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Juegos de Adultos Hasbro - Risk Clasico 28720105
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Descripción del producto
LEGENDARY SCIENCE FICTION GAME - The Koprulu Sector is being ravaged by war. You must stand against your enemies as one of the three powerful races. No matter which race you choose, you will fight for your very survival.;WAR FOR GALACTIC SUPREMACY - In this version of Risk, players are controlling the three factions from the StarCraft video game, in a battle to control the sector.;GREAT FOR GAMERS - This is perfect for fans of the StarCraft video game. You're bound to know someone who NEEDS this, and you can be sure no one else will have thought of it.;EASY TO PLAY - Whether you're a skilled pro or just starting to enjoy this engaging StarCraft board game, it is easy and fun to play.;PRODUCT SPECIFICATIONS - Players: 2-6 Players / Ages 10+
Opiniones de clientes
Principales opiniones de clientes
Imprescindible para los amantes del Risk y Starcraft. Reune lo mejor de los dos juegos, por un lado la mecánica del Risk, con la estrategia de Starcraft. Muy bien realizadas todas las figuras y tarjetas del juego.
El envío, servicio y precio todo perfecto.
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Compared with the standard Risk, here are the changes:
1. Hero unit per faction, 6 in total, that add +1, -1 to dice rolls.
2. Mineral fields that boost the value of territories.
3. One Command center per faction that needs to be held in order to win (for Command room mode).
4. Achievements and Rewards (similar to Mission cards), where a player earns certain achievements along with random rewards accompanying them when objectives are completed, including conquering a planet, holding mineral fields, etc. Rewards add special bonuses that last indefinitely, such as being able to use an extra attack die, 4 max instead of 3.
5. Faction cards, one deck per race, have stars and abilities on them that allow for the choice of gaining reinforcements based on the total amount of stars, or using special abilities. Overall, each race has abilities that are identical in effect, but other stand out, for example Zerg can tunnel under a territory, Terran can transfer their base to another territory on the map, and Protoss are able to destroy units on a planet.
6. The map is similar in layout to standard Risk, except Asia and North America have switched places, now represented by Char and Aiur.
7. On the faction cards and the map itself, many references are made towards the PC, and once nintendo 64 game.
8. Four modes, basic training: introduces the new rules; command room: earn 3 achievements and control command center to win; total domination: classic risk, with mineral fields; team play: command room with 2v2 or 3v3.
9. Units are now worth 1 and 3, for instance a marine is worth 1 unit and a tank is worth 3. The units of each race are detailed remarkably well, along with the Heroes.
The game becomes several levels more complex than standard Total domination due to all of the additional factors involved, which is quite overwhelming during the first game when the effects of the new conditions are learned. The main advantage is that the ratio of luck and strategic skill shifts over to skill, since players who use their abilities right and aim for certain territories will have an edge over those who blindly attack and roll lucky 6's.
If you have a special connection with Starcraft and enjoy Risk, along with desiring an even more strategic game, this one is worth the money.
+Hundreds of StarCraft pieces representing two types of the Terran, Protoss and Zerg ground units. Like most Risk games, these game pieces represent 1 and 3 armies respectively.
+Territory cards have the option to be used for unique attack or defense abilities instead of just cashing them in for more units like in standard Risk.
+Large, StarCraft-themed map board
-No pieces representing "flying" spacecraft units. Unlike the two versions of the "Risk: Star Wars" board games where cards could be exchanged for supporting spacecraft like X-Wings, Star Destroyers, etc. there are no supporting spacecraft in this game. This is a disappointment since the StarCraft computer game has a plethora of signature spacecraft units to choose from. Where are the Protoss Carriers? Terran Battlecruisers? Zerg Mutalisks? As it is, this remains a "ground forces" game despite the "space theme" of the source material.
-The Hero pieces look different but all play the same: Add 1 to die rolls when attacking or defending. It would have been nice if more of a StarCraft theme had been applied here to distinguish the difference between the SC races. For example, it would have made it more interesting to play as a certain race if the Heroes were more varied like so: Terran Heroes add +1 to their attack die rolls, Protoss heroes add +1 to their defensive die rolls, Zerg subtract -1 from an enemy's defensive die roll, etc. Even more strange, if killed, these Heroes reincarnate during your next reinforcement phase. This seems to somewhat cheapen the Heroes as you can be as reckless as you want with them and they will be back on your next turn if they "die". The only penalty being that you cannot use your Hero for defense until your next turn.
-My map had problems laying flat. The middle of the board kept sticking up and the cardboard tore in the middle once I gently pushed it flat. Seeing as how this is made of heavy cardboard I was surprised at this quality control problem.
I would have appreciated the Risk: StarCraft Collector's Edition set a lot more if USAopoly had wholeheartedly embraced the StarCraft theme. As it is, the set feels like little more than a visual swap-out. If you already own Risk or one of the many variants, know that the main differences you are buying here are: 1) The planetary space map, 2) The special abilities listed on the territory cards and 3) The Hero pieces. Everything else is simply a variant of on standard Risk: The Nexus/Temple/CommandCenter "base" pieces replace the Risk capitals and the mineral fields replace the Risk city tokens. Even the gold/silver achievements and their respective bonuses are the same as the 2008 revised Risk edition.
Perhaps something extra like: Vespene Gas bonus territory markers, supporting StarCraft spacecraft pieces or even something simple like StarCraft-themed dice instead of the standard red/black would have give this reviewer something to get excited about.
Try this out, to give your game a tiny bit more of a StarCraft feel (note: these were adapted from Risk rules implemented in Risk: Legacy):
Zerg Players: "At the start of your turn, add one army to each HQ (any race) that you control." Representing the Zerg's low-tech but prolific "win by numbers" from out-of-the-hatchery mentality.
"You can make your 1 troop maneuver at any point during your turn (instead of at the end)." Representing the Terran siege tank drop and overall "lift-off" and adaptability of the Terrans.
"The defender subtracts 1 from his lower defense die in the first territory you attack during your turn." Representing the Protoss energy shields, which are great in the beginning but you're in real trouble when they are gone you have to fall back on pitiful Protoss armor/health (unfortunately there's no micro-ing units in Risk!).
As mentioned above, you can also add the following rule:
Terran Heroes add +1 to their attack die rolls, Protoss heroes add +1 to their defensive die rolls, Zerg subtract -1 from an enemy's defensive die roll.
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