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Quiz about Risk 2210
Quiz about Risk 2210

Risk 2210 Trivia Quiz


After years of playing traditional "Risk", I bought "Risk 2210" (made by Avalon Hill) to see what it was all about, and I have no regrets. It's fast paced and unpredictable, and loads of fun.

A multiple-choice quiz by qrayx. Estimated time: 5 mins.
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Author
qrayx
Time
5 mins
Type
Multiple Choice
Quiz #
262,719
Updated
Dec 03 21
# Qns
15
Difficulty
Tough
Avg Score
9 / 15
Plays
240
- -
Question 1 of 15
1. At the beginning of the game, you draw land territory cards off the top of the land territory deck. You then place a devastation marker on each territory drawn. How many devastation markers do you use? Hint


Question 2 of 15
2. What do devastated lands (territories with devastation markers) do? Hint


Question 3 of 15
3. According to the game, in 2210, wars are fought with Machines of Destruction (MODs), with real humans only occupying the roles of commanders. Which of the following is not a type of commander? Hint


Question 4 of 15
4. Which is not a Command Card? Hint


Question 5 of 15
5. Which is not a water colony (colony = under water continent)? Hint


Question 6 of 15
6. In "Risk 2210" you can go to the moon, and under water, but can you travel to Earth's seventh continent, Antarctica?


Question 7 of 15
7. Where can you land on the moon? Hint


Question 8 of 15
8. How many continents are there on the moon? Hint


Question 9 of 15
9. How long is one game of "Risk 2210" supposed to last? Hint


Question 10 of 15
10. Which is NOT a way you can acquire more units at the beginning of your turn? Hint


Question 11 of 15
11. What does a Space Station allow you to do? Hint


Question 12 of 15
12. The territory names of quite a few places have also changed names since the original "Risk". Which of the following places cannot be found on a "Risk 2210" game board? Hint


Question 13 of 15
13. In which command card decks can you find a Frequency Jam? Hint


Question 14 of 15
14. What is an equivalent (or near-equivalent) to the "Land Death Trap" Command Card? Hint


Question 15 of 15
15. What happens at the end of your turn if you've taken over three territories (land, space, or water)? Hint



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Quiz Answer Key and Fun Facts
1. At the beginning of the game, you draw land territory cards off the top of the land territory deck. You then place a devastation marker on each territory drawn. How many devastation markers do you use?

Answer: Four

At the beginning of a game, each player counts out how many units they start off with as well as a Space Station, and Land Commander, and a Diplomat Commander, and three energy. Energy is the currency of the game, used to buy and play command cards, as well as Commanders. You gain energy equal to the number of new units you place on the board at the beginning of each turn.

Also, cards are separated into decks. There is the Land Territory Deck, the Water Territory Deck and the Lunar Territory Deck. After that, you also have your Command Card decks, which include Land, Naval, Space, Diplomat, and Nuclear.

First, four land territories are taken from the land territory deck, and devistation markers are placed on those territories.

The rule book tells players to choose territories one at a time, by placing one unit at a time until all territories are occupied. Then, they place their remaining units, three at a time, until there are no more units left to place on the board. After that, players place their Space Station, Land Commander and Diplomat Commander.

Of course, many people use the system of dealing out cards to choose territories, or just place units as they wish, as many as they wish, without waiting for a turn order.
2. What do devastated lands (territories with devastation markers) do?

Answer: You cannot enter them

Devastation markers are a fun innovation. They make certain territories impassable. It is possible to divide the board in half, so there's only one way around the globe. You can also have devastation markers at choke points, limiting the number or ways into a continent, or quite possibly dividing an actual continent into two halves.

These markers force players to create new strategies based on their position, and provides a new game every time.
3. According to the game, in 2210, wars are fought with Machines of Destruction (MODs), with real humans only occupying the roles of commanders. Which of the following is not a type of commander?

Answer: Stealth Commander

There are five commanders: Land, Naval, Space, Diplomat, and Nuclear. They all follow similar principals, but work well in different situations.

Land: You start off with a Land Commander. With him, you can roll an eight-sided die if you are attacking or defending a land territory. He must also be on the board in order for you to purchase and play Land Command Cards.

Naval: Naval Commanders allow you to roll an eight-sided die for their presence when attacking or defending a water territory. His presence on the board also allows you to buy and play Naval Command Cards. Most people buy this commander on their first turn in order to take over water colonies from the beginning of the game to boost their income early on. You cannot invade water territories if you do not have a Naval Commander on the board (he does not need to be with the invading force, just on the board).

Space: This Commander allows you to roll and eight-sided die when attacking or defending lunar territories that he participates in (surprisingly). He allows you to buy and play Space Command Cards. Players tend to also purchase this commander early on in the game for the same reasons as the Naval Commander. Lunar continents yield a larger income than water colonies, but are more difficult to defend. A Space Commander must be present in order to invade the moon from Earth (much in the same way as the Naval Commander and water territories).

Diplomat: You start off with the Diplomat Commander. Depending on which set of rules you follow, the Diplomat can either roll only six-sided dice ever (attacking or defending), or roll eight-sided dice when defending, but is not allowed to participate in attacks (meaning he can only move during your fortify step). Although useless in the battlefield, he allows you to buy and play Diplomat Command Cards, which aren't battle-oriented like the Land, Naval and Space Command Card, but rather at peaceful resolves, such as the Cease Fire, Evacuation, or MOD Reduction (very annoying).

Nuclear: The most destructive of the Commanders, he rolls eight-sided dice for his presence in a battle no matter where it is. He lets you buy and play Nuclear Command Cards which can be quite destructive (and in some cases, can even harm yourself). A good commander to have on the field.

All commanders cost three energy to buy (at the beginning of your turn only) and are placed along with your reinforcements. You cannot have two of one kind of commander on the board at a time (i.e. you cannot have two Nuclear Commanders operating for you at the same time). If a commander dies, the only way to get him back is to buy him.
4. Which is not a Command Card?

Answer: Relocate MODs

Command Cards offer a new aspect to the game. There are the five different Command Cards, as explained.

Land, Naval, Space: All these Command Cards are designed to augment your forces in their respective areas. Assemble MODs cards can be found in all three decks, and allow you to place three MODs on a territory. Also, a sneaky card found in all three decks is the Stealth MODs card, which allows you to give three MODs to a defending territory after an invasion has been declared. However, you don't have to be the defender. If an ally is being attacked, you could play Stealth MODs and give your ally a boost in MOD power.

Diplomat: Diplomats focus on destroying your opponents' economies and MOD stockpiles. Energy Crises makes all opponents give you one energy. MOD Reduction makes all opponents remove four MODs off the board (while you remove only two). Other similarly annoying cards can be found in the Diplomat Command Card deck.

Nuclear: Nuclear cards are all designed for general destruction. Scatter bombs allow you to draw cards from the Land, Water, or Lunar territory decks and destroy enemy units on those locations. Rocket Strikes let you choose the target to have MODs destroyed (based on a die-roll). Assassin Bombs give you a chance to automatically take out an Enemy Commander. Three very special cards: The Mother, Aqua Brother, and Nicky Boy, destroy one unit on each territory of a continent (as decided by a die-roll) for the Earth, Water colonies, or Lunar Continents respectively. These ones have the potential to hurt the user, though, so watch out. Finally, The Nuclear deck hold the card Armageddon, which allows players, in turn order, to play any Nuclear Command Cards they have in their hand, free of charge, provided they have a Nuclear Commander on the board. Boom.
5. Which is not a water colony (colony = under water continent)?

Answer: Arctic

There are five Water Colonies that can be accessed by certain land territories. They provide new routs around choke points, but also new entrances into your own continents. They are as follows:

U.S. Pacific (+2)
-Posidon
-Hawaiian Preserve
-New Atlantis

North Atlantic (+2)
-Western Ireland
-New York
-Nova Brasilia

South Atlantic (+1)
-The Ivory Reef
-Neo Paulo

Indian (+2)
-South Ceylon
-Microcorp
-Akara

Asia Pacific (+1)
-Neo Tokyo
Sung-Tzu
6. In "Risk 2210" you can go to the moon, and under water, but can you travel to Earth's seventh continent, Antarctica?

Answer: No

No, you cannot travel to Antarctica. It's the same six continents and the same layout for the territories (although with different names). You can play the original Risk if you ignore the water territories, commanders, and other special "Risk 2210" rules. The land territory cards even come with silhouettes of units so you can trade in cards the old-fashioned way.
7. Where can you land on the moon?

Answer: Tycho

The moon is a fun new place to explore, with new continents and territories to augment your income. To get to the moon, you have to have a Space Commander on the board, your invading force must be on a territory with a Space Station, and then you can attack one of three locations on the moon: Tycho, Sea of Crisis, or Bay of Dew. The three possible landing points are spaced evenly around the edge of the moon board, with one landing spot in each continent. Battles play out the normal way between an attacker and defender.

To get off the moon, you can either do so during your fortify step (the rule book says you may move any number of unit from one territory to another provided you have a safe path they can move along) using a landing point (Tycho, Sea of Crisis, or Bay of Dew) and a territory with a Space Station as a link. The other way is by invading Earth. It's a special Space Command Card called Invade Earth. You take your forces on the moon and you draw Land Territory cards until you get one that you do not control. You then attack that location as you normally would with an attacking force and a defending force.
8. How many continents are there on the moon?

Answer: Three

There are three continents on the moon, each with a landing point on it. The continents are neon-like shades of green, orange and purple. The continents are:

Sajon (+4)
-Rhaeticus
-Sea of Clouds
-Byrgius
-Straight Wall
-Marsh of Deseases
-Tycho (landing point)

Cresinion (+2)
-Harpalus
-Bay of Dew (landing point)
-Sea of Rains
-Ocean of Storms

Delphot (+2)
-Aristotle
-Sea of Crisis (landing point)
-Sea of Serenity
-Sea of Nectar
9. How long is one game of "Risk 2210" supposed to last?

Answer: Five rounds

The game is meant to last five years (five rounds). However, it's not always the same turn order. At the beginning of each year, players bid energy (any energy bid is lost to the bank). The person with the most energy gets to choose their turn order marker first, followed by the second highest, and so on. Normally, people like to go first in the year to set up defences and take new territories before opponents can take advantage of them. However, in the last year, most people like to go last, because it means that they can go on a rampage and take over many territories without worrying about opponents coming in after to take them back. At the end of the fifth year, players count up their territories and whoever controls most wins the game. There are Command Cards (Colony Influence) that give a player, provided the respective commander is still alive, a boost to their final total of influence.

Some people feel that five rounds is too short, and play without a set number of years.
10. Which is NOT a way you can acquire more units at the beginning of your turn?

Answer: Turn in a set of cards

In the old version of "Risk", players turned in sets of three cards to gain extra armies at the beginning of each turn. Although the game includes everything needed to play the original game, the silhouettes are not used in "Risk 2210". They keep the same system where you count up your territories at the beginning of your turn and divide by three in order to determine how many new units you get (as well as energy, now), along with bonuses for holding an entire continent (minus devastated territories).

At the beginning of your turn, you can also play Command Cards such as Reinforcements (place one MOD on three different territories you control), or Assemble MODs (place three MODs on a territory you control). There are other cards to help you gain extra units.
11. What does a Space Station allow you to do?

Answer: Roll eight-sided dice when defending the territory it's on

Space Stations act as a link from the moon to Earth for your forces. Also, anyone defending a territory with a Space Station gets to roll eight-sided dice for all units. If a territory with a Space Station is taken over, the original owner removes his/her Space Station, and the new owner places one of his/her on to replace it (essentially taking it over).

A player cannot have over four Space Stations on the board. If a player already has four and takes over a territory with a Space Station, that Space Station is destroyed. Players can buy Space Stations for five energy each at the beginning of his/her turn, or by playing a Stealth Station Command Card (Land), or a Territorial Space Station Card (Diplomat).
12. The territory names of quite a few places have also changed names since the original "Risk". Which of the following places cannot be found on a "Risk 2210" game board?

Answer: Congo

Although the territories line up with those of the original game, many names have changed. Here's a list of the current names and their counterparts for the original game:

North America
-North Western Oil Emirate (Alaska)
-Nunavut (Northwest Territories)
-Exiled States of America (Greenland)
-Alberta (Alberta or Western Canada)
-Canada (Ontario or Central Canada)
-Republique du Quebec (Quebec or Eastern Canada)
-Continental Biospheres (Western United States)
-American Republic (Eastern United States)
-Mexico (Central America)

South America
-Neuvo Timoto (Venezuela)
-Andean Nations (Peru)
-Amazon Desert (Brazil)
-Argentina

Europe
-Iceland GRC (Iceland)
-Jotenheim (Scandanavia)
-New Avalon (Great Britain)
-Warsaw Republic (Northern Europe)
-Ukrayina (Ukraine)
-Andorra (Western Europe)
-Imperial Balkania (Southern Europe)

Africa
-Saharan Empire (North Africa)
-Egypt
-Zaire Military Zone (Congo)
-Ministry of Djibouti (East Africa)
-Lesotho (South Africa)
-Madagascar

Asia
-Enclave of the Bear (Ural)
-Siberia
-Sakha (Yakutsk)
-Alden (Irkutsk)
-Pavek (Kamchatka)
-Khan Industrial State (Mongolia)
-Afghanistan
-Hong Kong (China)
-Japan
-Middle East
-United Indiastan (India)
-Angor Wat (Siam)

Australia
-Java Cartel (Indonesia)
-New Guinea
-Aboriginal League (Western Australia)
-Australian Testing Ground (Eastern Australia)
13. In which command card decks can you find a Frequency Jam?

Answer: Land, Naval, and Space

A Frequency Jam is something you play at the beginning of your turn (after you've placed your new units, before you declare any invasions). You choose a player, and that player cannot play any Command Cards during your turn. It's a nice way of stopping someone from playing a Stealth MODs card to bolster a defending territory's defence, or to prevent someone from playing Cease Fire, which does not allow the target player to attack the defending player at anytime for that turn.
14. What is an equivalent (or near-equivalent) to the "Land Death Trap" Command Card?

Answer: Orbital Mines (Space)

A few more surprises could be in store for an attacking player. A Player could play a Stealth Station on a defending territory, or play a Land or Water Death Trap, which forces the attacking player to destroy half his/her attacking force. Orbital mines are the same as Death Traps, except for lunar territories. Remember, once an invasion has been declared, the attacking player must follow through at least one attack.
15. What happens at the end of your turn if you've taken over three territories (land, space, or water)?

Answer: You get three energy and a Command Card

Unlike the old "Risk", where you could capture one territory and claim a card, "Risk 2210" has you conquer at least three territories, and your reward is three energy and a free Command Card. Command Cards can be purchased at the beginning of your turn for one energy each, with a maximum of four cards a turn.

This is a way to get a fifth card, which is especially good if there is a rush to claim, say, as many Nuclear cards as you can before your opponents grab them. It also gives you that extra boost in energy in order to play any cards you have in your hand during your opponent's turn.
Source: Author qrayx

This quiz was reviewed by FunTrivia editor Leau before going online.
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