Risk - Transformers Edition - Was £24.99 Less than Half Price £9.99 @ Argos
Risk - Transformers Edition - Was £24.99 Less than Half Price £9.99 @ Argos

Risk - Transformers Edition - Was £24.99 Less than Half Price £9.99 @ Argos

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Play for control of planet Cybertron - the robot's transforming world. Transform the game board to defend your army or to block and destroy encroaching opponents. Flip and transform your game pieces to switch from strength to speed as you decide the best way to fight across territories


this version any good? i dislike transformers but know that the special editions are usually a laugh

From ]http//ww…411

Transformers Risk is a simplified version of the game when compared with … Transformers Risk is a simplified version of the game when compared with all of the previous editions save Narnia. It is not as complex, nor does it offer the empire building concepts found in the classic edition. This is simply a six turn, knockdown battle. With a nod to the popularity of Eurogames, control of the most spaces at the end of the sixth turn is the goal. Risk Transformers is to 2210 what Heroscape is to advanced Battlelore or Nexus Ops to Twilight Imperium. There is little if any long term strategy but a whole-lotta fighting. This is definitely a beer and pretzels game. As with games such as Tempus, the only scoring is completed in the last turn and the five previous turns are simply positioning for this final scoring. One of the unusual factors of the game is the relatively low piece count. Though there are methods for generating a large group of reinforcements (card combinations), these events are quite rare. This actually serves to increase the tension in the game as one cannot afford to simply lose units as cannon fodder; each of the units is precious. The collection and submission of sets of cards for additional armies is not present in the game. Other than some of the cards, the only method for gaining reinforcements is the total zone (territory) count and the control of specific sectors (continents). Most spaces commonly hold only one or two armies.As with every other version of Risk there are cards that can be earned during the game. One card is awarded each turn that a player conquers an opponent’s zone. Considering that there are only six turns to the game that means a player can only obtain six cards throughout the game. The cards serve two purposes: the first is to present the player with some bonus opportunities such as additional armies or altering the die result in some way. The second purpose is to morph one of the four special zones (territories) on the map. An example in the rule book suggests that a player plays a combination of these cards and generates a large number of armies. Though this is possible, it is highly improbable. With only six cards possible during the game and the tense, near desperate situation that players reside in, it is unlikely that anyone would hold back on an army generating card.There are two types of spaces (with two of each type) on the map that are unusual, not just for a Risk game but for any game. There are two spaces that are circular and can be rotated during the game. Arrows on the space indicate which two zones border the space. These spaces can be rotated with one of the cards earned as described above. What makes this interesting is that a player can create a barrier by altering the position of the arrows, effectually preventing a possibly devastating attack. Of course an opponent may burn a card and morph the direction of the arrows again but these cards are so few, so precious that it is not an easy decision.The second type of space is the factory space. As with most Risk games there are 42 spaces on the board. In Transformers, two of these spaces can be morphed (I believe that is the term they use) into a factory that will produce additional armies for the resident of the space. In addition to this, it becomes an additional space on the board increasing the total count to 44 spaces. It requires a card to open the factory and an opponent, with the proper card, may close the factory (in which case all of the armies produced that remain in the factory are crushed). This can significantly alter the positions and strength of the players in the game. All of this serves to present a game that is great for a quick, fun battle. Risk Transformers could easily substitute for the times when you might want to play Nexus Ops or Heroscape. It is light and quick enough that players unfamiliar with the system will not be hampered with a difficult learning curve and sufficient strategic and tactical requirements to entertain for the period that it lasts. (The game should play in an hour or less.) It has a vaguely Eurogame feel. Is it the best Risk yet…nope, but it is satisfying and fits nicely into the Risk collection of games as none of the other versions serves the same purpose. Considering that it costs less than many card games today, this is more bang-for-your-buck than I have seen in quite a while.

I bought it from Argos when it was 12.50 based on the above review (but I have never played Risk before)I still havent opened it, but do not regret buying it as I am sure to enjoy it one day.

jazid i would check with amazon cos it went down to £5 so you may be able to claim the difference!

I bought it from Argois, not amazon !
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