Risk: 2210
Avalon Hill
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MSRP:$44.95 10% Off Your Price: $40.46 You Save: $4.49 Plus Free Shipping and Handling within the Continetal United States
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Who Will Be the New World Leader?
In the year 2210, the world is at war.
As the leader of a warring faction, you control the destiny of your
people. On the Earth, in the great underwater domed cities beneath the
oceans, in orbit, and even on the Moon, you must marshal your forces,
send forth your troops, and hire the right commanders to crush your
enemies. Build alliances if you dare, but be wary of whom you trust.
Energy is the currency of the 23rd century; spend yours wisely and you
just might conquer the world--and beyond.
RISK 2210 A.D. also includes everything needed to play the classic game of Risk.
In the end, endurance, skill, and guts will prevail, and one leader will rule the planet. Do you have what it takes?
The Map
Geographically, the map is nearly identical. It has the same 42
areas as before, but they have different names. Greenland, for example,
is now the Exiled States of America. (It's obvious there's a story
behind the board, a history that is invisible to the players; some day
we'd like to get Rob Daviau to share the tale.) The only functional
changes are the removal of two connections between continents to
improve play and make Asia a little easier to defend. You can play
old-style Risk on this map and feel right at home.
Much more significant is the addition of 13 underwater territories
divided into five "colonies" (which work like continents -- control the
whole colony and you receive a bonus). There's also the moon, too, on
its own, separate map board, with 14 Lunar territories divided into
three colonies. Typically, the moon is fairly easy to capture (once you
build a space station and hire a space commander), but that means it's
also hard to hang onto.
These new territories do more than just add further real estate to
conquer. They create new avenues of movement and attack between
continents. The great fortified lines of old Risk are gone. They aren't
practical on this board because there are too many ways around them.
The map is changed in one other way, too, that makes each game
different. Before any units are placed, four Devastation markers are
positioned randomly on the board. Those four territories are nuclear
wastelands where no units can go during the game. They can have a
dramatic effect on the game's geography.
Units
Instead of blocks, stars, numerals, or soldiers as in Risk, the Risk
2210 A.D. pieces are now battle robots, or MODs -- Machines of
Destruction. They look different but they work exactly the same in the
game.
Commanders
One of the biggest changes is the addition of Commanders. They come
in five flavors -- Land, Naval, Space, Nuclear, and Diplomat.
Commanders fill a number of useful roles. Their most basic function is
to act as super soldiers -- having a commander in a battle usually
allows you to roll an 8-sided die rather than the typical 6-sider.
Two of the commanders also determine where your MODs can move and
attack. To attack or move into sea territories you must have a Naval
commander, and to send MODs to the Moon you must have a space
commander.
But perhaps their most important function is that commanders allow you to use cards of various types. Which brings us to . . .
Cards
All of the previous changes have significant but small effects on
the game. The addition of cards has a huge effect -- they change the
strategies in broad sweeps rather than small adjustments. Clever card
play can shift the balance of power rapidly.
The cards are divided into distinct decks following specific themes.
Players can only buy four cards at a time, so deciding which decks to
buy cards from is a key decision.
Like the new avenues of movement, cards open up the board by making
no position impregnable, no attack a sure thing. With cards in use, the
game is always fluid and positions are constantly shifting.
Energy
In the year 2210, energy is used essentially as currency. It's one
more aspect of strategy to think about. You don't use it to buy units,
but to buy (and sometimes play) cards, to bring commanders and space
stations into play, and to bid for the most advantageous place in the
turn order. The first turn of the game is a valuable commodity, as is
the last turn of the game. Each round, players bid energy for the right
to choose when they want to take their turns. Looking ahead is crucial
-- spend too much energy this turn and you'll find yourself playing at
a disadvantage next turn.
Turn Limit
Of all the improvements in Risk 2210 A.D., the turn limit probably
has the most sweeping effect on the game. The war lasts five turns.
Whoever controls the most territory at the end of the fifth turn, wins.
Seizing a continent and furiously sandbagging the borders is no longer
a viable strategy.
With only five turns in which to conquer ground, every one of them
is crucial. Players almost never get eliminated -- there's not enough
time to beat them down to nothing, and there are cards and space
stations to bolster their defenses.
This one change alone would have revolutionized the game. Combined
with the other new rules -- cards, sea and lunar territories,
commanders, and energy -- Risk 2210 A.D. becomes a significantly
different, new, more challenging, and more interesting game.
Risk 2210 A.D. contains
- Earth Game Board (20" x 30")
- Moon Game Board
- 5 Sets of Army Playing Pieces
- 5 Sets of Commanders (Diplomat, Land, Naval, Nuclear, Space)
- 20 Plastic Space Stations
- 71 Risk Cards (Land, Water, and Lunar)
- 109 Command Cards
- 4 Devastation Markers
- 1 Year Marker
- 80 Cardboard Energy Markers
- Score Chart
- 5 Turn Order Markers
- 10 Dice
- Instructions
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