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from 4 customer reviews
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Who will rule the Ancient Earth -- and beyond?
Enter a time of myths and legends. Enter the world of Risk Godstorm, where ancient faiths and fears rule. Battle across the Earth and in the dark regions below. Harness spiritual forces to strike with devastating power. Command five ancient cultures -- Greek, Celtic, Babylonian, Norse, and Egyptian -- in a continent-spanning battle that will determine whose civilization reigns supreme. Rest assured, the gods will not sit idle in this war.
Risk Godstorm also includes everything needed to play the classic game of Risk.
- 1 Ancient Earth gameboard
- 1 Underworld gameboard
- 5 ancient armies
- 5 sets of gods
- 5 pantheon cards
- 66 miracle cards
- 44 territory cards
- 12 temples
- 60 faith tokens
- 1 reference card
- 1 epoch marker
- 5 turn order markers
- 5 plague markers
- 1 sunken Atlantis marker
- 1 maelstrom marker
- 10 dice
- 1 rulebook
Average Rating: 3.9 in 4 reviews
It is the best variant of Risk so far.
Risk 2210 was excellent but it was a little complicated.
Godstorm is superb. Components are excellent and the game tactics the best so far. The surprises that this game carries are out of this world. The important thing is that there is no loss of strategy because of the excellent tactics. Actually, this Risk has the most strategy of all the other variants. Luck plays a role because of the dice that they are present in all Risk games, but the rest of the new rules and tactics are very well tuned and allow for many different strategies. If you want to win you have to wait to unleash the wrath of gods at the right time and adjust your strategy as you go. Focusing in one god alone will not take you very far.
If you are a strategy fan, go buy this game. It is excellent, not complicated, easy to learn but difficult to master, and it takes about 60 - 70 min (the problem is that you want to play one more game again and again).
The game ends after 5 turns, but in some of our games we go for 7 turns. 5 turns sometimes does not allow the true winner to shine. Some strategies pay off in the 6th turn.
Go buy this game !!!
I got Godstorm 2 years ago on my 13th birthday. At first I thought it was stupid, but when I actually learned how to play it became pretty fun. The game is hard to pick up, but once you learn, it is pretty easy to remember.The worst aspect of the game is the time consumption. A game with 5 people took about 5 and a half hours. This is because players can make their turn as long as they want to, and the underworld takes up time as well. Its a fun game that I wouldn't recommend to anyone under 12 or 13, its that complicated. But you get hooked on it after 1 game. My friends loved it, and they couldn't be more differant, so EVERYONE can get into Risk Godstorm. It is expensive, but well worth it.
When me and my friends first got our hands onto this game the excietement in the room was insane. But as the game progressed we noticed certain quirks in the game that hampered gameplay.
One of the things we noticed was the vague directions placed on cards. Unlike 2210 where directions are explicit and easy to follow, Godstorm had some directions that we as a group had to decipher on our own. Some of the cards hurt everyone on the board. Other cards apparently gave you cards of other Gods, even if you did not posses those specific gods on the board. All in all the cards can be pretty confusing.
Another shortcoming is the very small size of the underworld. The spaces are so small that players will often get confused as to what space their men stand. But since the crypts and altars don't count that much it never is too much of a concern for our group.
Although the cards aren't perfect they are very cool. Unlike Lord of the rings risk where cards almost always never play into your hands, help your opponent, and otherwise do not add to your strategic plan; Godstorm's cards are far more helpful when configuring your gameplan. Now the cards are not as good as Risk 2210 cards (which are the epidemy of helping someone create the perfect strategy to crush his enemies) they do add a wonderful flavor to the game that I think many will appreciate.
The board, while it is a little small, is better than Lord of the Rings Risk and is very unique. Mountain ranges create nice borders between continents. The plague markers are a very intrecal part of the board as well. Much like devistation markers in 2210, a person can attack through them he just has to lose half of all his invading men. I like that. Adds a new twist to an old favorite.
All in all the game does have some flaws but on the other hand the game does have that ability to give the player a good time of global domination. Just the way any Risk game is supposed to be.
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