Results for tag: risk2210
Posted by: WotC_Monty on Aug 13, 2009 at 07:23:25 PM
Last night, we played Risk 2210. My initial plan was to go into the water, so my starting units were spread out across the world. The idea behind this strategy is that you grab a Naval Commander and as many Naval Command Cards as you can to start the game and hope to get Hidden Energy. Then, because you're poised to enter all the water areas, you can get a bunch of free energy, and you can then bid higher to go first on Year 2, so you still control all those Water Territories, and you theoretically have a huge advantage right at the beginning of the game. The reason this works (when it does) is that Risk 2210 only goes for five years, so people don't necessarily have time to catch back up with you.
Now, when I laid my initial units out, I was necessarily spread all over the place....