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Risk 2210 AD


  I’ve never liked Risk. I think it mostly has to do with the fact that I never played it as a child and didn’t touch it until after I had played other light war games such as Samurai Swords and the other Gamemaster Series games. Once I played Risk after playing these other gems, it seemed to random. There were some minor strategies, to be sure, but the same things happened game after game, and with lucky die rolls, one person could win – regardless of strategies. Also, an alliance against a player could destroy him, no matter how good his strategy. And finally, I never before had seen arguments that powerful until playing Risk. So I stopped playing it, and tried to avoid the game (with the exception of Castle Risk, which I enjoyed on occasion.)

When I saw Risk 2210 A.D. (Avalon Hill, 2001 – Rob Davieu), even though I had this natural aversion to Risk, I was still interested. For one, it was science fiction, and that automatically makes a game sound interesting for me. Also, all the games put out by the new Avalon Hill have great bits, and this game was no exception. So I picked it up, and we’ve played it many times since. The problem with the game is that
while it’s really fun and enjoyable, the fierce arguments and sheer rage that appears during game play deters me from playing it more often.
I like it a lot, but I have seen the most mild person lose it when playing this game (myself included).

I’m going to forgo explaining the basic rules of Risk (as it seems most people in the world have played it) and just talk about the differences between Risk and Risk 2210.

- The map is different, although very similar. The territories are redefined into different ones, trying to give a feel of the future (“The Exiled States of America”, “The Brazil Desert, etc.). They are still grouped up in the same continents as the first game. Added to this mix are thirteen Water territories – divided into five groups, and fourteen Lunar territories – divided into three groups, and on a separate, small round board. At the beginning of the game, four land territory cards are turned over, and nuclear devastation markers are placed on the corresponding spaces. These spaces cannot be entered into or through for the game, and essentially do not exist. This promises a different mapboard every game.
- Money (also known as “energy chips”) is distributed each turn according to territories, continents, and groups controlled. This money is used to buy commanders, command cards, moon bases, and bid for turn order.
- As in Risk, there is only one main type of combat unit, except that in this game they look like little ‘mechs. (called MODs). Bigger MODs stand for 3 or 5 of smaller MODs, just like standard Risk. There are also commander units; the Diplomat Commander (allows nasty Diplomat Command Cards to be played), the Land Commander (uses an 8 sided die in land battles, and allows Land Command Cards to be played), the Naval Commander (who allows invasion into water territories – otherwise a player cannot enter or leave these territories – rolls and 8 sided die in water battles, and allows Water Command Cards to be played), the Nuclear Commander (who always rolls an 8 sided die and allows the wild but massively powerful Nuclear Command Cards to be played), and the Space Commander (who rolls an 8 sided die on the Moon, allows invasions to and on the moon – otherwise the Moon cannot be attacked to or from, and allows Space Command Cards to be played.) Each commander costs three energy tokens and can be bought at the beginning of each players turn. All Commanders always defend with an 8-sided die.
- Turn order is different. There are only five turns in the game. Each turn, players secretly bid an amount of money for turn order. Whoever bids the highest can choose which turn order maker they will take (from 1 to 5), etc. Ties are broken by the roll of a die.
- Command Cards can really change the face of the game. Each player can buy them before they start their turn for one energy token each. They can only buy them if they have the matching commander in play. The cards do different things with the Diplomat’s cards being the most useful, and the Nuclear cards being the most powerful – yet the most random. Cards can be played at different points in the game, which is determined by the text on the card. Some Cards cost energy tokens to play.
- When setup occurs (which is just like normal Risk), no units are placed in the water or on the Moon, and players only receive their Land Commander, Diplomat, and one moon base. The moon base allows 8-sided dice to be rolled for ALL units in the defending territory and allows invasions to the moon.
- The Moon can only be invaded from a land territory with a moon base (new ones can be bought for 5 energy tokens). There are three territories on the moon in which invasions from earth can land, but then the landing armies can move freely on the moon (as long as that player has his Space Commander in play.) Attacks from the Moon can only be made when using certain Command cards.
- Reinforcements are determined by a chart, rather than the cards. Each player receives one unit per turn for each moon base they control, a certain amount of MODs according to how many territories they control, and bonus MODs if they control all the territories in a continent or group.
- After the fifth turn is over, each player calculates their final score. This is done in the same way as determining how many reinforcements they got, except that some cards can be played to add to a player’s score. The player with the final score is the winner.

Some comments about the game…

1.) Fifth Turn: Before components, before rules, this is the most striking feature of the game, and certainly causes the most squabbles, both in the game and on the internet. Most people are concerned, and I am in agreement, that the player who goes last on the fifth turn is the winner, because they can attack everywhere with no fear of reprisals. Now, I do think the 5 turn limit is a good idea, because it keeps the game short(er) and prevents elimination of players (sometimes). But the last player having such an advantage always bugged us. Finally, I read a variant on the internet, tried it out, and will refuse to play the game without the variant. Basically, the variant stated that each player scores their points after their turn in the fifth round. This helped even the game out, and eliminated complaining (yeah right! – but at least it went down a little.)

2.) Components: The components of this game are on par for all the Hasbro Avalon Hill games. In other words, they are of supreme excellence. The plastic pieces, of which there are piles, are marvelous, and being a big fan of ‘mechs, I really enjoy how they look on the board. Speaking of the board, it is a marvelous work of art, and the round Moon board looks really nice next to it. On the flip side, these boards, along with all the piles of cards (eight of them!) and the pieces insist that a large table is needed just so that everything fits! The cards are of good quality, and several blank cards are included, so that one can make up their own command cards. The money chips are nice, although I wish they had included a “10” denomination. Everything fits well into the box, where instead of a plastic insert, they decided to have cardboard cutouts that fit into the box to form a tray. As these cardboard cutouts are wonderfully illustrated, it makes the box look neat, but a plastic insert would have been much more convenient and useful. The box, which is the same size as all Hasbro games, is sturdy, colorful, and yet smaller than the company could have done (think Game master boxes).

3.) Rules: The rulebook is twelve pages long, but the game is fairly simple to pick up – especially if players have already played Risk. One thing I found missing, though, was a section that listed the changes from original Risk. This would have cut down on one having to read all the rules before starting, as the changes are sometimes only mentioned once and not really highlighted. At the end of the rules there is a section that includes the rules for the original Risk, although I doubt anyone ever uses them or has used them with this edition. Still, it’s a nice touch.

4.) Command Cards: Several complaints about the game, from my group and others, is how the command cards are powerful (sometimes quite a bit so) and adversely affect the game, putting randomness in it. Frankly, I don’t see how anyone can take that view. Risk is already the king of randomness, so having random cards seems to fit in the theme right well. Not only that, they allow a player who is getting his butt handed to him a fighting chance to survive. Some of the cards are extremely powerful, but most can be countered by other cards – and if you still think a card is too powerful, you can make up a card that cancels it from the blank cards or remove it from the game.

5.) Arguments: I have seen quiet, demure, easy-going people blow up at others after playing this game, during rules discussions, and several games have almost resulted in total war between the players. I myself have gotten more irked while playing this game than any other (except maybe Diplomacy). After seeing a quiet guy unload on somebody else for attacking them, playing a card, using a rule to their advantage, etc., I usually resolved never to play the game again. Yet, after a few months, we remember how much fun the game is, and bring it out again. Another argument ensues, yet we still have fun. It’s a vicious cycle.

6.) Theme: Obviously the theme fits, as it’s a war game; but I really like how “previous wars” have decimated certain parts of the earth, blocking them off. Sometimes it chokes up a crucial ocean connecting spot, changing everyone’s strategy, and I really like that. Also, the attacks on and from the Moon are great fun, and having nuclear cards able to hurt the player playing them makes for a great theme.

7.) Fun Factor: Does the fun factor cancel the argument/strife factor? Yes, but only if the game is taken in moderation. Playing the right card at the right moment, attacking with a force and winning, defending against an overwhelming force – all this is a lot of fun. But for me, it’s only enough fun to play three or four times a year.

8.) Risks: There are more and more variants of Risk available out there – variants, LOTR Risk, Castle Risk, etc. This is, by far, the absolute best variant out there. I will never play ordinary Risk again, as this is quite a bit of fun for me. Some people might like regular Risk more, but most people I’ve played with prefer this one.

9.) Expansions: There supposedly are expansions that were handed out as tournament prizes, but they are extremely rare, and I have yet to see how a “normal” person can get one. This is bad form, I think, as expansions should be available to all.

And that’s how I would categorize the game.
If you like Risk, assume that you’ll love this version. If you hate Risk, you still might like this game, depending on the reasons that you disliked Risk in the first place. I found it a lot of fun, though harrowing and divisive. If you have cutthroat group who love to pound on each other, tearing each other up and enjoying every minute of it, then this is the game for you. Otherwise, you might want to look elsewhere – this game might be too vicious for you. The game is fun, but at what price?


Tom Vasel
"Real men play board games"

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