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Risk 2210 AD

The future of Risk. Moon colonies, underwater territories, commanders, and a 5-round time limit.

👥 2–5 Players⏱️ 60–90 Minutes🎂 Ages 10+📊 Medium-High Difficulty

1 Overview

Risk 2210 AD is set in the near future with the standard world map plus two new territory types: the Moon and Underwater. The game is fixed at exactly 5 rounds (years), ending regardless of who controls what. Victory goes to the player with the most territories, not necessarily the last player standing.

2 Energy

Energy replaces the classic Risk card trade-in system. At the start of each round, players bid Energy for turn order (highest bidder goes first). Energy is also spent to hire Commanders.

Earn Energy each round: 1 Energy per 3 territories controlled (round down), plus bonuses from continent control.

3 Commanders

Five Commander types can be hired by spending Energy. Each Commander has a deck of Command Cards. Hiring a Commander gives you access to those cards for the game:

  • Land Commander, bonuses in land combat; attack and defense bonuses
  • Space Commander, required to enter and hold Moon territories
  • Naval Commander, required to enter underwater territories
  • Diplomat Commander, negotiate temporary non-aggression pacts; some diplomatic cards
  • Nuclear Commander, devastate territories (permanently mark them as uninhabitable) or use nuclear strikes

You may hire multiple Commanders. Each Commander comes with 3 Command Cards drawn when hired.

4 Moon & Underwater Territories

The Moon: A ring of territories orbiting the map. Requires a Space Commander to enter. Moon territories connect to earth via specific territories (marked on the board). Controlling Moon territories earns extra armies in reinforcement.

Underwater Territories: Integrated into the main map. Requires a Naval Commander to enter. Underwater territories connect to surface territories via specific coastal regions.

Neither territory type can be entered without the appropriate Commander. Armies already there stay put, you just can't send reinforcements without the Commander.

5 Command Cards

Draw 3 cards when hiring a Commander. Play one card per turn (free action). Examples:

  • Land: Mechanized Assault, add +1 to your highest attack die this round
  • Nuclear: Desolation, devastate a territory; it produces 0 armies forever and armies there die
  • Diplomat: Alliance, declare non-aggression with one player for 2 rounds
  • Space: Space Cannon, attack any Moon territory without moving there

6 Winning

After Round 5 ends, count territories controlled (including Moon and Underwater). Add bonus points for continent control. The player with the highest total wins. No elimination necessary, you can win without ever attacking the leader if you control enough territory.

7 Strategy

Spend Energy Efficiently

Turn order matters, going first lets you attack before opponents reinforce. But overspending on turn order leaves nothing for Commanders. Find the balance each round.

Moon Territories Win Games

Moon territories count toward your final score and produce bonus armies. A player who controls 4–5 Moon territories plus their earth holdings often wins even without dominating earth. Space Commander is usually the best first hire.

Nuclear Wisely

Devastated territories produce no armies, for anyone, ever. Nuking a continent bottleneck can deny powerful bonus armies to opponents permanently. But don't nuke your own territories accidentally.

🎲 House Rules

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