

The third power sits in those territories, 3 armies in each, and the 2 players battle around and through it.
#Risk 2210 install#
You set up the map as I described and basically install a third power randomly, taking some water, land, and lunar territories from the draw deck for it. Most important, for my household anyway, was…Ĥ. Most of the commanders give you some combat bonus, too.Īnyway. There are cards associated with each commander and you can only buy those commander’s cards if you have that commander in play. The energy tokens, which you get as income just like your armies, can also purchase cards. You start with the Land and Diplomatic commanders Nuclear, Space, and Naval commanders can be purchased with energy tokens.

Your army is composed of robot-looking things and some commanders. You can go to the moon, attacking it relatively easily once you have the resources at your disposal, but it’s very difficult to defend. The game changes dramatically just based on which are those four.Ģ. Another terrific change is that, at the beginning of every game, four land territories are randomly selected from the deck and marked as “destroyed lands,” off limits.

You don’t colonize the water territories at game start, but they provide terribly important flexibility to break up the rigid structure of the familiar Risk map. There are, however, also territories in the water, for instance, a chain of them connecting southern Africa, India, and Australia. Land bridges connect Africa and South America and Alaska and eastern Asia, just like in the original. So we take it home and open the box and here I will compare it to Risk:ġ. And it says you can play with two, and we had B&N store credit to burn, so Risk 2210 joined our collection. (a) I do not have a single pleasant memory of that game (“Take Australia” being the principal memory) and (b) we normally have only two players.īut I’ve heard of this version, bearing the names of Designers Rob Daviau and Craig Van Ness, the two hobby giants who also brought us Heroscape. The Kid tells me he wants to play Risk and I’m dreading it. The board was static, with familiar choke points, and the flow of the game was very predictable and boring and only suitable for games of 3 or more. First, a word about the “Risk” I played 25 years ago as a teenager.
