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.
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.
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.
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.
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.
A related game, Risk Godstorm, took some of the innovations of 2210 and set them in a mythological setting.
Risk (game) | Science fiction board games | Origins Award winners
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"Risk 2210 A.D.".
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