- Advertencia: No apto para niños menores de 36 meses
Milton Bradley 88600 - Juego de mesa Risk 2210 A.D. sobre guerra (en inglés)
- Para 2-5 jugadores
- Toma hasta 4 horas para jugar
- Juego de mesa estratégico
- Las toneladas de rejugabilidad
- Tema de ciencia ficción
Advertencias: Utilizar bajo vigilancia de un adulto.
Los clientes que vieron este producto también vieron
¿Tienes alguna pregunta?
Encuentra respuestas en la información del producto, en preguntas y respuestas y en reseñas.
Asegúrate de haber introducido una pregunta válida. Podrás editar tu pregunta o publicación.
Seguridad del producto
Este producto está sujeto a instrucciones y advertencias específicas de seguridad
Descripción del producto
RISK 2210 AD juego en ingl
Opiniones de clientes
Principales opiniones de clientes
Ha surgido un problema al filtrar las opiniones justo en este momento. Vuelva a intentarlo en otro momento.
Opiniones de clientes más útiles en Amazon.com
The theme is really fun-- it's futuristic, so you have water colonies and space colonies and your army is made of MODs, which are mech units. Because it's a war-torn future, at the beginning of every game, some randomized lands are designated as desolated (that's not the term they use) and you aren't allowed to colonize or cross over them, resulting in a slightly different map every game. This little variation is sometimes enough to change strategies. It definitely makes the game more interesting. Being able to colonize the moon and head an invasion from space is AWESOME and I've seen it become a winning strategy. The game gives you five turns to plan and enact your winning strategy, and whoever is the major landholder at the end of these turns wins: this is a good limitation, as the games could go on for entire nights if we were allowed to go on forever.
I find the generals and the cards absolutely delightful. They add a new, random layer of strategy so you can't get too comfortable.
My only complaint is that the tokens are so thin that they're easy to bend and the back started coming off of one of ours on the first night.
but let me tell you something: this game totally rocks!
What is new:
1. At the begining of the game, some countries are declared unusable because of the rediation. This makes every match different.
2. Now you have "heroes" that can attack or defend with a 8-sides dice.
3. You have moon colonies and water colonies, so the map now is totally different and is more difficult to defend a continent because you have more connections and you can be attacked not only from land but from the sea or space.
4. You have cards that you can use in different moments of the game, and they totally change the strategy.
5. The game is a lot more balanced, and there are many ways to change the current status of the game. In traditional risk when a player outnumbers the others and has captures key territories, there are few chances other players can defeat him, in this game the whole board changes all the time.
6. You have to think more since there are many options to do: there are more countries, more paths to attack or defend, there are power ups, so you can try to use nuclear bombs, or invade the moon, or control the sea, or buy a basement, or buy a new hero...but you won't have the money and the army to do all at the same time.
This is a complete new game, everything changes and everything is better.
If you have played traditional risk, buy this. You are going to love it.
If you haven't played traditional risk I think is better for you to try the old one first, since there are less rules and the old one is easier to start with.
The world has changed as it is now the year 2210. As such, don't expect to see any overly familiar country names on the RISK board, which while still laid out in a similar-to-old-RISK-continent style is vastly different on each continent's interior. The country names are rather amusing at times, but generally, not that surprising. Also changed about the board, there are now WATER territories and a Moon full of approximately 16 territories (I'm guessing, don't have it in front of me).
The world has also been stained by wars of the past, and as such, at the start of the game 3-4 radiation counters are randomly placed on 3-4 territories, rendering them either extremely hazardous to pass through or making them totally impassable (depending on what rules you use). This addition suddenly makes some continents very easy to defend.
While the shape of the armies has changed from men, horses and cannons to various sorts of machines (MECH-like, Battletech players), they are otherwise similar in counting function. However, 5 new types of units are available to each player through the use of Commanders. A commander is a special unit which has the ability to roll an 8-sided die on defense at all times and to also roll an 8-sided die on offense in certain situations. There are 5 types of commanders: Land, Space, Aquatic, Diplomat and Nuclear. You need the Aquatic and Space commanders to enter water and lunar territories, respectively. Commanders allow you to buy and use cards of the corresponding type but buying both commanders and cards costs energy. Cards? Energy? What am I talking about you ask!
In RISK 2210, in addition to getting armies each turn, you also get energy which can be used to buy commanders, to buy moon bases (a base you place on an Earth-bound land territory which allows defending units in that territory to all roll d8s on defense and, if you have a Space commander, allows you to travel to the Moon) or to buy Cards. Energy is how you decide who picks turn order each round. Everyone bids a secret amount of energy, you all reveal your amount, and whoever bid the most picks if they go first, second, last, etc. All energy bid, win or lose, is spent.
Cards add perhaps the most dramatic change to the game. Cards come in 5 types, Land, Aquatic, Diplomat, Nuclear and Space. They do what they sound like: Land gives bonuses to attack or defense when you play it, Aquatic does the same for water territories, Diplomat guards you from attack for a turn etc., Nuclear blows stuff up and Space does what Land does on the moon. And all (I think) card types have "Frequency Jams" which prevent a player you choose from playing any cards that turn. Cards can COMPLETELY change your plans. For instance, you plan to attack with 25 armies against your foes 10 armies. Oh! He plays a Cease fire and you cannot attack him! Or perhaps it is in reverse, your 10 against his 25; you play a Scatter bomb land, randomly killing half the units in 3 territories you draw from the RISK deck (you can't target your self with this card).
Cards, well, I love and hate them but they certainly add a lot!
The final addition to RISK 2210 is that the game is designed to end after 5 years (1 turn for each player = 1 year, so 5 turns for everyone and that's it). It, of course, can be played with another variation.
That basically sums up the new RISK game. It's a lot more complex and, generally much harder to strategize in. But, this can be a blessing. For instance, if you're used to always winning, a less skilled opponent stands a better chance thanks to the cards. On the other hand, if you strategize effectively, you can take into account the cards and be prepared for them so a true strategy master is undaunted by them! (some exaggeration here :-) Or, alternatively, if you are playing a World Domination or Capitals game (instead of the 5-year game discussed just above), the cards play in less as they are in finite supply and, once you use them, they're gone. The new RISK is great, especially since you can still play standard RISK with it by ignoring the added elements (you basically have the old RISK board and figures and a bunch of new stuff you don't have to use). All in all, RISK 2210 is my favorite board game and that says a lot. A tad bit pricey I admit, but well worth it.
If you're a RISK fan already, this is the game to try next.
If you're not yet a RISK fan, I bet you'll love this game, but you may want to try traditional RISK first.
And, if you're a Lord of the Rings fan and a RISK fan, while not as complex as this game, check out Lord of the Rings RISK, which is a lot like this version but with Tolkien-themed elements.
Hope this was helpful!
It's a great game!
The box I received was damaged.
It's an interesting twist on the classic Risk with commander units, currency, an 8-sided die and command cards that add alot of unpredictable twists. The game ends in 5 turns but is more than enough.
The game isn't for casual gamers and you will need to find hardcore board gamers who are willing to embrace the new twists. My thought is that if you do have a group of gamers who are willing to go the distance with you on Risk try Risk Legacy instead.