Risk 2210 A.D. – Each time a Different Game
Risk 2210 A.D. – Great Version of Risk All can Play.
The future of the Risk world is here with “Risk 2210”. All the continents of the original risk are present (with new names), as well as new continents.
Who will be the new world leader? The world is at war in this futuristic Risk Board Game, Risk 2210 AD. 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 your opponents.
Anyone familiar with classic Risk will find this an interesting change. It takes place in the future of the planet with a Lunar map to conquer along with the Earth map. There are even underwater territories that can be conquered, and this means that there are more links to other territories, giving islands like Australia multiple entry points.
As a twist on previous version the Risk 2210 AD game has commanders with different “levels of power” units as well as other specific tactical advantages. Want to storm your opponents naval colonies? You have to have a Naval Commander. Also for each commander type you purchase (using energy chips you get at the start of your turn) you can purchase command cards which allow you to do some radical things in the game.
One of my favoites is the Stealth M.O.D.s card. When an opponent invades your territory, you play the card and place 3 additional armies in your territory.
You can also play classic Risk with it, so in a way it’s two games in one.
One word of Caution though, this can be a very long game by normal rules. Officially, Risk 2210 AD plays for only 5 turns, and the player with the most points wins, however, it can easily be played in the usual conquer-all mode.
The Risk 2210 board game is recommend for anyone with a sci-fi interest, and anyone familiar with Risk. It can be overwhelming for new players as the complexity makes it harder to learn.
Of course, Risk 2210 AD can easily be played using your own custom rules. Don’t like Commanders? Then play without them. Don’t like the moon concept? Then don’t play it (it is a separate board anyway). Or play without cards, or play without water territories. You can do what you want, you can even play original risk on this board game, since the main territories have the exact layout of the original.