| Risk
2210 A.D. |
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Game Review by Neil Thomson |
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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 |
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| 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.
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| 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.
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