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Risk 2210 A.D.
     
Year: 2001
Published By: Avalon Hill (Hasbro)
  # of Players: 2 - 5
  Playing Time: 4 Hours
  Category: Wargame
Science Fiction
Fighting
Dice
     
  Description:
Risk 2210 AD is the latest in a long series of Risk variants, but this one takes the game to the next level. Set in the not-so-distant future, battles are now fought by machines of destruction, known as MODS, for short. Human commanders still lead these mechanized troops, but these commanders each have special powers and abilities. These come into play via the use of Command cards, which really add a whole new dimension to the game and gives it a much-needed face-lift. Now, the battle is not just for the earth, but the sea and moon are also battlegrounds.

Although much has been added, the basic flavor of the game is still Risk. One very welcome change has been the institution of a five-turn game limit, which allows the game to play to completion in about three hours. Further, players must also factor in economics in the form of energy. This energy is used to purchase Command cards, bid for Turn Order and purchase new commanders. There is much more strategy and planning involved in this new version, but it should still appeal to the classic Risk fans.

Links:
BoardGameGeek game page

Home Page:
Wizards of the Coast

Files:
Risk 2210 A.D. Rules
Risk 2210 A.D. FAQ









 
 
     


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