Risk 2210 AD is the latest in a long series of Risk variants, but this one takes the game to the next level. 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 really add a whole new dimension to the game and gives it a much-needed face-lift. Now, the battle is not just for the earth, but the sea and moon are also battlegrounds.
Although much has been added, the basic flavor of the game is still Risk. One very welcome change has been 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 purchase new commanders. There is much more strategy and planning involved in this new version, but it should still appeal to the classic Risk fans.
The world is at war. As the leader of one of the warring factions, you control the destiny of your people. On and above earth you must marshall your forces, send forth your troops, hit the right commanders and crush your enemies. Build alliances if you dare, but also be wary of those who you call your friend. Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond.
This advanced version of RISK from Avalon Hill contains more strategic play, extending the game theme 200 years into the future when the world's countries are at war. The game contains over 450 military pieces, plus five decks of Command Cards for tactical purposes. For 2-5 players.