
But claiming territory, pushing dudes around, rolling epic battles to win, that's fun. The problem is, that magic only lasts 20-30 minutes into a 3 hour game. Here's the thing about Risk - there's still some magic to it. Still, figured see who else played it, their thoughts, and if it's something we should revisit with new modern sensibilities.

Obviously it's still at the end of the day Risk with all the warts, and I'd argue a much better fix/update is the wonderful Risk Legacy. Plus my personal favorite time where I definitely had lost the game but instead holed up and spent the last few turns raining nukes on the world.
RISK 2210 PATCH
It's to me a fairly good patch on top of the classic Risk, adding new mechanics like the order bid, easy sells on theme with options to go to the moon or go nuclear, and some nice quality of life with it's limited number of turns. Or perhaps the best selling point, the option to jump and conquer the Moon! It adds additional options to customize and augment your strategy, from buying special commanders and cards that affect battles, so new regions providing ways around chokepoints via the water. It's a Wizards of the Coast beefed up version of classic Risk.
RISK 2210 FULL
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