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RISK - 2210 A.D. $44.99
Total Reviews: 4 review(s)
Average Rating:
5 out of 5 stars
Qty:
On Hand: 24
Usually ships next business day.




Model: 076930866009
Players: 2 to 5
Ages: 10 and up
Manufacturer: Avalon Hill

Risk - 2210 A.D. is the game of global domination and beyond! The world is at war, and as the leader of one of the warring factions you control the destiny of your people. On and above the Earth you must marshal your forces, send forth your troops, hire the right commanders, and crush your enemies. Build alliances if you dare, but also be wary of those who call you friend. Spend your energy wisely. Enlist the commanders with the right commands and you can gain the power you need to conquer the world and beyond. This set includes all pieces to play the classic Risk game as well as the 2210 A.D. version which features expanded game play.

Contents of Risk - 2210:

  • Earth gameboard (20"x30")
  • Moon gameboard
  • 5 sets of Army miniatures
  • 5 sets of Commanders
  • 20 plastic Space Stations
  • 71 Risk cards
  • 109 Command cards
  • 4 Devastation markers
  • 1 Year marker
  • 80 Energy markers
  • Score chart
  • 5 Turn order markers
  • 10 dice
  • Instructions

This product was added to our catalog on Tuesday 09 September, 2003.
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Customer Reviews
Write your own review!
 
Reviewer: ps bishop
Date Submitted: 08/29/2003
TEXT_OF_5_STARS

I recently purchased this game before going on a week long trip to Maine. My family and I were interested in what was new about this game and all of us intently read the instruction book on the plane ride to Maine. The first time we set up the board, we had a few questions, but after playing it through all the way, those questions were answered for the most part. The new RISK is rife with new strategies, and having played it against many classic RISK players who utlized classic RISK strategies, I have developed quite a few new tactics.

In classic RISK, your first objectives were the easily obtained and defended australia or south america. Not so in RISK 2210 AD since everyone has the ability to select their countries during the set-up phase of the game. In RISK 2210 AD you have a pretty good chance of starting the game with a full country under your belt. That being said, it has become more a game of resource management more then just tactical aquisition of land.

The addition of currency (energy) allows you to bid for your turn order as well as purchase and fire powerful nuclear strikes. Do you hold your energy and try to take first turn or do you use your precious energy to launch a devestating strike against some hard targets? I'll discuss this and many more strategies in detail.

The most effective strategy I have found to date is bid for 5th (or last) on one turn, and keep enough energy onhand to sue for 1st the next year, giving you two consecutive turns. I have rampaged across ASIA with this technique and for the first time in any risk game I have ever played, I started the round with asia's 7 resources with this technique. You can run thin with the knowledge that you will be going immediately afterwards.

Another strategy of RISK 2210 ad is to purchase command cards as often as possible. Because they are the only truely limited commodity in the game (limit 4 per turn) you should stockpile them as early as the first turn. Given that you are allowed a draw after 3 contested victories (bringing your maximum possible command cards per turn to 5), you should still purchase as many as possible.

I am personally a big fan of the land command cards for their spot defence and rapid troop gathering abilities, but my girlfriend is equally fond of the nuclear cards. The disadvantage of either of course is that by merely killing that commander you have destroyed any hope of theirs in playing cards from said commander. Therefore, the best strategy is to diversify which command cards you aquire to 2 or possibly three commanders.

Commander purchase is equally important, especially in the first turns when resources are waning. I often purchase a lunar commander and/or naval commander for my first aquisition because each opens up new frontiers of expansion which is intrigal early, especially in a 4-5 players game. My girlfriend often purchases her nuclear commander on the first turn and immediately begins stock-piling nuclear command cards. My technique is a more othrodoxed, land aquisition technique, hers is a 5th turn oriented resource destruction method. Interestingly enough she has won 4 of the last 5 games we have played, so I have begun to think the money is in nuclear command cards used en masse on the 5th turn.

Never forget the moon. There are 14 territories on the moon, and if you control all three regions there is a bonus of 7 more resources per turn, bringing the total resources the moon has available to 11 per turn for moon domination. Most classic RISK players ignore the moon.

Finally, forget your classic RISK rules and begin experimenting with the possibilities this new RISK has to offer. While it is deceptively similiar, it is almost completely different.


Reviewer: Kory Woods
Date Submitted: 05/04/2004
TEXT_OF_5_STARS

I was excited and leery when I first saw that there was an updated version of Risk. I enjoy Risk very much, but was afraid that they made a substandard game and slapped a well known name on the box. Fortunately, I was very, very wrong.

2210AD adds underwater and moon territories that adds some complexity because now you can get attacked from more than just a few directions. The inclusion of commanders also is a great addition to Risk since they defend with an eight sided die instead of the standard six, plus they allow you to use special cards to call in reinforcements, nuclear strikes, and much, much more. A few territories are also removed from play because they have high radiation. This makes the board slighty different each time and in my personal experience has actually dramatically changed the game. The biggest and best change I save for the end...There are limited turns and the order in which you take your turns changes as well. Yes, players have the chance to go twice in a row and with limited turns the game will now only last an evening, not a week or more.

This game is great for the avid Risk player as well as the everyday player. The rules are similiar to the original and it does not get so long and drawn out that people get bored.


Reviewer: Ethan White
Date Submitted: 07/07/2004
TEXT_OF_5_STARS

What to say about this great game. It's hard to start. After playing classic risk for many years, it was time for something new. I'm a strategist by nature, but found classic risk to become dull and boring after playing it many times. One of the main problems was the length of games. They took too long. Now, the new version has the capability of being played like classic risk for the occasional game, but the new and added features for 2210 version add an exciting aspect to the game. Nuclear devestation can change the format of the board for every game, making vital continental borders nonexisitent (North America and Europe...). Also, the new command cards allows for players to always have a shot at the game. Hucking nukes up in the air can always be a risk, but that's why they named the game that. I too think that the turn order and limited turns are the best addition to the game. They force new strategies, and can add new twists to every game. All in all, it's the best board game I've ever played.
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