Risk 2210 A.D. 2001
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Expansions & Promos
16 on record
Risk 2210 A.D.: Frontline
Risk 2210 A.D.: A Call To Arms – Celestial Dawn Command Deck
Risk 2210 A.D.: Antarctica Expansion
Risk 2210 A.D.: Religious Commander
Risk 2210 A.D.: A Call To Arms Command Deck
Risk 2210 A.D.: Aerial Assault Command Deck
Risk 2210 A.D.: Aerial Assault Command Deck – Reckoning
Risk 2210 A.D.: Day of the Dead Command Deck
Risk 2210 A.D.: Mission Pack
Risk 2210 A.D.: Advanced Tech Command Deck
Risk 2210 A.D.: Terror Tactics Command Deck
Risk 2210 A.D. Frontline: Season Four – Invasion of the Giant Amoebas
Risk 2210 A.D. Frontline: Season One – Mars
Risk 2210 A.D. Frontline: Season Three – Factions
Risk 2210 A.D. Frontline: Season Two – Tech Commander
Risk 2210 A.D.: Majors Promo Cards
About the Game
Risk 2210 A.D. is yet another entry in the long series of Risk variants. 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 add a new dimension to the game. Now the battle is not just for the continents, but the sea and moon are also battlegrounds.
Although much has been added, the basic flavor of the game is still Risk. One welcome change is 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 hire new commanders. There is much more strategy and planning involved in this new version, but it should still appeal to the classic Risk fans.
Re-implements:
Risk
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- Mechanics
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- BGG ratings
- 7,385 · geek rating 6.28
- BGG data
- refreshed Sep 7, 2026