
Risk 2210 AD
Risk 2210 A.D. is a futuristic, standalone member of the Risk family wargames. Unless you’ve been living on the moon for the last 50 years, you’ll have an idea of how Risk plays! Each player has ‘dudes on a map’, and they’re all aiming after the same thing: world domination. You aim for this one adjacent country at a time, via dice rolling in an attack-vs-defence nature. And talking of the moon, Risk 2210 A.D. doesn’t just focus on battles across the span of Earth’s continents. Here you can fight over regions on the moon, as well as ocean territories! Like regular Risk, these also earn you more ‘income’ at the end of your turn. The game comes with plastic miniatures in the form of machines of destruction (MODs). There are commanders (each with potential varying abilities, usually using a d8 to attack instead of a regular d6). Diplomats (defending with a d8) feature too, and a space station (used to access the moon, and also used to defend with a d8). Players cannot start in either the moon nor ocean territories. It’s a race to try and get there to claim, and then hold, them first. During set-up, four random territories get devastated by nuclear fallout. Not only are these regions not ever available to claim, but they’re also impassable due to radiation! There’s also a currency in the shape of ‘Energy’. Players can spend Energy on command cards, hiring new commanders, and bidding for turn order. The latter can be monumental in Risk 2210 A.D., because the game only lasts for five turns. In theory, this plays out quicker than regular Risk. After five turns, scores get totalled. Those with the highest continent bonuses and number of territories held wins. Published by Avalon Hill Games, Risk 2210 A.D. is still a lightweight option as far as wargames go. It adds extra depth though, compared to what’s on offer in regular Risk. Player count: 3-5 players Game length: up to 240 minutes Age rating: 10+
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Description
Risk 2210 A.D. is a futuristic, standalone member of the Risk family wargames. Unless you’ve been living on the moon for the last 50 years, you’ll have an idea of how Risk plays! Each player has ‘dudes on a map’, and they’re all aiming after the same thing: world domination. You aim for this one adjacent country at a time, via dice rolling in an attack-vs-defence nature. And talking of the moon, Risk 2210 A.D. doesn’t just focus on battles across the span of Earth’s continents. Here you can fight over regions on the moon, as well as ocean territories! Like regular Risk, these also earn you more ‘income’ at the end of your turn. The game comes with plastic miniatures in the form of machines of destruction (MODs). There are commanders (each with potential varying abilities, usually using a d8 to attack instead of a regular d6). Diplomats (defending with a d8) feature too, and a space station (used to access the moon, and also used to defend with a d8). Players cannot start in either the moon nor ocean territories. It’s a race to try and get there to claim, and then hold, them first. During set-up, four random territories get devastated by nuclear fallout. Not only are these regions not ever available to claim, but they’re also impassable due to radiation! There’s also a currency in the shape of ‘Energy’. Players can spend Energy on command cards, hiring new commanders, and bidding for turn order. The latter can be monumental in Risk 2210 A.D., because the game only lasts for five turns. In theory, this plays out quicker than regular Risk. After five turns, scores get totalled. Those with the highest continent bonuses and number of territories held wins. Published by Avalon Hill Games, Risk 2210 A.D. is still a lightweight option as far as wargames go. It adds extra depth though, compared to what’s on offer in regular Risk. Player count: 3-5 players Game length: up to 240 minutes Age rating: 10+












