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.comTo 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?

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.

So, I'm a little confused by the review.