by stevezappala
I have been playing risk every monday night for the past 15 years. We started out playing regular risk then when 2210 came outand we sarted playing with the new board. We have adopted quite a few rules over the years. The first of which is that you can buy up to seven cards at the beginning of your turn. However the most that you can purchase from any deck is four. The reason for this is that most of the cards get purchased and played. We also play with the tech commander so there are an extra set of cards to begin with. This helps for lots of reasons. The first of which is that it makes for a little more exciting game.Secondly it keeps the weaker players hope that they can stay in the game. We have also implemented a few expansions to our game over the years. We play with the Tech Commander, the Invasion of the Giant amoebas and antartica.We also have the faction matts and mars boards. What we do before we play is role an 8 sided die whoever gets the high roll decides what we play with.One of the guys we play with likes to start with 12 energies and no commanders or space stations. This makes for an interesting game. We also play that up until hyear five you can play cards for another player or give energy to another player to play a card or to outbid another player. But in year five all betts are off and you can not do it. We also have developed many blank cards over the years. You can read about that in another link. I hope I have given you some ideas. I feel that risk 2210 is the best board game ever and look forward to hearing others thoughts on how to make it better.↧