Risk Junior: Narnia

Risk Junior: Narnia by Hasbro

Review by Albert Bassili
(Independent Game Reviewer)


Risk Junior: Narnia, is an interesting entry into the Risk franchise, focusing more on introducing the game Risk to children more than anything else. Released in 2006 by Hasbro, this entry gives parents and family members to introduce Risk to them in an easy a simple manner, without devolving into the complex strategy of classic Risk. Overall it’s an interesting concept, and there is the added benefit of knowing your kids won’t be exposed to the unpredictable behavior of adults who sometimes take their online Risk games too seriously.

Unfortunately, Risk Junior: Narnia, didn’t see a big release in the US, but it was big in the UK and Europe, so if you’re ever on holiday over there, keep your eyes open!

The Introduction



Now, you might not be expecting this, but Risk Junior: Narnia actually has more complex rules than classic Risk, ostensibly to remove the deep strategy and make it easier to play. For example, attacks are decided by drawing turns, and how many armies you have doesn’t matter, every player rolls either two or three dice. Winning is also based on rolling a 5 and 6, rather than having a higher number.

The game also adds a bit of a good vs evil interplay, with the forces of evil (The White Witch) which are controlled by one player, fighting against the forces of good (Aslan) which is controlled by many. Ultimately, this makes the game a 1 vs team affair, without any chance for alliances or free-for-alls, instead, you know who your enemy is and that’s that. To add to this, the map is rather small, probably one of the smallest, with several bottle necks that make the game a bit more fluid and dynamic.

Of course, this all might sound a bit strange and out there for a Risk game, but it’s an interesting concept for introducing the series to kids. Without the complex strategy, and the standardization of attacks and the map, it’s much easier for a child to grasp. Don’t worry, though, it’s still fun for adults!

Playing Narnia Risk



While there are two different sides, the troops are pretty much the same, with the main difference being that The White Witch’s forces can turn troops into stone, and Aslan’s forces can cure them. Turns are started by drawing an event card, each that has a variety of effects that aren’t too powerful, yet can alter the game slightly to the advantage of one side.

Within those event cards are three special ones: “Always Winter & Never Christmas”, “Father Christmas” and “The Lion, The Witch, and The Wardrobe”. If one of these is drawn, the game is paused and points are awarded based on territories and camps up to that point in the game, after which the game continues as normal. “The Lion, The Witch and The Wardrobe” is even more special than the other two, as after the points are calculated the game actually ends and whichever side has the most points wins.


Once an event card is drawn, the player must then draw a territory card which tells them where they must attack. If the territory is friendly, then the player can choose to attack any adjacent territory, otherwise, the battle ensues. The battles themselves are pretty straight forward and are proceeded by a troop placement phase.

After the territory to be attacked has been selected, and troops have been placed, the actual fighting begins. The defender rolls 2 dice and the attacker rolls 3 unless they’ve used a bridge to reach the territory, its hard work crossing a river after all! As mentioned earlier, the roll relies on either a 5 or a 6, with a 5 removing a weak minion, and a 6 removing either a strong or a weak minion.


Of course, all the numbers between 1 and 4 aren’t irrelevant, because that’s where the characters of Narnia Risk come into play. Each of these characters has a special ability that kicks in if a specific number is rolled. For example, The White Witch can freeze minions on a roll of 2, and Lucy can revive them on a 4, 5 or a 6. Doubles kick characters back to the pool, so watch out for those!

Winning Risk Junior: Narnia is either a matter of domination or being the leader in points. Given the fact that there’s a high chance to draw “The Lion, The Witch and The Wardrobe”, it usually means that the game is going to end on seeing who has the most points. It’s a bit of a letdown in comparison to classic Risk, but hey, if you’re strong and smart enough, maybe you can get a domination win yet.

Narnia Risk – The Conclusion



The biggest problem with Risk Junior: Narnia, is that it’s quite a ways away from what seasoned Risk players might be used to. The hamstringing that the rules apply to the gameplay might be a bit frustrating for some, and yet, it will make it easier for younger gamers to play. Of course, the complexity of the rules is a bit strange, but having an experience Risk player around will help to get kids into it and understanding the ruleset.

Of course, another main point is that the game is much shorter, which if you know how kids are, is actually a good thing. The smaller map and the way the game dictates where player’s attack means you won’t be spending a lot of empty time thinking, a time where kids might get restless or lose interest. So while it may be strange overall, it’s well adapted for kids.

Overall, if you have kids and you want to introduce them to Risk without overtaxing them with the traditional game, this is a great game to pick up, and a solid entry into the franchise. Though it might not quite prepare them for the world of Risk online, it will give you and them some solid family time. 🙂

Risk: Metal Gear Solid

Risk: Metal Gear Solid

Review by Sonny Go
(Independent Game Reviewer)


Through everything that the Metal Gear Solid series went through, from its pre-Solid days, its breakout in the PlayStation, all the sequels, and finally its drama-filled conclusion due to Konami’s schizophrenia. But before things did go completely south, something other than the last two Metal Gear Solid did come out of it. This is Risk: Metal Gear Solid, a crossover between the world-famous video game and the strategy board game.



This mashup is based on Metal Gear Solid IV, although you don’t get to play as Solid Snake. This game is more about the lore behind the video game, including all the international mudslinging that goes about. If you’re a Metal Gear Solid fan and want to dive deeper into that in-game world, this game can be a surprisingly good way to do just that.

The contents of the game itself are fairly numerous. The board itself is split into six zones with 42 territories between them which are to be occupied by 275 custom pieces split between five PMC armies, as well as neutral armies and cities. Along with them are 8 Boss cards, 40 Drebin’s Shop cards, 42 Territory cards, and 8 Rewards—all of which give more ways for players to gain an advantage in the game, which adds to the strategic gameplay.


The most prominent of the game pieces has got to be the Outer Haven battleship. Seven dice are used to determine combat actions. The whole game comes at a total of 3.4 pounds, all contained in a well-designed box that features Yoji Shinkawa’s signature brush artwork that should look good in any game shelf.

This Risk game makes use of the revamped ruleset that was first introduced in Risk: Black Ops. It seems that it’s just what fits the Metal Gear Solid look and feel needed for this game, although it did need some tweaking in order to really work for this crossover. But once they did get it just right, it worked quite well.

Each game can last up to two hours when played with objectives and four to five hours when played like classic Risk, similar to the intended design for Risk: Black Ops. It plays closely enough to most other Risk games while having enough of its own flavor for it to be unique.



The main objective is to gain control of every territory on the world map by commanding your chosen Outer Haven private military company. Each color represents a different Outer Haven PMC from a certain part of this world, although that’s their only real difference.

Aside from soldiers, there’s the Outer Haven battleship that can give anyone who musters it a massive advantage. It used to be Liquid Ocelot’s battleship, and it’s like its own continent in a way. You can risk it all to get the ship, but it’s not certain that you’ll be able to conquer everything else with it as well.

The ship’s movement is made random via dice roll, moving between six waypoints on the map. When a player takes over the ship, he/she can move it to whatever docking station of choice, thus letting that player unload reinforcements onto wherever he/she wants. This makes the Outer Haven battleship a great boon for anyone who controls it.


The Drebin’s Shop cards give players more offensive and defensive options to get them out of adverse situations. There are also the boss cards that give players boost in attack power and a unique ability. A boss costs 3,000 points to acquire and 1,000 points for upkeep per turn. Suffice to say, these are mercenary bosses who need to keep getting paid, thus adding another element of resource management to the game.

Reinforcements are gained by taking over enemy territory to obtain territory cards, which have either one or two stars. Stars can then be traded in for more reinforcements, which then lets you run wild as you gain more territory and put pressure on the enemy forces.



This is a crossover that does what it can to make both franchises look good in their own way. In the case of Metal Gear Solid, the world being the focus makes for a rather different feel even for MGS fans, but one that does the fandom well. Even though you won’t be able to play this version of Risk online, the board game itself, Risk: Metal Gear Solid has a fair bit of quality to it, as well as exciting gameplay, making it a good addition to most game shelves.



Some people asked about price, so I’ve added a link to Amazon…
There are a variety of choices, but always remember to check
for used one.

Risk: Lux Delux

Lux Delux Review

Review by Albert Bassili
(Independent Game Reviewer)


Risk: Lux Delux – While there are an almost endless amount of Risk variation board games out there, sometimes a Risk game player just wants more, and this is where Lux Delux comes in. Originally released in 2002 by developer SillySoft, this entry into Risk video game will surely quench some of your thirst when it comes to branching out from the traditional Risk maps and gameplay. Of course, it doesn’t compare to the variety of options that a game of RISK online at Major Command can offer! But let’s not promote ourselves too much. 🙂 (play risk online at major command game!)

Fortunately, this game has being updated, even over a decade after its release, and has even managed to come to Steam in 2015.

Risky Cartography



Now before we begin, there’s a little bit of a warning when to comes to Lux Delux, in that it’s a very minimalist straightforward Risk concept. If you really enjoy the animations of other Risk video games or watching the rolls whenever there are battles, then this game really isn’t for you. That being said, if it is an issue for you, and you can overcome it, you’re going to be rewarded with some really great variety.

So what is Risk: Lux Delux exactly? Well, it’s a Risk spin-off that focuses mostly on bringing you a ton of different maps to play on. Supporting over 800 maps from space maps with hexagonal tiles to different continents with square tiles, or even to fantasy maps with just simply weird tiles, there’s definitely something in there for everyone. Not only that but maps have their own individuality, with sprites representing the thematic concept of the map, like little WWI or even orcs and trolls.

The great part about all of this is that you can create your own maps for other people to play. Along with the creative freedom, you have with the graphics, Lux Delux’s development kit allows you to alter territories mechanically, such as having biohazard zones and what not. Once you’re done with the map, you just upload it, and you’re done! Map ready to be played by you, your friends, and the wide Lux Delux community.

Playing Risk: Lux Delux



Being a game that has online access, you get to have both the option of single player mode and multiplayer mode.

Single player is almost exactly what you expect, placed on the map and paired up against a number of AI opponents. Unlike other Risk video games, the AI here are fantastically smart, and even have their own personalities, built around historical figures. You might have one AI that prefers an incredibly aggressive approach, another that prefers defense, and yet another that just like’s consolidating its gains whenever it has them.

Just as a quick aside, and to testify to Lux Delux’s community input, even AI can be designed and uploaded by players. In fact, in 2015 there was an AI added that uses Monte Carlo Tree Search algorithms, meaning it gets smarter the longer you play it. So really, there’s a lot to be had from just changing around and trying out AI, even on just one individual map.

Coming back to multiplayer, like any other game, you have the chance of being teamed up with up to six other players and AI of your liking. There’s not much to say other than it’s exactly like the single player except you can play against real people. Fortunately, with the recent addition to Steam, the Lux Delux community is doing well, and you aren’t likely to run into too many empty lobbies.

Lux Delux Gameplay



So now that you know what Lux Delux is at its core, let’s go into actually playing it.

The game itself is really well optimized, so it doesn’t take almost any resources to run. The gameplay itself is fast-paced and action packed, with the focus mostly being on the strategy rather than the hoopla. Moving troops is just two clicks away, and once that’s done, the game automatically carries out all the rolls for you.

Given the lack of having to move things around and watching animations, there’s not much downtime to Lux Delux, and so you’re going to have to be on your toes constantly. Thankfully, the pace of the game is easy to pick up after a few plays against the AI, and strategizing on a constant basis starts coming naturally. Since there’s such a huge pool of maps to pick from, you can no longer depend on specific strategy, but instead, work on an overall battle plan that will see you to victory.




So what’s the final verdict?

Risk: Lux Delux is bare bones when it comes to flash and pizzazz but very heavy when it comes to variety. Even though there’re no animations in the game to speak of, it adds to the dynamic and quick pace that you would expect from a high-strategy game such as Risk. The map variety means that you always have something to come back to, and different things to try.

Not only that, but Lux Delux allows you to join in with developing new and interesting stuff to play. Whether you’re into graphics and want to make maps or a programmer who wants to make the AI, there’s something for everything. So really, it’s an inclusive game.

So if it sounds like something you might want to try, you can head over to SillySoft site and download a demo. Of course, don’t forget about playing Risk online with your friends here at Major Command! We’ll miss you!

Risk: Black Ops

Risk: Black Ops

Review by Sonny Go
(Independent Game Reviewer)


Risk: Black Ops – We all love to play RISK online, but when it came out in 2008, Risk: Black Ops became unique a template for newer Risk variants that may have needed something more going for them. The classic Risk game came out during the late 1950s, so it can’t be denied by many that an overhaul or at least some sort of revision is necessary for the game to stay relevant. Besides the obvious answer of playing Risk online like you would here with the Major Command game version, the face-to-face board game answer is that Risk: Black Ops, which came out just in time in the franchise’s 50th year, provides well as a template for the newer Risk game versions that followed.

It should be noted that Risk: Black Ops is a Limited Edition game. Hasbro only produced 1,000 copies making it extremely pricey for collectors to get a hold of. Adding to the scarcity was that many of the games were distributing to bloggers, reviewers, and gaming sites.

After decades of being pretty much the best-known strategy board game out there, Risk needed a bit of a change in order to stay fresh in an Internet-dominated world and garner the attention of younger generations. Designers came up with some additions and changes that made games shorter and more engaging for more people in more occasions. What they came up with does work towards that end and is indeed interesting.




It may have been for a limited release, but Risk: Black Ops was quite the shake-up as far as being a departure from the classic Risk game goes. Its biggest change is the introduction of Objectives in place of the usual Global Domination gameplay.

While you can still play Global Domination like in classic Risk game if you wish to do so, you now have another victory condition to play for in place of taking over all the territories in order to win. This makes for faster games, which is a good thing since it’s not uncommon for classic Risk games to last a whole night and into the wee hours of the morning.

The addition of Objectives makes for more dynamic gameplay and greater strategic and tactical variation. Global Domination usually takes 4 hours or more, especially with a full table, while Objectives requires much less. This means that players won’t get worn out after just one game and they could play another one if they so wish.

This new game format also enables more comebacks to be possible, so players who have the advantage at the moment can’t just sit on their lead by turtling up their defenses. Everyone has to be somewhat aggressive in order to capture the objectives before opponents can or perhaps foil their plans to enact yours.

Rules and Features



Risk: Black Ops is for 3-5 players instead of the usual maximum of 6 players. It makes use of the same map as classic Risk, although with a more modern theme. That map accommodates 4 major objectives and 4 minor objectives that the players will fight over. The first to get 3 objectives wins the game.

There are 6 major objectives and 6 minor objectives included, from which you have to pick 4 of each at random during the start of a game. That makes for 8 total objectives on the map, and you need only take 3 of them to win. The difference between major and minor objectives is the corresponding rewards; major objectives have more significant rewards.

Each player gets a Capital, and they then draw 15 territory cards at random. These determine how reinforcements are distributed, as well as objectives. The 15 territories drawn are to be designated as Cities, after which the cards are shuffled back into the deck. Capturing a Capital gives extra reinforcements, and territories with a city count of 2 also give extra troops.

Once Capitals and Cities have been assigned, players get their troops by counting the values of the territories they picked to control at the start of the game. It’s a bit similar to how troops are drafted in classic Risk, but territories hold a lot more sway in how many each player gets. Once they get the troops, the first player to start the game is picked by whatever means deemed appropriate, and the game proceeds.

During the game, players may acquire objectives during their attack phases, at the end of which they get the reward as indicated. They can even get two or more at one time, in which case that player must choose between them. Since objectives can give rewards that can give an incredible advantage, only one can be taken per turn to keep things fair.




From how things went from there, it seems that what Risk: Black Ops started did take hold on more modern Risk games. Some fans may think that it’s dumbing the game down, but what it really did was make it a lot more accessible to more players in a lot more occasions.

At least with this updated format, you won’t look at that Risk game on your shelf with a pang of dread due to the prospect of going through up to 6 hours of intensity. That indeed makes Risk: Black Ops and its successors more welcome in just about any game library.



Some people ask about prices, so I looked for this Risk board game online
and saw one on Amazon for $1063! That is CRAZY!
I found another one that is a lot more “affordable” at $421.
So hurry up and grab it if you have the cash and are a collector.
I guess that’s what happens when a game is limited to only 1000 copies.
Remember to check for used ones when you look around. Things change.

Risk 2210 AD

Risk 2210 AD

Review by Sonny Go
(Independent Game Reviewer)

RISK 2210 ad Box cover

Imagine the classic Risk game being revised to fit a completely different theme, from the Napoleonic War to science fiction. While the classic Risk game is indeed a great game with solid gameplay, but there had always been yearning for something more. Since the core gameplay ruleset is quite flexible, there have actually been variations to the game that have taken off, letting players experience it in many other ways, and a sci-fi variant was certainly not far behind.

What is Risk 2210 AD?



From Avalon Hill, Risk 2210 AD was first published back in 2001 as a futuristic version of the classic Risk game. It was designed for play by 2 to 5 players from ages 10 and up, and each game can last up to 3 to 4 hours. For the most part, it’s similar to classic Risk board game in that most of the game is acquiring armies to attack and defend territories, but this variation does more by adding the Moon as another accessible map with conquerable territories, which also adds more to the strategy gameplay.

Having that other area to worry about while worrying about conquering and defending continents on Earth constitutes some strategic juggling that requires even longer term thinking than in the classic Risk game. The Moon is basically another map with restricted access; you need to gain access to the Moon first before you can take territories there. There are some great advantages to controlling the Moon, and it can greatly help you in winning the game. Because of that, playing Risk 2210 AD isn’t exactly like playing classic Risk.

Risk 2210 AD Game Pieces



Of course, the most notable addition to this game is the Moon itself. You can’t really ignore the Moon in this game and just play Risk 2210 AD like classic Risk due to the additional advantages that the Moon avails being incredibly powerful, especially during the late game. Also, you can also control the waters with your navy, which adds more balance to the game due to certain territories in classic Risk no longer being safe havens as they’re now made more accessible through the water. The same can be said about the Moon as once it becomes accessible, anyone can race up to it.

Territory Card sets are no more, so the late game won’t have floods of reinforcements making comebacks impossible, which can make the game more enjoyable longer. Players who are behind can now have a chance to come back from seemingly certain defeat, so long as they make the right decisions. This has become what makes Risk 2210 AD a hit for longtime Risk players as its changes and additions bring new ways to experience the game.

There are Nukes, which is definitely what shakes things up in Risk 2210 AD. It’s both a reward for those who have played well thus far and a comeback mechanic for those who’ve been losing for most of the time and yet somehow got a hold of Nukes to turn the tables. It’s not unlike the Major Command Game of NUKES Risk online in terms that it can definitely change the balance of power. It can also be a gambit for those in the lead to secure their victory as it trades safety for great reward with one shot.

Risk 2210 AD Game Map



As with the classic Risk board game, and also with the Risk online games, there’s fun and frustration in the chaos courtesy of the dice roll. Additional 8-sided dice are included with the usual 6-sided dice to determine attacks when players have acquired commanders, which is what helps break stalemates and facilitates more action in Risk 2210 AD. Winning players can gain more momentum by getting commanders while losing players can come back from adversity with them.

Perhaps there are things some players may find peculiar or weak in this game. For instance, there’s no way to aim Nukes, which is strange, and the Moon turns out to not be as big of a game-changer as it should be, only being extra space like the seas. It’s also quite hard to get there since there are only 3 lunar landing sites that can only be accessed from Space Stations, which are only applicable to players who possess a Space Commander. That’s a lot of hoops to jump through in order just to gain some extra territory.

Risk 2210 AD Game Play



It’s pretty much a standard Risk game with extra stuff added to it, so it retains much of the uncertainty in its gameplay. While you can indeed become very skilled in this game, you’re still dependent on the luck of the dice roll that may mess things up for you if you ever roll low. It’s all about stacking the advantages to your favor in order to account for bad luck that may come your way, and that also means players at a deficit have a chance to bounce back if they can salvage and regroup.

For the most part, experienced Risk players will find the additions in Risk 2210 AD to be quite welcome as they don’t fetter too much with the original Risk game. It’s pretty much a Risk game with some changes that make it more exciting overall as there are now more ways to win and to lose.


Some people ask about prices. This is the cheapest I’ve found.
I’ve added an Amazon link. I’ve seen some used ones for as low as $23.45.
If you click the link remember to check used ones too!