Game variants

Blind Risk 2210 A.D.

Idea from Craig Van Ness.

This variant is best played with 7 (1 game leader and 3 teams of 2), 9 (1 game leader and 4 teams of 2) of 11 (1 game leader and 5 teams of 2), but can also be played with 4 (1 game leader and 3 players), 5 (1 game leader and 4 players) or 6 (1 game leader and 5 players).

The general idea is that the teams/players cannot see each other's board, which gives an extra twist to the game. The only thing you are sure of are your own MOD positions. You can place armies for the other teams/players, but you never know if they are correct.

Requirements

  • 1 copy of Risk 2210 A.D. for each team.
  • Eventually a copy for the game leader, but he'll have to do everything dual.

Setup

Basically, it is random set up (deal out the land cards). Players/teams place extra mods/commanders and the space station in controlled territories.

Role of the game leader

  • Does not play.
  • Record what all teams bid for turn order and announces turn order.
  • Count energy/MODs for a team and distribute the energy.
  • Note which commanders are hired and give the teams the cards they bought.
    If a card type is exhausted the game leader announces this to every team.
  • Announce contents of an attacked territory and the attacking territory (Commanders included) to the concerning teams.
  • Watch the attacker's and the defender's die rolls.

Rules

  • Most rules of standard RISK 2210 A.D. apply.
  • There is no talking between teams and no cooperation.
  • All purchases (Commanders, cards and space stations) are kept secret.
  • Reinforcement moves are kept secret, also when defending. The reinforcements will visible on the next attack.
  • You can't see your enemy commanders unless you fight them, so players should target a team and select a commander when playing a card that affects a commander.
  • Probe Territory: every turn each team can ask who controls a territory, not the contents. This will be common knowledge to all teams.

Playing cards

  • Frequency Jam is openly announced.
  • Cease Fire is openly announced.
  • Energy Crisis is a perfect way to know if another team has any energy left.
  • When Land Death Trap, Water Death Trap or Orbital Mines is played, the game leader will go to the attacking team and removes half of the team's MODs (roundup). If the team attack roll would be illegal (due to not enough armies) the team would have to reroll.
  • Scatter Bomb cards: the game leader goes to every player and will remove the units. Results will not be known to other players.
  • Rocket strikes: The game leader will announce: "A rocket strike is being placed on ..., please remove x units." The team of the card will not know if the card wipes out the total amount of MODs or not.
  • Stealth MODs and Stealth Station: if a defending team plays a Stealth MODs and/or Stealth Station when attacked, the attacking team will only see the situation prior to the cards. The extra MODs and/or space station are shown when the next attack is launched against that territory.

Nations

The various civilizations in 2210, just like in previous centuries, put different emphasis on naval, land, and space combat. It is also an era of expansion on land, sea, and the moon. As a consequence, not every nation begins with the same set of commanders and/or space stations.

Requirements

1 copy of Risk 2210 A.D.

Setup

  1. Instead of the Diplomat, Land Commander, and Space Station, players get 11 extra Energy before bidding for turn order (14 energy total).
  2. Pick the 4 devastation territories and place the counters normally, then shuffle the remaining land, all sea and lunar territory cards together. Deal them out to each player according to the number of players (3 players = 15 cards, 4 players = 11 cards, 5 players = 9 cards).
  3. Each player puts one MOD on each of their territories, and the cards are then sorted to play normally.
  4. Place the additional MODs 3 at a time on your territories per regular rules.
  5. When all MODs have been placed, each player, in turn order, purchases additional units to place (one unit purchase per placement round). Cost: Any commander = 3, Space Station = 5, MOD = 1. (For example, if you kept all 14 energy, you could purchase: 4 commanders and 2 MODs; 2 Space Stations and 4 MODs; 3 Commanders and 1 Space Station; 14 MODs; etc.). Or, you can simply keep all or part of the extra energy.
  6. In turn order, players place the new units one unit (except MODs in groups of 3) per round of placement, until all purchased units have been placed.

Rules

Standard RISK 2210 A.D. rules apply.


Combined Arms

Combined Arms is a military maxim in which the various branches of arms work cooperatively to generate an offensive (or defensive) power greater than the sum of the parts. In the 20th century this was taken to mean infantry, artillery, armor, and airpower. In 2210, Combined Arms is achieved when multiple commanders participate in the same battle, using techniques and MODs specialized to a particular mode of warfare. Working together, the commanders can create a combat power out of proportion to their numbers.

Requirements

1 copy of Risk 2210 A.D.

Setup

The game is set up as normal.

Rules

  • Attack:
    Combined Arms is achieved when any 3 commanders are present in the territory which the attack comes from.
    Effect: Add 1 to the highest die roll (examples: 5-5-2 becomes 6-5-2; 8-4-1 becomes 9-4-1).
  • Defense:
    Combined Arms is achieved while defending when any 2 commanders are present in the defending territory.
    Effect: Add 1 to the lowest die roll (examples: 6-1 becomes 6-2; 6-6 become 7-6).

Notes

  • It is possible both attacker and defender may benefit from Combined Arms combat.
  • The type of territory of the attacker and defender is irrelevant.
  • This benefit is in addition to any 8-sided die that might be used because of commanders or a space station by the attacker or defender.

Fog of War

Players choose territories, keeping their choices secret from their opponents.

Requirements

1 copy of Risk 2210 A.D.

Setup

Determine turn order as normal.
Player 1 draws a Devastated Land first and places it face down in a separate pile, without looking at it. Player 1 then chooses a territory, keeps it face down, and passes the deck to the next player. The next player simply chooses a territory he wants, and passes the deck. When it gets back to Player 1, a second Devastated Land is chosen, face down and added to the first. This continues until all four Devastated Lands have been chosen. Players continue to choose territories, keeping their choices secret from their opponents.
When all territories have been chosen, keeping the cards face down, forces are deployed on the backs of your cards, in the appropriate territories. Opponents will see the building of forces in some territories, but they will not know where they are. Nobody will know who got what, or even if someone has a full continent to start with.
Once all MODs have been deployed on the backs of the territory cards, the Devastated Lands are revealed. Players deploy their MODs in turn order.

Rules

Standard RISK 2210 A.D. rules apply.

Notes

If a player sifts through the deck for 5 minutes, he will figure out what the others are choosing or what the devastated territory is.

Solutions:

  • Play by "gentleman's rules": have your first 3 choices in mind and quickly go through the deck to get them. Feel free to curse out the player who is stalling.
  • Be creative: choose a territory for some area you'd never want. Then once the first round or two goes by, then begin your real selections. Alternate between normal choosing and this. Keep your opponents guessing.