The year is 2210 A.D. The world is at war. You are the commander of an army of MODs -- machines of destruction -- and you yourself have special powers and abilities. Now the battle is not just for the continents, but the sea and moon as well. On and above earth you must marshal your forces, send forth your troops, hit the right commanders and crush your enemies. Build alliances if you dare, but also be wary of those who you call your friend. Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond.
Although much has been added in Risk 2210 AD, the basic flavor of the game is still Risk. One welcome change is the institution of a five-turn game limit, which allows the game to play to completion in about three hours. Further, players must also factor in economics in the form of energy. This energy is used to purchase command cards, bid for turn order, and hire new commanders. There is much more strategy and planning involved in this new version, but it should still appeal to the classic Risk fans.
Risk 2210 AD is recommended for 2-5 players, and takes up to 4 hours to play. The game contains over 450 military pieces, plus five decks of Command Cards for tactical purposes. The board and rule variants also include everything needed to play a regular, classic game of Risk.