2210 A.D.

So Josh brings over Risk 2210 A.D. to my house. Phuong was gonna play, but for some reason he didn't. When I first heard about the game, I was most excited about the three territories that would be excluded from the game. It can make all the difference. I decided to play from Australia in this game. The commanders aspect of the game takes some getting used to but eventually we understood what each commander did. For example, the sea commander allowing for sea attack and sea travel. The space commander for going to the moon. Etc. Another fun aspect is choosing the cards that risk havoc and the fact that turn order is determined by bidding the energy chip things. (It's 20100315 so I don't remember all the proper terminology.) The bidding makes things fun, and wreaking havoc, or at least attempting to wreak havoc is fun. There are some cards that act as defensive measures. In the end I won the game by being the last person to go, and with enough power to take over a sufficient amount of territories. I would have thought it was most beneficial to go last, but I suppose from hearing other arguments why it would be good to go in the other turn orders. I really lucked out. Part of it was not having Josh attack me, he was second to last. I also avoided confrontation on the moon.

[Actual Post Date and Time 3/15/2010 8:43 PM]
Played 20100117 Josh (16) Daniel (17) Stephanie (21) Me (32). I won.
Risk 2210 A.D.

Relevant Links:
Risk 2210 A.D. (BoardGameGeek.com)

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