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Risk 2210 A.D. is a futuristic Risk variant by Avalon Hill. It shares some of the classic features of the game with some new ones. The designers are Rob Daviau (who also designed Pacific, The Game and some Star Wars games, including The Queen's Gambit) and Craig Van Ness (who designed Legends, Roller Coaster Tycoon, Buffy... and other games).

In 2002, Risk 2210 won the Origins Award for Best Science Fiction or Fantasy Board Game of 2001.

Comparison to Risk


Territories

Geographically, the map is nearly identical to the classic Risk map. It has the same forty-two territories as before, but they have somewhat different names; Greenland, for example, is now the Exiled States of America. Also, a few connections are removed; the picture shows that only Egypt has a connection with Middle East.

Significant is the addition of thirteen underwater territories divided into five "colonies", which work like continents — control the whole colony to receive a bonus. Moon exploration is also possible. Just build a space station, hire a space commander and go where (almost) no man has gone before. These extra territories also create new avenues of movement and attack between continents.

Each game the map changes. 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.

Units

But perhaps the most important function of the commanders is allowing the use of cards of various types. 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. 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. The cards are divided into distinct decks following specific themes. Perhaps the most devastating card attacks are enabled by the nuclear commander: playing a nuclear card has the potential to destroy an entire continent.

Energy also has a strategic importance. It is used to buy cards, to bring commanders and space stations into play, to bid for the most advantageous place in the turn order, and to play certain cards. Each round, players bid energy for the right to choose when they want to take their turns. But players who spend too much energy one turn may find themselves playing at a disadvantage the next turn, or even for the rest of the game.

Turn limit

Risk 2210 includes a five-year limit. Whoever controls the most territories (and bonuses) at the end of the fifth year wins. The player with the last turn in year five can conquer as much territory as possible without worrying about the need to defend. Thus, in close games, victory by the final player is virtually guaranteed.

Although each player only gets five turns, a game may easily last over five hours.

The game includes the necessary equipment and cards for playing the classic version of Risk.

Renamed territories


Strategy


The strategy for Risk 2210 is much more varied than in traditional Risk. It is possible to gain a large advantage in the first round or round and a half if a player strategically outmaneuvers his opponents. By taking the last turn in the first round, and keeping enough energy to buy the first turn in the second round, the player is safe to leave his territories completely unguarded after the first round, earning many reinforcing armies from what would otherwise be reckless conquest. However, if there are more than 2 players, gaining a large early advantage can make the player a target for the other players.

Some players prefer to fly away to the Moon instead of trying to fight on earth, maintaining a small earth presence centered around a space station. Others prefer establishing sea colonies very quickly that are bordering major colonies, and then invading the continents, while its main inhabitant is still weak from trying to take over a larger area of space. Diplomacy creates intrigue, as players can call cease fire to prevent attack, etc. Nuclear holocaust has its effects as well, as should be expected. Otherwise, many strategies are the same as in Classic Risk.

Expansions


There were three expansions released for Risk 2210, all by the name Frontline. These were originally released by Avalon Hill to be used as Tournament awards, available only to retailers. They were not made available for resale by Wizards of the Coast.

A related game, Risk Godstorm, took some of the innovations of 2210 and set them in a mythological setting.

Prominent differences from classic Risk


  • There are no missions; the winner is the player with highest score at the end of the last year
  • Use of commanders (land, water, space, nuclear, diplomat)
  • Command cards that can be bought if one has the corresponding commander in the game
  • Armies are not acquired through card trading
  • Space stations
  • Underwater and Moon territories
  • Use of energy to buy and play cards
  • Players can roll an 8 sided die in some instances

External links


Risk (game) | Science fiction board games | Origins Award winners

 

This article is licensed under the GNU Free Documentation License. It uses material from the "Risk 2210 A.D.".

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