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Tao Wong
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Risk 2210 AD is a remake of the classic Risk game that promises to speed up the game and add a new level of strategy. Set in the future, the world map is recognizable though slightly different (mostly in names), with the addition of lunar and marine bases.

Appearance: Risk 2210 comes with five primary coloured armies and a pair of game boards. The game board are solid and the cards provided, while smaller than normal sized cards are of average (to slightly thin) stock, so nothing major to complain about. The major issue with the game boards is the rather horrible colour scheme chosen for the main world board – could they have found any more revolting colours?

Other than that, the art work on the cards are adequate, the pieces cute and functional and the pieces all come with bags which is a plus. No insert, but in this case, it would probably just get in the way.
Rules / Ease of Learning: If you have ever played Risk before, picking up Risk 2210 will be quite fast. A few new rules complicate matters which are covered here, but the basic rules of placing armies on regional locations and rolling dice when choosing combat still hold true.

New game play elements include Commanders. There are 5 type of commanders – Land, Sea, Nuclear, Diplomacy and Space commanders. Commanders provide a few advantages – you can purchase Command cards if you have a commander of that type; you can move your armies into the specific controlled regions (for Sea and Space Commanders) and finally, Commanders can roll the d8 for defense all the time and attack depending on their type. Since most combat is undertaken via d6’s with the winner having the higher roll, this can make Commanders an effective advantage in battle.

In addition to this, the Lunar board can only be accessed via Lunar Base stations. These stations provide additional defense die’s and armies in their location, adding another interesting feature.
Energy comes as a third feature. Energy is how turn order (via an auction mechanism) is chosen as well as how additional Command cards and Commanders are purchased. Furthermore, you will need Energy as well to play Command cards.

Lastly, Command Cards have been updated. Now, they can provide a host of advantages – from moving Commanders to new positions as a surprise attack to new troop reinforcements and ‘death from above’ cards. They add a surprising twist to the battles and can make things quite interesting at times.

Risk 2210 AD comes with a turn counter, forcing each game to last a maximum of 5 turns only. In addition, the original game can be played from the Risk board provided.

Gameplay: Set-up of Risk 2210 AD does take longer than the original base game with multiple decks of cards available as well as the need to separate additional counters and placement of characters. Also, the inclusion of ‘waste lands’ make the game slightly different each game.

Otherwise, actual combat as mentioned is the same and so is movement. Additional strategic options are available though including the use of energy, the use of command cards, the silent auction of energy for turn order and the use of the lunar base.

We now come to the biggest issue I have with the game – the incredible amount of ‘swings’ in the game. Because gameplay is limited to 5 rounds, each turn a player receives dictates that they receive a large number of reinforcements. Coupled with the additional energy cards and the potential reinforcements from Command Cards, a large number of armies are in play each turn. This can make breaking through choke-points quite easy, especially with the introduction of even more bridging locations through marine bases.

All this means is that in each turn, you can expect to win and lose a lot of ground as players can over-extend themselves and take ground. Worst, Command cards can make a rout very effective, potentially taking a player half out of the game with a series of bad rolls and a concentration of forces by another player.

Conclusion: Risk 2210 AD does deliver on its promise of a faster game. With multiple avenues to any location with marine bases and the additional lunar bases, it’s impossible (and silly) to turtle in any one location. The 5 turn maximum system forces a new type of play from the traditional game. On the other hand, the huge swings in forces and battle makes the game feel much less strategic in some other ways – there’s very little players can do (unless they are lucky enough to draw the right Command cards) to stop another player coming in for a romp. Risk 2210 will appeal to some gamers but not all. For myself, I’m still looking for something to scratch my strategic war game itch.

Tao
www.starlitcitadel.com
Moshe Callen
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08
I have a few points of the review to question. I'd say "take issue with" but although I've thoroughly read the rules and intend to buy it at some point, I've not played it-- just to be honest and up-front. So, my understanding could be incorrect. Nonetheless, mine are general sorts of question.

tired wrote:

Risk 2210 AD is a remake of the classic Risk game that promises to speed up the game and add a new level of strategy. Set in the future, the world map is recognizable though slightly different (mostly in names), with the addition of lunar and marine bases.


My understanding is that this was not a "remake", albeit the most similar of the games in the series to the original Risk. From the rules, it seems to be a markedly different game by intention-- with limiting mechanisms built-in on the number of actions a player can take per turn and other elements which just don't work in the original Risk and are not meant to.

tired wrote:

Furthermore, you will need Energy as well to play Command cards.
This is the limiting mechanism I had in mind above.

tired wrote:

Lastly, Command Cards have been updated. Now, they can provide a host of advantages – from moving Commanders to new positions as a surprise attack to new troop reinforcements and ‘death from above’ cards.


So, my understanding would seem to be correct that these are not remotely like the original Risk cards to the extent that no meaningful comparison can be made?

tired wrote:

Gameplay: Set-up of Risk 2210 AD does take longer than the original base game with multiple decks of cards available as well as the need to separate additional counters and placement of characters. Also, the inclusion of ‘waste lands’ make the game slightly different each game.

Otherwise, actual combat as mentioned is the same and so is movement. Additional strategic options are available though including the use of energy, the use of command cards, the silent auction of energy for turn order and the use of the lunar base.


This doesn't sound like the same game nor an "update" to me.

tired wrote:

We now come to the biggest issue I have with the game – the incredible amount of ‘swings’ in the game. Because gameplay is limited to 5 rounds, each turn a player receives dictates that they receive a large number of reinforcements. Coupled with the additional energy cards and the potential reinforcements from Command Cards, a large number of armies are in play each turn. This can make breaking through choke-points quite easy, especially with the introduction of even more bridging locations through marine bases.


Here I just don't understand the criticism. 1. If one knows they're coming, why can't a player plan for the actions of other players and so eliminate or at least minimize these "swings"? 2. The "Go for broke" strategy of classic Risk-- which I actually favor in that game-- does lead to "swings" if multiple players use it, but this seems to me like criticizing Monopoly because players don't actually trade in it; namely, this seems the fault of the way people are playing it rather than the game. Maybe I'm missing something here?

tired wrote:

All this means is that in each turn, you can expect to win and lose a lot of ground as players can over-extend themselves and take ground. Worst, Command cards can make a rout very effective, potentially taking a player half out of the game with a series of bad rolls and a concentration of forces by another player.

Conclusion: Risk 2210 AD does deliver on its promise of a faster game. With multiple avenues to any location with marine bases and the additional lunar bases, it’s impossible (and silly) to turtle in any one location. The 5 turn maximum system forces a new type of play from the traditional game. On the other hand, the huge swings in forces and battle makes the game feel much less strategic in some other ways – there’s very little players can do (unless they are lucky enough to draw the right Command cards) to stop another player coming in for a romp. Risk 2210 will appeal to some gamers but not all. For myself, I’m still looking for something to scratch my strategic war game itch.

Tao
www.starlitcitadel.com


To be clear, as the reviewer, you're entitled to an opinion, but it seems to come across as if you went it predisposed to dislike the game because of association with Risk. Am I just reading things into the review?

:D You still get a thumb [or two] because you have detailed info here, but at least my impresssion of the review posted is that you went into the game predisposed to dislike it, approached it as "updated" classic Risk rather than a different but related game and in the end disliked it for not being something it was never intended to be but which you'd not really want it to be in the first place. :what: So, I'm a little confused by the review.
Tao Wong
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07
Actually, I came into the game really looking forward to it. I loved classic Risk in many ways, my biggest criticism of that game has always been the problem of how long it took to play. So after reading various reviews/etc. of Risk 2210, I thought it'd be exactly what I wanted. It turned out it wasn't...

Let's see, to answer some points here (and I apologise for not using quotes but I'm horrible at formatting).

Command cards - you are right, they are very different from the original game command cards. Not much in relation there at all - if anything, I like these cards better.

As for the swings - here's an example of Australia. Traditionally, you had 1 choke point (Siam/New Guinea). With the new game, you have another 2 'marine' entrances, increasing your potential areas of defense from 1 to 3. This is for Australia - the most defensible location.

Now, if you get 20 men this turn, you can place 5, 5, 5 at each of these main locations and maybe the other 5 go somewhere else for fighting/etc.

It's completely useless though because your opponent could put all 20 of his men onto one location and hammer through on that one location where you had '5' people reinforced. Since you have 3 locations to defend and he only has 1 location he needs to attack from, there is no way you can sufficiently reinforce to stop him from tromping through your lands.

There's no way to plan or hamper him (beyond being lucky on rolls / drawing some really good command cards). So it feels like you have less control even than traditional Risk.

As for the use of update / upgrade / new version / variant; if they hadn't wanted the comparisons, they should just use a new name.

Thanks for the comments btw.

Tao
Moshe Callen
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08
You're welcome and odd as it sounds your criticisms make me think more I'll probably like the game. Of course we'll see when I do go get myself a copy. Hopefully, I'll not be singing a different tune then....
George Fagin
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tired wrote:
There's no way to plan or hamper him (beyond being lucky on rolls / drawing some really good command cards). So it feels like you have less control even than traditional Risk.


I would say instead that you have more complex decisions to make. They won't be the same decisions that you can make without thinking, given your long experience with Risk, but they certainly exist and the player who makes the better choices will win most games.
Evan S
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0708
Risk 2210 is the game responsible for me finding BoardGameGeek.

While I had run across BGG before searching for things, I didn't really start to explore it until I was looking to see if there was a variant Risk 2210.

I had played Risk 2210 a few times with my friends one summer and was getting sick of it while my friends weren't.

I found it to be better than regular Risk* but not a great game.

So I started looking to see if there was a variant to renew my interest and that's when I first started really exploring BGG.

Even though I didn't really find a variant that interested me, the command cards and circumstances that allowing rolling an 8 sided die help, it plays fast and enough improves Risk enough..

In my opinion, it's biggest flaw is the one all Risk games and Axis & Allies share: the main tactic is to pile as many men on a space as possible and try and stomp the other guy down enough on your turn that it is difficult for them to stomp back on theirs.

In the end, even though I didn't really find a variant that interested me, I still don't mind playing Risk 2210 every once in a while. Say, once a year or so.






*In my opinion, the very best Risk game is the computer game Risk II.

It has leaders and your dice change depending on how strong your force is. And it is not just 6d, 8d, 12d but specialized dice that don't necessarily run from 1 to (# of sides).

That really speeds up the game because outclassed forces go down quicker.

The other big thing Risk II has is simultaneous moves. That really changes the feel of the game.

You can still find the game at Target and such. Unfortunately, once you master the game, the AI is not very good.

It does have hot seat play but it's network play uses an outdated protocol. There might be a way to play it over the Internet now, but I haven't looked into it.

Hmmm, I haven't thought about that game in a while.

Now I am starting to wonder if there is maybe a way to adapt some the computer game's best features to a boardgame.

I'll have to think about it.
Tao Wong
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07
whac3 wrote:
You're welcome and odd as it sounds your criticisms make me think more I'll probably like the game. Of course we'll see when I do go get myself a copy. Hopefully, I'll not be singing a different tune then....


Well, I'm trading my copy away :D
Moshe Callen
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tired wrote:
whac3 wrote:
You're welcome and odd as it sounds your criticisms make me think more I'll probably like the game. Of course we'll see when I do go get myself a copy. Hopefully, I'll not be singing a different tune then....


Well, I'm trading my copy away :D

I'd make an offer except that I noticed there at least seems to be a new edition combining this and RiskRevised to be had. If that's waht you have, I'll happily negotiate. If not, I'll see if I can get that instead.
Tao Wong
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07
whac3 wrote:
tired wrote:
whac3 wrote:
You're welcome and odd as it sounds your criticisms make me think more I'll probably like the game. Of course we'll see when I do go get myself a copy. Hopefully, I'll not be singing a different tune then....


Well, I'm trading my copy away :D

I'd make an offer except that I noticed there at least seems to be a new edition combining this and RiskRevised to be had. If that's waht you have, I'll happily negotiate. If not, I'll see if I can get that instead.


Nope, mine's the older version. Didn't even know there was a newer version that combined it with Risk Revised - it has the classic Risk rules in it but not the Risk Revised.
mar hawkman
Honestly.... 2210 is the reason I started to like RISK in general. the original bored me the first time I saw it played and I never really tried it. After an all out slugfest in 2210, I started to like it.

I still think the idea of trading for massive armies is stupid though. Toss 3 cards get 20-60+ troops? Why? IMO it somewhat hurts the strategic aspect to make it so players can get such a massive benefit for practically no actual investment.

The PS version has a set of rules with a greatly toned down version of the turn in rules. Instead of starting around 12 you start at 3(ish). It goes up from there but very slowly. I think 2 per turn in. so 3,5,7,9,11.... Decidely enough to make a difference, but not enough to enable a gigantic blitzkreig the way the standard version does.

I really love the idea of incorporating Sci-fi elements into the game. Then again I'm a sci-fi fan so I love sci-fi games by default.
 
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