Risk in 2210 with robots, commanders, moon bases, and a built-in five-turn limit.
Who it's for
You like classic Risk but wish it ended on schedule, or you want conquest with a sci-fi twist and some extras. Best at four or five.
Not for you ifβ¦
You want low conflict or a quick game. It is still a three-hour dice-and-diplomacy fight, and players can get knocked out of the fun.
Vibe's take
Loud and swingy, with plenty of dice and shouting about borders. The turn limit adds urgency, so you cannot hide behind a wall of troops forever.
Risk 2210 A.D. is Risk moved into the future, and it has the same dice-fueled conquest at heart. Machines of destruction called MODs do the fighting now, led by human commanders with special powers that come into play through command cards. The map goes beyond continents: oceans and the moon are battlefields too. A big upgrade is the five-turn limit, which means a game finishes in around three hours, not three days. Players still roll for attacks, reinforce borders, and betray alliances at the worst moment. If you liked classic Risk but wanted a bit more spice and a firm end, this is the edition for you.
Get it
Players
Duration
240 min
Ages 12+
Complexity
2.7 / 5 β MediumBGG Rating
6.3/10
Rank #1,978
7.4k ratings
Published
2001
Language
Moderate text
Designed by
Craig Van Ness, Rob Daviau
Published by
Hasbro, Renegade Game Studios, Avalon Hill, Wizards of the Coast