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RISK 2210 FAQ

Updated: August 8, 2001

By: Todd Myrick

 

This FAQ is based on questions and responses on Avalon Hill’s electronic message boards hosted at www.delphi.com/avalonhill . 

 

This FAQ is maintained at http://communities.msn.com/risk2210 .

 

General FAQ

Question

Answer

 

How can I contact Hasbro to get replacement 8-siders that were missing in the game?

Call the phone number in the back of the rulebook during business hours.  (Rob – AH)

What the yellow squares are on the scorecard?

When playing standard Risk, the yellow squares show you how much the next set of cards will be worth.   (Rob – AH)

What are the 9 blank cards for? 

The rules state that the 9 blank cards will be explained later, however, they aren’t.

There should have been a piece of paper in the game (separate from the rules) explaining how they work.

In short: make up your own command cards if you like and mix them in with the rest. (Rob –AH)

After initial MOD placement and placement of 3 MODs begins, shouldn’t the player who won the roll choose to place his MODs last?  It would be more advantageous.

Don't break the chain.

Start placing one MOD and continuing clockwise. When all the territories are taken, the very next person starts placing the 3 MOD units into a claimed territory.  (Rob –AH)

What does Iceland GRC stand for?

Iceland GRC = Iceland Genetic Research Center
(Rob – AH)

Is there a story behind Risk 2210 and why wasn’t included in the rules?

I have a whole story in my head as to why all the territories are named why they are.

It was going to go in the rulebook but it was more important to put the rules to Classic Risk in instead. Don't worry the story will emerge sometime.

Hint: This was started because three people, from three countries, wanted to STOP all wars.   (Rob –AH)
 

How do you pronounce Djibouti

It's a real place. It's pronounced (ji boot'ee).  (Rob –AH)

Winning the game: the rules say something like "at the end of year 5...each player, in turn order" 


Does this mean each player adds up the territories they control after their own turn in year 5?  Or that everyone, in the order in which they played during year 5, counts up their score after the last person has taken their turn?  And does this give an advantage to the player who goes last?

You only score at the end of the game, not on the end of your turn.

Yes, this _usually_ gives the last player an advantage, so keep that in mind when managing your energy turn 4.  (Rob –AH)

 

Energy FAQ 

Question

Answer

Can you stockpile energy to save it up for later in the game?
(i.e., not spend it all each turn/year)

Any energy not spent is saved for the next year.
(Craig – AH)

Can I collect energy for the bonus MODs my Space Station gives on the Collect and Deploy MODs & Energy Phase?

No.  Only Territory’s count towards the amount of energy received during that phase.  (Rob –AH)

 

Attack & Defense FAQ

Question

Answer

 

Can you MOD’s be lost first before commanders on ATK/DEF rolls when you used the commander’s 8-sided die roll?

You can ALWAYS choose a MOD as a casualty, even when rolling commander dice (8-siders).

Rolling an 8-sider when attacking only means that you must move that commander into the new territory if you win.

Rolling an 8-sider does not put your commander at risk, unless you don't have MODs to protect him.   (Rob – AH)

Can a space station be moved after its initial placement in a territory?

No, you cannot move a space station.  (Craig –AH)

Does a space station count as a unit when tallying how may dice to roll during an attack or a defense?
 
(E.g. if a land territory contains two MODs and a space station, can an attacker roll three dice?

No.  (Craig –AH)

On page 7 it says that all units in a territory with a Space Station DEFEND with 8-sided dice. But it does not say whether there is an effect on an ATTACK by units from a territory containing a Space Station.

There is no space station advantage given when attacking.
(Craig –AH)

Since you need a Naval Commander to attack into or out of water territories, do you need a Land Commander to attack into or out of land territories?

No  (Craig –AH)

On Page 7, under "Space Stations", it mentions "You still control a territory if all you have in it is a Space Station."

It sounds like the only way to just have a Space Station and still retain control of the territory is to move all units out during the fortification phase. Is this correct?

No, You can never abandon a territory ever. The only way that a territory can lose all its MODs is through the play of a command card.

Interpreted from previous rulings (Todd)

I've noticed that some command cards let a player destroy his opponent's units. These seem to mostly be Nuclear cards. Is a Space Station considered to be one of those "units".

A space station isn't a unit. It is only destroyed if someone already has four Space Stations and takes a territory containing one. It can't be taken as a loss, either in battle or through card play.  (Rob –AH)

When is it possible to attack using 3 D8’s?

Attack from a land to water/water to land territory with the Land, Naval and Nuclear Commander or attack from land to moon/moon to land territory with the Land, Space and Nuclear Commander. This will result in three d8's being rolled and three commanders moving if the invaded territory is captured.

Is it legal to roll a 6-sided die even though the presence of a commander would allow you to roll an 8-sided die?

If so, is it legal to move only MODs into a defeated territory if you rolled only 6-sided dice on your final invasion, but 8-sided dice on previous invasions to the same territory?

This is legal AND a good strategic move. If you don't want your commander to move in, then stop using him when the opponent is down to two defenders. That way you won't have to move the commander into the new territory.  (Rob –AH

 

Command Cards FAQ

Questions

Answers

Can you spend energy to purchase cards from the various command decks, and then hang on to them for later use?
(i.e., not play them all on the same turn you bought them)

Any cards not played on the turn you buy them can be used in later years.
(Craig – AH)

Can you play more than one Stealth Mod Card on an invasion to your territory?

Yes, as well as other defense cards.
(Rob –AH)

The rules state that playing some nuclear cards can also hurt the active player (the one playing the card).  Which cards can do that?    

The three cards that allow you to remove one unit from each territory in a continent/zone can hurt the player. He is not immune to this card. (Rob –AH)

Can I play them during each Invasion to my territory?

Yes, that is legal as well. Every time someone attacks (rolls dice) it is a 'new' invasion.

Therefore, you can play a card like Stealth MODs between every dice roll if you like. (Rob –AH)

Evacuation: does this work like fortifying (i.e. the clear path), or can you move the units literally to any territory under your control?

You can evacuate to any territory.  (Rob –AH)

If a territory is Evacuated, does it count as a contested land for the attacker if occupies it?

Yes  (Rob –AH)

If a player is eliminated from the game, does the person who eliminated him get his cards and or energy like Classic Risk?

No, you get nothing for eliminating a player.

Arms reduction can you remove a MOD from a territory that contains only one mod and a space station? Thus, leaving only the space station?

You can remove MODs in any way you see fit with an Arms Reduction.
The territory is still occupied by the Space Station owner. (Rob –AH)

Arms Reduction:  Can the affected player choose to take MODs from territories that would depopulate a territory, if they have MODs on other territories that wouldn’t depopulate one?

You can remove MODs in any way you see fit with an Arms Reduction. (Rob-AH)                                                                                          

 

Territory FAQ 

Question

Answer

Can you move all your attackers into the captured territory and then attack another territory from there?

You can keep attacking. This is still part of your attack phase.
(Rob – AH)

Can a player earn more than one 3-territory Bonus per turn?

You collect only 1 energy and 1 card for the first 3 contested territories taken.  (Rob –AH)

Since water territories start with no armies on them, it is possible for the first player to buy a naval commander and start taking most of them w/o a challenge correct?  I find that a little odd, why wouldn't you have those territories taken from the beginning?

We wanted the game to start like RISK but then change quickly -- thus the empty water.  Also, it makes bidding for turn order a bit more interesting at the beginning.   (Rob –AH)

When moving units out of a territory after an attack, you have to leave at least one unit behind. Can you move all the MODs and leave just a space station behind?

You must leave one MOD or one Commander behind. You cannot leave an empty space station. (Craig –AH)

The Classic Risk board has Ontario and Greenland adjacent as well as East Africa and the Middle East. On many older Classic Risk boards, this is further clarified by dotted lines that connect them

The new Risk 2210 A.D. board has changed the corresponding territories of Canada & Exiled States of America, and the Ministry of Djibouti & Middle East to appear no longer connected.

The Canada/Exiled connection was eliminated to make North America a bit easier to hold in 2210AD without seriously changing standard RISK. With the new connections into NA, we took one out.

I am not sure why we took out the Djibouti/ME connection but it is also gone.  (Rob –AH)

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