Friday night we had a late dinner at Giordano's, a
Chicago-style pizza place.
Naturally, being in the midwest I of course had to order a deep-dish
pizza.
It was good and afterwards we walked home through the mall I've
mentioned
before. So it's almost midnight and the mall stores are all closed, but
the
doors are open and there some people walking through. Only the cleaning
people have any real reason to be there. It's kind of surreal walking
through
a closed mall. Certainly where I come from the doors would have been
locked.
Actually I'm assuming that -- I've never tried it so maybe that's the
way
it's done everywhere.
My brother Chris bought Risk 2010 AD and that night we
played it. It's
a big
game, with a full-sized Earth board and a board of the moon. The Earth
board
is a standard Risk map (territories and continents are the same) with
the
addition of sea colonies in the sea areas. There are five colonies,
each
composed of two or three territories. Control of a colony provides one
or two
extra armies/energy. The moon has three areas of size 4, 4 and 6.
Control of
each area is worth two or three extra armies/energy.
You still have the standard armies with figures worth 1
or more armies
(called MODs -- machines of destruction -- in the game because they're
actually Mecha). As you might have picked up earlier, you get energy
with
which you can buy things other than armies (you still get armies like
normal
Risk and you can't buy more armies with energy), namely commanders,
space
stations, and cards. Energy is also used to activate most of the cards.
I
think you can also bribe people with energy, though maybe that's just
the
way we played it.
The five commanders are Naval, Land, Space, Nuclear, and
Diplomat. All
except
the Diplomat count as one d8 army (an army that rolls d8 instead of d6)
when
fighting from/into their specialty (i.e. the Naval commander rolls a d8
when
attacking into a sea territory or from a sea territory). Nuclear
commanders
use a d8 always and Diplomats use a d6 always. You need to own a Naval
commander to attack a sea territory and the same for a Space commander
on
the moon (the commanders don't have to be involved in the attack). Each
commander costs 3 energy.
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If you have a commander, then you can buy corresponding
command cards (so
there are five command cards) at a cost of 1 energy each. There are
more or
less standard cards (extra armies, destroy armies, sneak attack) as
well as
special cards for each commander (i.e. the Nuclear commander can get
nuclear
strike cards). In my opinion, the Diplomat cards are the most powerful.
They
can give you extra victory points and keep other players from attacking
you
(though there is a card to keep other command cards from being played).
Nuclear cards tend to be somewhat random nuclear strikes and not good
for
pinpoint strikes at a specific territory.
The last buyable item is the space station (really a
ground launch
site).
each player starts out with one and any units defending a space station
get
to roll d8s in defense. Other than that, they give you one extra energy
each
turn and you can only launch attacks on the moon from space stations.
What
they're most useful for is as a fortress to hold key terrain, but you
only
get four or five throughout the game, at a cost of five energy each.
What else. At the start of the game four random
territories are nuclear
wastelands, which makes the mapboard a bit random. The game only has
five
players and only lasts five turns, at the end of which the winner is
the
player with the most victory points (army production plus victory point
command cards). Oh, and you bid for turn order each turn. It's a hidden
bid
using energy.
Dave, Woo, Chris, Troy and I started a game late that
night. Troy kept
attacking people while the rest of us were a bit too docile. I'm not
too sure
who won in the end, but it wasn't Troy. Van Horn came in during the
middle
of the game and wanted to go to sleep, complaining loudly anytime we
made
any noise. This was oh so different from every other time we've roomed
with
him at conventions, where he is loud and stays up all night and does
the same
types of things that he accuses us of doing. Next time I have to get
two
rooms.
For good or bad, the game pivots around the command
cards. They're
cheap to
buy, you can hold as many as you want, and once they run out people
can't buy
any more. They're also enough very useful cards to make it worthwhile.
It's
a good thing you also get armies (and can't buy them) so you don't have
to
decide between buying armies or cards. Also, the first couple of
players have
an advantage because they can grab all the sea and moon territories
without
a fight. Sure, everyone else will come after them, but they'll have to
fight
for it at least a little. Still, it's a fun game considering it's a
family
strategy game rather than a real wargame.
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