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on April 15, 2015
My husband had never played risk before and wanted this version. He really likes it. My dad has 2 original risk games, he really enjoys a good game of risk. This is definitely an advanced version of Risk. It has all the original rules plus more - The God Storm. We didn't play with the additional rules because there were a few people that it would have really confused. Like my dad said, "This is Risk on crack." If your a gamer you will really enjoy this version.
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on February 26, 2017
This box comes FULL and heavy. They did their research in designing this game, as it even comes with a pronunciation guide. The game itself would be a good tool for teaching some aspects of ancient history. The board is good, even allowing for folding in different directions without worrying about ripping the bending connections. The cards (miracles and territories) are good. The color choices for the factions are odd, but not a big issue.
1 helpful vote
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on May 11, 2013
this game has everything and more that a risk game should provide. the integration of the God system makes the game much more involved than classic risk. these Gods add complexity to the battling system as well as adding modifiers to perks and soldiers. the Gods use cards that correspond to their respective strategies which cost faith, which is the currency used in the game. for those who do not like using the underworld, my friends and i completely cut that out of the game. there is really no point to the underworld, and the few god cards that use the underworld we rewrote.
2 helpful votes
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on February 29, 2016
Amazing and epic game, delivered fast and in perfect conditions. Regarding the minis I Would like to see the gods a little bit more dfferent from each other, you know zeus looking different from Odin, Ares looking different from Anubis etc, but all skygods look the same, all war gods look the same.
1 helpful vote
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on July 16, 2011
Is this a super-strategic game on par with Chess? No. Anyone who's familiar with Risk knows it's basically Monopoly, but far more belligerent. Risk: Godstorm adds gods, temples, plagues relics, and miracles to throw a monkey-wrench into standard Risk strategies. This has the potential to make it far more enjoyable. However, if you play with the rules as they are, you'll encounter some problems.

1. Generally, the defenders win ties unless there's a God of War(GoW) involved in the battle. Conveniently, your GoW is the only god on the board there at the start of play according to standard rules. When you're rolling six-sided dice, winning ties is a huge advantage and the attackers get to roll 3 dice to the defender's 2. Needless to say if you pair up the GoW with a decent sized army, all those advantages will allow you to go on a decent killing spree unless you're very unlucky. The standard strategy (especially in the opening round when no one has Sky cards, the game's defensive "gotcha" cards) for the first couple of players is to supply your GoW with all your reinforcements (and maybe even a god by his side) and cut a swath of destruction until you run low on men. In a 2-player game, this is of little consequence, but in a 5-player game, it's not uncommon for the last person to pretty much be out of the game before she even starts since the first four players took 3/4 of her territories collectively and she had few defensive countermeasures.
We found that if you started the game with more cards and gods in play and made it easier for a god to defend a territory that was being attacked, the turn order mattered much less and the game was much funner from the very beginning.
We also tried using d8s instead of d6s - we're on the fence about that change. You're slightly less likely to roll ties or 1s so it weakens the defensive benefit of the Goddess of Magic (and makes it harder to roll triples) and temples as well as the offensive bonus of the God of War, but made the God of the Sky a bit stronger.

2. The "Sea is your Tomb" card is a bit unbalancing as it removes 4 specific territories, the continent of Atlantis, from play for the remainder of the game and destroys/banishes everything that was on them for a mere 3 faith. If you get the card, Atlantis will probably be yours since you won't play it against yourself (unless Pandora's Box doesn't give you a choice) and no one will put up much of a fight to defend/invade territories that could be permanently removed from play. There's only about 17 Death cards. Getting a death card for free only entails owning one or more crypts in hell at the end of your turn (there are 4), the Pandora's Box relic gives you one for free each turn plus you can buy death cards for 2 faith each. So someone will likely get the card at some point during the game if there's more than 2 players. The concept is cool in theory, but not great in practice. If it was one card out of 50+, I probably wouldn't mind as much since you wouldn't even see it every game, but one of 17 means Atlantis WILL sink unless the cardholder doesn't want it to. That's too much power for one card that only costs 3 faith and the destruction is far too surgical and precise for a Death card.
We changed it so that you draw a random territory card and then destroy all troops, plagues, temples, gods, etc. on that territory and EVERY adjacent territory. Highly random with nuke-like destructive power, but worth it if you got little to lose. Now NOTHING is safe and it can be played multiple times if we want to ignore the normal 5-round turn limit for a standard game. We also had to drop Atlantis' continent bonus to 2.

3. Mortals have too much impact on a godswar. The rules state that gods only fight other gods since fighting mortals directly is beneath them. Mortals only fight other mortals as they can't hurt gods directly. Nevertheless, in a godswar, you get a hefty bonus for local mortal troops on your side... as if the gods fight better if there are enough nearby mortals cheering them on. So if the defending territory has 2 troops and the god of war while the attacking territory shows up with 12 troops and the goddess of magic, the defending territory's god will roll 3 six-sided dice and add 2. The attacking goddess will roll 3 six-sided dice and add 12 so she's almost guaranteed to win. Loser pays, winner stays.
I realize this is nitpicking, but it is a bit strange that the nearby troops make such a huge difference whereas possessing Mjolnir, Thor's hammer, only gives you a +3 bonus and having 10 temples throughout the continent gives no bonus whatsoever.

4. The Egyptians and the Norse have colors that are a bit close. Not terribly, but play in low light and get enough of them on the board when you're trying to count territories, it can become a problem. So I hope in the future they make the Norse a bold red instead of orange. Or maybe the Egyptians can be silver instead of sandy yellow.

There's other little things, but those are the main ones I didn't like.

If you're a hardcore boardgamer and you're willing to make some house rules, this is easily a 5-star product. Otherwise, I'd say it's closer to 3-1/2 stars.
5 helpful votes
6 helpful votes
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on September 1, 2013
Risk Godstorm is an awesome variation on the classic board game. Set in a mythic prehistoric version of the real world, it's not the world as it once was but the world as it should have been. The decision to make each player faction a real-life civilization allows the game to dive into five exciting mythologies. Even if the different Norse, Egyptian, Greek, Babylonian, and Celtic Gods are shoehorned a bit into roles they don't always fit perfectly, the concept of adding special magic cards to the game (some of them are really nasty!) makes this a great update.
1 helpful vote
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on September 9, 2017
Fast Shipping, everything was great.
1 helpful vote
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on October 19, 2013
I was absolutely exited about buying this, and it's a really Fun game. Me and my friends play it for hours and it brings something fresh to the old fashioned risk. The soldier pieces are bigger wich is cool 'cause you don't go losing them, but sometimes you cannot see in wich territory you're standing and the box is REALLY heavy, making it difficult to take to someone elses house.
1 helpful vote
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on June 9, 2014
Sinking your friend's entire civilization into the ocean or calling down the black plague itself makes this game a VERY fun version of the RISK series.

I highly recommend this to anyone who enjoys some additional layering to their otherwise already strategic boardgame.
1 helpful vote
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on November 25, 2011
Excellent Game, this game really change the way the normal Risk works, adding several variants that you will love.
The Best Additions are:
* The 4 types of Gods that could be used.
* The Faith points and Miracle Cards
* The Temples
* The underworld.
* Godwars
* Plague lands
* Atlantis and the sunken Atlantis chances!
3 helpful votes
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