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View Full Version : Compares to risk 2210


wavex
07-16-2004, 05:39 AM
Hi all,

I've just read the description on the AH pages of Godstorm but it looks very much like 2210 (energy=faith, cards...) . Am i right of is it substantial different ?

motrax
07-16-2004, 07:20 AM
Hi wavex,

I know we visit some of the same msgboards and your Belgian2210 site is really sweet. Thought I'd help you out learning about this new Risk version that I think will be as good as 2210.

Risk 2210 and Risk Godstorm. Similar but different.

Things that are same:
Ok, so faith tokens = energy.
Price of Gods = price of Commanders.
Price of temple = Price of Space Station.
Dice rolling combat - same across all Risk versions.
Max cards purchased per turn is 4
5 epochs = 5 years
Point based victory
God or Commander must be in play in order to play a card (a few exceptions with gods, ie Pandoras box)

Things that are similar:
Cost of miracles (2) vs. cost of Command cards (1)
3 territories gets you a war card vs. 3 terr gets you card of choice + 1 energy
Plague lands (major pain in butt, can move or get more) vs. Nuked territories (impassible and immobile)
Gods (some) allow reroll of 1's or winning ties in combat vs. Commanders get to use d8's.

Things that are different:
You can earn MANY free miracles per turn in Godstorm, vs. only one free card in 2210.
Gods are not a unit when considering dice rolling. (3 spearmen and 4 gods still only attack with 2 dice.)
Godswar! Uber fun and way different than normal combat. Much more epic, and also allow for greater chance of getting free artifacts (like with Sky god, you get 4d6, only 3 need to match to get artifact from your magic goddess)
Miracles are mainly UNIQUE. There is not a SINGLE DUPLICATE WAR MIRACLE. Each domain is unique. (Vs space, land, and see all having Freq jams, col influence, stealth mods, reinforcements, land/water/space deathtrap)
The underworld IS NOT the moon. You can't voluntarily go there, (short of making stupid attacks) and it is not really "worth" anything other than crypts and altars. It does get damn crowded down there.
Playing as the ancient Greeks, Babylonians, or Egyptians seems a lot more epic than playing as the Blue, Black, or Red MODs.


General Tips: (NOTE this is only after playing 1 three player game... so I may not know what I'm talking about!)

1. DON'T LOSE YOUR ONLY TEMPLE! It produces both a unit AND a faith. Rerolling 1's can be a big help on defense. AND your temples are the only place your dead can arise from the underworld to. If you have no temples, what good does ruling the undeworld do for you? (6 pts, but still not much)

2. Faith can be hard to come by. Especially without temples. Miracles cost TWO faith. There are no HIDDEN ENERGY miracle cards, if you spend all your faith you likely will have NONE to bid for turn order. Granted there are a few that can give you faith, but nothing at all like Hidden Energy in 2210.

3. Magic goddess relics are very good. They last the whole game, are played immediately ALWAYS, and only a few cards destroy or steal them. Beware there is one death card that destroys ALL relics. ;) (Just have the Shield of Athena handy - counters any miracle one time)

4. Don't fight godswars if you don't have to. If your opponent has gods in a lightly defended country, just take out his troops in normal combat and the gods will be banished because there is no faith supporting them.

5. Double stack on your continents. MANY cards are devastating against a single army.

Looking forward to many more posts regarding 2210 and Godstorm!

Motrax

holywolfman
07-16-2004, 07:50 PM
I think BOTH games are Great in thier "own" way! ;)