these cardboard cutouts are wonderfully illustrated, it makes the box look neat, but a plastic insert would have been much more convenient and useful. The box, which is the same size as all Hasbro games, is sturdy, colorful, and yet smaller than the company could have done (think Game master boxes). 3.) Rules: The rulebook is twelve pages long, but the game is fairly simple to pick up - especially if players have already played Risk. One thing I found missing, though, was a section that listed the changes from original Risk. This would have cut down on one having to read all the rules before starting, as the changes are sometimes only mentioned once and not really highlighted. At the end of the rules there is a section that includes the rules for the original Risk, although I doubt anyone ever uses them or has used them with this edition. Still, it's a nice touch. 4.) Command Cards: Several complaints about the game, from my group and others, is how the command cards are powerful (sometimes quite a bit so) and adversely affect the game, putting randomness in it. Frankly, I don't see how anyone can take that view. Risk is already the king of randomness, so having random cards seems to fit in the theme right well. Not only that, they allow a player who is getting his butt handed to him a fighting chance to survive. Some of the cards are extremely powerful, but most can be countered by other cards - and if you still think a card is too powerful, you can make up a card that cancels it from the blank cards or remove it from the game. 5.) Arguments: I have seen quiet, demure, easy-going people blow up at others after playing this game, during rules discussions, and several games have almost resulted in total war between the players. I myself have gotten more irked while playing this game than any other (except maybe Diplomacy). After seeing a quiet guy unload on somebody else for attacking them, playing a card, using a rule to their advantage, etc., I usually resolved never to play the game again. Yet, after a few months, we remember how much fun the game is, and bring it out again. Another argument ensues, yet we still have fun. It's a vicious cycle. 6.) Theme: Obviously the theme fits, as it's a war game; but I really like how "previous wars" have decimated certain parts of the earth, blocking them off. Sometimes it chokes up a crucial ocean connecting spot, changing everyone's strategy, and I really like that. Also, the attacks on and from the Moon are great fun, and having nuclear cards able to hurt the player playing them makes for a great theme. 7.) Fun Factor: Does the fun factor cancel the argument/strife factor? Yes, but only if the game is taken in moderation. Playing the right card at the right moment, attacking with a force and winning, defending against an overwhelming force - all this is a lot of fun. But for me, it's only enough fun to play three or four times a year. 8.) Risks: There are more and more variants of Risk available out there - variants, LOTR Risk, Castle Risk, etc. This is, by far, the absolute best variant out there. I will never play ordinary Risk again, as this is quite a bit of fun for me. Some people might like regular Risk more, but most people I've played with prefer this one. 9.) Expansions: There supposedly are expansions that were handed out as tournament prizes, but they are extremely rare, and I have yet to see how a "normal" person can get one. This is bad form, I think, as expansions should be available to all. And that's how I would categorize the game. If you like Risk, assume that you'll love this version. If you hate Risk, you still might like this game, depending on the reasons that you disliked Risk in the first place. I found it a lot of fun, though harrowing and divisive. If you have cutthroat group who love to pound on each other, tearing each other up and enjoying every minute of it, then this is the game for you. Otherwise, you might want to look elsewhere - this game might be too vicious for you. The game is fun, but at what price? Tom Vasel
49 of 53 people found the following review helpful:
5.0 out of 5 stars
As fun as the original with new twists and shorter play time,
= Durability:4.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:3.0 out of 5 stars
If you like Risk then get this game as quick as you can. The addition of the commanders, the cards, the moon and the underwater cities are great. But what really sets this game apart is the addition of 'energy' and the limited number of rounds. You acquire energy at the start of your turn just like reinforcement troops. You use the energy to buy commanders and cards but you also use it to bid for turn order. The new turn order at the start of each round adds all kinds of new strategies to the game. I hope other games pick up this idea. The limited number of rounds means you know the game will be over in a couple of hours instead of lasting all night like the old game. We usually play two or three five player games in one night. It also means no more sitting around building up forces. Your buddies who like to sit on their hands will quickly learn they have to get on the ball and act each turn.
34 of 36 people found the following review helpful:
5.0 out of 5 stars
Great Improvment on the Original,
By Jeremy Foust (beavercreek, oh United States) - See all my reviews
= Durability:4.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:4.0 out of 5 stars
The premise is war in the year 2210. Many of your favorite countries have changed boarders, or have new names. Some territories are so ravaged by nuclear war, that they are no longer playable. To replace these destroyed land sites, the moon and the seas have also been added. Your armies consist of your standard 1, 3, and 5-point troop, but now with the added advantage of 5 generals and bases. The game plays with most of the same strategy as Risk0...3, attack and defend territories, the more you control the more troops you get. The Combat system remains the same, except for when you use the new generals and base. These Special pieces allow you to roll a D8 or 8 sided dice. Making your chance of winning a battle considerable greater. The Really cool part of the game is the introduction of energy, and what it provides. You receive energy at the beginning of every turn like you do troops. The first thing you can do with this energy is bid for turn order, the highest bidder can start the attacks for the turn. However bidding all your energy to go first leaves you without the power to buy the next great addition: Strategy Cards. Each of your commanders, Land, Space, Naval, Diplomat and Nuke can buy and use their categories strategy card. They cost energy to buy, and some cost energy to use. Many of the Land cards resemble the effects of cashing in cards in the original game. But many cards allow for dramatic effects. Our personal favorites: Nukes. For a good stack of energy, you can blow up almost anything, from a destroying continent to an assassin bomb. Other neat cards are the Cease-Fire from the Diplomatic deck, to the Frequency Jam in Land, Naval, and Space Cards. Why does this game with all its neat additions really beat the original? The limitless game possibilities. With the original, if a group played about a dozen times, it would get old, the games looking similar as peoples strategies become predictable. With this game, The board itself is different every game. And the addition of lunar and naval options make it almost impossible to stick to any one sure way of winning. The gaming group I am in played this game every Wednesday for an entire school year, and not once did it seem to be the same old game. One more big plus: The game only last five turns. Unlike the original which could take dozens of turns before one side gained the lead, this one you must make all your plans based on the war ending in 5 years. Warning: Don¡¯t try and play more turns than this, the Earth¡¯s resources literally dry up and the game will lose its strategic value. Think ahead, and make your grand moves on the last turn and victory can be yours. I believe this to be the Best strategy game I¡¯ve ever played. Ranking above the original and the Axis and Allies series. Other than these obviously great strategy games, I would suggest looking into the Settlers of Catan series for more fun strategy based games. Also on the look out: Risk - Lord of the Rings0...3 scheduled for release at the end of October. I know I will be one of the first to buy it!
27 of 28 people found the following review helpful:
5.0 out of 5 stars
Long, Complicated and Horribly Addictive,
By Tony C "Tony C" (Los Angeles, CA, USA) - See all my reviews
= Durability:2.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:4.0 out of 5 stars
The first thing that strikes you about this version of Risk is how complicated its rules are: With its water and moon territories to conquer, commanders and space stations that roll eight-sided dice in attack or defense and command cards, it makes the original Risk look as simple as Checkers. However, once you've taken the time to set the game up and figure out how everything works, you will also find it absolutely enthralling. My friends and I have been known to play it for 14 hours straight.Part of this addictiveness comes from those complicated rules, which not only add a new level of game play, but also change strategy in every game, thanks to the four wastelands and the luck of the draw with command cards, which presents an improvement even over classic Risk. But mostly it's the thrill of conquest and surprise attack that is the appeal of all versions of Risk. As if that weren't enough, this version of Risk, like its predecessor, allows plenty of room for "house rules" and variations. It even has blank command cards for new twists of your own device. Even with the five-turn limit, gameplay may go on for a long time (expect roughly an hour per player), but they are engrossing hours you will want to repeat as soon as possible. As for the durability and educational value, this is clearly an adult game, and those ratings therefore seem inappropriate. However, older children will learn both strategy and perhaps some geography. (It's hard to forget where Siberia is when you've spent half an evening defending it from enemy attack.) The board and pieces are well built, but there's a lot of small pieces, and they would be quickly lost in the hands of children.
25 of 26 people found the following review helpful:
5.0 out of 5 stars
War in a War Zone,
By Bashful (Okinawa, Japan) - See all my reviews
= Durability:5.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:4.0 out of 5 stars
Ran across this item by accident while deployed to Iraqi Freedom. Spent many a fun-filled hour (or 6) playing this strategy game. Gave most of us a nice way to unwind and blow off steam for a few hours.
You have to be very forward thinking in order to actually manage to take over the world and/or moon--don't over extend your army or you may find yourself sitting the last round or two on the sidelines just rooting for someone else's downfall--been there, done that. The differing areas, nuclear fall-out zones, and the fantastic Command cards can turn the tide of the game in a single round--especially the fifth and final; making pay-back games a highly enjoyable must. The rules can seem a bit more complicated than the original at first, but once you get used to them, the game just rolls along. Also played the LoTR version, nowhere near as much fun!
16 of 16 people found the following review helpful:
5.0 out of 5 stars
Better than the original? Guaranteed!,
By
= Durability:5.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:2.0 out of 5 stars
When I heard about Risk 2210, I was initially "cheesed out" and thought the manufacturer was merely trying to cash in. Fortunately, this is not the case.I loved classic Risk and played it at every opportunity. However, it was not all that complicated and adhered to a fairly straightforward strategy: stockpile troops on your borders until you have enough to break through (usually after cashing in your cards), and lay waste to your rivals' empires. While a blast, it needed a little spice. Risk 2210 is classic risk plus spice! In all honesty, the games are really quite different from one another aside from the 'Risk' title. However, Risk 2210 is so much better than the original that I seriously doubt I could go back. After you've nuked the moon, assassinated your opponents' space commander and thwarted a major assault on your stronghold by playing a Land Death Trap card that destroys 1/2 of the attacking force -- round up (OUCH!), it really is difficult to return to the simpler times. What I really enjoy about Risk 2210 is the unpredictability of the game. It is nearly impossible to protect all of your borders, which means that territory is constantly shifting. Additionally, when all looks lost there are still ways to get back into the game. I also enjoy bidding on turn order (with energy credits) -- this really adds a completely new dimension: do you want to go before your enemy and try a preemptive assault? Do you want to go at the end of this turn, try to conquer the moon and then go first at the beginning of the subsequent turn in order to cash in on all the new troops? How much energy should you hold in reserve to purchase and play future cards (some require energy credits to work) and how many credits should you store away for bidding on the critical 5th turn? My only complaint with this game is the time limit. Believe me, five turns is sufficient time to wreak serious havoc and satisfy your power mongering, but the player that goes last _usually_ has a distinct advantage -- in my games, they have won about 2/3rds of the time. The reason there is a turn limit, by the way, is that it is incredibly difficult to eliminate a player. I like this feature because it means that there is always hope to get back into the game. So, an alternative rule that may be interesting: Finish the 5th round and bid for the 6th round's turn order. Then the first player to go roles two dice before their turn begins. If they role, say, a 7 the game stops before they get a chance to play and player scores are calculated. Every player roles the dice before their turn. I have yet to try this, but it would be an interesting wrinkle in a very interesting game (btw: I did not come up with this rule, I found it on the web) The bottom line: if you like launching creative, unexpected attacks and have grown tired of using the "superior troop number" forumla to crush your opponents, give this game a shot. I doubt you'll be disappointed!
36 of 41 people found the following review helpful:
5.0 out of 5 stars
More complex and more fun than the original,
By
= Durability:3.0 out of 5 stars = Fun:5.0 out of 5 stars = Educational:2.0 out of 5 stars
As soon as I bought this game, my friends and I played it twice. Even if you are already familiar with Risk, some of the new rules might be challenging to learn. However, the new rules generally make the game much more fun. For example, commanders are more effective at attacking, commander cards add new strategies for winning, and the oceans and even the moon can be your battleground.For people new at strategic war games, the new game might seem a little too complex, but the game contains rules for playing with the original "classic" Risk rules, although with different-looking armies. If you're a fan of strategic war games, and especially a fan of Risk, you will greatly enjoy this game. P.S. I gave this game 2 stars for educational value because it encourages strategic thinking but does not really teach anything aside from diplomatic skills. I gave this game 3 stars for durability because after playing the game twice, nothing broke, but all the pieces are plastic, so IMO it's only a matter of time. Also, the tray that holds the plastic pieces is made of a kind of paper-board, so it's not as durable as plastic or styrofoam (such as in "Shogun", a.k.a. "Samurai Swords"). |
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Risk 2210 A.D. by Avalon Hill
$39.99 $30.27
In Stock | ||