Risk 2210 A.D.

Risk in 2210 with robots, commanders, moon bases, and a built-in five-turn limit.

πŸ‘₯ 2–5 players⏱ approx. 240 minπŸͺ„ Takes some learning12+
β˜… 6.3 Β· BGG #1,978

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 if…

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.

About this game

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.

Machines called MODs fight the battlesCommander powers via Command cardsSea and moon are battlegrounds too

By the numbers

Players

Best at 4–5 playersWorks with 3–5

Duration

240 min

Ages 12+

Complexity

2.7 / 5 β€” Medium

BGG 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

Similar vibes