Wednesday, August 29, 2012

RISK: 2210 A.D.

Welcome back to Secondhand Findings, my few random viewers to yet another week and another board game that I happened to stumble across.

This week I will be talking about the copy of RISK: 2210 A.D. that I happened upon when I was at the Bookmans on Campbell and Grant.

The game is for 2-5 players, ages 10 and up.

RISK: 2210 A.D. was designed by Rob Daviau and Craig Van Ness, it was originally printed in 2001 by Avalon Hill games, which is a division of Hasbro, which have put out other games such as "Axis and Allies," "Betrayal at House on the Hill" and one of my personal favorites "Roborally."

The game regularly retails at $42.99 and I picked it up for $20. Granted the box has seen better days, but it's not like its completely destroyed, the previous owners got some use out of it. The corners are dinged and the overall box is faded, but it had all the pieces there and those are in good condition.


Now I'm not a Risk player by any means, in fact I hate Risk all together, however I will play RISK: 2210 A.D., as it's over in five turns.

Don't get mislead by my previous statement as it can still take up to about five or six hours to play depending on how many people you play with. This is short compared to some regular games of Risk I've heard about, some people can take up to a month to play one game.

The game offers up some unique variances to the original. The board has some slight changes as it takes place in the distant future, so there are different names for the territories on the board. For example the territory of Eastern United States is the American Republic.                   

At the beginning of each game you randomly nuke five territories and these are areas that no one is allowed to pass through.



They also added some new territories as there are some in the oceans and you can also head up to the moon to try and control it as well.

However to get to the moon or into the ocean territories you have to purchase specific commanders to do so. The commanders also allow you to purchase "Command Cards" that can give bonuses to your points, give you more guys that can be add defensively when attacked or randomly bomb an enemies territory, just to name a few.

 In the original Risk it was all about world domination, not so in RISK: 2210 A.D., the object is to try and take control of territories, but you have to take them carefully as you must try and hold onto them. You have to remember that the game is only five turns long, so you have to hang onto as many points as possible.

You get points for controlling territories and continents.

Once the five turns are over everyone calculates up all their points and then the victor is decided based solely on the points, if there is a tie then it goes to the one who has the most money between the tied players.

There are five different armies in the game; red, blue, black, green and tan. Each army has nice plastic pieces that correlate with a value of one, three or five. They also have five space stations and five different commanders. (Diplomat, Land, Naval, Nuclear and Space)

Finally the game uses currency called "Energy" that enables you to purchase either commanders, their respective command cards, also may have to pay to use the command cards or to bid for a specific turn position.

All in all it takes what I felt to be a methodically boring game and made it a bit more interesting for people like me, who don't have the patience to play a game for a month.

 However, you are able to play it like the original if you want, just don't use the commanders, their cards or the energy and use the regular rules.

Well that's it for this week, feel free to post any questions or comments that you have or let me know if you do or don't certain aspects of this blog.

Be sure to check out my brother Will's "Let's Play" channel on YouTube to see some of his new segments that he has uploaded.

Thanks and play well,
                                   MYLO





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