Risk 2210 A.D.

Risk 2210 A.D.
Average Customer Rating: 4.5 / 5
- For 2-5 players
- Takes up to 4 hours to play
- Strategic board game
- Tons of replay value
- Sci-fi theme
Product Description
The world is at war. As the leader of one of the warring factions, you control the destiny of your people. On and above earth you must marshall your forces, send forth your troops, hit the right commanders and crush your enemies. Build alliances if you dare, but also be wary of those who you call your friend. Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond.This advanced… More >>
Tagged with: 2210 • A.D. • Risk
Filed under: Board Games
Like this post? Subscribe to my RSS feed and get loads more!

I had a blast with this game. Anyone familiar with classic Risk will find this an interesting change. I took it to my local games shop and started playing with some people and we had a crowd gathered around watching us play before long.
it takes place in the future of the planet and now you have a Lunar map to conquer along with the Earth map. An added twist to the game is the inclusion of commanders which are more powerful units and allow other certain tactical advantages. Want to storm your opponents naval colonies? You have to have a Naval Commander. Also for each commander type you purchase (using energy chips you get at the start of your turn) you can purchace command cards which allow you to do some radical things in the game. One of my favoites is the Stealth M.O.D.s card. When an opponent invades your territory, you play the card and place 3 additional armies in your territory.
You can also play classic Risk with it, so ina way it’s two games in one.
Also to keep the games from going too long, the game is played in 5 rounds. (5 game years) Whoever is ahead at the end is the winner.
The box comes with a nice sturdy carboard insert that makes different storage areas to place the game pieces so they don’t get all jumbled up. Definitely a plus.
Rating: 5 / 5
The future of the Risk world is here. All the continents of the original risk are present (with new names), as well as new continents. You can actually play normal risk with this new board!
Of course, the meat and potatoes is the new stuff, and there is plenty of it. For starters there are now underwater territories that can be conquered, such as New York. They come in sets, just like regular continents, and gives bonuses if you can conquer them. These underwater cities also means that there are more links to other territories, which means that Australia now has multiple entry points.
However, to enter and exit underwater territories, you need a WATER COMMANDER, which can be purchased. You see, you now get energy points based on the number of territories that you own, and you spend these points on armies (ala original risk), commanders, bases, or cards that you can use with your commander. These “cards” allows for some interesting twists, such as the ability to do free moves from one territory to a non-adjacent territory. There are only 5 commanders that you can own in the game, and they roll on an 8-sided die rather than 6, making them useful when attacking or defending.
The purchasable Base is treated as a dozen or so non-moveable army units (for defense, but cannot attack). The base is also critical because it allows you to send troops to the Moon. The moon is a separate small circular board, with territories. There are “landing” points on the moon that troops land on for attacking and reinforcing. You get a bonus for capturing the moon, but it is a one-way trip for troops. You also need a Space Commander to send troops there. Otherwise, once you have troops there, it is treated as any other territory that you can reinforce during your purchase phase.
There are also 3 “Nuclear” pieces that are placed randomly each game on land territories. These terries are considered destroyed by previous wars, and cannot be crossed or conquered. This adds some interesting variety to the board and helps change strategy every game, and is probably my favorite feature.
Of course, all this means that you can have a very long game by normal rules. Officially, the game takes place for only 5 turns, and the player with the most points wins. However, it can easily be played in a conquer-all mode.
The pieces themselves are a bit hit and miss. The Commanders really stand out, but would have looked nicer if they were painted. I also question the durability of the Commander pieces, but overall they look nice enough. Gone are the Numeric pieces representing armies. Instead you have 3 types of Armored-MECHs, each representing 1, 5, or 10 armies. It is definitely a nice touch to keep the futuristic setting.
Overall this is a very good game that adds more complexity to the original Risk. It is very well designed and clearly has been balanced for fun and fairness. Original risk players will find this game easy to pick up and a lot of fun, while new players may be a little overwhelmed by all the rules.
Fortunately you can easily play with your own custom rules. Don’t like the moon concept? Then don’t play it (it is a separate board anyway). Don’t like Commanders? Then play without them. Or play without cards, or play without water territories. You can do what you want, and for all intents and purposes it will not effect the balance of the game. As I said, you can also play original risk on this board game, since the main territories have the exact layout of the original.
I definitely recommend this game for anyone with a sci-fi interest, and anyone familiar with Risk. It can be overwhelming for new players as I said, but I think the investment of time to learn this game will be worth it.
Rating: 5 / 5
Okay. This review serves 2 purposes, one to praise the game for its quality and two to explain the new stuff to someone considering buying it. First, here’s what’s new about the game.
The world has changed as it is now the year 2210. As such, don’t expect to see any overly familiar country names on the RISK board, which while still laid out in a similar-to-old-RISK-continent style is vastly different on each continent’s interior. The country names are rather amusing at times, but generally, not that surprising. Also changed about the board, there are now WATER territories and a Moon full of approximately 16 territories (I’m guessing, don’t have it in front of me).
The world has also been stained by wars of the past, and as such, at the start of the game 3-4 radiation counters are randomly placed on 3-4 territories, rendering them either extremely hazardous to pass through or making them totally impassable (depending on what rules you use). This addition suddenly makes some continents very easy to defend.
While the shape of the armies has changed from men, horses and cannons to various sorts of machines (MECH-like, Battletech players), they are otherwise similar in counting function. However, 5 new types of units are available to each player through the use of Commanders. A commander is a special unit which has the ability to roll an 8-sided die on defense at all times and to also roll an 8-sided die on offense in certain situations. There are 5 types of commanders: Land, Space, Aquatic, Diplomat and Nuclear. You need the Aquatic and Space commanders to enter water and lunar territories, respectively. Commanders allow you to buy and use cards of the corresponding type but buying both commanders and cards costs energy. Cards? Energy? What am I talking about you ask!
In RISK 2210, in addition to getting armies each turn, you also get energy which can be used to buy commanders, to buy moon bases (a base you place on an Earth-bound land territory which allows defending units in that territory to all roll d8s on defense and, if you have a Space commander, allows you to travel to the Moon) or to buy Cards. Energy is how you decide who picks turn order each round. Everyone bids a secret amount of energy, you all reveal your amount, and whoever bid the most picks if they go first, second, last, etc. All energy bid, win or lose, is spent.
Cards add perhaps the most dramatic change to the game. Cards come in 5 types, Land, Aquatic, Diplomat, Nuclear and Space. They do what they sound like: Land gives bonuses to attack or defense when you play it, Aquatic does the same for water territories, Diplomat guards you from attack for a turn etc., Nuclear blows stuff up and Space does what Land does on the moon. And all (I think) card types have “Frequency Jams” which prevent a player you choose from playing any cards that turn. Cards can COMPLETELY change your plans. For instance, you plan to attack with 25 armies against your foes 10 armies. Oh! He plays a Cease fire and you cannot attack him! Or perhaps it is in reverse, your 10 against his 25; you play a Scatter bomb land, randomly killing half the units in 3 territories you draw from the RISK deck (you can’t target your self with this card).
Cards, well, I love and hate them but they certainly add a lot!
The final addition to RISK 2210 is that the game is designed to end after 5 years (1 turn for each player = 1 year, so 5 turns for everyone and that’s it). It, of course, can be played with another variation.
That basically sums up the new RISK game. It’s a lot more complex and, generally much harder to strategize in. But, this can be a blessing. For instance, if you’re used to always winning, a less skilled opponent stands a better chance thanks to the cards. On the other hand, if you strategize effectively, you can take into account the cards and be prepared for them so a true strategy master is undaunted by them! (some exaggeration here :-) Or, alternatively, if you are playing a World Domination or Capitals game (instead of the 5-year game discussed just above), the cards play in less as they are in finite supply and, once you use them, they’re gone. The new RISK is great, especially since you can still play standard RISK with it by ignoring the added elements (you basically have the old RISK board and figures and a bunch of new stuff you don’t have to use). All in all, RISK 2210 is my favorite board game and that says a lot. A tad bit pricey I admit, but well worth it.
If you’re a RISK fan already, this is the game to try next.
If you’re not yet a RISK fan, I bet you’ll love this game, but you may want to try traditional RISK first.
And, if you’re a Lord of the Rings fan and a RISK fan, while not as complex as this game, check out Lord of the Rings RISK, which is a lot like this version but with Tolkien-themed elements.
Hope this was helpful!
It’s a great game!
Rating: 5 / 5
I’ve never liked Risk. I think it mostly has to do with the fact that I never played it as a child and didn’t touch it until after I had played other light war games such as Samurai Swords and the other Gamemaster Series games. Once I played Risk after playing these other gems, it seemed to random. There were some minor strategies, to be sure, but the same things happened game after game, and with lucky die rolls, one person could win – regardless of strategies. Also, an alliance against a player could destroy him, no matter how good his strategy. And finally, I never before had seen arguments that powerful until playing Risk. So I stopped playing it, and tried to avoid the game (with the exception of Castle Risk, which I enjoyed on occasion.)
When I saw Risk 2210 A.D. (Avalon Hill, 2001 – Rob Davieu), even though I had this natural aversion to Risk, I was still interested. For one, it was science fiction, and that automatically makes a game sound interesting for me. Also, all the games put out by the new Avalon Hill have great bits, and this game was no exception. So I picked it up, and we’ve played it many times since. The problem with the game is that while it’s really fun and enjoyable, the fierce arguments and sheer rage that appears during game play deters me from playing it more often. I like it a lot, but I have seen the most mild person lose it when playing this game (myself included).
I’m going to forgo explaining the basic rules of Risk (as it seems most people in the world have played it) and just talk about the differences between Risk and Risk 2210.
- The map is different, although very similar. The territories are redefined into different ones, trying to give a feel of the future (“The Exiled States of America”, “The Brazil Desert, etc.). They are still grouped up in the same continents as the first game. Added to this mix are thirteen Water territories – divided into five groups, and fourteen Lunar territories – divided into three groups, and on a separate, small round board. At the beginning of the game, four land territory cards are turned over, and nuclear devastation markers are placed on the corresponding spaces. These spaces cannot be entered into or through for the game, and essentially do not exist. This promises a different mapboard every game.
- Money (also known as “energy chips”) is distributed each turn according to territories, continents, and groups controlled. This money is used to buy commanders, command cards, moon bases, and bid for turn order.
- As in Risk, there is only one main type of combat unit, except that in this game they look like little `mechs. (called MODs). Bigger MODs stand for 3 or 5 of smaller MODs, just like standard Risk. There are also commander units; the Diplomat Commander (allows nasty Diplomat Command Cards to be played), the Land Commander (uses an 8 sided die in land battles, and allows Land Command Cards to be played), the Naval Commander (who allows invasion into water territories – otherwise a player cannot enter or leave these territories – rolls and 8 sided die in water battles, and allows Water Command Cards to be played), the Nuclear Commander (who always rolls an 8 sided die and allows the wild but massively powerful Nuclear Command Cards to be played), and the Space Commander (who rolls an 8 sided die on the Moon, allows invasions to and on the moon – otherwise the Moon cannot be attacked to or from, and allows Space Command Cards to be played.) Each commander costs three energy tokens and can be bought at the beginning of each players turn. All Commanders always defend with an 8-sided die.
- Turn order is different. There are only five turns in the game. Each turn, players secretly bid an amount of money for turn order. Whoever bids the highest can choose which turn order maker they will take (from 1 to 5), etc. Ties are broken by the roll of a die.
- Command Cards can really change the face of the game. Each player can buy them before they start their turn for one energy token each. They can only buy them if they have the matching commander in play. The cards do different things with the Diplomat’s cards being the most useful, and the Nuclear cards being the most powerful – yet the most random. Cards can be played at different points in the game, which is determined by the text on the card. Some Cards cost energy tokens to play.
- When setup occurs (which is just like normal Risk), no units are placed in the water or on the Moon, and players only receive their Land Commander, Diplomat, and one moon base. The moon base allows 8-sided dice to be rolled for ALL units in the defending territory and allows invasions to the moon.
- The Moon can only be invaded from a land territory with a moon base (new ones can be bought for 5 energy tokens). There are three territories on the moon in which invasions from earth can land, but then the landing armies can move freely on the moon (as long as that player has his Space Commander in play.) Attacks from the Moon can only be made when using certain Command cards.
- Reinforcements are determined by a chart, rather than the cards. Each player receives one unit per turn for each moon base they control, a certain amount of MODs according to how many territories they control, and bonus MODs if they control all the territories in a continent or group.
- After the fifth turn is over, each player calculates their final score. This is done in the same way as determining how many reinforcements they got, except that some cards can be played to add to a player’s score. The player with the final score is the winner.
Some comments about the game…
1.) Fifth Turn: Before components, before rules, this is the most striking feature of the game, and certainly causes the most squabbles, both in the game and on the internet. Most people are concerned, and I am in agreement, that the player who goes last on the fifth turn is the winner, because they can attack everywhere with no fear of reprisals. Now, I do think the 5 turn limit is a good idea, because it keeps the game short(er) and prevents elimination of players (sometimes). But the last player having such an advantage always bugged us. Finally, I read a variant on the internet, tried it out, and will refuse to play the game without the variant. Basically, the variant stated that each player scores their points after their turn in the fifth round. This helped even the game out, and eliminated complaining (yeah right! – but at least it went down a little.)
2.) Components: The components of this game are on par for all the Hasbro Avalon Hill games. In other words, they are of supreme excellence. The plastic pieces, of which there are piles, are marvelous, and being a big fan of `mechs, I really enjoy how they look on the board. Speaking of the board, it is a marvelous work of art, and the round Moon board looks really nice next to it. On the flip side, these boards, along with all the piles of cards (eight of them!) and the pieces insist that a large table is needed just so that everything fits! The cards are of good quality, and several blank cards are included, so that one can make up their own command cards. The money chips are nice, although I wish they had included a “10″ denomination. Everything fits well into the box, where instead of a plastic insert, they decided to have cardboard cutouts that fit into the box to form a tray. As these cardboard cutouts are wonderfully illustrated, it makes the box look neat, but a plastic insert would have been much more convenient and useful. The box, which is the same size as all Hasbro games, is sturdy, colorful, and yet smaller than the company could have done (think Game master boxes).
3.) Rules: The rulebook is twelve pages long, but the game is fairly simple to pick up – especially if players have already played Risk. One thing I found missing, though, was a section that listed the changes from original Risk. This would have cut down on one having to read all the rules before starting, as the changes are sometimes only mentioned once and not really highlighted. At the end of the rules there is a section that includes the rules for the original Risk, although I doubt anyone ever uses them or has used them with this edition. Still, it’s a nice touch.
4.) Command Cards: Several complaints about the game, from my group and others, is how the command cards are powerful (sometimes quite a bit so) and adversely affect the game, putting randomness in it. Frankly, I don’t see how anyone can take that view. Risk is already the king of randomness, so having random cards seems to fit in the theme right well. Not only that, they allow a player who is getting his butt handed to him a fighting chance to survive. Some of the cards are extremely powerful, but most can be countered by other cards – and if you still think a card is too powerful, you can make up a card that cancels it from the blank cards or remove it from the game.
5.) Arguments: I have seen quiet, demure, easy-going people blow up at others after playing this game, during rules discussions, and several games have almost resulted in total war between the players. I myself have gotten more irked while playing this game than any other (except maybe Diplomacy). After seeing a quiet guy unload on somebody else for attacking them, playing a card, using a rule to their advantage, etc., I usually resolved never to play the game again. Yet, after a few months, we remember how much fun the game is, and bring it out again. Another argument ensues, yet we still have fun. It’s a vicious cycle.
6.) Theme: Obviously the theme fits, as it’s a war game; but I really like how “previous wars” have decimated certain parts of the earth, blocking them off. Sometimes it chokes up a crucial ocean connecting spot, changing everyone’s strategy, and I really like that. Also, the attacks on and from the Moon are great fun, and having nuclear cards able to hurt the player playing them makes for a great theme.
7.) Fun Factor: Does the fun factor cancel the argument/strife factor? Yes, but only if the game is taken in moderation. Playing the right card at the right moment, attacking with a force and winning, defending against an overwhelming force – all this is a lot of fun. But for me, it’s only enough fun to play three or four times a year.
8.) Risks: There are more and more variants of Risk available out there – variants, LOTR Risk, Castle Risk, etc. This is, by far, the absolute best variant out there. I will never play ordinary Risk again, as this is quite a bit of fun for me. Some people might like regular Risk more, but most people I’ve played with prefer this one.
9.) Expansions: There supposedly are expansions that were handed out as tournament prizes, but they are extremely rare, and I have yet to see how a “normal” person can get one. This is bad form, I think, as expansions should be available to all.
And that’s how I would categorize the game. If you like Risk, assume that you’ll love this version. If you hate Risk, you still might like this game, depending on the reasons that you disliked Risk in the first place. I found it a lot of fun, though harrowing and divisive. If you have cutthroat group who love to pound on each other, tearing each other up and enjoying every minute of it, then this is the game for you. Otherwise, you might want to look elsewhere – this game might be too vicious for you. The game is fun, but at what price?
Tom Vasel
Rating: 5 / 5
If you like Risk then get this game as quick as you can.
The addition of the commanders, the cards, the moon and the underwater cities are great. But what really sets this game apart is the addition of ‘energy’ and the limited number of rounds.
You acquire energy at the start of your turn just like reinforcement troops. You use the energy to buy commanders and cards but you also use it to bid for turn order. The new turn order at the start of each round adds all kinds of new strategies to the game. I hope other games pick up this idea.
The limited number of rounds means you know the game will be over in a couple of hours instead of lasting all night like the old game. We usually play two or three five player games in one night. It also means no more sitting around building up forces. Your buddies who like to sit on their hands will quickly learn they have to get on the ball and act each turn.
Rating: 5 / 5