Overview
Risk 2210 A.D. is a futuristic version of classic Risk published by Avalon Hill, designed by Rob Daviau and Craig Van Ness. Set in the year 2210, players command armies of MODs (Machines of Destruction) across Earth, underwater territories, and the Moon. The game is played over exactly 5 turns (years), after which the player controlling the most territory wins. Key additions over classic Risk include commanders, energy as currency, command cards, space stations, devastated territories, and lunar colonies.
Components
- Earth game board with land and water territories
- Lunar game board (14 territories in 3 colonies)
- MOD army units (varying quantities by player count: 3 players/35 each, 4/30, 5/25)
- 5 Commander figures per player (Land, Naval, Space, Diplomat, Nuclear)
- Space Station pieces
- Energy chips (1-point denominations)
- 8 card decks (3 territory card decks, 5 command card decks)
- Devastation markers
- 6-sided and 8-sided dice (3 attack, 2 defense of each type)
- Year marker and score chart
- Turn order cards
Setup
- Place the Earth and Lunar boards.
- Mark 4 random land territories as devastated (impassable).
- Each player receives starting army units based on player count, 3 energy chips, 1 Land Commander, 1 Diplomat Commander, and 1 Space Station.
- Players roll for initial turn order.
- In turn order, players place one MOD unit into any empty non-devastated land territory until all land territories are occupied.
- Players then distribute remaining armies in groups of three onto their territories.
- Each player places their Land Commander, Diplomat, and Space Station on territories they control.
Turn Structure
Each year (turn) has three phases:
I. Beginning of Year: All players simultaneously conduct a silent bid auction using energy chips to determine turn order for the year. Highest bidder chooses their position first.
II. Player Turns (in bid order): Each player completes all steps before the next player goes:
- Collect and place new MOD units (territories / 3, minimum 3, plus continent/colony bonuses).
- Buy and place commanders (3 energy each) and space stations (5 energy each; max 4 combined per player).
- Purchase command cards from any deck matching an in-play commander (1 energy each).
- Play command cards (pay any energy costs).
- Attack phase – declare and resolve invasions.
- Fortify position – move units between connected territories.
III. End of Year: Advance the year marker.
Actions
Attacking: Standard Risk combat with an important distinction: commanders defend with 8-sided dice instead of 6-sided. Attacker rolls up to 3 dice; defender rolls up to 2 dice. Highest dice are compared.
Commanders: Each commander type enables specific actions:
- Land Commander: Required to play land command cards; uses d8 in combat.
- Naval Commander: Required to invade or traverse water territories; plays naval cards.
- Space Commander: Required to play space command cards; needed for lunar operations.
- Diplomat Commander: Prevents attacks on the territory it occupies; plays diplomat cards.
- Nuclear Commander: Required to play nuclear command cards (devastating effects).
Space Stations: Produce 1 MOD in their territory at the start of a player’s turn. Required to launch invasions from Earth to the Moon. Max 4 per player (combined with commanders).
Command Cards: Single-use cards with various powerful effects (reinforcements, special attacks, defensive bonuses, territory manipulation). Discarded after use.
Water and Lunar Territories: Can only be invaded if the player has the corresponding commander (Naval for water, Space for Moon). Lunar territories can only be reached from Earth via territories containing a Space Station.
Scoring / Victory Conditions
After 5 years, the game ends. Final score = number of territories controlled + continent/colony bonuses + colony influence card bonuses. The player with the highest score wins.
Bonus for conquering: If you attack and win 3 contested territories in a single turn, immediately earn 1 energy and draw one command card of your choice.
Special Rules & Edge Cases
- Devastated territories cannot be occupied at any point in the game.
- Commanders and space stations can be destroyed in combat if all other units in their territory are eliminated.
- Eliminated players’ command cards are discarded from the game.
- The Diplomat Commander cannot be voluntarily moved into a territory under attack.
- Nuclear command cards can devastate territories, making them permanently impassable.
- Energy is spent on bidding, commanders, space stations, cards, and certain card effects – managing this economy is critical.
Player Reference
| Continent/Colony |
Bonus MODs |
| Asia |
7 |
| North America |
5 |
| Europe |
5 |
| Africa |
3 |
| South America |
2 |
| Australia |
2 |
| Lunar Colonies |
Varies by colony |
Turn steps: Bid for order > Collect MODs > Buy commanders/stations > Buy cards > Play cards > Attack > Fortify.
Game length: Exactly 5 years (turns). Highest territory score wins.