Risk 2210 A.D.
"Risk 2210 A.D." is a futuristic type of "Risk." Combat is now handled by war machines, instead of the normal human soldiers from the original game. These machines are called "machines of destruction" or "MODS." The MODS are led by human commanders. Each commander has special powers and abilities, such as increased leadership or strong defense. These special powers are used by playing "Command" cards, which can be played at certain points in the game, depending on the cards. The biggest change in the game comes in your battlefield. You are no longer fighting for the Earth: you are fighting under the sea and even on the moon. The basic game play is still the same, however. The game has been limited to five turns per game. This helps keep the game to a reasonable length, as games of "Risk" can sometimes stretch to major lengths.
Castle Risk
One of the earliest variations on "Risk" is "Castle Risk." The basic game play is still the same. Players fight for territories and attempt to take over the whole board. However, the scope of the game has been limited to a map of Europe. This adds a different strategy to the game. The biggest change to the game is the addition of castles. Each player gets a castle placed in a home territory. Players no longer have to take over the entire map, but simply each player's castle. This creates a very defensive "Risk" game, as players will instantly lose once their castle is out, regardless of how many territories they own. Other new features include new cards such as the Spy, General, Marshall, Diplomat and Admiral. These cards give you different advantages, such as extra dice roll, extra soldiers or extra territories.
Risk Express
One problem with playing "Risk" is that it takes an incredibly long time and can take up an entire table. Some games can take days, which leaves one table in your house completely occupied and off limits to game ruining cats. However, "Risk Express" takes a lot of the excessive time out of playing "Risk" and keeps your table clear and free. Instead of a board, the game is played with 14 discs and seven dice. Each disc is a different continent and each dice has its sides filled with a General, Calvary, Artillery, one Infantry, two Infantry and three Infantry. Player's own no discs at the beginning of the game, but must conquer them through dice rolls. Each disc is worth at least one victory point but can be worth up to four. Players roll their dice during their turn and select a disc to conquer. If their dice roll is greater than the troops written on the disc, they defeat the front line on the disc. If they destroy all the front lines, they win the disc. Failure to match causes them to lose one die for the turn. After all the discs have been conquered, the player with the most victory points wins.