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Risk 2210 (Revised)x$24.45
    (57 reviews)
Best Price: $39.99 $24.45
The world is at war. As the leader of one of the warring factions, you control the destiny of your people. On and above earth you must marshall your forces, send forth your troops, hit the right commanders and crush your enemies. Build alliances if you dare, but also be wary of those who you call your friend. Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond. This advanced version of RISK from Avalon Hill contains more strategic play, extending the game theme 200 years into the future when the world's countries are at war. The game contains over 450 military pieces, plus five decks of Command Cards for tactical purposes. For 2-5 players.
MPN: 4098488 - UPC: 076930414750
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Customer Reviews
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Risk with more options, more strategy, and more fun      By A16OAGKBVLMIK1 on 2001-10-17
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.
A great spin on an old game      By AQ5C6BL4WANAY on 2001-09-20
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.
The best RISK game thus far: some info on it, too.      By A42TV8FJP7MI3 on 2003-09-13
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). Cards, well, I love and hate them but they certainly add a lot! 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!
As fun as the original with new twists and shorter play time      By A9REHE0UZ54EL on 2001-12-28
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.
More complex and more fun than the original      By AL8H416ZHSWM on 2001-09-12
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").
- Great Improvment on the Original
     By A377S9SNX61J8V on 2002-10-24
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!
- Risk, but actually fun!
     By A3QSXILNE7LMD6 on 2004-05-06
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. - Money (also known as "energy chips") is distributed each turn according to territories, continents, and groups controlled. This money is used to buy commanders, command cards, moon bases, and bid for turn order. - As in Risk, there is only one main type of combat unit, except that in this game they look like little `mechs. (called MODs). Bigger MODs stand for 3 or 5 of smaller MODs, just like standard Risk. There are also commander units; the Diplomat Commander (allows nasty Diplomat Command Cards to be played), the Land Commander (uses an 8 sided die in land battles, and allows Land Command Cards to be played), the Naval Commander (who allows invasion into water territories - otherwise a player cannot enter or leave these territories - rolls and 8 sided die in water battles, and allows Water Command Cards to be played), the Nuclear Commander (who always rolls an 8 sided die and allows the wild but massively powerful Nuclear Command Cards to be played), and the Space Commander (who rolls an 8 sided die on the Moon, allows invasions to and on the moon - otherwise the Moon cannot be attacked to or from, and allows Space Command Cards to be played.) Each commander costs three energy tokens and can be bought at the beginning of each players turn. All Commanders always defend with an 8-sided die. - Turn order is different. There are only five turns in the game. Each turn, players secretly bid an amount of money for turn order. Whoever bids the highest can choose which turn order maker they will take (from 1 to 5), etc. Ties are broken by the roll of a die. - Command Cards can really change the face of the game. Each player can buy them before they start their turn for one energy token each. They can only buy them if they have the matching commander in play. The cards do different things with the Diplomat's cards being the most useful, and the Nuclear cards being the most powerful - yet the most random. Cards can be played at different points in the game, which is determined by the text on the card. Some Cards cost energy tokens to play. - When setup occurs (which is just like normal Risk), no units are placed in the water or on the Moon, and players only receive their Land Commander, Diplomat, and one moon base. The moon base allows 8-sided dice to be rolled for ALL units in the defending territory and allows invasions to the moon. - The Moon can only be invaded from a land territory with a moon base (new ones can be bought for 5 energy tokens). There are three territories on the moon in which invasions from earth can land, but then the landing armies can move freely on the moon (as long as that player has his Space Commander in play.) Attacks from the Moon can only be made when using certain Command cards. - Reinforcements are determined by a chart, rather than the cards. Each player receives one unit per turn for each moon base they control, a certain amount of MODs according to how many territories they control, and bonus MODs if they control all the territories in a continent or group. - After the fifth turn is over, each player calculates their final score. This is done in the same way as determining how many reinforcements they got, except that some cards can be played to add to a player's score. The player with the final score is the winner. 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
- Long, Complicated and Horribly Addictive
     By A3BM3OVEA2POZS on 2002-11-17
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. If you're a fan of classic Risk, this new game will be quick to learn and provide even more hours of entertainment than the one you know and love. If you've never played Risk but enjoy complex strategy games, it may take a while to figure out what you're doing, but once you do, you won't regret it.
- War in a War Zone
     By A30E08J0FLH7PJ on 2005-03-13
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!
- I still like the original Risk better.
     By A1KJ00IG03MK2R on 2004-10-25
I play Risk a lot. I spend about 10 hours every week playing Risk with 4 or 5 of my friends.
I personally think the additional rules and features of this new Risk game ruin the game. One of the major fun element of the original Risk has always been the unpredictiblity of the outcome. You never know who is going to win until the end of the game.
With Risk 2210 AD, there is actually a formula you can follow to be the winner and who ever achieve this formula the most and the fastest will be the winner for sure. When you play with a group of experienced players for this game, everybody would know who would eventually win the game very early on, which ruin the fun.
And when somebody using this particular formula to play the game and he achieves it, it become almost impossible of other players to turn the tide unless the rest of the "losers" team up together against the leading player. But whats the point? Yes, I know, you can say that you do team up in the original Risk too. But that's totally different here in this case. In the original Risk, the so called Allience sometimes can be a fake one instead of real, but in this game, the rest of the "losers" have to be genuinely allied together to prevent the leading winner wins the game. Then it become a pointless game from that point cause if another player become the leading player, another team up will than appears to stop this new player. In the original Risk game, the one with the Mission Card features, you never know who is really going to win until the last minute.
Another thing about this game that I don't like is that the added Lunar map and the ocean cities aren't really well developed. The Lunar map looks like a lazy add-on features. The ocean cities don't make much difference with or without. These add-on maps kind of riduclous sometimes during our play time cause nobody bother to get them when we know about "the formula".
I personally never get tired of the original Risk game. It doesn't have "the perfect formula." It's still the board game with the most fun. But if you really want to try something new, I would suggest you try the Lord Of The Ring Risk instead.
- Better than the original? Guaranteed!
     By A2O5YEFZA8VHOC on 2003-12-19
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!
- Avalon Hill does it again!
     By A27HS7YD6QRF1Y on 2002-02-07
Awesome Game! It keeps you interested. Adds more interesting aspects such as commanders and command cards in order to enhance gameplay. The futuristic aspect makes it more interesting than normal Risk. Almost unknown powers, such as Afghanistan(its a pretty small military power), are MUCH larger, while countries such as the United States have split up or cease to exist. Devastated areas also make it much more interesting to play. Make sure that no one steps on your pieces. They are plastic and a foot can devastate them. All in all, its a good game.
- The evolution of Risk
     By A27I84GCCHTWAK on 2003-12-10
Within two turns of playing Risk 2210, I knew they had a winner. Balanced, challenging, and (dare I say it) more fun than the original, the new rules add a whole new dimension to a very familiar game.The rules are clearly laid out, so one can quickly start, and offers several "optional" rules to vary the degree of difficulty. One of the best things about the new game is that there are so many strategies to winning.
- Great basic game, confusing complicated new game
     By on 2001-12-26
On Christmas Day, I played this with my 12 and 14 year kids and my wife. We first played the basic "classic" game and everyone loved it. We then decided to play with the new 2210 rules. The rules were WAY too complicated and took too long to learn. We decided to give it a chance, and we all concluded we liked the gameplay and strategy of the basic game far better. The biggest problem with the new game was that gameplay was so tedious that it progressed very slowly and everyone got bored. However, I'll score it well on the educational front since it does require a lot of analytical and strategic thinking.I'd recommend that you save money and buy the good old fashioned version.
- Best game ever.
     By on 2002-06-09
I loved the orignal Risk game, so I bought 2210. When I got it in the mail, I had a couple of my friends over. It was the best of times.... After 6 1/2 hours later, the game was finished. I really recomend this game to anyone who likes the orginal Risk.
- The Most Fun I've Ever Had With a Strategy Board Game
     By A2KVUYPLEW4LXT on 2003-03-19
Risk is huge. People all over the world have enjoyed it for years, and it has long been the game of choice for those who enjoy a good game of strategy. It's easy enough for beginners to learn, yet complex and long enough to satisfy serious strategy gamers. And now, we an updated version for the new millenium...Risk 2010 takes the gameplay of the original Risk and greatly enhances it. While the original Risk was a great game, it had a flaw. Dice rolls. Sometimes the dice were just not going your way, and you were losing ground fast, and...what do you do? In the original Risk dice rolls made you and broke you. Of course you still had to decide where and when to strike, and when to back off, but most of the game came down to dice rolls. In this update, you have WAY more tactical control. Why? Commanders and cards. Commanders are the big guns, expensive, but VERY powerful. And the cards...they are amazing. They have the power to make or brake you in a split second. Knowing when to play your cards makes the game SO much more fun. Do you buy all of one kind of card, or spend your credits on a bunch of different cards? If you lose the commander to the card type, the cards are useless, so you must be careful. You have a card that could hurt or enemies OR hurt you. Do you play it in desperation? And then there is the whole bidding-on-turns aspect of the game (going first or last can make all the difference in the world). So far I've described the excellent gameplay. But this game is more than just that. The board is DARN COOL. The redesigned countries all have awesome names (the Saharan Empire, Neo Tokyo, Exiled States of America) and the addition of water territories and the Naval commander (not to mention the space commander) make it possible to play by land, sea, and air. With the added ability to play classic Risk with the same board, the tweaked gameplay which is now more balanced, and beautiful board, and just plain coolness of the units, commanders, and cards (not to mention the ability to design your own cards!) this game is the one to beat when it comes to a strategy game anyone can play. Simply awesome.
- this game is sicker then sick
     By on 2002-04-07
i liked this game alot. All i do on the weekends is play board games and i usually play risk or axis and allies with the expansions on it and this game blew me and my friends away when we first played it.
- THE "BAR" HAS JUST BEEN RAISED!!!!
     By A3CB0AD8ZPCKKE on 2003-02-03
I just spent an entire weekend playing this game, and the only thing I can think to say is, WOW! I'm a big fan of strategy games of any sort, and huge old school Risk fan. (I'm in the process of tracking down LOTR Risk. Yes, it's out there.) Anywho, my friends and I have a weekly gameday on Sundays, and we try to play new games as often as possible. This weekend, Risk 2210 was introduced, and has become an instant favorite. It has the same strategic appeal we all have loved for years, and new twists that allow for even more fun and strategy. The biggest change is the 5 year rule. This is to say, one year is one complete turn. And you may say, 5 turns???? That's pretty short right? NO WAY! We had one game last about 4 hours. Beleive me the 5 year rule is the best because, IT LEAVES NO TIME TO STALL!!! It MAKES you think on your toes. This, along with new capabilites such as nukes, moon territories, island chains to different continents (Australia is no longer such a safe haven), water and land strikes, diplomacy cards, and the cool MOD sculpts make this out to be one of the best games I've played in a while, and I've played quite a few. I'm greatly anticipating a computer conversion of this game, which I will scoop up immediately.By the way, did I mention that I liked this game? Just checking.
- If you like Risk, you'll love the future
     By on 2004-01-18
Risk is a fun game, but after awhile regular risk does get old. Most of the game is based on dice not strategy and eventually it turns into who can throw the most armies out on one turn. Risk 2210 is an amazing variation. The addition of energy (currency) command cards, commanders, water, and space units makes this game a challenge all the way to the end. The five turn limit really keeps the game aggressive and even with only 5 turns the game can last a good four hours. The addition of strategy command cards is really fun, players can spend the entire game building up armies and defenses only to have them wiped out by nuclear strikes and suprise attacks which keeps the gameplay interesting. This game is a must for anyone who loves boardgames.
- Incredibly fun game (with a few minor drawbacks)
     By ATQTE464YAZM1 on 2004-09-14
I grew up with the original Risk, it will be one of my favorite games and of course stands the test of time as one of the greatest board games in our history. This board game, while I don't think it'll turn out quite as memorable, still has all the fun of the original and adds a few flavors of its own.
Like the original Risk, you divide up the nations with different colored pieces and vie for control of the world. A little addition to this opening is that if you divide up the regions and some land cards are left over, nuclear fallout markers are placed on those regions - basically, in the last big war these regions received so much damage that they became inhabitable and cannot be moved into at all during the game. Another little difference is the Napoleonic soldiers of the original Risk are replced by tiny mechas darting about the board.
Moving and attacking is still the same as it ever was. However, you must buy commanders (and their appropriate action cards) for their various purposes, including moving into sea and moon zones (you have to use the Naval and Space Commanders, respectively). Diplomatic Commanders control or limit what other players do, while Land Commanders and Nuclear Commanders excercise power on the ground and elsewhere. Controlling sections of the ocean and moon will reap reinforcement benefits as controlling entire continents will. Through victory and province number, you not only gain extra troops but also energy points, which can be used to buy commanders, cards, or play cards. Like other players have said these new rules give you a bit of a headache at first, but they're a lot easier to learn than you might think.
My only problem with this game is the action cards themselves. A lot of these cards cost "0" energy, making them basically free, and making the power wielded to them too much. Many of the cards, in fact, yield ridiculous power in regards to attack or reinforcements yet come at a remarkably cheap price. Even when my opponent uses one of the cards, they too agree that having 3 reinforcements come into battle at the cost of no energy is too easy. It became such a problem with gameplay that I soon began to take out cards, edit their cost, or even make my own cards (which they allow you to do - they supply blank cards for your fixing).
Still, this game is indeed fun to play. And if you don't like anything I've described above, the game does come with the rules for normal Risk, and the game plays just as easily with normal Risk rules as it does with the more complicated, "futuristic" rules. Overall, a good strategy game to play with friends, whether for fun if you're in the mood for a sci-fi based board game.
- Excelent Risk sequel
     By A184RIDXFE4SXU on 2004-10-12
The rules are based on the raditional Risk rules but with the extensions of energy, commanders and commander's cards it's a lot funnier and requires a better strategy than 'get as much troops as you can and that's all'.
The rules are more complex but not too much to make the game 'unplayable', they can be read and understood in less than an hour. You can also explain them to your game partners in a few minutes and be ready to go.
The figures, cards and boards are beatifully crafted and very durable.
You can't regreat purchasing this game, it's very entertaining and easy to understand (but doesn't make it a easy game to win, because strategies can be very complex).
- BEST BOAED GAME EVER!!!
     By on 2005-01-19
I thought it was really cool and used a lot of strategery.
- Great update for an old game
     By on 2001-12-26
They have done an excellent job updating this game. No longer the mostly boring dice fest it once was. With a built in limit on how long the game lasts easy to play in under 2 hours if everyone has played once.
- Excellent game!
     By A171SXIWTNWVTI on 2002-11-27
Risk 2210 A.D. is an amazing game. Better than Axis and Allies most times! It is more strategic than regular risk in that you now have commanders who let you go to the moon, sea, or are just overall good fighters, and they have removed the regular risk cards and added command cards which let you do certain things like rocket an enemy or call for reinforcements. The best part is if your deciding between regular risk or 2210, 2210 has the capability of being played as normal AND 2210 (it includes the normal risk cards). Highly Recommended for 11 and even 30.
- If you're a Risk fan, BUY THIS GAME RIGHT NOW
     By on 2003-07-22
I purchased this game last weekend, and although the price was a bit steep for a board game, I'd been an avid Risk fan since I was 8 and figured the investment was worth it. I have not been the least bit disappointed with my purchase. In short, this game is ABSOLUTELY AWESOME. It takes the already superb game of Risk to a whole new level of depth. Attacks aren't simply matters of rolling dice and moving small plastic pieces; new factors such as Command Cards now come into play and can have drastic effects on the outcome of an attack (i.e., Add 3 armies to attacking force or Destroy half of invading force). Other novel and interesting ideas include limiting the game to five rounds, so there's no camping or fortifying units; "bidding" for choice of turn at the beginning of each round, which opens up the strategic possibility of going two turns in a row; and the use of "Commanders", special units who lead your armies into battle and give you the benefit of an 8-sided dice; as well as many other innovations.I submit that this game may be much to big of a gulp to swallow for newcomers to Risk or strategy board games. If you're not a huge Risk fan, this game might not be for you, but if you're like me and the idea of a game based on strategic manuvering and diplomatic mind games makes you salivate with glee, this game will offer hours and hours of intensity and satisfaction.
- AWESOME AWESOME GAME!!!
     By A20LH5R6KY8YV8 on 2004-02-05
I don't personal own this game, but for the past month a few of my friends and I have gotten together on Saturdays and played from like 6 pm to 3 am. This game is so awesome, and there is so much flexibility for making your own rules to keep the game fresh and new. I love the blank "commander cards" that allow you to write in your own special nuke, or something. My current favorite which I came up with is "Salmonella Surprise" in which all other diplomats are killed at a "peace dinner". The bottom line is, if you have at least 3 people willing to commit a few hours, you will have a blast!!
- "LOADS" of fun
     By A2ZSP0IRIZ0ZTB on 2004-04-06
when me and my friend first played this game... i blew a load because i was so happy....and he then skeeted all over the wall!!! we were so happy that we had all of our friends come over...and they played and busted as well!
- Surprisingly good adapatation
     By A261VFQ9K60OW6 on 2004-10-15
I bought this game a couple years ago, and it gets its share of play times in my Friday night gaming group. It's a good balance of complexity with the simplistic Risk combat system; special cards, bidding for turns, more "continents" as well as the Moon sideboard map give the player more factors to consider than simply turning in sets and going on a roll. With the time limit of 5 turns, total conquest is not generally the goal to aim for, as victory is gained through a point system. The games only shortfall when we first played it was those who tended to go last on the last turn had a large advantage. After a few games, we learned a few ways to "mitigate" that advantage. Good casual game for experienced gamers, or a good entry level game for newer gamers.
- fun!!!! fun!!!! fun!!!!
     By on 2004-10-18
well i cant say ive played the game cause i havent. i gave it five stars for everything cause ive played the original and it was a BLAST!!!! and from what ive heard about this one i am going to buy it. i mean goin to conquer the moon and underwater citys with the original territories now thats conquering the world and EXTRA!!! i must say congradulations and good job to the makers of all the risk games cause they are awsome and i dont know what the world would do without them. risk and all the other risk games are the best and my favorite board games. DONT MISS THIS OPURTUNITY!!! THIS IS A MUST BUY BOARD GAME!!!!!!
- BUY THIS!!!!!!!!
     By on 2005-10-09
FUN FOR EVERYONE IT HAS THICK FIGURES THAT WONT BRAKE IT CAN BE A LONG OR SHORT GAME.....JUST TRY TO CONQUER WORLD DOMINATION!!!!!
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| Product Features |
- An advanced version of risk with more strategic play
- Propels the game 200 years into the future when the world's countries are at war
- More than 450 military pieces and 5 decks of Command Cards for tactical purposes
- For 2 to 5 players
- For children above 10 years
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