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Chimpy
February 6th, 2007, 01:05 AM
I have always enjoyed the game of Risk. I have many of the different Risk versions and I am always trying to add to my collection. As I was researching Avalon Hill games the other day I came across this game. It looked really interesting, but I have not been able to delve to much into it's mechanics. Is it it a good game? Is it worth the money (rather expensive; a good $30), or is my time better spent getting a different strategy game?

InfinityMax
February 6th, 2007, 02:47 AM
It's easily one of my favorites. Unlike original Risk, the game ends after everyone has had five turns, so it's not a marathon where the end result is a foregone conclusion, but two guys just don't have the humility to concede until the last guy has taken every spot on the map.

Plus there are great effect cards, that go very well with the leaders. It's very similar to Risk Godstorm, but I didn't really like Godstorm, because the game is a little stingy with the special power points. 2210 has enough special power points (energy) to activate a lot of the abilities, but not enough that you can go buck crazy and spend like a madman.

There are also two new kinds of territories - ocean colonies and the moon. Neither is a game-breaker, but they do let you invade South Africa from Australia, or take territories unopposed. They add a lot for adding so little, if that makes any sense at all (and it will if you play the game).

I highly recommend this one. I would spend the 30 bucks - the box is crammed full of pieces, the art is great, and the game is a total blast. If you like Risk, this is a no-brainer.

ninthdoc
February 6th, 2007, 09:01 AM
Everything Imax just said, plus it was designed by our own Craig Van Ness and Rob Daviau (two of Heroscape's creators). Definite must own game.

Chimpy
February 6th, 2007, 05:15 PM
Everything Imax just said, plus it was designed by our own Craig Van Ness and Rob Daviau (two of Heroscape's creators). Definite must own game.

That is how I found this game in the first place, looking for games that were designed by these fellows.


Imax, what determines the winner of the game? Is it just the person with the most territories, or is there some other factor involved?

Ketch
February 6th, 2007, 06:03 PM
2210 is definately one of my favs,
Its almost the only risk I play now.

I agree with what IMax said,
One of the reasons I like it is because whenever I play with people, they seem to forgoe the water areas... and I get them all!
haha

oni
February 6th, 2007, 07:27 PM
Chimpy,

After year 5, everyone adds up their remaining territories. Then you add your bonus points, like continental bonus and "Influence" cards. The player with the highest points is the winner. The thing I like best about 2210 over normal Risk is that no one has to die and the game ends after year 5.

LilNewbie
February 6th, 2007, 07:37 PM
2210 is the best of the Risk Series. Some of the others are fun but 2210 is great.

Newb.

sachsen
February 7th, 2007, 12:05 AM
My friends and I used to play Risk 2210 all the time before we all got hooked on Heroscape. Great game.

The key is to go last in year 5. Trust me on this. And go for the moon.

NecroBlade
February 7th, 2007, 09:49 AM
Is it worth the money (rather expensive; a good $30)Where the hell did you find it for $30?! It's always $40+ around here :( I'm a huge Risk fan, too. I currently have Risk, Star Wars Risk (boo), and LotR Risk (yay!), and plan onn adding the Star Wars Original Trilogy edition, Risk Godstorm, and 2210 eventually.

peterm
February 7th, 2007, 10:10 AM
Keep in mind there are two versions - the older, "big box" one that has a rectangular box, little storage bins, and supposedly some higher-quality cardboard pieces (and fewer folds in the board to make it fit in the box).

GaryLASQ
February 7th, 2007, 10:14 AM
The key is to go last in year 5. Trust me on this. And go for the moon.yep. that is the perfect strategy. and save those diplomats in case you don't go last in year 5 (or save plenty of energy tokens to be sure you can outbid the others for going last.) and in a game of 3 or more players, sneak off to the Moon and let the others rip each other apart on Earth.

spleek
February 7th, 2007, 10:36 AM
What are the communitites thoughts on the 5 turn limit? It would seem like this would kill the game too quickly. Do you guys that play this hold to the 5 turn limit, or play longer timed games, or even last army standing like the original? I plan on purchasing this game in the near future as a companion to Axis & Allies and Supremacy (past, present & future).

GaryLASQ
February 7th, 2007, 10:55 AM
even with a 5 turn limit the game last a while. there a many steps to take and many things to consider with each turn.

LilNewbie
February 7th, 2007, 11:07 AM
Gary is right. Even with 5 turns the game can last 1.5 to 2 hours easily. The 5 turns makes sure the game doesn't drag into a big showdown between two people while the others watch like in normal Risk.

Newb.

KingArthur1976
February 7th, 2007, 11:22 AM
Risk 2210 is a definite buy for any RISK fan. I would also reccommend RISK Godstorm. It's another alternate version of risk similar to 2210. You can even bring armies back to life or let them fight for domination of the Underworld!!!

I've been an avid risk fan fo as long as I can remeber and I've gotten a lot of playtime out of both these versions.

I even own a circa 1960's orginal wooden pieces RISK.

Man Heroscape is dominating my game collection. I havn't played any of my RISK games in about 2 years.

heroscaper2.0
February 7th, 2007, 08:09 PM
This is definitely the best Risk varient. Saw a couple at my local TRU

cavie
February 7th, 2007, 08:21 PM
I want to get 2210. We have GodStorm and like it but I hear 2210 is better. We love Risk and have played it for many years.

InfinityMax
February 7th, 2007, 11:00 PM
The five turn limit is a life-saver. I wouldn't play old-school Risk now that I've played with the turn limit. It means several things:

1) It's tough for one guy to get so far ahead that the game is a foregone conclusions.
2) Strategy and planning play a part all the way through the game. Old Risk, strategy and planning are out once you're in control. 2210, you can't quit planning, because you could literally lose everything to one stupid mistake.
3) The cards and abilities are much more important, and thus more valuable, and thus more critical.
4) The game ends while everyone is still conscious.

Five turns is the way to go. In my opinion, Risk 2210 is a finely-tuned machine of a game.

spleek
February 24th, 2007, 08:40 AM
Thanks for all of the reccomendations!!! While out hunting for HS this past week I came across one of the small-box versions of 2210. Since purchasing I have gotten to play two 2-player games. I won both games, which could make me somewhat baised :lol: , and believe that it was well worth the investment. The tide of battle swung wildly both games and it came down to the last turn each game. I cannot wait to get to play a 6-player game. If you want something that runs faster the Axis & Allies / Supremacy, but with a similar feel pick this one up while there are still some on the shelves. :idea:

GaryLASQ
February 24th, 2007, 11:18 AM
on the topic of Risk variants, i just played a 3-player game of Original Star Wars Risk. i like it. the 3rd faction of the Hutts with a separate mission than that of the Rebels and Empire makes for some interesting game play. it also makes for a good 3-player game which is rare.