- Publisher: USAopoly (1 Sept. 2012)
- Language: English
- ASIN: B0079PWFJS
- Product Dimensions: 68.6 x 45.7 x 1.3 cm
- Amazon Bestsellers Rank: 2,390,508 in Books (See Top 100 in Books)
Risk: Starcraft Edition: Risk: Starcraft Toy – 1 Sep 2012
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For Aiur! The battlefield is set and the StarCraft Universe is in jeopardy. The Koprulu Sector is being ravaged by war. You must stand against your enemies as one of the three powerful races. Will you choose the advanced and mysterious Protoss, the rugged and tenacious Terran, or lead the ravenous Zerg swarm? No matter which race you choose, you will fight for your very survival. The war for galactic supremacy begins NOW! Includes 4 ways to play: Basic Training - quick and easy Command Room - fast-paced and strategic Total Domination - updated versions of the classic game Team Play - take on your opponents in 2 v 2 and 3 v 3 game-modes
Most Helpful Customer Reviews on Amazon.com (beta)
Compared with the standard Risk, here are the changes:
1. Hero unit per faction, 6 in total, that add +1, -1 to dice rolls.
2. Mineral fields that boost the value of territories.
3. One Command center per faction that needs to be held in order to win (for Command room mode).
4. Achievements and Rewards (similar to Mission cards), where a player earns certain achievements along with random rewards accompanying them when objectives are completed, including conquering a planet, holding mineral fields, etc. Rewards add special bonuses that last indefinitely, such as being able to use an extra attack die, 4 max instead of 3.
5. Faction cards, one deck per race, have stars and abilities on them that allow for the choice of gaining reinforcements based on the total amount of stars, or using special abilities. Overall, each race has abilities that are identical in effect, but other stand out, for example Zerg can tunnel under a territory, Terran can transfer their base to another territory on the map, and Protoss are able to destroy units on a planet.
6. The map is similar in layout to standard Risk, except Asia and North America have switched places, now represented by Char and Aiur.
7. On the faction cards and the map itself, many references are made towards the PC, and once nintendo 64 game.
8. Four modes, basic training: introduces the new rules; command room: earn 3 achievements and control command center to win; total domination: classic risk, with mineral fields; team play: command room with 2v2 or 3v3.
9. Units are now worth 1 and 3, for instance a marine is worth 1 unit and a tank is worth 3. The units of each race are detailed remarkably well, along with the Heroes.
The game becomes several levels more complex than standard Total domination due to all of the additional factors involved, which is quite overwhelming during the first game when the effects of the new conditions are learned. The main advantage is that the ratio of luck and strategic skill shifts over to skill, since players who use their abilities right and aim for certain territories will have an edge over those who blindly attack and roll lucky 6's.
If you have a special connection with Starcraft and enjoy Risk, along with desiring an even more strategic game, this one is worth the money.
+Hundreds of StarCraft pieces representing two types of the Terran, Protoss and Zerg ground units. Like most Risk games, these game pieces represent 1 and 3 armies respectively.
+Territory cards have the option to be used for unique attack or defense abilities instead of just cashing them in for more units like in standard Risk.
+Large, StarCraft-themed map board
-No pieces representing "flying" spacecraft units. Unlike the two versions of the "Risk: Star Wars" board games where cards could be exchanged for supporting spacecraft like X-Wings, Star Destroyers, etc. there are no supporting spacecraft in this game. This is a disappointment since the StarCraft computer game has a plethora of signature spacecraft units to choose from. Where are the Protoss Carriers? Terran Battlecruisers? Zerg Mutalisks? As it is, this remains a "ground forces" game despite the "space theme" of the source material.
-The Hero pieces look different but all play the same: Add 1 to die rolls when attacking or defending. It would have been nice if more of a StarCraft theme had been applied here to distinguish the difference between the SC races. For example, it would have made it more interesting to play as a certain race if the Heroes were more varied like so: Terran Heroes add +1 to their attack die rolls, Protoss heroes add +1 to their defensive die rolls, Zerg subtract -1 from an enemy's defensive die roll, etc. Even more strange, if killed, these Heroes reincarnate during your next reinforcement phase. This seems to somewhat cheapen the Heroes as you can be as reckless as you want with them and they will be back on your next turn if they "die". The only penalty being that you cannot use your Hero for defense until your next turn.
-My map had problems laying flat. The middle of the board kept sticking up and the cardboard tore in the middle once I gently pushed it flat. Seeing as how this is made of heavy cardboard I was surprised at this quality control problem.
I would have appreciated the Risk: StarCraft Collector's Edition set a lot more if USAopoly had wholeheartedly embraced the StarCraft theme. As it is, the set feels like little more than a visual swap-out. If you already own Risk or one of the many variants, know that the main differences you are buying here are: 1) The planetary space map, 2) The special abilities listed on the territory cards and 3) The Hero pieces. Everything else is simply a variant of on standard Risk: The Nexus/Temple/CommandCenter "base" pieces replace the Risk capitals and the mineral fields replace the Risk city tokens. Even the gold/silver achievements and their respective bonuses are the same as the 2008 revised Risk edition.
Perhaps something extra like: Vespene Gas bonus territory markers, supporting StarCraft spacecraft pieces or even something simple like StarCraft-themed dice instead of the standard red/black would have give this reviewer something to get excited about.
Try this out, to give your game a tiny bit more of a StarCraft feel (note: these were adapted from Risk rules implemented in Risk: Legacy):
Zerg Players: "At the start of your turn, add one army to each HQ (any race) that you control." Representing the Zerg's low-tech but prolific "win by numbers" from out-of-the-hatchery mentality.
"You can make your 1 troop maneuver at any point during your turn (instead of at the end)." Representing the Terran siege tank drop and overall "lift-off" and adaptability of the Terrans.
"The defender subtracts 1 from his lower defense die in the first territory you attack during your turn." Representing the Protoss energy shields, which are great in the beginning but you're in real trouble when they are gone you have to fall back on pitiful Protoss armor/health (unfortunately there's no micro-ing units in Risk!).
As mentioned above, you can also add the following rule:
Terran Heroes add +1 to their attack die rolls, Protoss heroes add +1 to their defensive die rolls, Zerg subtract -1 from an enemy's defensive die roll.
You have things like bases that give you am extra troop. There is a hero unit for each army so it adds +1 to your attack dice or defense roll. There are the cards you earn. They can be saved for more bonus troops or they have abilities on them that can sway a fight in your direction or prevent you from getting annihilated. There are only 2 units for each race so you have the unit that represents 1 or the one that represents 3. There are also achievements that will give you rewards for great feats in the game such as controlling the entire planet of char(asia in the regular game). This all sounds like alot but you can also just play regular risk but with a cool looking gameboard and army pieces. This is the best version of risk Ive ever owned and played and thats coming from a guy who has owned all versions of regular risk and other variations like star wars risk
Here's the outline: You and 2-8 players fight in the Koprulu Sector for ownership of various planets, straight from the Starcraft; Wings of Liberty campaign. The 'infantry', 'cavalry' and 'artillery' pieces get an upgrade, and depending on the race you choose, you'll either be moving a Terran Marine of 1 unit value, Protoss stalkers for 5, or the fearsome Zerg Hydralisk for 10, to use examples. Mineral pieces get placed around the board in different regions, giving perks to the holder of said region. There are cards pertaining to unit upgrades, and each race has it's own 'hero' piece, which on a good dice roll can lead to some macro-game devastation.
If that wasn't enough for you, there are several game modes, the directions of which are listed in a big manual that comes in box. Cardboard tabs representing rank badges and achievements are awarded to players who beat the game in particular ways.
I've literally never seen a board game with as many features to keep track of, so if you're up for the challenge: start sending out your SCV's to scout for this game next time it goes on sale!
In my experience with the normal Risk series, a few players would horde cards to get the most possible reinforcements and camp whole continents to rack up troops before embarking on large-scaled battles with the big powers, while most others foolishly skirmish over unsaavy territories. Therefore, the multitude of players who are taking risks fail in their wars of attrition while the few who play it safe reap the benefits of their mutual destruction. This is risk-reward structure is counter-intuitive to the name of the game.
Starcraft Risk enhances the rewards of taking risks. Whereas regular Risk offers just one temporal reward for holding continents, Starcraft Risk offers more permanence through the achievements system.
Positioning becomes even more key to the game. The hero units deter and motivate invasions.
The game board quickly evolves with the emergence of more dice modifiers. And the best part is that players get to toy with the surprise factor by activating their risk cards for added advantages or counter-advantages in combat.
Adjacent attacks and maneuvers can become boring and betray the reality of real-life strategy. The risk cards also grant players with the ability to occasionally bypass these Risk norms.
Bottom line: if you don't quite understand these added elements, then you should try to experience them on your own table-top at least once.
The only setback: some game pieces arrived partly chipped or broken.