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Risk 2210 A.D.
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Risk 2210 A.D.
- Game Review by Neil Thomson
Publisher: Hasbro
Style: Strategic Board Game
Players: 2-6
Time: 90 minutes - 2+ hours
Ages: 12 to Adult
Difficulty: Moderate
Awards: Best Science-Fiction \ Fantasy Board Game 2001 - Origins Awards

Price: $90 - Buy Now
 
Game Overview

Ok so you know this game shares something in common with classic Risk but you want to know more. Firstly I need to make it clear that the only thing the two have in common is the basic aim of the game (domination) and the combat and reinforcement mechanics. That's where the similarities end. If you are unfamiliar with Risk please go read that review now and I'll see you back here shortly. With Risk 2210 A.D. Hasbro has taken a much loved game and made it even better - there I've gone and said it. The battle for Earth has reached the year 2210 and the Earth is a different place. The game starts with four randomly selected territories having been nuked in the lead-up to full-blown hostilities. As well as continents, players must now extend the frontline to underwater cities and the moon. Three theatres of war makes for three times the fun. But multiple theatres means that specialist troops are required, so 2210 introduces Diplomats and 3 types of Commander (land, naval and lunar). These commanders are not cheap to purchase but their benefits are immense. Firstly they allow players to enter the appropriate theatres of war (land, sea or moon) and in combat these units use a D8 (8 sided dice) instead of a D6. Even more crucially, commanders allow players to purchase command cards (using energy counters which are limited each turn) from the appropriate deck and these have wide-ranging effects that can alter the course of play in surprising ways. Risk 2210 also seeks to reduce the time to play by having the game end at the conclusion of turn five. Throughout the game players keep track of the territory they control on a scoring board. The highest score at games end is declared the winner.

 
The Final Word

Risk 2210 A.D. is worth the price tag even if you own classic Risk. They really are two separate games that play very differently and it must be said that 2210 is more demanding. There is just so much more to think about in this version of the game! The nuked territories created at set-up are a clever way to enable a fixed board to offer a varied gaming experience with each play. Nuked zones dramatically change the make-up of continents and this alters the strategies of players when they go continent grabbing. They can also inhibit the movement of forces as nuked areas are 'no go' zones all game - period. The game play is further varied by introducing the energy counters that players receive each turn. These are used to purchase the command cards, which add much depth to the game and the energy counters are also used at the start of each new round to bid for turn order. Yes, each turn can (and usually will) see a change in the turn order, which has huge implications for player's tactical choices and strategic planning. Of course players cannot buy many command cards AND bid highly for turn order each round, so something has to give! Risk 2210 consists of quality components with the game boards offer vibrant colour, making them engaging to the eye. Risk 2210 A.D. is a worthy addition to any gamer's collection if you like the waring genre, plenty of miniatures and have a couple of hours to kill.

 
Pick-up & Play
 
These games can be picked up and learned in 30 minutes or less making it ideal for new players. The rules are straightforward and can often be clearly understood without even playing the game. These games are great for all ages due to the minimal rules and options available. Don't make the mistake of regarding this category as too easy though as truly great games can be found here and it would be a folly for experienced gamers to overlook them.
 
 
Moderate
 
Moderate games can still be learnt in approximately 30 minutes but are designed to offer a greater depth of strategy. Games at this level will often appear straightforward at first but after several plays a greater sophistication will become apparent. This adds much to the games re-playability and will appeal to gamers that enjoy the variety of options available to them. The rules for these games can sometimes take several reads due to their intricate nature and therefore several play tests are required to fully clarify them. These games can appeal to hard-core gamers and infrequent gamers alike. A large number of gamers will find themselves playing games in this category.
 
 
Challenging
 
These games can still be learnt and enjoyed by newcomers to gaming but on the whole are best suited to the experienced gamer. The rulebook can be more akin to a small journal at times and the complexity is mentally challenging. These games are without a doubt still very enjoyable but they will take more work to prepare for and often require a serious commitment to play (large part of a day or weekend). These games often appeal to lovers of a particular genre or the regular miniatures gamer.
 
 
 
 
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