-
Board Games
Magic: The Gathering
Lorcana
Pokemon
Other TCGs
Recommended for Ages 10 & up
2-5 Players
120 minutes playtime
In Risk Godstorm the players are priests looking to lead their race (Greek, Celtic, Babylonian, Norse, and Egyptian) to dominate the ancient world and the Underworld as well. To do this they will need to marshall their forces, dominate continents, acquire relics of power and call their Gods to earth.
Risk Godstorm uses the basic combat elements of classic Risk but alters many other elements. The game is played on an ancient map of the world that focuses on Europe and Northern Africa. Atlantis is also present and highly desirable however a chaotic event can see the fabled city sink into oblivion, taking all the forces present there with it.
At its core the players are trying to control territories and controlling entire continents earns the players bonus units to deploy and further their cause.
One of the key differences to classic Risk is that the Underworld can be invaded and defeated units can also be sent to the Underworld to fight again, with some proving themselves worthy enough to return to the Earth.
As in the play of Risk 2210 A.D., Risk Godstorm is played over 5 rounds (called Epochs here). At the end of that time frame the player with the most Victory Points is declared the winner. Victory Points are earned for the number of territories controlled + region bonuses + control of crypts and altars in the Underworld and for every relic that offers a territory bonus if that territory is controlled.
Also like Risk 2210 A.D., the game begins with a number of territories out of play. Here they are called Plague Lands.
Risk Godstorm also allows players to play Classic Risk using the Risk Godstorm board for an alternate experience.
Designer(s):
Mike Selinker
Artist(s):
Abigail Fein
Lars Grant-West
Kate Irwin
Dennis Kauth
Robert Lazzaretti
Greg Staples
Matthew Stevens
Arnie Swekel
Peter Whitley
Board Game Geek Category(s):
Mythology
Territory Building
Wargame
Board Game Geek Mechanic(s):
Area Majority / Influence
Area Movement
Campaign / Battle Card Driven
Dice Rolling
Player Elimination
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
'