Others say...

"BUY THIS!!!!!!!!"
FUN FOR EVERYONE IT HAS THICK FIGURES THAT WONT BRAKE IT CAN BE A LONG OR SHORT GAME.....JUST TRY TO CONQUER WORLD DOMINATION!!!!!

"War in a War Zone"
Ran across this item by accident while deployed to Iraqi Freedom. Spent many a fun-filled hour (or 6) playing this strategy game. Gave most of us a nice way to unwind and blow off steam for a few hours.
You have to be very forward thinking in order to actually manage to take over the world and/or moon--don't over extend your army or you may find yourself sitting the last round or two on the sidelines just rooting for someone else's downfall--been there, done that.
The differing areas, nuclear fall-out zones, and the fantastic Command cards can turn the tide of the game in a single round--especially the fifth and final; making pay-back games a highly enjoyable must.
The rules can seem a bit more complicated than the original at first, but once you get used to them, the game just rolls along.
Also played the LoTR version, nowhere near as much fun!

"BEST BOAED GAME EVER!!!"
I thought it was really cool and used a lot of strategery.

"I still like the original Risk better."
I play Risk a lot. I spend about 10 hours every week playing Risk with 4 or 5 of my friends.
I personally think the additional rules and features of this new Risk game ruin the game. One of the major fun element of the original Risk has always been the unpredictiblity of the outcome. You never know who is going to win until the end of the game.
With Risk 2210 AD, there is actually a formula you can follow to be the winner and who ever achieve this formula the most and the fastest will be the winner for sure. When you play with a group of experienced players for this game, everybody would know who would eventually win the game very early on, which ruin the fun.
And when somebody using this particular formula to play the game and he achieves it, it become almost impossible of other players to turn the tide unless the rest of the "losers" team up together against the leading player. But whats the point? Yes, I know, you can say that you do team up in the original Risk too. But that's totally different here in this case. In the original Risk, the so called Allience sometimes can be a fake one instead of real, but in this game, the rest of the "losers" have to be genuinely allied together to prevent the leading winner wins the game. Then it become a pointless game from that point cause if another player become the leading player, another team up will than appears to stop this new player. In the original Risk game, the one with the Mission Card features, you never know who is really going to win until the last minute.

Another thing about this game that I don't like is that the added Lunar map and the ocean cities aren't really well developed. The Lunar map looks like a lazy add-on features. The ocean cities don't make much difference with or without. These add-on maps kind of riduclous sometimes during our play time cause nobody bother to get them when we know about "the formula".

I personally never get tired of the original Risk game. It doesn't have "the perfect formula." It's still the board game with the most fun. But if you really want to try something new, I would suggest you try the Lord Of The Ring Risk instead.

"fun!!!! fun!!!! fun!!!!"
well i cant say ive played the game cause i havent. i gave it five stars for everything cause ive played the original and it was a BLAST!!!! and from what ive heard about this one i am going to buy it. i mean goin to conquer the moon and underwater citys with the original territories now thats conquering the world and EXTRA!!! i must say congradulations and good job to the makers of all the risk games cause they are awsome and i dont know what the world would do without them. risk and all the other risk games are the best and my favorite board games. DONT MISS THIS OPURTUNITY!!! THIS IS A MUST BUY BOARD GAME!!!!!!

 

Buy Cheap Software Now!
  Risk 2210 (Revised)

List Price : $39.99
Our Price : from $24.40

Why I buy this one ?
- An advanced version of risk with more strategic play
- Propels the game 200 years into the future when the world's countries are at war
- More than 450 military pieces and 5 decks of Command Cards for tactical purposes
- For 2 to 5 players
- For children above 10 years



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What our customer's say!

"Awesome Board Game", This is an awesome game... I think that the adding to the normal RISK was a great idea. this game is totally worth the price.

"one of the best games yet !!", this game which is the modification of the old risk game is exsiting and full of fun and never get board form playing it

"Risk on the Moon!", I've played regular Risk for years but while deployed overseas I picked up Risk 2210. It has all the classic strategery (I know it's not a word) elements with tons of wild cards thrown in. I recommend Risk 2210 to all Risk and strategy game fans.

"RISK 2210 adds new dimension to the game.", RISK 2210 has really brought RISK into the 21st century. The addition of Commanders and command cards can change the game and allow the players to set up major attacks more subtley. I really enjoyed the new level of strategy needed as well as the acknowledgement of contemporary warfare. I wouldn't suggest 2210 to someone who has never played RISK before because all players should start with Classic RISK to develop the skills, but for those looking to challenge their RISK skills even further, I would highly recommend this.

"RISK 2010AD", This is a great game....Imagination is the main thing that works this game as opposed to "electronic" games. It is probably one of the LAST table games we will see....which is sad....Electronics are taking over which is really too bad...



 
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Read this reviews before You buy...

"Surprisingly good adapatation", I bought this game a couple years ago, and it gets its share of play times in my Friday night gaming group. It's a good balance of complexity with the simplistic Risk combat system; special cards, bidding for turns, more "continents" as well as the Moon sideboard map give the player more factors to consider than simply turning in sets and going on a roll. With the time limit of 5 turns, total conquest is not generally the goal to aim for, as victory is gained through a point system. The games only shortfall when we first played it was those who tended to go last on the last turn had a large advantage. After a few games, we learned a few ways to "mitigate" that advantage. Good casual game for experienced gamers, or a good entry level game for newer gamers.

"Excelent Risk sequel", The rules are based on the raditional Risk rules but with the extensions of energy, commanders and commander's cards it's a lot funnier and requires a better strategy than 'get as much troops as you can and that's all'.

The rules are more complex but not too much to make the game 'unplayable', they can be read and understood in less than an hour. You can also explain them to your game partners in a few minutes and be ready to go.

The figures, cards and boards are beatifully crafted and very durable.

You can't regreat purchasing this game, it's very entertaining and easy to understand (but doesn't make it a easy game to win, because strategies can be very complex).


"Incredibly fun game (with a few minor drawbacks)", I grew up with the original Risk, it will be one of my favorite games and of course stands the test of time as one of the greatest board games in our history. This board game, while I don't think it'll turn out quite as memorable, still has all the fun of the original and adds a few flavors of its own.

Like the original Risk, you divide up the nations with different colored pieces and vie for control of the world. A little addition to this opening is that if you divide up the regions and some land cards are left over, nuclear fallout markers are placed on those regions - basically, in the last big war these regions received so much damage that they became inhabitable and cannot be moved into at all during the game. Another little difference is the Napoleonic soldiers of the original Risk are replced by tiny mechas darting about the board.

Moving and attacking is still the same as it ever was. However, you must buy commanders (and their appropriate action cards) for their various purposes, including moving into sea and moon zones (you have to use the Naval and Space Commanders, respectively). Diplomatic Commanders control or limit what other players do, while Land Commanders and Nuclear Commanders excercise power on the ground and elsewhere. Controlling sections of the ocean and moon will reap reinforcement benefits as controlling entire continents will. Through victory and province number, you not only gain extra troops but also energy points, which can be used to buy commanders, cards, or play cards. Like other players have said these new rules give you a bit of a headache at first, but they're a lot easier to learn than you might think.

My only problem with this game is the action cards themselves. A lot of these cards cost "0" energy, making them basically free, and making the power wielded to them too much. Many of the cards, in fact, yield ridiculous power in regards to attack or reinforcements yet come at a remarkably cheap price. Even when my opponent uses one of the cards, they too agree that having 3 reinforcements come into battle at the cost of no energy is too easy. It became such a problem with gameplay that I soon began to take out cards, edit their cost, or even make my own cards (which they allow you to do - they supply blank cards for your fixing).

Still, this game is indeed fun to play. And if you don't like anything I've described above, the game does come with the rules for normal Risk, and the game plays just as easily with normal Risk rules as it does with the more complicated, "futuristic" rules. Overall, a good strategy game to play with friends, whether for fun if you're in the mood for a sci-fi based board game.

"Taking over the world has never been so much fun...", I can't say I've played the original risk before. At least not the board game. But I can say that after playing this thing, I'm hooked. I love strategy games, especially war strategy. I really thing this thing is going to keep me busy for months, if not longer.

Here's the deal: The year is 2210, and the world is at war AGAIN. A few territories are already unplayable due them being so ravaged by nuclear war in the past. The countries we all know and love (and hate) now are divided up and represented as they might be in the future, including the Exiled States of America, the United Biospheres, Mexico, United Indiastan, and Unkrania (there are many more, but there's no point in listing them all here). War is fought by unmanned Machines Of Destruction (MODs). There are quite a few underwater cities/territories that you can invade and attack from. You can also utilize space stations and launch your units to the moon (which is a separate map). From there, you can take it over (which gives you more territories and reinforcements later on) and eventually launch attacks on earth and invade from the moon itself.
There are five commanders in play and each of them are needed alive for various tasks, one of them being the ability to play a command card (since each card belongs to one of the commanders). The commanders include: Naval, Space, Land, Nuclear, and Diplomat. The command cards do a plethora of things including launching nukes into your enemy's territories, initiating a cease fire treaty, reveal stealth units, provide reinforcements, etc...
There are two sets of rules for the game too. You can play with the RISK 2210 A.D. rules, which limits the game to five turns, but allows the command cards and a few other modifications. You can also play with the classic RISK rules, which exclude command cards, but plays until elimination and is much more reminisce of the original RISK.
All in all, I have to say that I really enjoy how this game will be different every time you play it. The instructions are thorough (which is rare) and explain the game in detail, while keeping to a small 13-page count or so.
Get your army, invade who you want, ravage everyone else with nuclear warheads, and get ready to take your throne. This is the fight for the world.

"Risk, but actually fun!", 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

 
 
 

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