Risk 2008 (Revised/Reinvention Edition)
Ok, I’ll Risk a review
Risk- the classic game of strategic conquest is back with 3 ways to play, faster gameplay, and updated map and playing pieces. Includes a game board, 7 dice, a deck of 42 cards, 5 sets of colored troop units, 5 capitals, 15 cities, parts sheet and instructions and is for 3 to 5 players ages 12 and up. Game play is around 2 hrs. Originally from Parker-Brothers who is now a subsidiary of Hasbro the game has been around since 1957.
Black, Green, Blue, Red & Yellow armies vie for world domination. If you have ever played Risk before, the map settings and combat will be well-known, although there are many other changes with in the game. The inclusion of cities, capitals, major (are you nuts hard to get) and minor objectives (not quite as hard but still very hard) and their rewards put a very different spin on the game. First and most obvious is the inclusion of 3 different ways to play.
The Basic Training version uses a pre-arranged board for its starting set-up. The first player then counts all territories occupied, all cities and capitals owned to determine the new units to be allocated, adds in any bonus units, places units, makes attacks maneuvers reinforcements and if available too do so, may take a troop card or mission objective. Turning in cards with stars gives extra troops, with the more stars giving much greater troop numbers. Watch out for that dreaded ‘discard’ card though, it can destroy a good generals best laid plans. Although complete world domination is not required for victory, holding 3 mission objectives are.
The Command Room version uses a random city locations and a round robin capital and troop allocation. It still requires claiming 3 mission objectives, but these now give game play rewards for their completion. Extra attack or defense dice, troops, or reinforcement positions are just some of the many rewards available, all able to turn the tide of battle.
The World Conquest version is more familiar to the previous risk versions. It uses all the same rules as the command room version, but doesn’t matter how many objectives are completed, total world domination is all it takes to win. Mind you, objective rewards make winning much easier.
This was a lot of fun to play. 4 of us did both the Basic Training and Command Room versions. The layout of the game rules was difficult; I would suggest separating all reference cards before doing anything else. Counting capitals and cities could be a bit tedious, but not bad, as other players are there if you miscount. The play is fast and alliances fragile and the objectives are everything. It’s easy to lose focus on the bigger game when just trying to survive the turn. Keep your eye on the ball, territories are important but the objectives are IT. Did I mention the objectives are important?
I had a great time with this game. The new variations and objectives allow more control over game length and are a great improvement. It ran about 2 hrs or so for a game, a bit more if going through the rules for the first time. I’m sure the World Conquest would take longer to play, but cold drinks and pizza definitely improve the experience, and cupcakes just Rule!
By Rob Angeloni
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