It’s Risk, but with StarCraft pieces

[Destructoid is considering adding board games (videogame-themed or not) to what we cover. Think it’s a good idea? Want us to stick to videogames only? Let us know in the comments.]

Themed variants of popular games likeMonopolyandRiskhave existed for a while, covering everything fromcereal box characterstoNintendo. Blizzard’s dabbled in this arena before, having recently releasedWorld of Wacraft Monopoly, and now they’ve followed it up withStarCraft Collector’s Edition Risk.

Article image

Grognards who hate the entire concept ofRiskwon’t find much here, but those who don’t take issue withRisk‘s central premise and enjoy theStarCraftproperty should have fun with the game.

As with most versions ofRisk,StarCraft Collector’s Edition Riskallows for up to six players. All threeStarCraftraces are represented, with each race having two factions. On the Terran side, you may play as Jim Raynor or Mengsk. Protoss players can choose from Zeratul and Artanis, and the Zerg can select either Kerrigan or Zagara. Each race obviously has its own figures, made of a somewhat flimsy yet durable plastic. The map should also be familiar as well — while it’s skinned withStarCraftplanets and locations, it’s essentially the standard worldRiskmap, just flipped horizontally.

A battle scene in Battlefield 6 Open Beta

The option to play the long, standardRiskgame mode with no rule changes or variations is, of course, available, and if you choose to do so different pieces and a flipped map will be all thatStarCraft Riskreally gives you. If you pick up this game, however, you’ll likely want to play the special mode designed specifically forStarCraft Risk: Command Room.

Many of the recentRiskvariants have included game modes aimed towards shorter, tighter, games, andStarCraft Riskis no exception. Command Room still follows the basic rules ofRisk, but includes a number of changes designed to make the game move faster.

capcom evo moment 37

Setup generally follows standard rules, with the addition of bases and mineral fields. Bases serve as your headquarters, providing you with an extra unit per turn for each base you control. Mineral fields are randomly placed across territories at the game’s start, and each territory you control with a mineral field counts as an extra point when calculating how many troops you get to place at the start of your turn.

While wiping your opponents off the map is still an option, games of Command Room are generally won by completing achievements. When the game starts, eight achievements out of a total pool of twelve are randomly drawn and laid out on the board. Some are control achievements, and require you to control an entire planet at the end of your turn. Others reward aggression, including things like controlling a certain number of opponent’s bases, or taking over a certain number of mineral fields in a single turn. You can only earn a maximum of one achievement per turn (unless you eliminate a player, in which you immediately claim all of her achievements for your own), and the first to accumulate three wins.

GigabyteMon

Each achievement also has a reward token placed facedown over it, and claiming the achievement allows you to take its reward. While some only provide minor benefits, such as allowing you to reinforce twice at the end of your turn, others provide substantial benefits, giving you an extra attack or defense die for the rest of the game. The rewards definitely are not balanced, and while the game is generally short enough that this shouldn’t be a serious issue, some may be frustrated by how powerful opponents can get if they’re lucky enough to claim two of the strongest rewards.

StarCraft Riskalso contains hero units; the named characters mentioned above. Your hero is represented by his or her own figure and moves with an existing squad, and while he or she doesn’t count as an actual troop, the presence of a hero allows you to add one to your highest die roll, whether on offense or defense.

A snap of the upcoming MESA update in PEAK

Finally, each race also has its own deck of cards that they may draw from on any turn in which they conquered at least one territory, and also did not earn any achievements. Like in standardRisk, these can simply be turned in for additional units on the beginning of your turn. However, each card also has a power or ability on it which you may choose to use instead.

While many of the abilities are shared across all three decks and just have different names, each race does have a few unique abilities in keeping with the general theme ofStarCraft. The Terran card “Lift Off,” for example, makes them the only race that can pick up and move their base, even if it’s currently controlled by another player. Again, like with the achievement rewards, these abilities aren’t even close to being balanced, and a lucky card draw can quite literally turn the tide of an entire game.

Naked Snake sneaking around in MGS Delta.

Despite some of the noted balance issues, my game group had a good time withStarCraft Risk. With two of us beingRiskfans and the other two generally not likingRiskon principle, all four were pleasantly surprised with how the game played. Games can be completed in roughly an hour, and the win conditions of Command Room require you to manage multiple fronts at once — if you try to sit back and build up a giant army to sweep the entire board, you’ll probably have lost the game before you can actually deploy it. As a result, the pace of the game is much faster, and even from the first turn players will likely be engaging in a number of fights with most of the other players on the board.

In a nutshell,StarCraft Riskis easy to learn, doesn’t take very long to complete, and increases the luck factor of the original game substantially.StarCraft Riskand its Command Room mode don’t change the fundamentals ofRiskin the wayRisk LegacyorRisk 2210 A.D.do, but there’s enough here to keep it from being more than just a straight-up reskinning of the base game.

Battlefield 6 aiming RPG at a helicopter

While it won’t be making its way to my gaming table every single week, and serious wargamers will want to look elsewhere (but they’re almost assuredly not looking atRiskin the first place),Riskfans and casual board game players will have a good time.

BO7 key art

yordles animation still image

Milla Jovovich portraying Alice in Resident Evil 2002, wearing a red dress and holding a gun in her hand.