|Number of Game Players||2-5|
|Number of Pieces||1|
|Remote Control Included?||No|
|Release date||1 January 2010|
|Mfg Recommended age||12 year and up|
|Item model number||4099488|
|Product Dimensions||26.67 x 26.67 x 8.89 cm; 1.55 Kilograms|
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Risk 2210 A.D.
|Price:||+ S$20.77 Delivery|
- For 2-5 players
- Takes up to 4 hours to play
- Strategic board game
- Tons of replay value
- Sci-fi theme
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Who will be the new world leader' The world is at war. As the leader of one of the warring factions, you control the destiny of your people. On and above earth you must marshal your forces, send forth your troops, hire the right commanders and crush your enemies. Build alliances if you dare, but also be wary of those who you call "friend". Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond. This is an advanced version of risk from Avalon Hill which features more strategic play, extending the game theme 200 years into the future when the world's countries are at war. The game contains over 450 Military pieces and five decks of command cards for tactical purposes. The game is for 2 to 5 players.
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Most helpful customer reviews on Amazon.com
So if you're new to Risk, don't make the same mistake I did buying both, you can totally play Classic Risk with this one game, rules to Classic Risk are found towards the end of the RISK 2210 AD rulebook--- basically, you just do without the moon, space stations, commanders and 2210 AD command cards. We play w/ the underwater sea colonies, but you can stay faithful to Classic RISK and stick with the 42 territories on the map.
Once you get good at playing both Classic and 2210 AD RISK games (also RISK Europe). Don't bother with the Axis & Allies franchise, it's basically just Risk but with a longer Sequence of Play, six part (Buy troops/equipment; Combat move; Combat; non-Combat move; Mobilize new troops/equipment, same ones you just bought at the beginning of your turn; then lastly, Collect income)... read: WASTE OF TIME.
Classic RISK cuts thru all that PRETENSE, and directly allows you to make 1). Reinforcement, you get at the very least 3 troops per turn, more if you control entire continents and/or have more territories, plus 3 cards of the same suit or all different ; 2). Conduct combat, dice lots of dice rolling ; 3). last, Maneuver, after you're done with combat, then move your troops, to set-up anticipating opponents' moves and to lay out your own objectives for when your turn comes again ... Just 3 part Order of Play. read: SHORT & SWEET, no pretentious stuff to waste your time.
Understanding Sequence (or Order) of Play is basically all you need to understand board wargames--- knowing that is half the battle. And if you like RISK , move on to the real board wargames.
I suggest start out with,
1). Sekigahara (GMT Games) , 2 player Card Driven Game, very easy to learn.
2). Colonial Twilight (also GMT Games) , 2 player COIN (COunter-INsurgency) game, steeper learning curve but more fun.
3). Guns of Gettysburg (Simmons Games, published by Mercury), 2 player terrain-based game, a lot more complicated but once you get it, you GET IT! Search up Rachel Simmons (of Simmons Games) her design process is really interesting makes you truly appreciate board wargames.
Don't bother with hex-and-counter games, but if you must,
a). Space Empires (GMT Games), 2 to 4 player game which actually starts out 1-player (solitaire), then you expand and that's when the fun starts.
RISK is a great gateway to wargaming, I just regret I wasted my time with Axis & Allies ( skip all that none sense! ). Hope this helps! ;-)
In all honesty I should probably give this a 3-star review if I'm being objective about the game design itself, but too many good memories with friends made me bump this up to a 4-star review.
The theme is really fun-- it's futuristic, so you have water colonies and space colonies and your army is made of MODs, which are mech units. Because it's a war-torn future, at the beginning of every game, some randomized lands are designated as desolated (that's not the term they use) and you aren't allowed to colonize or cross over them, resulting in a slightly different map every game. This little variation is sometimes enough to change strategies. It definitely makes the game more interesting. Being able to colonize the moon and head an invasion from space is AWESOME and I've seen it become a winning strategy. The game gives you five turns to plan and enact your winning strategy, and whoever is the major landholder at the end of these turns wins: this is a good limitation, as the games could go on for entire nights if we were allowed to go on forever.
I find the generals and the cards absolutely delightful. They add a new, random layer of strategy so you can't get too comfortable.
My only complaint is that the tokens are so thin that they're easy to bend and the back started coming off of one of ours on the first night.