Sunday, 26 April 2015

46. New stuff and a Gallery

So after the last post I've been trying to crack on with some more creative projects.

First port of call was to find a way to share these with you.
I created a personal Flickr account so I can share pictures on here. It can be found via the Gallery link in the navigation bar.
Alternatively you can click here.

With that out the way, I set about doing some drawing, painting and other stuff.

The later is what I want to show you today!

Sometime back I bought some Amiibo's with the sole intention of customising them and selling them.
While I still think I'll do this, it wont be with these ones.
These are more of a test for personal use.


So, first up we have Kirby.

001

My Kirby Amiibo is named Rubber Ross in honour of Ross from Game Grumps. Therefore it had to be blue!

I set about prepping the Amiibo for painting when I noticed the horrendous mold lines.

002

If I'm going to do these things, I'm going to do them right, so that had to be filled.

003

004

Much better.

While that dried I thought I'd get started on the second one.


My second Amiibo is Pikachu.
I was slightly disappointing to find that Pichu was not in Smash Bro's Wiiu.
While browsing the different colours and costumes in the game I noticed that there was a Pikachu with goggle, much like the Pichu with goggles from the older versions of the game.
Therefore Pichu Sr was born!

001

This one would require less painting, but more sculpting to create the goggles.
Luckily the Wiiu has a stage with a mirror so i could see all the angles I needed.

002

I started out by marking a rough set of goggles using a pen and some low tack modelling masking tape.

003

I then took a piece of plasticard...

004

...and cut out some goggles.

005

Using this method again I started to make templates for the straps.

006

To make the straps I used some expoy putty. I rolled it into sausage shapes and then smoothed those shapes over the templates.

When these are starting to dry I'll attach them to the Amiibo and start shaping them.

That is all for now.

Until next time

-DH-




Tuesday, 21 April 2015

45. Watercolour


So there has been some inexplicably high traffic of late (at least, high for me at least).
This blog is asserting its existence it would appear.

 I have given a lot of thought to writing many an article. 
There are many topics which have been scratching at my mind, begging to given form. 
A lot of these topics are divisive, which is great! It would allow me to rant about something, which is always a cathartic experience for me.
 On the flip side my philosophy over the past couple of years has been 'don't be a dick' (unless it is while gaming, obviously). 
This is not only advice I would give out to both competing sides, but also myself, thus preventing any real structured debate to form in my mind. 
However, with the general election looming I don't know how long I can keep a lid on it. 

The Cardboard Cartographer is doing well. 
So far I've put up 3 issues covering some gaming news, Kickstarter previews as well a some reviews. In issue 3 we talked Five Tribes and the controversial 'Slave Card.' 
You can read about that (in two parts) here - The Cardboard Cartographer Issue 3 - Five Tribes 

Issue 4 will come out this weekend so be sure to check back on Sunday!

In other news, I've been trying to do more creative things again.
This process has been somewhat delayed due to preparing for future house redecorating , but I am doing things. And stuff.
So far it has mainly been sketches and thinking about ideas, but today I had a lot of time to kill so I did this;



I haven't used water colours in over 10 years.
It wasn't as difficult as I thought it would be, but to create an authentic watercolour 'feel,' may be a little more challenging.

Anyway, that is all for now.
Thanks for checking this out,

Peace
-DH-

Wednesday, 4 March 2015

44. #DearMe


Hey guys, this blog is a pretty personal one.
Just a warning.

So the 8rd of March was international Women's Day.

A bunch of my favourite female YouTuber's took part and offered up some great advice that they would give to their 13 year old selves if they could.
The hope being that people around the world can use this advice and reflections to help enrich their own lives, and make life easier to deal with

The concept is awesome and I honestly feel that it transcends any gender barriers.

I don't think what I'll write about my life would garner much attention, or be of much use, so i decided to consign it to here.


So.
#DearMe

Hey kid.
13 is the transition where you start becoming who you are in 2015, and probably forever.
For the most part I think you'll be pleased.

I hate to be the bearer of bad news though, the next few years are going to be really, really tough.
Dad's going to find himself in some serious health trouble. He'll be okay, but the after effects of this defining moment are going to shred everything you ever thought you knew about your family, and no one will be the same after this chain of events.
A couple of years down the road Mom and Dad are going to split up.
Life gets really fucking complicated after this, and you won't really talk to anyone about this for far too long.
If I had to pick one singular thing for you do differently, this would be it.
Don't hold it in.
You'll just retreat into yourself, and become a never ending source of hate, negativity, cynicism and paranoia.
I mean, sure, there is a positive, enigmatic and charismatic kid in there somewhere, but honestly, when people think of you that isn't what they'll associate with you.

As well as this you need to accept yourself for who you are.

I know you already have a very low amount of self esteem.
All those dickheads who treat you like shit, bully you, make you their running jokes, well, in the end you just don't really give a shit about them. When you grow up you just won't think of them the vast majority of the time.

However the damage they do now will haunt you forever if you let it.

You need to know that who you will become is actually a pretty decent guy, but if he had spent less time worrying about what other people thought about him, he would have had a much happier and constructive time in the years between then and now.
All of the problems you have, all of the insecurities and  idiosyncrasies, will solve themselves if you learn to love yourself.
you haven't yet, but that doesn't mean you won't, and it doesn't mean you're not loved.
You have some absolute wankers for friends, but you wouldn't trade them for the world, even if they're the least reliable bunch of bastards on a day to day basis, they will always be there for you when you really need them. You'll be there for them too.
The same goes for your family.
As much as a incoherent construct as it is, they are there for you.

While we're on the subject of being yourself, you should never throw away your dreams because 'they aren't employable' because if you sacrifice who you are, you won't be happy, also spoilers, your employable career path has yet to land you employment in that field.

That's not to say that it won't. You just have to want it, and do your best each and every day and you will get there.

The world is very different today than it was in 2002. The best part of that is that you can do what makes you happy for a living (yes, even play video games).
So when you eventually get to you A Levels in Art in 2007, and you don't think their methods are constructive or intuitive to how you think Art is done, stick with that conviction and carry on outside of academia.
You'll regret the skills you'll lose from inactivity when you come back to that way of thinking.

Everything kinda levels out. 

You're tough enough to deal with what life throws at you, even when it feels like you're not.

Another curve ball that hits you is when Cindy dies.
That cat was as old as you.
Some people will question why this matters to you, people who should know better.

Cindy was an anchor. A safety net.

Everything went to shit. Everything changed.
But every time you came home, you knew if you went to Dad's you'd find her, vegging out on the window ledge.
She was your constant, and again, life just isn't the same after she's gone.
You just never feel as grounded as you used to.

The best thing you've done for yourself is taking pictures of her.
She'll be with you forever as a reminder that life was simple once.
A reminder of that some things never change.


Your life will take twists and turns, have highs and lows.
You'll make more mistakes and bad judgement calls that you care to mention.
The people who are meant to love you are going to fuck you up in the worst way.
Over, and over.
And you'll let this haunt you forever.
 Sometimes you'll feel isolated and like giving in. But you wont. That isn't who you are.
You are stronger than that, even if you have to rant and rage about things sometimes.

These negative experiences and emotions will destroy you if you let them.
Everyone has the strength inside them to grab this negativity and wrestle it into a semblance of calm.
This is the positive aspects of your life asserting themselves, and yeah, sometimes you'll think that there are none, but they exist. You will always have things to be thankful for, you just have to find them, and never, ever, be afraid to ask your friends, family or anyone else to help you find them.

Everything in life is a lesson, and the hardest lessons always teach you the most.
They'll mold who you are and shape your future.

I say this last part to you as much as I do to myself, or anyone else who reads this; Your life is in your own hands. You are the master of your own fate, your destiny, your  life.


So chin up. It doesn't get better for a long time, and hell, it isn't fantastic now.
I know it sounds bleak.
But you make it.

You're still here.

Your family, as fractured as it is, is still here.
Your friends are still here, even if they've moved around the country and you don't even see some of them anymore.

You'll have hope, dreams, plans and the freedom to do them.
And that itself is pretty awesome.


Oh. one more thing. When you're 18/19 and learning to drive. JUST FUCKING FINISH THE BASTARD THINGS. I'll thank you later.

-DH-

Monday, 16 February 2015

43 b. Revamp/reboot part 2.

Hi guys.
I have an update.

I have changed my mind, again!

TL;DR

The science of selling yourself short has always been a personal experience for me, and I feel that I may have had it backwards before.
yes The Cardboard Cartographer is the driving force behind this blogs readership, but you know what? That doesn't matter.
To maintain it's integrity it has to revert back to being that personal, cathartic experience it once was.

I do need to maintain some clarity and distinction of content.

To that end I have decided that The Cardboard Cartographer should have its own blog site.

http://thecardboardcartographer.blogspot.co.uk

And there it is! The new home of The Cardboard Cartographer.
I truly feel this is the bets move all round.
Not only does it provide The Cardboard Cartographer with its own distinct space to grow, but it also allows this blog to revert back to being, well, about me and my personal experience.

In addition, there will be varying content on here in the future.
All of my ideas and concepts will find their way to here.
I've been doing a lot of art work and posting it on my instagram so that will start to make an appearance here in the future.

If any of you guys are a fan of The Underhive Hero fear not! I have posted there too explaining that, essentially, it will maintain consistency and integrity too.

Obviously revamping all these blogs is now the new goal, and it will be a lot of work, so this month will probably be fairly devoid of posts.

I thank you for your patience and such.

See you all soon

-DH-





Monday, 19 January 2015

43. Revamp/ Reboot

So in my 'post - New Year' update I outlines how I want to push on this year and do a lot more stuff, both in regards to blogging and everything else.
Part of that involves a make over of all of my blogs.

I am torn about how to go about this.

I know for certain I need a new image host; Blogger has been using my G+ space to save photos at the moment.
While this is streamlined it is not the best solution for a number of reasons, the most pressing one currently is capacity.
I want to pump out more content, and more content means more pictures.
Currently the best option looks to be Flickr with 1TB of image storage space for free (I'm poor).
This will also allow me to (finally) have a functioning Galley feature!

The part I'm struggling with the most is an issue of saturation.
The science of selling yourself short started out as a one stop shop for all thing DarKHaZZl3, or what I was willing to share.
Over the last year or so it has grown somewhat.
Now I post issues of the Cardboard Cartographer on here, which account for the majority of my page views, and I also have The Underhive Hero on a separate blog.

Ideally I want to grow all of my blogs, however I recognise that The Cardboard Cartographer is what attracts the most views.
The question is; do I split The science of selling yourself short and the Cardboard Cartographer into two separate blogs?
An extension of this issue is I'd like to have my own domain name; hell I'd like to have my own independent website.
The issue with this is that I make no money on anything I do.
My IRL job would have to support all of my forays into internet space, and trust me, it doesn't pay well.
When I take into account all of my other projects that require funding too, I could realistically support one blog website.
Do I have it support all of my blogs, or just The Cardboard Cartographer?

I haven't decided yet, however, in the meantime I will be revamping the look and layout of The science of selling yourself short.
I may end up re-releasing all of the posts as I will no doubt have to re-edit them with new image codes.


Seeing as I mentioned other projects....
I've set myself a list of goals and resolutions for 2015 and, in some cases, beyond.

The one I'm pressing one towards currently is starting a podcast with one of my good friends.
Again, like the blog revamp, this requires some research and some funding; website hosts, podcast hosts...
We haven't got a name for the damn thing yet!
I am looking forward to it.
We were meant to do an audio test on the 17th/18th of January but I have quite a bad cold and my new computer has not turned up yet, so we are having to delay that. hopefully we can put out the first episode at the end of February.


Anyway, that is all for now.
Remember to check out my previous posts, and keep checking back for updates and such.

Peace
-DH-

++ Update ++

 I've decided to find a happy middle ground, at least for now.
The science of selling yourself short will continue to host The Cardboard Cartographer.
Each month I will post a new update, and a reworked original post.
These will fit a set format that will make for consistent quality overall.
Also this will allow for a the Gallery function to, well, function.

In addition The Underhive Hero will be expanding. Anything 'Art' related will be presented there.
Quite a few of my upcoming projects fit that description.

Stay tuned for further news.

Sunday, 11 January 2015

42. 'Coin Age.' Un-'enveloping.' The Cardboard Cartographer issue 15.



Welcome to issue 15  of 'The Cardboard Cartographer' here on 'The science of selling yourself short.'

In this issue we'll be un-boxing (enveloping really, as it doesn't come in a box) a micro game called Coin Age.

Coin Age was a 'pay-what-you-want' game created by TMG that was funded via Kickstarter.
The original funding goal was $5,000, which they met on December 21st 2013, and proceeded to smash, reaching a total of $65,195.
You can check out their campaign material by clicking here > Coin Age

In Coin Age two players attempt to control the land of Agea using a single card map and a handful of pocket change. Players take turns placing their forces (coins) on the map to control spaces, outmanoeuvre their opponent, and score victory points.

As with my previous Kickstarter un-boxing I have yet to play this game. Which is silly really, as it is amazingly portable and can almost literally be played anywhere.


On to the un-boxing!

Like Elevenses, this game is really compact. This 'un-boxing will be over amazingly quickly, mainly because it came in an envelope with no box (hence the lack of packaging picture).




The rules are compact, clear and fairly simple.

 

 
The 'boards' are roughly the size of a credit/ debit card and are made out of thin card, with the exception of the glossy card which is hard plastic.
The two thin 'boards' are also double sided, as to fit in more variable 'maps'.



The coins are standard cardboard composite, but also also includes some stickers to be stuck to pocket change if you don't want to use the cardboard pieces/ lose them.


And that is it!

It is simple, compact and clean.
Considering its size I actually think they managed to fit a fair amount of detail without making it look too cluttered.
Also the colours are great!

My main concern would be with the two 'boards' made of card. 

They are very flimsy. I can honestly see them getting damaged quite easily. Admittedly, they include a more durable board, but I don't see one board having great replay ability, so using this Micro Game for consistent travel use may not be the best.

That said, it is kind of hard to criticise the game considering;
a) it is a micro-game,

b) it was 'pay-what-you-want,'
and
c) I'm yet to play it.


A very short issue this time round.
Blame Christmas and New years, and playing more games again.

Have you ever played Coin Age? What do you think about it?

Leave me a comment below, or tweet me @DarkHaZZl3 on Twitter.

Thanks for reading. Until next Time


-DH-


Thursday, 1 January 2015

41. Let's give it up for the New Year

Happy New year I guess.

  Before we get into this new dawn, let us spare a thought or two for the year that has just passed.

Good fucking riddance!

2014 was not a great year for me. I'm pretty sure I spent from mid January hating almost every moment of it.

Which is a bit of an odd notion.
I have never had the urge to do as many things as I have this year.
I have been really inspired to do what I love and to try not to give a fuck about those who look down on it.
But the whole year was just bad thing after bad thing happening to me and my family.
That just created this bubbling pit of apathy and anger, which crept into everything I did and made me not enjoy, well, anything.

You cans see this in the inconsistency of my updates, and the lack of constructive posts outside of The Cardboard Cartographer.

The last 6 weeks have been a massive turn around. I threw caution to the wind and just got out.
I tried to see all the bands I enjoy, tried to see as many people as possible a soften as I felt the need, and tried to drag myself away from looking back at the past.
This culminated in one of the best New years eve's ever; surrounded by friends, enjoying life.

I want to look forward.


So that brings me to 2015.
A New Year. A new start. More clichés.

I hate that shit. But for once, I'm going to indulge in that idea.

I want to get back to begin me minus the depressive state of mind that has plagued me since forever.

So maybe lets talk resolutions.
I mean, they should be for life, not just for the New Year right?

My resolution is a bit of a cop out I guess.
Make a list of things I want and achieve that.
I want to do more. Make more. Live more.
Be happy more.

I guess it is the bucket list idea, but instead of just a one off experience, it will be goals to consistently work towards.


So that is it.
Stay tuned for more from The Cardboard Cartographer this year, and hopefully other stuff too.
I want to see if I can beat the 22 posts from this year.

Only time will tell.

-DH-


Monday, 29 December 2014

40. 'RISK 2210' review. The Cardboard Cartographer issue 14.



Welcome to issue 14 of 'The Cardboard Cartographer' here on 'The Science of selling yourself short.'

Back with semi - regular updates. Yes.
I wanted to get one more in before the end of the year.


In this issue we're going to be visiting RISK 2210 A.D; a re-imaging of the classic board game RISK.

I've spoken before about RISK and how it introduced me to the hobby. For those of you who have never played RISK a lot of the comparisons may not 'click' with you, so I suggest you read issue 5 of The Cardboard Cartographer - which is all about RISK

Without further delay; RISK 2210 A.D.





Google FU.

Wikipedia
-
Risk 2210 A.D. is a 2–5 player board game by Avalon Hill that is a futuristic variant of the classic board game Risk. Risk 2210 A.D. was designed by Rob Daviau and Craig Van Ness and first released in 2001. In 2002, it won the Origins Award for "Best Science Fiction or Fantasy Board Game of 2001"

For more information check out the Board Game Geek page
Additional information can be found on the Wizards of the Coast website



First impressions.

As you expect with a RISK game there is a fair amount of pieces.
RISK 2210 is no exception.



Everything is relatively well made.
The cards are a little flimsy compared to previous editions, but this isn't too big of a problem.

 
Game Play

RISK 2210 shares the basic functionalities of RISK.
Players take turns in deploying reinforcements, attacking enemy territories and reorganising their armies in order to achieve specific goals.

However, unlike RISK before it, RISK 2210's goal is simply to own the most territories. The game throws in some additional features and these dramatically alter the state of play.

In order to portray this in an understandable manner we're going to break the game play down into more manageable chunks.

Set Up

In RISK you rolled dice to decide which player started the game, dealt out territories, placed troops and that was it.

RISK 2210 is a more complex entity as a whole, and as such, the set up is a bit more complicated.


Firstly, the territory deck is shuffled and four land based territories are drawn from the top of the deck.



 These territories are now 'Devastated Lands,' and as such, players may not enter them/ move through them/ interact with them in any way during the game.
In addition, the cards themselves are discarded to the box for the rest of the game.




Once this is done players must place their M.O.D's (Machines of destruction).

Players set aside a pre determined number of M.O.D's (this changes depending on the number of players) and then roll off to decide who will place their M.O.D's first.

Players then take it in turns placing their M.O.D's on any unoccupied land territory, one at a time, until all territories are occupied. 




Players then continue to place their remaining M.O.D's one at a time until all units have been placed. Players then, in turn order, place their land commander, diplomat and space station.



The next part is deciding first player. 


In RISK 2210 Avalon implemented a 'bidding' process to decide turn order.
Each player receives 3 '1 point power tokens.' Power is an in game resource that we will revisit in more detail later.
During set up, and in every subsequent 'beginning of turn' phase, players bid power, in secret in order to gain first turn. The person who bids the most gains first turn, the second highest goes second and so on. Draws are decided on the roll of a dice.




Once this is completed, you are ready to play the game!

Playing the game.

The game lasts 5 'years' or rounds.
In each year players bid for turn order, in the same manner as during set up.
A player's turn is broken down into 6 sections, which we will look at in turn.

1. Collect and deploy M.O.D's and Energy.

In this phase, players collect their reinforcements. The M.O.D's and energy you gain are calculated in the same way. 


The year/ turn marker also has a grid on which you place a M.O.D.; this will display the number of territories you own throughout the game. The smaller number is how many M.O.D's and Energy you gain for owning that many territories. 


In addition you gain bonus points for controlling a continent. These are collections of territories sharing the same colour.


Like RISK these represent the major geographical continents of earth. RISK 2210 also introduces 'Sea territories' which have similar 'continent' bonuses, and Moon territories, which also have 'continent' type bonuses.

Once these are calculated and collect a Player then distributes their M.O.D's as the please amongst territories they currently control.

2. Hire and place commanders and build space stations.

RISK 2210 introduces some new unit types; Commanders and Space Stations.
Commanders cost 3 energy to build, and each space station costs 5 energy.


Each has their own rules so we'll go into some more detail;

Land Commander - Allows the purchase and use of Land Commander cards. Also is able to roll a D8 when invading from/ into land territories.

Diplomat Commander - Allows the purchase and use of Diplomat Commander cards.

Space  Commander- Allows the purchase and use of Space Commander cards. Also is able to roll a D8 when invading from/ into lunar territories. Is a requirment if a player wants to invade from/ into a lunar territory.

Naval Commander  - Allows the purchase and use of naval Commander cards. Also is able to roll a D8 when invading from/ into water territories. Is a requirement is a player want to invade from/ into water territories.

Nuclear Commander - Allows the purchase and use of Nuclear Commander cards. Always may roll a D8 when invading.

All Commanders Defend with a D8

Space Station - Each Space Station generates 1 addition M.O.D for the controlling player. In addition all units in a territory which contains a space station defend with D8's. If a territory containing a Space Station is invaded and falls, the invading player may replace it with one of their own for free (assuming there have any remaining to do so).

3. Buy Command Cards.


To buy command cards, you must first own the corresponding commander. A command card costs 1 power to buy.

4. Play command cards.

Immediately after a player has finished buying command cards they can play as many command cards as they like/ can afford.
Some command cards cost power to activate, other do not. They have a variety of effects; generally they affect the area they correspond with; Land commander effects land territories and so on.
Nuke commanders and diplomats on the other hand or offensive and defensive respectively.

5. Invade territories.

This phase is the classic RISK phase.

Players attack a territory by rolling dice and comparing them to their opponents roll.
For every dice roll that 'wins' the relevant player looses a troops. In the case of drawn rolls the defender wins the roll.



Example; Player A is attacking and rolls 3 dice. He gets 2, 5, and 6
Player B is defending and rolls 2 dice. He gets a 5 and a 5.
Player A's 6 beats the defending 5 of player B. Player B losses 1 troops
Player A's 5 draws with B's 5. As player B is defending, Player A losses 1 troop.
The third dice is discounted.


 The amount of dice that can be rolled is determined by the amount of troops a territory has. If a territory has 1 or 2 troops it can only roll 1 dice, if it has 3 or more it can roll up to 2 dice and if it has 3 or more it can roll up to 3 dice.


Rolling more dice increases the chances of a player winning a roll off, but also increases the risk of taking more casualties.


In addition, when a territory is conquered, the attacking player must move a minimum amount of troops corresponding with the amount of dice rolled; if you rolled three dice and conquered a territory, you must move at least 3 troops.

This goes on until the attacker decides to stop or the territory is taken.

The added complexity in RISK 2210 comes with the commanders and their ability to roll a D8 depending on type/ location when attacking, and while defending.
In addition, certain commanders allow for additional movement.
Sea commander allows a Player to move into/ attack sea territories. In the sea commander dies the player may not continue to attack sea based territories
Space commanders allow a Player to move into/ attack moon territories. If the space commander dies you may no longer move troops from land territories to moon territories, but may still use the troops based on the moon.

Here is an example of a player (orange) attacking another player (red) form the water territories.
The defending player (red) is also defending with a Diplomat Commander.





6.
Fortify position.

Quoting the rule book is the best option here -

'No matter what you have done on your turn, you may end your turn by fortifying your position. You are not required to win a battle or even to try an attack to do so. Some players refer to this as the "free move." To fortify your position, move as many units as you would like from one, and only one, of your territories into another. The two territories (the one you are moving from and the one you are moving to) need not be adjacent but there must be a safe “path” between them. This means that you must be able to travel from the first territory to the last through territories that you control. If you have to pass through an enemy territory or an empty territory then you cannot fortify between the two territories. In moving your units from one territory to another, you must leave at least one unit behind. When fortifying from the Moon to Earth (or vice-versa) you must be able to travel from a Lunar landing site down to a Space Station you control (or the other way around). This does not break the path. You may fortify to and from territories underwater or on the Moon even if you do not have a Naval or Space Commander in play. After you have finished fortifying, you may play any Command cards that say "Play at the end of your turn."

Once this is finished it is the next players turn.
This continues until each player has had their turn, at which point the year ends and the whole process starts again

the game ends at the end of year five.

Winning the game.

Players add together all of their territories (this is done by looking at the score tracker), players then add their continent bonuses to this total,  players may then play any action cards that grant them additional points.
the total is the amount of points scored. The highest number wins.

In the case of a draw, the tied player with the most remaining energy wins. If it is still a draw it is the player with the most units on the board. In the rare case that it is still a draw, it is simply a draw.

Personal Opinion.

I'll quote issue 5 here;


'RISK is the game I love to hate to love.

I love it because It is a classic. It has luck, it has strategy and its main mechanic is based on player vs. player conflict. This keeps up the intensity and makes sure you're always on edge. The combination is an exciting but stressful gaming experience.

I hate it because it is RISK. It is old as time itself, and thus, inherently flawed.
Firstly, if you fall behind in the game for whatever reason, you probably won't recover. While I like this in the sense that it makes you think through your actions, it can sometimes be a result of severe bad luck on part of one player.'


These points transcend every version of RISK and hold true here.

However RISK 2210 does mix things up, so I will add some extra perspective on my previous judgement.

Positives first.
It still maintains that luck to strategy ratio, and it certainly maintains player vs. player conflict.
It does try to deal with the flaws I previously mentioned.
We'll work our way backwards here.


'Third. Tactics or the lack of variables

This point is essentially null and void. With the combination of Space, Sea and commanders and their cards, the amount of tactics and variables is exponential. In this regard there is no sure fire strategy that I can observe.
Australasia for example, now has two additional points from which it can be attacked thanks to the Sea territories. Also, with certain Space Commander cards, you can attack any territory on the board from space.

Second. 'The game lasts forever.'

Again, this simply is null and void. The five year turn marker creates a 100% guaranteed end point. While some see this as limiting, something needed to be done to bring this game into a realistic time frame. The jury is out on how effective a compromise this is, but it certainly does the job.



So is it an improvement?
Depends who you ask, but in my opinion, no.

Negatives.

To explain why we have to visit my first criticism of the classic RISK again. 

'if you fall behind in the game for whatever reason, you probably won't recover.'


While this was an aspect I thought fit in well with the grand strategy aspect of RISK, I feel it is a huge flaw in RISK 2210.

In RISK, in fact, in most games, if you take the lead you paint yourself as a target.

Now, in RISK if enough players band together they can chip away at the leader and possibly bring them down to a level at which the other player can make up ground.
This is why the game went on forever.
The indefinite time period sucked for those who were crippled, but also gave them a window to re-enter the game.
Most of the time this re entry wasn't really possible (unless the 'golden cavalry rule was implemented, to which no one could stand up to...), but it was a possibility.

In RISK 2210 this is slightly redundant.
The time limit does not allow for a 'wearing down' of the leader.
However, while this is annoying for those losing, it isn't my main gripe.

My problem is with the role of the leader in the game as a whole.

RISK has always rewarded the leader; the player with the most territories and the best continents gains the most troops as reinforcements.
In RISK 2210 the same holds true, except the also gain the equivalent number in energy.

The majority forces were there to allow you to mitigate the massive target you had painted on your head.  In all honesty, it was exceptionally hard to maintain control against a multitude of players.
This system, while slightly resting on an 'us vs. the leader' cooperation between players, was balanced (at least to some extent).

In RISK 2210 it isn't just the additional troops (and the multitude of extra continents you can take with them), but it is also the additional command cards/ commanders you can buy and use with the energy that takes it to another level.
These card can be crippling, especially if you are a player who is not in the lead and can't afford that possibility.

Not only do these help you maintain the lead, but they will exponentially propel you into the lead. Even if all players band together you can pretty much weather the storm.


Now I get that RISK has never been about supporting the little guy. it punishes people for bad strategy.
RISK 2210 doesn't just punish people, but decimates them.

I guess what I'm saying is that, with RISK, if I'm losing, there is a little hope I can worm my way back into the game. This keeps me somewhat invested in the game while I play (RISK Legacy is fantastic for this by the way).

RISK 2210 on the other hand, does not. 

It can be midway through turn two and I can just think 'player x has won.'
Without a tangible way back into the game I have little to no interest and that simply isn't fun for the majority of players.

I know this a damning review. I guess I just feel that with a few simple tweaks this game could have been amazing.
There are some solid ideas that improve the general game play.
Admittedly there have been
14 expansions, so maybe they change the games balance.

However, I think the telling factor is that this game was originally released in 2001.
Since then games have become more balanced and have attempted to keep players in the game, with a chance of winning for as long as possible.

I think that is a much more fun and competitive way to design and play a board game
.


As usual I'll throw this one over to the readers for additional debate.
What is your opinion of RISK 2210, or the RISK franchise as a whole?
Do you have a favourite version?

Either leave a comment on this post, or tweet me @DarkHaZZl3 on Twitter.

Thanks for reading. Until next time
-DH-