Risk 2210 A.D. and its babies
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Think Risk is too simple? Try playing it with 9 special units featuring unique powers, player factions, capitals, 8 maps, non-playable antagonists, missions and aerial attacks. That is Risk 2210, its 5 official expansions and its many unofficial expansions.

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1. Board Game: Risk 2210 A.D. [Average Rating:6.69 Overall Rank:1158]
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The base game which is already the best Risk variation on it's own. Great theme, great pieces, and just enough enough complexity to capture older fans of the original risk.
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Official. Originally given out at GenCon, these cards are impossible to find now. Not that big a difference is made by their inclusion but they are fun none the less.
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3. Board Game: Risk 2210 A.D. Frontline: Season One – Mars [Average Rating:6.44 Unranked] [Average Rating:6.44 Unranked]
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Official. Adds a whole new planet and moon. Cool both for the execution (neutral territories and a new level of openness resulting from the lack of ocean borders) and the choice in the territories names (Heinlein and Asimov). Normally used to replace the Earth map in the game, they can be played together with a little bit of rule jiggering.
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4. Board Game: Risk 2210 A.D. Frontline: Season Two – Tech Commander [Average Rating:7.49 Unranked] [Average Rating:7.49 Unranked]
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Official. Its worth tracking this one down or making it yourself as it is the best of all the expansions in my opinion. The extra commander gives you even more choice and has some interesting effects.
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5. Board Game: Risk 2210 A.D. Frontline: Season Three – Factions [Average Rating:7.45 Unranked] [Average Rating:7.45 Unranked]
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Official. Themed groups with different starting units, energy bonuses and slight modifications to the rules for each player. Okay by itself but add a little role-playing and you get some interesting fights.
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Unofficial expansion to the official Faction expansion. Basically cards that you can print out instead of using the placemats. It also adds 5 extra factions to the original 6 and has some extra command cards as well.

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Unofficial expansion to the official Faction & the unofficial Faction Cards expansions. Adds a new Alien Invader faction. The person playing this faction gets a special commander, special cards, a mothership continent, but starts at a disadvantage. The components are spread out in the image section of the Risk 2210 page.

Rules: http://www.boardgamegeek.com/thread/299886
Card Back: http://www.boardgamegeek.com/image/253459
Command Cards: http://www.boardgamegeek.com/image/253455
Faction Card: http://www.boardgamegeek.com/image/312671
Mothership Territory: http://www.boardgamegeek.com/image/313265?size=original
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8. Board Game: Risk 2210 A.D. Frontline: Season Four – Invasion of the Giant Amoebas [Average Rating:6.25 Unranked] [Average Rating:6.25 Unranked]
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Official. Adds a non-player controlled antagonist. Possibly the weakest of the expansions. Take an already chance based game and makes it even more random.
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9. Board Game: Risk 2210 A.D.: Advanced Tech Command Deck [Average Rating:6.95 Unranked] [Average Rating:6.95 Unranked]
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Unofficial. Good but unnecessary if you already have the Tech Commander.
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10. Board Game: Risk 2210 A.D.: Terror Tactics Command Deck [Average Rating:6.50 Unranked] [Average Rating:6.50 Unranked]
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Unofficial. Great expansion for the post 9/11 world. Adds what basically amounts to a Terrorism Commander. Even has some self-destructive effects.
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11. Board Game: Risk 2210 A.D.: Aerial Assault Command Deck [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
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Unofficial. Adds something notably missing from the original game. Despite having a Land Commander (Army). a Sea Commander (Navy) and even a Space Commander (Spacy?), the game had no Air Commander (Air Force). This expansion fixes that with a new deck. The Aerial Commander also has the ability to make direct attacks into areas that are deeper into enemy territory than is normally possible.
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12. Board Game: Risk 2210 A.D.: Mission Pack [Average Rating:6.50 Unranked] [Average Rating:6.50 Unranked]
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Unofficial. I haven't had a chance to try this out but it adds unique objectives for each player to execute. Worked in the original Risk and I think it will work in 2210.
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13. Board Game: Risk 2210 A.D.: Day of the Dead Command Deck [Average Rating:6.31 Unranked] [Average Rating:6.31 Unranked]
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Unofficial. Have not given this one a shot but it seems similar to Zombies 2210 A.D.
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Unofficial. Created by me and Mohawk (Thomas H). It is basically an update to the old Risk Capitals variant updated with a Homefront Commander, a new deck of Command cards, Capital tokens, and replacements for the Colonial Influence cards. It also has two sets of rules. One plays more like a National Guard and the other is based more on modern politicians.
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Unofficial. Similar to the Amoeba expansion but with Zombies, so it is automatically better. Everything is better with zombies.
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Unofficial. Take the destroyable continent (Atlantis) from Risk: Godstorm and applies it to 2210. Great expansion that fits perfectly with the games theme and style. I never play without it.
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Unofficial. Like the Mars map but even more of a radical departure. Part of a larger Galactic Risk variant that includes a Galactic commander and new rules for having the Earth, Mars and Europa in one game. I haven't had a chance to map on it yet but it looks very promising.
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Unofficial. After seeing Matt Sklar's (sklar) Europa map, I suddenly had the urge to make this sister map. The basic idea is that humans terraformed Io but something eventually went wrong and the surface became very volcanic. As a result, there are no water colonies. Instead there are lava colonies. The only change in rules are that naval commanders cost an extra energy to buy, in order to outfit them for lava. Additionally, the basic shape of the map is taken from Risk Napoleon Edition, so some of the tactics for that game might work, even though the map is very much modified. I'll post the cards for this map eventually but it might be a few weeks.
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Unofficial. Similar to the The Ac'hra-ta expansion, this expansion adds two new factions of aliens with their own unique cards. However, it also adds new relic cards that can be obtained by holding certain territories. I really like this latter part of the expansion and I think it will make for interesting power struggles.
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Unofficial. Rules that allow the use of extra players without unbalancing the game. Basically adds a way for players who are totally eliminated to mount insurgencies and return with limited territories. Get a few extra sets of armies, paint them different colors with plastic-friendly Krylon Fusion paint and voila, even more of your friends can play.
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Online Implementation. Not really an expansion but a way to play Risk 2210 online. Includes the Mars board and Amoeba expansions in the software.

It's current website is www.smileygames.net/invadeearth
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22. Board Game: Risk (Revised Edition) [Average Rating:5.99 Overall Rank:3557]
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This is the mass-production version of Black Ops which now is replacing the classic version of Risk. But more importantly, it has city pieces that are great for the Capitals 2210 expansion if you don't want to use the tokens.
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23. Board Game: Risk: Black Ops [Average Rating:6.88 Overall Rank:7093]
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It's not really related to 2210 in the way an expansion might be but it seems like Hasbro recognized that traditional Risk is getting kinda old and needs to be updated with games like Dust and 2210 in mind. So I view this and the mass production version as Risk 2210 A.D.'s little brother, Risk 2008 A.D.
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24. Board Game: Risk 2042 [Average Rating:6.49 Unranked] [Average Rating:6.49 Unranked]
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Unofficial expansion for the original Risk. Looks pretty interesting and, to be honest, I am sick of those old style Napoleonic pieces. Regardless of the rules, upgrading to modern weaponry pieces would rock, especially on the new Risk (Revised) or Black Ops boards. Great middle sibling to 2008 and 2210.
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