I love to study warfare and history in general, play with LEGOs, watch almost anything Sci-Fi, and experiment with various mods. I am a board game designer in spare time, when I'm not recording/editing the Matt & Zach Show or doing stuff with the gaming makeshift clan known as JSSG. My main project right now is March of the Reds; a strategy/tactical card game based on what would happen if the Cold War went hot in 1989. Also, Please refrain from profanity on my page, thank you! If you see a "Vadronus Prime" running around, that's my alternate gamer-tag. (Long version of Vader91 really) The Free Voice from Vegas Itself!
I was cleaning my garage the other day and I came to the realization I had a bunch of different versions of this classic strategy game. Keep in mind my grandfather has the classic Napoleonic version at his house, this is my private collection.
Risk (Revised/Modern Version) - an interesting update to the classic formula with cool city components. However, not a fan of the 1-3 pieces rather then 1-5-10, but minor gripe. Objectives are interesting, though feel a bit out of place.
Risk Clone Wars - Hard to argue with this old game. Works well with additional mechanics implemented smoothly. Gotta love being CIS and pulling a successful Order 66, suddenly owning half the board, lol.
Risk Transformers - weakest of the bunch with clunky rules and so much missed potential. The components and board are cool though, I might make a "War for Cybertron" board game using these parts.
Risk Starcraft - The newest version I own, so I've only played one round of it so far. I like it; basically the revised modern Risk (objectives, cities, rewards) with a cool theme and some slight faction variance. Components are downright sexy and has worthwhile heroes.
The Dalek Invasion of Earth - Another one I haven't played as much, a wacky twist to the game where everyone is a branch of the Daleks (Dalek Civil War? Alright then) with cool mission and power cards revolving around other Dr. Who villains. Also, we have the Doctor as a doomsday clock, probably my favorite implementation of a turn limit (long enough to have a decent game and can be manipulated), a mechanic I usually dislike.
Risk 2210 A.D. - By far my favorite. Sweet components, awesome rules, commanders, sea and lunar (yes, there's a moon map) territories, and power cards that are worth a damn (like nuking a territory! Gotta love nukes). Also has a strong modding community with shit-tons of custom content easily accessed and implemented. A great game in it's own right while having a lot of potential to become downright epic.