Fastest Game of Risk Ever

I really like the 2210 version since it goes quickly and can have quite a difference game from game depending on whether you strike out for land, sea, or space. Plus the different cards can cause some chaos such as when we were playing a game with my uncle who was losing and on the last turn he dumped a crap load of nuclear cards to just about wipe every army off the map allowing him to sneak into the lead just barely. :D
 

log in or register to remove this ad

Deset Gled, would you mind expanding on why you don't like Godstorm? I've been seriously considering buying it, 'cause it looks darn cool, and I'd love to get the opinion of someone who's actually played :)
 

John Q. Mayhem said:
Deset Gled, would you mind expanding on why you don't like Godstorm? I've been seriously considering buying it, 'cause it looks darn cool, and I'd love to get the opinion of someone who's actually played :)

Sorry for the delay, John. I don't come down of OT much.

Anyway, my displeasure with Godstorm can be summed up quickly by simply saying that it's too much like 2210. This is problematic 1) because they released to very similar games that seem to differ mainly in packaging, and 2) I didn't like 2210 to begin with.

The biggest issue I have with both Godstorm and 2210 is the fact that they have money. If I want a board game with resource management, I'll play Axis and Allies, or something similar. It's just not Risk. You even bid money to determine turn order each round, which is just not fun. Speaking of turn problems, Godstorm actually limits the number of turns that each player has. No more games that last forever. Again, not fun, and just not Risk. The underworld part of Godstorm also seems needlessly complicated and time consuming to me.

In the end, if you want fantasy based Risk, play the LotR version.
 

Deset Gled said:
The biggest issue I have with both Godstorm and 2210 is the fact that they have money. If I want a board game with resource management, I'll play Axis and Allies, or something similar. It's just not Risk. You even bid money to determine turn order each round, which is just not fun. Speaking of turn problems, Godstorm actually limits the number of turns that each player has. No more games that last forever.

Interesting. Your reasons here for disliking Godstorm/2210 are the same ones that make me so highly regard them. I like the resource management and the fact that you have a limited timeframe in which to accomplish your goals. My main issue with Godstorm is what I perceive to be a lack of balance between card types and the comparative uselessness of the Underworld, and hold 2210 as the pinnacle of Risk development.
 

Tiberius said:
Interesting. Your reasons here for disliking Godstorm/2210 are the same ones that make me so highly regard them. I like the resource management and the fact that you have a limited timeframe in which to accomplish your goals.
To each his own, I suppose. I can definetally understand how these things could be fun, but, as I said before, they're just not Risk to me. It's like D+D with Magic cards instead of dice. I honestly think resource management games are much more fun when played on a computer. In games like 2210 and Godstorm, there's not enough of it to make it fun, and games like the Civilization board game are just too complex.

As to the turn limitations, I would have to say that LotR Risk has a much better mechanic. The movement of the One Ring means that the game will have to end *eventually*, but it doesn't lock play into a fixed numbers of turns (which I absolutely despise).

Regardless of your opinions of the money and turns, I think we at least agree that the other aspects of Godstorm still leave something to be desired. The cards are not very good, and the underworld is an interesting idea with horrible execution. I honestly didn't like the cards in 2210 very much either, although one of my biggest complaints is that they needed a much better editing job. For example, some cards that have you remove armies from a territory are ambiguous about what happens if the territory is brought to zero armies; standard Risk protocol is that at least 1 army is always left behind so you can't have an empty territory, but the cards don't state that.
 

Remove ads

Top