Risk 2210 A.D.
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Risk 2210 A.D.

4.4/5
Product ID: 2811637
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⏳4 hours playtime
👥2-5 players
♟️Strategic gameplay

Description

🚀 Conquer the cosmos, one strategy at a time!

  • COMPACT PORTABLE - Lightweight design makes it easy to take your strategy on the go.
  • ENDLESS REPLAYABILITY - No two games are ever the same—keep your friends guessing!
  • ENGAGING SCI FI THEME - Immerse yourself in a universe of intrigue and conquest.
  • PERFECT FOR GAME NIGHTS - Gather your crew for an epic battle of wits and strategy.
  • UNLEASH YOUR INNER STRATEGIST - Dive into a sci-fi world where every decision counts!

Risk 2210 A.D. is a strategic board game designed for 2-5 players, offering an immersive sci-fi experience that can last up to 4 hours. With its multi-colored components and lightweight design, this game promises endless replay value and is perfect for game nights with friends.

Specifications

Number of Items1
Item Weight1.55 Kilograms
CPSIA Cautionary StatementChoking Hazard - Small Parts
ColorMulti-colored
Are Batteries RequiredNo
Material TypePaper

Reviews

4.4

All from verified purchases

J**E

If new to RISK, then buy Risk 2210 AD (Don't bother with regular RISK)

No need for Classic RISK, you can play Classic Risk using RISK 2210 AD board and pieces. I have both games, plus RISK Europe (oh yeah, get that too, that's a totally different game).So if you're new to Risk, don't make the same mistake I did buying both, you can totally play Classic Risk with this one game, rules to Classic Risk are found towards the end of the RISK 2210 AD rulebook--- basically, you just do without the moon, space stations, commanders and 2210 AD command cards. We play w/ the underwater sea colonies, but you can stay faithful to Classic RISK and stick with the 42 territories on the map.Once you get good at playing both Classic and 2210 AD RISK games (also RISK Europe). Don't bother with the Axis & Allies franchise, it's basically just Risk but with a longer Sequence of Play, six part (Buy troops/equipment; Combat move; Combat; non-Combat move; Mobilize new troops/equipment, same ones you just bought at the beginning of your turn; then lastly, Collect income)... read: WASTE OF TIME.Classic RISK cuts thru all that PRETENSE, and directly allows you to make 1). Reinforcement, you get at the very least 3 troops per turn, more if you control entire continents and/or have more territories, plus 3 cards of the same suit or all different ; 2). Conduct combat, dice lots of dice rolling ; 3). last, Maneuver, after you're done with combat, then move your troops, to set-up anticipating opponents' moves and to lay out your own objectives for when your turn comes again ... Just 3 part Order of Play. read: SHORT & SWEET, no pretentious stuff to waste your time.Understanding Sequence (or Order) of Play is basically all you need to understand board wargames--- knowing that is half the battle. And if you like RISK , move on to the real board wargames.I suggest start out with,1). Sekigahara (GMT Games) , 2 player Card Driven Game, very easy to learn.2). Colonial Twilight (also GMT Games) , 2 player COIN (COunter-INsurgency) game, steeper learning curve but more fun.3). Guns of Gettysburg (Simmons Games, published by Mercury), 2 player terrain-based game, a lot more complicated but once you get it, you GET IT! Search up Rachel Simmons (of Simmons Games) her design process is really interesting makes you truly appreciate board wargames.Don't bother with hex-and-counter games, but if you must,a). Space Empires (GMT Games), 2 to 4 player game which actually starts out 1-player (solitaire), then you expand and that's when the fun starts.RISK is a great gateway to wargaming, I just regret I wasted my time with Axis & Allies ( skip all that none sense! ). Hope this helps! ;-)

A**R

Great gameplay experience!

Before I review let me get one thing out of the way. I could tell it was used Before I even opened it. Regardless, the box was intact, corners reinforced, (which was fine with me) and everything was already assembled.However, I gave five stars because of the gameplay experience itself. But I will say that it didn't come to me in "perfect" condition. One of the 3.0 mods was missing one of its guns (was not a problem gameplay wise at all), I got an extra die (I feel it was a positive), and one of the blank extra cards had already been drawn on. But once again, none of these hindered gameplay in any way.If you want a flexible risk game where the way it's set up makes it easy for you to adapt it to your play style. I have a lot of people who like to join me in a fun game every now and then (more than the default 5 players) but I was able to take pieces from one of my older risk game to make up for it. See this is a very popular version of risk. Because of this, there are many expansions available to print. This game had all the resources available to me to make it work for everyone.I highly recommend Risk 2210 if you have a group of people who love to play strategic table top board games. Even if you don't have hours to play the classic way, there is a new set of rules that comes with it that allow you to finish in five rounds.Have fun playing!

G**3

Pretty Neat; Not THAT Long

I got Risk 2210 A.D. for my significant other for Christmas. I hoped it would help get him off the pc so much because it's kind of a war/brutal/conquer-all mindset like his other games. It worked. We wound up playing this twice in a row one night and a couple more times the next. It's the third night now. No pc games yet. :)It's a great game though. It does take a bit to understand and get the hang of but once we got it (first time ~5 hours with distractions) games 2-4 actually lasted about an hour or less. It was just two of us, but I could see how more than two would significantly increase the time. However, we wound up improvising to make the game a bit more interesting (I always lost and that gets old REALLY fast with hour-long games).Pros:Great substitute to get pc-gamers into the real(ish) worldLots of fun (especially when winning)Creative/ImaginativeAwesome for long, cold wintersCons:If you fall too far behind (there are only five turns) you're stuck losing the rest of the time.Not good for short attention spans or small memory as much is needed to beat your opponent(s)(caps as it's necessary to discern): THE LAST TURN OF THE GAME WINS. ESSENTIALLY THEY CAN WIPE OUT THE ENTIRE BOARD AND ALL YOU CAN DO IS WATCH.The dice are loaded in that the black dice (opposing) always roll <3 and white (defending) roll >5 (we are both science majors and proved this via stats; we're purchasing new dice (though so far we counter it by rolling both black/white equally against each other)).Overall: Would buy again definitely.

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Trustpilot

TrustScore 4.5 | 7,300+ reviews

Ali H.

Fast shipping and excellent packaging. The Leatherman tool feels very premium and sturdy.

1 day ago

Meera L.

Smooth transaction and product arrived in perfect condition.

3 weeks ago

Risk 2210 A D | Desertcart France