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RISK: Doctor Who

4.6 out of 5 stars 84 customer reviews
| 3 answered questions

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  • The Dalek Invasion of Earth
  • Features Doctors from 50 years
  • Perfect for Doctor Who and Risk fans alike
53 new from $28.99
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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Description

Multiple Dalek armies descend from the skies, seeking to conquer the world. Play as one of 5 different armies, with Classic or New Dalek Paradigm, as you fight for supremacy. The Doctor will do his best to stop you, bringing peace on each turn. If your army is not victorious, the battle is over and all Daleks must retreat. With special cards to boost your forces and defeat invading forces, this game of Risk is an epic battle for control of the planet Earth and the universe.

Product Information

Product Dimensions 15.9 x 10.5 x 2.6 inches
Item Weight 3.4 pounds
Shipping Weight 3.4 pounds (View shipping rates and policies)
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item can be shipped to select countries outside of the U.S. Learn More
ASIN B00IUAAHQO
California residents Click here for Proposition 65 warning
Item model number RI042-341
Manufacturer recommended age 10 years and up
Best Sellers Rank #28,087 in Toys & Games (See Top 100 in Toys & Games)
#1,060 in Toys & Games > Games > Board Games
Customer Reviews
4.6 out of 5 stars 84 customer reviews

4.6 out of 5 stars

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Customer Reviews

Top Customer Reviews

By El Tonio TOP 1000 REVIEWER on May 20, 2014
Format: Toy
I have loved Risk since I was a kid, and I'm a big fan of the many variations they have released over the last 15 years or so. I own and recommend many of the Risk variations (2210, Star Wars, Lord of the Rings, Legacy, etc.) as they each add some nice new twists to classic Risk play. And, I'm happy to say that Risk: The Dalek Invasion of Earth includes some nice new elements and twists as well. Some of the highlights include:

(1) The Dalek pieces are a great choice to mark the different size armies (small = 1 army, medium = 5 armies, and large = 10 armies), though it was sometimes hard to tell the small and medium apart when looking quickly.

(2) The 10 mission cards give you things to do (like capturing a certain territory or defeating the cybermen) to get extra Daleks. You get 2 at the beginning of the game, and it really would have added to the replayability if there were more.

(3) The 15 power cards are played during the "place your Dalek/army phase", and cause good or bad things to happen (like losing armies, getting to reroll dice, etc.). You get 3 each game, and, again, it really would have added to the replayability if there were more.

(4) Another interesting part is that each turn you draw the top card from the territory deck and place the TARDIS in that territory. That territory can't attack or be attacked that turn. This can mean anything from ruining your plans to helping you hang on a bit longer depending on the particular situation you find yourself in.

(5) There is a Clara marker that moves along the Doctor Regeneration Strip. If it reaches the 11th regeneration the Doctor defeats the Daleks and everyone loses.
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Format: Toy Verified Purchase
Risk got better. It's got a game mechanic in to speed the game up, so everyone can't bunker down and just hope someone else fails at dice rolling. Buy it, play it in half the time of normal risk.
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Format: Toy
Got this for Birthday, Just in time for the new series.

Visually, this looks stunning. The map and territories are well marked and easy to see, and the licensed graphics are well done. The Dalek armies are well sculpted ( For Risk anyway) and the inclusion of both Classic era and new Daleks is a nice touch.

Unfortunately the rest of the game seems rushed.

There is little to differentiate this from classic Risk. Like most newer variations, there is a timing mechanism so the game doesn't lat all night. In this version, you turn over a territory card on every player's turn. The Doctor's TARDIS moves to that location, blocking any movement, and if the territory has a Clara icon on it, her timing token moves along the track from 1st Doctor to 11th. This is a nice, simple Mechanic that surprising gives a lot of flavor.

The only other change from classic risk is the addition of Power and Mission cards. Unlike other versions where you buy cards during the game, in Dr. Who Risk you are given a hand of 3 Power cards and 2 mission cards. The Mission cards give you a couple extra dalek armies if you capture a specific territory- and while the territories have a good mix of Classic and New Who villains to conquer, provide little flavor or incentive.

The Power cards are a little better, but the instructions on how to use them are unclear. Since one of the cards makes all your rolls "6" and would break the game, we just assumed you could play each card only once. Not good for a major game using a major license to have to guess at the rules.

All in all a fun addition to Saturday night. I would have liked to see a more modified Risk Game--2210 with Dalek armies and Doctor Cards....Hmmm, maybe some house rules are in order....In any case, kudos to the graphic designers.
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Format: Toy
I will avoid explaining all the details of this game as other reviewers have done that. I will explain what I found fun about the game as opposed to classic risk.

I played this game with my friend and his 12 year old son. We all learned together. It isn't like classic risk where you develop long term plans. You have until the Clara lands on the 11th Doctor to dominate as much of the board as you can. Clara went from the first doctor to the second doctor as soon as the first player started his turn. After two rounds, Clara almost every time. She was on the 8th Doctor in no time. We figured she would hit the 11th doctor quickly so we all made a mad dash to unleash bonus troops & powers so we could maximize our chances of winning before it was too late. Well, then we hit a crazy lull where Clara cards didn't appear for quite some time. By this time the 12 year old player had gained South America and my friend I were scattered with little chance of establishing ground within a few turns.

I look forward to playing this again. I think I can do better now that the game will last longer than it initially seemed like it would. More players in the game would also be more fun for opportunities to EXTERMINATE rivals and take bonus troop cards or mission cards.
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At the heart of it, this is a game of Risk with Dalek pieces instead of other pieces. The dalek sculpts are very pretty.

New versions of risk such as this usually have a built in timer, to try and put an end to the dreaded 18-Hour Risk marathon stereotype.
A couple of special rules and powers have been added to tweak the balance, and now you've got a pretty well-oiled game that you and your family can play over the course of an hour or two.

The biggest problem with this game is that the new rules (Critical rules!) are really vague at best, in some of the key places. The new Power Cards- are they used once and discarded, or can they be returned to your hand and re-played at every turn? (We settled for "played once", or I felt the balance went right out the window. There wasn't a great description in the rule set, and I don't seem to the the only confused person.)

The only other bit I'd like to see is a few pages devoted to "Classic Risk Rules"- if I discard the tardis Timer, and the power cards, I assume I can play this just like any other classic game of risk- but I would love a refresher on the rules!
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