| RISK
2210 AD - How Deep Does The Rabbit Hole
Go?
If
you like games, odds are you've
played Risk at least once. You might
even be one of the elite few for
whom the game became a lifestyle.
(All those who dropped out of college
to play Risk, raise your hands -
just kidding.)
With
a game as venerable and beloved
as Risk, it's only natural to be
curious, or even just a little anxious,
about what might have happened to
it in the transition to Risk 2210
A.D.
The
biggest changes are things that
give players a huge range of choices
and strategic options that didn't
exist in the earlier game. (That's
probably part of the reason why
so many players added their own
house rules to spice things up.
That, and the general desire of
gamers to tinker with rules.)
The
Map
Geographically,
the map is nearly identical. It
has the same 42
land territories as before,
but they have different names. Greenland,
for example, is now the Exiled States
of America. The only functional
changes are the removal of two connections
between continents to improve play
and make Asia a little easier to
defend. You can play old-style Risk
on this map and feel right at home.

Much
more significant is the addition
of 13
underwater territories
divided into five "colonies"
(which work like continents -- control
the whole colony and you receive
a bonus). There's also the moon,
too, on its own, separate map board,
with 14
Lunar territories divided
into three colonies. Typically,
the moon is fairly easy to capture
(once you build a space station
and hire a space commander), but
that means it's also hard to hang
onto.
These
new territories do more than just
add further real estate to conquer.
They create new avenues of movement
and attack between continents. The
great fortified lines of old Risk
are gone. They aren't practical
on this board because there are
too many ways around them.
The
map is changed in one other way,
too, that makes each game different.
Before any units are placed, four
Devastation markers are positioned
randomly on the board. Those four
territories are nuclear wastelands
where no units can go during the
game. They can have a dramatic effect
on the game's geography.
Units
Instead
of blocks, stars, numerals, or soldiers
as in Risk, the Risk 2210 A.D. pieces
are now battle robots, or MODs --
Machines of Destruction. They look
different but they work exactly
the same in the game.
|
|
|
Above:
Mod values (from right to
left) one, three & five.
|
Commanders
One
of the biggest changes is the addition
of Commanders. They come in five
flavors -- Land, Naval, Space, Nuclear,
and Diplomat. Commanders fill a
number of useful roles. Their most
basic function is to act as super
soldiers -- having a commander in
a battle usually allows you to roll
an 8-sided die rather than the typical
6-sider.
Two
of the commanders also determine
where your MODs can move and attack.
To attack or move into sea territories
you must have a Naval commander,
and to send MODs to the Moon you
must have a space commander.
But
perhaps their most important function
is that commanders allow you to
use cards of various types. Which
brings us to . . .
Cards
All
of the previous changes have significant
but small effects on the game. The
addition of cards has a huge effect
-- they change the strategies in
broad sweeps rather than small adjustments.
Clever card play can shift the balance
of power rapidly.
 |
Left:
The five original command decks
provided with the standard game
(space, nuclear, land, diplomacy
& water) and a sixth promotional
deck given out as competition
prize (tech). |
The
cards are divided into distinct
decks following specific themes.
Players can only buy four cards
at a time, so deciding which decks
to buy cards from is a key decision.
|
|
|
Above:
Seven unofficial command decks
(from left to right) Aerial
Assault, A Call To Arms, Advanced
Tech, Day Of The Dead, A Call
To Arms - Celestial Dawn,
Mission Pack & Terror
Tactics.
|
Like
the new avenues of movement, cards
open up the board by making no position
impregnable, no attack a sure thing.
With cards in use, the game is always
fluid and positions are constantly
shifting.
Energy
In
the year 2210, energy is used essentially
as currency. It's one more aspect
of strategy to think about. You
don't use it to buy units, but to
buy (and sometimes play) cards,
to bring commanders and space stations
into play, and to bid for the most
advantageous place in the turn order.
The first turn of the game is a
valuable commodity, as is the last
turn of the game. Each round, players
bid energy for the right to choose
when they want to take their turns.
Looking ahead is crucial -- spend
too much energy this turn and you'll
find yourself playing at a disadvantage
next turn.
Turn
Limit
Of
all the improvements in Risk 2210
A.D., the turn limit probably has
the most sweeping effect on the
game. The war lasts five turns.
Whoever controls the most territory
at the end of the fifth turn, wins.
Seizing a continent and furiously
sandbagging the borders is no longer
a viable strategy.
With
only five turns in which to conquer
ground, every one of them is crucial.
Players almost never get eliminated
-- there's not enough time to beat
them down to nothing, and there
are cards and space stations to
bolster their defenses.
This
one change alone would have revolutionized
the game. Combined with the other
new rules -- cards, sea and lunar
territories, commanders, and energy
-- Risk 2210 A.D. becomes a significantly
different, new, more challenging,
and more interesting game.

|