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Selected Store
Stock 2 pieces
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
Board Games
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Risk 2210 A.D. is a new addition to the Risk game series. It is set in the near future, where battles are fought by destructive machines known as MODs. Human commanders lead these mechanized troops, possessing special powers and abilities. These abilities are activated through Command cards, which add a new dimension to the game. Now, battles are fought not only for continents but also for the sea and the moon. A welcome feature is the limitation of the game to five rounds, allowing the game to be completed in about three hours. Additionally, players must consider the economy 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 in this new version, but it still appeals to classic Risk fans.
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A very good variation of the classic Risk.
The game takes place in the future where there are also underwater areas, creating new passages on Earth.
If you get bored of Earth, of course, you can go and camp on the Moon!
..since there are areas there as well.
Some areas (which change randomly at the beginning of each game) are impassable
since they have been hit by nuclear bombs!!
...thus changing the map each time and possibly some crucial passages.
There are also commanders (land, diplomat, naval, space, and nuclear) with special cards,
space stations, energy tokens, and octagonal dice!!
...Sometimes the sixes may not be enough! :P
Truly, just one card can turn everything upside down
where you least expect it, and go from first to last and vice versa!
Energy tokens, as in reality, play a crucial role throughout the game.
From the order in which you play to buying a commander or a card.
The game is normally played in 5 rounds.
If you want more, you can agree on the number of rounds from the beginning of the game.
You can also play it with the rules of the classic Risk
or with your own rules,
even with your own unique cards,
since there are also blank cards that you can fill in!
- The only downside perhaps is that it doesn't have any kind of divisions
to differentiate the troops, dice, tokens, etc. once the game is over.
A minor inconvenience in my opinion. It will take you an extra 2 minutes to separate them.
*Tip*: Playing last, especially in the final round, can be better several times.
Have fun!!