A Risk Worth Taking: Why Risk 2210 A.D. Beats Classic Risk
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“Risk,” the strategy board game.
December 21, 2020
The board game Risk is one of the best selling board games in the world. Set up on a map of the world, it is a game of strategy, war, and diplomacy, with each turn involving gaining and moving troops and attacking other players.
Hasbro describes their game as, “In the Risk game, the goal is simple: players aim to conquer their enemies’ territories by building an army, moving their troops in, and engaging in battle. Depending on the roll of the dice, a player will either defeat the enemy or be defeated. This exciting game is filled with betrayal, alliances, and surprise attacks.”
However, one variant of the classic board game that is not as well known is the futuristic Risk 2210 A.D. Set more than two-hundred years after the original Risk was released, it is one of my favorite board games—and one of many among my dad’s board game collection. I enjoy it for its perfect balance of fun and competition, along with the fact that it incorporates economic strategy (and unlike classic Risk, won’t go on forever).
Compared to classic Risk, there are four reasons why you should play Risk 2210 A.D instead:
1. Risk 2210 A.D. has a five-turn limit.
One of the major differences between Risk 2210 A.D. and classic Risk is the introduction of a five-turn limit. This means that the game automatically ends after all players take five turns. The benefit of this is that it prevents the game from going on endlessly and allows the game to be played in a reasonable amount of time. For example, you always know approximately how long a game of Risk 2210 A.D. will take due to a set number of turns, but a classic Risk game has the potential of going on for the rest of your day, or even multiple days.
2. Risk 2210 A.D. has lunar and ocean territories.
Another major change between Risk 2210 A.D. and classic Risk is the addition of lunar and ocean territories, something not surprising considering the game is set almost 200 years in the future. These new territories make the game more strategic in that players are no longer limited to battling on land, but can take over ocean colonies or the moon. Personally, I find taking over the moon early in the game to be a successful strategy.
3. Risk 2210 A.D. has a currency in the form of energy.
The addition of currency in the form of “energy” also makes this game unique compared to classic Risk. At the beginning of every round, each player bids for the chance to pick the turn-order. This makes even the process of who goes first a strategic decision Additionally, energy is used to buy commanders and command cards, which can help you progress in the game.
4. Risk 2210 A.D. has commanders and commander cards.
As mentioned earlier, Risk 2210 A.D. has new types of territories and a form of currency. However, both of these go together with commanders and commander cards. For example, you need to purchase a naval commander to conquer ocean territories and a lunar commander to conquer the moon. Commander cards can be bought and then played to give you advantages each round, such as giving yourself extra troops, destroying another person’s territory on the board, or giving you extra points at the end of the game.
Overall, the game is both more strategic and more fun than classic Risk because of the limited number of turns, the expanded territory, and the monetary system.
If you’ve been wanting to try Risk for the first time, I recommend Risk 2210 A.D. instead. If you think you don’t like Risk because you got stuck in a days-long classic Risk game with your relatives over one particularly boring summer, or if you’ve found classic Risk too tedious or too drawn-out, try Risk 2210 A.D. I guarantee that you will be pleasantly surprised.
Rand • Jan 11, 2022 at 12:48 pm
Risk 2210 is my most favorite board game. It can get pretty intense.
The only downsides are – it takes about 5 hours to complete and whoever goes last usually wins.
We made a lot of modifications through the years that made it a lot better, like changing minimal energy allowance to 5 per turn instead of 3, playing with terror and resistance cards, with modified faction cards, adding Antarctica etc.