
Introduction
RISK One World Dominion is a an unauthorized expansion to the RISK board game from Hasbro. It's created by Interformic Games. One World Dominion is designed to give the standard RISK game a "more paranoid, post war flavor." More information on One World Dominion can be found at Interformic Game Website, http://home.swbell.net/cmcedit/ig .
The Rules
One World Dominion introduces 44 new territory cards that replace the standard RISK cards. These new cards constitute much, if not all, of the new features in One World Dominion. Like standard RISK, the new cards can be turned in for additional armies, but the army value for specific cards vary and the return rate does not grow based on the total number of sets turned in. In addition to having an army value, the new cards can be used during game play to gain a tactical benefit or cause an event. Some of the more interesting cards include: Mutant Hordes, Jihad, Weather Control, Human Cloning, and Killer Satellites.
The Play
One World Dominion's new card play element reminded me of another popular board game, History of the World. I welcomed the added level of sophistication that the cards brought to RISK. While I've enjoyed many fun games of RISK, compared to other popular war board games (Axis and Allies, Sho Gun, History of the World), it remains relatively basic and predictable. Play consists of moving your armies, rolling dice, and getting more armies. It's a fun game, but it really never challenges those who are looking for a more strategic and realistic war game. With the new cards, however, it is certainly more strategic. Game success will hinge greatly on your ability to play cards and deal with cards played against you.
Another element that the new cards bring is randomness. Depending on your game preferences, this could be a benefit or a weakness to One World Dominion. On one hand, the randomness of card play (remember their are 44 different cards) bring a fun, unpredictable element to the game. On the other hand, it certainly handicaps experts or players who consider themselves great strategists. Because so much hinges on card play, the outcome of the game is partially based on luck. Good cards go a long way towards victory, bad cards (or powerful cards played against you) can ruin any well laid plan. I personally enjoy the randomness, but I suspect players who prefer games that leave less to chance will feel the opposite.
The verdict
One World Dominion is definitely an improvement over standard RISK. I enjoyed the additional rules and their overall effect on game play. So if you're a RISK fan, it's a must. I wouldn't place it above some other popular war board games such as Axis and Allies, Sho Gun, or History of the World, but its still a fun, quick (relatively speaking) game that doesn't take a Four Star General to master.
Chris Davis: posterboy@rpgshop.com
This info is taken from RGPshop.com.
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