Table feel
Risk 2210 A.D. has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to others' strategies. However, the game does not emphasize cooperation as much.
Risk 2210 A.D. is yet another entry in the long series of Risk variants. Set in the not-so-distant future, battles are now fought by machines of destruction, known as MODs, for short. Human commanders still lead these mechanized troops, but these commanders each have special powe...
Players
2-5
Time
?-?
Age
10+
Weight
2.72
Rating
6.69
Should this hit the table?
Risk 2210 A.D. has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to others' strategies. However, the game does not emphasize cooperation as much.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Risk 2210 A.D. has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to others' strategies. However, the game does not emphasize cooperation as much.
Risk 2210 A.D. offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has moderate ease of learning. Overall, it provides a solid replayability experience.
Risk 2210 A.D. has a moderate influence of luck. Random elements, such as dice rolls and card draws, have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Risk 2210 A.D. is yet another entry in the long series of Risk variants. Set in the not-so-distant future, battles are now fought by machines of destruction, known as MODs, for short. Human commanders still lead these mechanized troops, but these commanders each have special powers and abilities. These come into play via the use of Command cards, which add a new dimension to the game. Now the battle is not just for the continents, but the sea and moon are also battlegrounds. Although much has been added, the basic flavor of the game is still Risk. One welcome change is the institution of a five-turn game limit, which allows the game to play to completion in about three hours. Further, players must also factor in economics in the form of energy. This energy is used to purchase command cards, bid for turn order, and hire new commanders. There is much more strategy and planning involved in this new version, but it should still appeal to the classic Risk fans. Re-implements: Risk
Media
Images, galleries, and videos are grouped here so the page feels visual before every asset is fully hosted.
Editions
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
Files and documents
No files imported yet.
Commerce mapping
Credits
Linked items
Related games and expansions help build a connected catalog around every title.
No linked items imported yet.