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Review of Risk: 2210 AD
Foreword

Back in December of ’02 I wrote a review of Risk: The Lord Of The Rings (RLOTR) . To save a lot of time & space I will be referencing that review a lot.

Introduction

In the introduction to my last review I covered the weakness that I saw in the original or Classic Risk (RISK). I wont cover that ground again in this review.

One of the questions everyone asks me when they find out that I own copies of both RLOTR and Risk: 2210 AD (R2210) is why own both? Although it is true that the two games share many common characteristics both with each other and with RISK, it is also true that both games fill very different niches in my board game library.

RISK and RLOTR share the same niche, and in it is my opinion that RLOTR fills this niche much better (see my previous review for my reasons). Both games fall squarely into the Beer & Pretzel category. Meaning that this would be my choice if I were looking for an evening of relaxed fun with some friends. RLOTR takes little time to learn (even quicker if the players have experience with RISK) and can be played with relatively little concentration.

R2210’s niche is one of deeper thinking. Although it is very fun it requires a lot of concentration and strategizing. This game would not be my goto game if I had some friends coming over that weren’t big board game fans (i.e. The highlights of their gaming resume include Clue & Monopoly.). This is a game I break out for my board gaming buddies on game night, when the main point of the evening is to game.

Presentation

The first thing that one notices about a board game is the front box art. Indeed this can be a key factor to purchasing in mainstream stores. And R2210 doesn’t disappoint.

  1. THE MAP

    The map in R2210 spans 2 boards. The first board is an updated version of the old RISK board that differs in 2 major ways. The territories have all been renamed; some of the new names are quite entertaining. New territories have also been added to the water zones of the board to represent underwater colonies. The second board/map is of the moon.

    Neither maps artwork is amazing. The maps are quite adequate and more importantly the boards aren’t so busy that they impede the game. Although, I thought the artwork for the RLOTR game board was much better it is a times hard to notice where region borders are. I feel that R2210’s boards serviceability more than make up for the lackluster artwork.

  2. MINATURES

    There are three main types of miniatures that come with the game.

    1. Main Soldiers

      These are the most used pieces in the games. The main pieces are models of Mech’s and come in three varieties, with each type representing a different number of troops. These pieces are much nicer than some of the ones that came with the various incarnations of RISK, but come up lacking when compared to the pieces that come with other newer strategy games (civilization for one). The pieces that came with RLOTR were far better.

    2. Space Stations

      These pieces are basically plastic boxes. I find it hard to believe that Avalon Hill (now a division of Hasbro) couldn’t come up with something better. Ten years ago I wouldn’t have had a problem with them but compared to today’s games they are really quite shameful.

    3. Commanders

      This is obviously where most of the time was spent. These miniatures are far better than the ones for the previous categories. Lot’s of interesting details here for the observant (I especially like how the diplomat is hiding a gun behind his back). Unfortunately the effects are almost ruined by a gimmicky metallic paint highlights. The metallic paint job only looks great on the black pieces.

    Overall I found the miniature’s to be quite a disappointment. My biggest complaint in this category is one of the colors that they decided to use for one of the sets of players pieces. I’m not sure what color it is and the best description I can think of is “puke”. Avalon Hill only had to worry about 5 colors and this was the best they could come up with? The only redeeming feature of this color is that it provides motivation for players to arrive early, since it is invariable the assigned to the player who is last to arrive.

    I will say this for the miniatures though; I have absolutely no concern that any of them will break. Each and every one of them is quite solid.

  3. CARDS

    There are a great many cards in R2210. Thankfully they look quite nice.

  4. DICE

    The only reason that I mention dice here is because they decided to include some D8’s as well as the standard D6’s. Although I have no problem with this, I can see where this might be a point of concern for a more mainstream consumer who wouldn’t know where replacements might be found if they happen to lose one. In my opinion RLOTR’s solution of role 1D6+1 (when a D8 would be required in R2210) is more elegant for a game aimed at mainstream consumers. I realize that the results for 1D6+1 and a D8 are not the same I feel for this games purpose it 1D6+1 would have served just as well. In fact because of how combat is resolved in all versions of Risk I would have preferred having a 2 be the lowest possible roll.

  5. Energy Counters & Scorecard

    The scorecard seems like a fairly useless addition to the game. They could have put the territory bonuses for the moon territories on the “moon” board. The main function of this board seems to be to allow people who can’t divide by three and round down to play. I would have to assume that this category is composed of mostly small children who I don’t believe where in the target demographic for this group anyway.

    The energy counters are cardboard chits that come in two denominations; green (1) and purple (5). Nothing special here.

Game Play Elements
  1. Setup

    The first step of setup is to randomly pick four land territories to nuke. Four land territory cards are drawn from the land territory deck; onto each of these lands you place a nuclear devastation marker (a cardboard chit with the nuclear symbol). These four lands can’t be used for the rest of the game. This means that no one can pass through these territories and they are not required for control of a “continent” (even though R2210 has water and lunar areas that aren’t continents that provide a bonus if you control all of them I will refer to all such areas as continents for clarity). This means that the board is different every game, which helps to keep the game fresh as these territories can have a large impact on strategy depending on their location.

    Initial territory control is determined in the same way as RISK. Players start out with varying numbers of troops (numbers depend on how many people are playing) that they then deploy by picking one land territory at a time until no more land territories remain. Although underwater and lunar territories have been added to the game no player starts out owning any of these territories. After all land territories are claimed each player deploys three troops (in any combination) to territories that he controls.

    After players have deployed all of their troops they deploy a space station, land commander, and diplomat commander. Space stations are like strongholds in RLOTR, except that players choose where they are located. Once placed space stations can never be moved and no player can control more than four space stations. All troops defending a territory that contains a space station roll d8’s on defense. Space stations are also required to get to/from the moon. If a player takes a territory containing an opponent’s space station they replace it with one of their own stations.

    Finally all players are given 3 energy chits.

    Note: If only two people are playing a third neutral player is setup on territories that are determined by randomly drawing territory cards. Unlike player controlled armies this one is deployed on all three-territory types. I actually think that it might not be a bad idea to deploy a neutral player onto some random lunar and water territories in three and four player games.

  2. Beginning The Game

    The key to victory in R2210 is proper management of your energy. Energy is used to buy (& play) command cards, commanders, and space stations. It is also used to bid on turn order. A large part of your strategy will hinge on bidding on turn order. In R2210 each player secretly allocates an amount of energy (from none to all) to bid for the opportunity to pick a place in the turn order (if a tie happens the players that tied roll off, for the opportunity to pick first). All energy that is bid is lost. Note that the player that bids the most doesn’t necessarily go first. It can quite often be to your advantage to go last in a round especially if you have the energy reserves to guarantee that you get the first turn in the next round (thus resulting in you going twice in a row). In the first round you have to decide if you want to go first (but with less energy) or if you want to give the other players a chance to beat on you. It is important to remember that in the first round you will have no command cards with which to defend yourself with (or at least with which you can bluff the other players).

  3. Game Play

    The first thing a player does on his turn (after turn order has been decided) is count up all of the territories that he controls. He then places a marker on the score sheet on the box with the number that represents the total number of territories that he controls. The score sheet then tells the player how much energy and how many troops they get (it’s the same number). You don’t need the score sheet if you can remember the following formula: #/3 rounded down, no less than 3. Then you add on any bonuses for any continents that you control.

    Once you have your energy and troops you must deploy your new reinforcements. Then you decide whether or not you wish to purchase space stations or commanders. There are five types of commander’s land, naval, lunar, nuclear, and diplomat. Commanders will be pivotal to your successes or failure. You can only buy and use command cards if you have the proper commander in play (if a commander is killed he can be replaced at the start of your next turn.). Commanders also provide a d8 on attack whenever they are attacking from or into their territory, except for the nuclear commander who gets a d8 no matter where he is attacking to/from and the diplomat who never gets a d8.

    Then you decide if you wish to purchase command cards. Command cards allow you to do many things such as suddenly place three extra troops in a territory that an opponent attacks, stop an opponent from attacking out right, take energy from opponents, or instantly kill half of an invading army. Some cards have a cost to put into play and most can only be played at specific times. Command cards cost one energy apiece. Players can choose to purchase from one to four cards of any type but they have to decide how many and of which type before the player looks at any of them.

    Each type of command card is useful in a different way. Land, naval, and lunar cards are mostly of use for battle on their respective territory types. Diplomatic cards never directly affect a battle but are among the most useful anyways. The nuclear cards can be very useful but can also hurt the person who used them; they are also the most expansive to play on average.

    Battles are resolved in the same way as RISK. However players can re-enforce from any territory to any other territory that they control as long as there is a path of territories that connects the two (see RLOTR review).

  4. Victory

    The game lasts for five rounds. At the end of five rounds each player counts up all territories that they control, then add any bonuses for continents that they control, then add on any bonus from command cards that they have and can play. Turn order in the last round is crucial the player that goes last knows that he can attack with no thought to further defense. However, whoever goes last will have had every other player attack them first and may not be in the position to launch an offensive.

Conclusion

I feel that this game is nicely positioned to be a gateway product that introduces traditional North American board game players to deeper more involved games. There are to reasons for this opinion. First, this game is available in almost all mainstream stores such as W-Mart and Toys Are Us (names deliberately misspelled). My second reason is that this game manages to be a “deeper” game while at the same time managing to be fairly simple to learn and play.

Although the games lackluster presentation doesn’t impede game play, it does nothing to inspire or move me either. This is the reason that I gave the game a 3.5 for style.

R2210 adds a tremendous amount of strategy to RLOTR (which added a fair bit to RISK). It has a huge replay value thanks to a combination of medium playtime (2.5 – 3 hours, once you are familiar with the rules, 4-5 players) and lots of strategic options. The combination of strategy and replay value earned R2210 a 5 for substance.

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