List Price: $40.00
Your Price: $31.99
(Worth 3,199 Funagain Points!)
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.
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.
A dissenting opinion... Unfortunately.
I was as eager to get my hands on Risk: Godstorm as I've been for any game in recent memory. I am a huge fan of Risk 2210, and consider that among the top strategy games in my collection. So I was severely, utterly and completely disappointed when Risk: Godstorm failed to live up to any of my expectations.
My comments are on 2 games with 5-players and 1 game with 4-players. Based on our collective experiences, I doubt this game will ever be played again. Rather than look at the general rules, which are covered elsewhere, I'll focus on the pros and cons of the game.
1) The game is great looking. The game board is colorful and artistically represented. Army units are sturdy plastic and fairly well detailed. The god figures are detailed and impressive. The cards (thank goodness!) are coated card stock, so they'll stand up to more wear and tear than the cards in the first version of Risk 2210 or Battlecry.
2) The inclusion of Atlantis is an interesting and novel idea. It is as a small area (a la Australia) worth slightly more points than comparably-sized countries, since there is a Death card in the deck which can sink Atlantis and everything on it.
3) The concept of an underworld, where vanquished armies could battle and eventually return to the living, is novel. The implementation, however, falls under the 'cons'.
Unfortunately, that's it. Neither I nor my fellow gamers could come up with anything else positive about the game.
1) The underworld game board, as noted by MANY other people, is incredibly small. Each space can only comfortably hold 3-4 army figures before it becomes too difficult to determine which pieces are on which spaces.
2) The concept of the underworld is very cool, but in game play, it actually detracted from the experience.
- It was monotonous to try and venture forth from the heavens and attack areas in the underworld. It boiled down to the same thing eveyr turn, as there is no reason not to send everything you've got in your heaven out into the underworld.
- The gates were constantly crowded and battles raged endlessly, with possession changing hands so often that you will rarely, if ever, be able to venture further into the rest of underworld.
- The benefits of controlling crypts and altars in the underworld are so minor that the efforts required to secure them seem overblown.
- With such incredibly high casualty rates on the surface world, battles in the underworld were ridiculously long, overdrawn affairs that held no immediate benefit -- just very time consuming.
3) The rate of Faith Point accrual is terribly low.
- Unless you can take over an entire continent or a temple, you will simply not have enough Faith to purchase/power Miracles, win the favor of Gods or bid on turn order. It is that scarce.
- Miserly players who tried to save up Faith points for use later in the game found themselves sorely regretting their decisions.
- We really felt pressed to spend everything you could get your hands on as soon as it was available.
- The entire Faith point mechanic is a core part of the problems in game balance, where it is nearly impossible to catch up to someone who has established any sort of lead (see below).
4) The presence of the Gods is minimal. The godswar concept is sorely underdeveloped and poorly designed.
- The gods of each religion are identical. Aside from the color of the figures and the name of the god, there is no difference.
- If your opponent has more gods present than you in a territory you wish to invade, you can decide *not* to include your god in the invading force. If you eliminate their army, the opponent's gods are banished as well -- completely removing the gods from the battle. So it may actually be *easier* to defeat an entire country full of gods w/o using any gods of your own, which makes no sense.
- Gods do not have a military value themselves, only providing access to their miracles and the secondary benefit if it is involved in battle (such as re-rolling 1s for the Goddess of Magic). This means that a force of 5 military units and all 4 gods could easily be taking down by an invading army of 8 military units, forcing you to lose all your gods. In this case, the defending player would only benefit from the Goddess of Magic (re-roll 1s on defense). All the other gods sit around and watch, but don't help.
- Godwars are immensely costly. A player who loses 1 or more gods in a godswar is severely hamstrung. Since gods cost 3 Faith to summon, losing 2 gods could set you back as much faith as you would gain over the course of 2 full turns -- or 40% of the game with the five-turn imposed limit. Further, you can no longer play miracles of a god if he is banished -- thus making previous Faith investments worthless for an entire turn unless/until you can summon that god again.
- The heavy penalty imposed by losing a god during a godswar rewards turtling, which is counterproductive to the imposed time limit.
5) The plague lands are not well thought out.
- Since you lose 1/2 the forces in a plague land each turn (phase 5. Suffer Plague) as well as when you invade a plague land, this strongly discourages having more than 1 force in a plague land at any point, so that the effect is rarely ever tested.
- Since the plague lands are virtually forced to be held with only 1 unit, you have a lot of invasions where 1 unit is sent at a time to get lucky on a die roll to take the territory over. Very time consuming.
- Since the plague lands do not move each epoch (as we felt they should, randomly as they were determined at the beginning of the game), and they are generally locked down with only 1 unit each, that means heavier concentrations of units elsewhere. The plague lands are thus easy to avoid and end up having very little actual impact on the game.
6) The game has a very strong 'leader dominates' element.
- Once a player has any sort of advantage -- such as the first time they take over a continent, or winning a godswar where an opponent loses several gods -- the rewards and additional resources are so great that it is very, very difficult for them to lose the edge.
- With the incredibly short 5-turn limit (which works great in Risk 2210), a large lead early nearly guarantees victory. In every game we played, the first person to secure any of the countries (even Hyrkania for a 2 pt bonus) quickly dominated and won the game.
- The turn limit would theoretically encourage aggression, but poor luck can quickly turn aggressive play into a guaranteed loss with no way of recouping lost troops or territories. Once any sort of advantage is gained, there's no impetus to push on more than the most conservatively.
- The game offers benefits to turtling rather than aggression, such as re-rolling 1s on defense with a Temple or the Goddess of Magic, so there were many times where players, once they carved out a small niche, could easily stay pat just by reinforcing areas and turtling.
- Even if all the players behind the leader gang up to try and knock the leader off his pedestal, the short turn limit makes it very difficult to both gang up on the leader and attempt to secure your own position. There is a definite feel of helplessness and pointlessness to continue playing even after one or two turns if you find yourself trailing.
- Since the leader invariably has more countries, continents and armies at his disposal, he also will gain far more Faith points. So aside from having more military units, it's quite possible the leader will be the only player able to consistently play gods and miracles -- further strengthening their grip on the lead.
7) The game components, while pretty, should have been better designed and thought out.
- The box is so small that you cannot put all the pieces easily back into the compartments provided by the makeshift dividers.
- The temples are unnecessarily large for their purpose. In fact, they are so large, that they are actually bigger than many of the territories on the map just by themselves -- let alone any military units that are supposed to fit alongside them.
- The turn track is small and does not include a grid to note the different players' positions in terms of territories occupied, like the Risk 2210 board has. This means that instead of adjusting the players' positions as they change, you need to re-count at the beginning of every turn.
- The most inexcusable mistake is tied to the colors selected for Egypt (brownish tan) and the Norse (tannish brown). From a distance (suc as the opposite end of the gameboard) or in anything but the most intense light they are INDISTINGUISHABLE from each other. There were dozens of mixups when counting territories or sending units to the underworld due to the incredibly close colors used.
THE BOTTOM LINE
Risk: Godstorm suffers from many game mechanic and balance issues that don't crop up in Risk 2210. Rather than building on the latter's successes and innovations, Risk: Godstorm seems unpolished and clumsy. Any interest generated by its theme and components will quickly fade away, and you'll be left with a game that doesn't provide the flavor of other Risk games and lacks the depth of other military/conquest games.
For a more solid conquest/military games, your money would be better spent on Risk 2210, Lord of the Rings Risk or A Game of Thrones Boardgame. If you're looking for the flavor of that ancient world that Risk: Godstorm tantalized you with, look into History of the World, Vinci or Empires of the Ancient World.