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Risk 2210 A.D. - Wikipedia, the free encyclopedia

Risk 2210 A.D.

From Wikipedia, the free encyclopedia

A Risk 2210AD mid-game board
A Risk 2210AD mid-game board

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 Axis and Allies: Pacific, Buffy The Vampire Slayer: The Game and some Star Wars games, including The Queen's Gambit and Star Wars Epic Duels) and Craig Van Ness (who designed Stratego: 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.

Contents

[edit] Comparison to Risk

[edit] 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 Egypt is the only African country to have 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.

The map changes each game — 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.

[edit] Commanders and cards

One of the biggest differences from classic Risk is the addition of commanders: land, naval, space, nuclear, and diplomat. These fill a number of roles. Their most basic function is to act as an improved army unit, enabling players to roll eight-sided dice rather than the typical six-sided. For some commanders this is true only when defending. Space and naval commanders allow movement into Moon or water territories respectively.

Players may vie for control of the Moon
Players may vie for control of the Moon

But perhaps the most important function of the commanders is allowing the purchase and 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. Card play can shift the balance of power rapidly. Players can only buy four cards at a time, and only for commanders in play. Like the new avenues of movement, cards open up the board by making no position impregnable, no attack a certainty. With cards in use, the game is more fluid and positions are constantly shifting. There is a separate deck of cards for each type of commander. Perhaps the most devastating card attacks are enabled by the nuclear commander: playing a nuclear card has the potential to destroy an entire continent.

[edit] Energy

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.

[edit] Turn limit

Risk 2210 includes a five-year limit, although it is possible to play as in normal risk with unlimited turns. 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, unless the other players have saved a stock of cards and energy to defend themselves.

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.

[edit] Renamed territories

North America

South America

Europe

Africa

Asia

Australia

[edit] 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 very quickly establishing sea colonies that border major countries, positioning themselves to invade a continent when its main inhabitant is weak from trying to take over a larger area. 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.

[edit] 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.

[edit] Prominent differences from classic Risk

  • The game is only 5 years (turns) long; the winner is the player with highest score at the end of the last year
  • Completed missions ("Scout Forces" cards) earn five armies
  • 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
  • Underwater and Moon territories
  • Use of energy to buy and play cards
  • Players can roll an 8 sided die in some instances

[edit] External links

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