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Author Topic: Risk XI: Transformers  (Read 337 times)
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Brel
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« on: July 03, 2007, 10:42:17 AM »



Many reviews begin by describing what is in the box followed by a fairly detailed description of the rules. For those that need this information: the box contains some pieces, a board, some dice and a nice tray to hold everything. The Rules: move around, eliminate other units on the board and attempt to win.


The latest incarnation of Risk is the new Risk Transformers edition. If the heart of every Risk game is the conflict and the combat system, the soul of the game is the theme. The theme for every edition of Risk is some epic confrontation. From the classic version where players are attempting to conquer the world to Napoleonic battles, the realm of Lord of the Rings, ancient gods, the universes of Star Wars and Narnia and now a battle for the planet of the Transformers. Once again two powerful titanic forces are attempting conquest. Though this is a four player game, as with Lord of the Rings Risk, there are only two factions. There are four sets of different colored units plus four Transformer commanders/leaders each with a unique ability so the game is playable with as many as four players.

Very often when there is a series of games, the various sequels fail to offer variety; they are simply a rehash of the previous game employing a different setting. (Carcassone, Monopoly, Trans America/Europe, etc.) While other series present gamers with a different experience with every new edition. (Settlers, Command & Colors, etc.) Fortunately, for fans of Risk, each new game varies significantly from previous releases. Each of the games has a unique feel. Strategies that are rote in one game are completely inefficient in another. Such is the case with Risk Transformers. Consider the following:

Classic Risk – The original game has been surpassed by it’s siblings in almost every way but the last edition (2003) presents the best version of Mission Risk to date and a terrific two player scenario.

Castle Risk – Total chaos, no real cohesiveness.

Napoleon – Very serious it is an attempt to introduce historical scenarios into the Risk format. As such, the scenarios are not necessarily balanced. This version introduced plastic miniatures into the game.

2210 – A serious, challenging game that introduced auctions, commanders, an additional board and presented the player with significantly different routes to victory. The core of this game can be found in three other Risk games (Godstorm, Clone Wars and the Original Trilogy edition).

Godstorm – This is a mix of 2210 and Magic. The commanders of 2210 have been replaced by a pantheon of mythical gods. The cards, and in particular, the card combos, are tremendously more powerful than that in 2210 . While this was intended to represent the power of these mythical gods, it serves to introduce radical changes during the game boarding on near chaos at times. As with 2210 and Napoleon, this is a serious game with a steeper learning curve than a standard Risk game.

Lord of the Rings – Building armies and creating empires is secondary to the search for points (missions). This was the first version that presented the players with a viable team/two player version.

Narnia – An extremely stripped down version of Risk it retains the combat mechanic while eliminating almost all strategic considerations. This game has the lowest piece count of any version of Risk. The nature of the system prevents the tit-for-tat struggles that often occur in a Risk game as one player tries to revenge a perceived injury; the game system determines the area to be attacked.

Warriors/Dragon Hordes – this is the card version of the classic game themed with fantasy creatures. It plays quickly and is portable. While some have had difficulty accepting the alterations, it is a good rendition nonetheless. Note: I am assuming that both decks (Warriors and Dragon Hordes are included as the game is incomplete with only one deck.)

Clone Wars – The first in a set of games based in the Star Wars universe and derived from the system first introduced in 2210. Quick playing and a lighter learning curve than in 2210, the game presents the players with great strategic and tactical choices. This is another game in which two player or team play is indicated.

Original Trilogy – The second game set in the Star Wars universe. This game employs many of the mechanics introduced in 2210/Clone Wars and is designed for three players. Each of the three factions has a different set of goals that conflict with those of their opponents. Though it can be played with two (or, they claim 5 players) the Trilogy edition is optimal at three players.

And now to Transformers Risk.

Transformers Risk is a simplified version of the game when compared with all of the previous editions save Narnia. It is not as complex, nor does it offer the empire building concepts found in the classic edition. This is simply a six turn, knockdown battle. With a nod to the popularity of Eurogames, control of the most spaces at the end of the sixth turn is the goal. Risk Transformers is to 2210 what Heroscape is to advanced Battlelore or Nexus Ops to Twilight Imperium. There is little if any long term strategy but a whole-lotta fighting. This is definitely a beer and pretzels game. As with games such as Tempus, the only scoring is completed in the last turn and the five previous turns are simply positioning for this final scoring.

One of the unusual factors of the game is the relatively low piece count. Though there are methods for generating a large group of reinforcements (card combinations), these events are quite rare. This actually serves to increase the tension in the game as one cannot afford to simply lose units as cannon fodder; each of the units is precious. The collection and submission of sets of cards for additional armies is not present in the game. Other than some of the cards, the only method for gaining reinforcements is the total zone (territory) count and the control of specific sectors (continents). Most spaces commonly hold only one or two armies.

As with every other version of Risk there are cards that can be earned during the game. One card is awarded each turn that a player conquers an opponent’s zone. Considering that there are only six turns to the game that means a player can only obtain six cards throughout the game. The cards serve two purposes: the first is to present the player with some bonus opportunities such as additional armies or altering the die result in some way. The second purpose is to morph one of the four special zones (territories) on the map. An example in the rule book suggests that a player plays a combination of these cards and generates a large number of armies. Though this is possible, it is highly improbable. With only six cards possible during the game and the tense, near desperate situation that players reside in, it is unlikely that anyone would hold back on an army generating card.

There are two types of spaces (with two of each type) on the map that are unusual, not just for a Risk game but for any game. There are two spaces that are circular and can be rotated during the game. Arrows on the space indicate which two zones border the space. These spaces can be rotated with one of the cards earned as described above. What makes this interesting is that a player can create a barrier by altering the position of the arrows, effectually preventing a possibly devastating attack. Of course an opponent may burn a card and morph the direction of the arrows again but these cards are so few, so precious that it is not an easy decision.

The second type of space is the factory space. As with most Risk games there are 42 spaces on the board. In Transformers, two of these spaces can be morphed (I believe that is the term they use) into a factory that will produce additional armies for the resident of the space. In addition to this, it becomes an additional space on the board increasing the total count to 44 spaces. It requires a card to open the factory and an opponent, with the proper card, may close the factory (in which case all of the armies produced that remain in the factory are crushed). This can significantly alter the positions and strength of the players in the game.

All of this serves to present a game that is great for a quick, fun battle. Risk Transformers could easily substitute for the times when you might want to play Nexus Ops or Heroscape. It is light and quick enough that players unfamiliar with the system will not be hampered with a difficult learning curve and sufficient strategic and tactical requirements to entertain for the period that it lasts. (The game should play in an hour or less.) It has a vaguely Eurogame feel.

Is it the best Risk yet…nope, but it is satisfying and fits nicely into the Risk collection of games as none of the other versions serves the same purpose. Considering that it costs less than many card games today, this is more bang-for-your-buck than I have seen in quite a while.

Source: boardgamegeek.com
« Last Edit: August 11, 2007, 04:41:42 PM by brel » Logged

Rolf
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« Reply #1 on: July 03, 2007, 12:00:51 PM »

hahahah...that sounds interesting Wink anyone planning to buy it?
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« Reply #2 on: October 19, 2011, 10:44:09 PM »





Too bad this game is more Gobots than transformers.  Cheesy
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