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Risk 2210 A.D.

By Craig Van Ness, Rob Daviau

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

View on BoardGameGeek
Players 2–5
Playtime 240 min
Age 10+
Year 2001
  • Territory Building
  • Wargame
  • Science Fiction
  • Area Movement
  • Area Majority / Influence
  • Dice Rolling
  • Variable Player Powers
  • Auction / Bidding

Prices · 10 offers · delivered to Norway · NOK

Best offer

Archonia ★ 94%

German edition · Ships from Belgium · In stock

kr 724 item
+ kr 30 shipping

kr 754

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  • Darkwood Tavern Not rated

    German edition · Ships from Latvia · In stock

    kr 594 item
    + kr 249 shipping
    kr 843 Go to store
  • Spelhuis ★ 96%

    German edition · Ships from Belgium · In stock

    kr 702 item
    + kr 378 shipping
    kr 1,080 Go to store
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