






🚀 Own the Koprulu Sector — Where Strategy Meets StarCraft Legend!
RISK: StarCraft Collector's Edition fuses the classic Risk gameplay with the iconic StarCraft universe, featuring 16 custom pieces, three unique factions, and dynamic Risk cards with power-ups. Designed for 2-6 players aged 10+, it introduces mineral nodes and hero units that respawn, adding strategic depth and replay value. This collector’s edition offers a fresh, immersive board game experience perfect for fans and strategy enthusiasts eager to dominate the galaxy.
| ASIN | B0079PWFJS |
| Best Sellers Rank | #103,658 in Video Games ( See Top 100 in Video Games ) #5,553 in PC-compatible Games |
| Customer Reviews | 4.7 4.7 out of 5 stars (519) |
| Is Discontinued By Manufacturer | No |
| Item Weight | 3.45 pounds |
| Item model number | RI083-334 |
| Language | English |
| Manufacturer | Risk |
| Manufacturer recommended age | 10 months - 8 years |
| Product Dimensions | 10.75 x 16 x 2.67 inches |
| Release date | July 25, 2012 |
L**E
Great Game with a few relativy
I just got my copy yesterday and already I've played 3 games. My friends have included some feedback as well, and I will include that in the review. There are definitely a lot of things I really like about the game, and a few things I wish were better but for the most part don't detract from the gaming experience or do so in a minor way. First of all, I should note that I've grown up playing the standard version of RISK, and that I have never played any variations of that. With that said, I really like the added mineral fields, achievements, and card dynamics; these add a lot of replayability and excitement to an already great game. For the most part the game, in Total Domination mode, plays like the traditional RISK, except that there are also mineral nodes you more or less have to fight over, which adds a very interesting dynamic to the game. The achievement bonuses are also definitely worth fighting for as well, but usually come more in the mid to late game and are quite powerful. The layout of the map is really cool, and is top-down mirrored version of RISK; North and South America equivalents (now Auir and something else) are on the right side of the map, and Asia and Australia (now Char and Zerus) are on the left; Europe and Africa are also reversed. With that in mind, the routes, continent bonuses, and number of controllable provinces are exactly the same (different in shape and size, yes, but still the main theme and mechanics are intact). I really like that you can visit moons and asteroids in the game. Even though it's a minor thing, I thought it was cool and that it has a bit of that StarCraft flavor in it. I also really like that there are multiple viable game modes, such as Total Domination or Command Room (which I believe allows you to use the bonuses on the cards in the deck, but I could be mistaken). The pieces are really well designed. When I first held the pieces I was thrilled at how the different races felt, and I definitely like the models and chosen design of those, such as Marine, Tank, Zergling, Hydralisk, Zealot, and Stalker. The Heroes unfortunately are unimpressive. One of the major things this game lacks in is easily identifiable units and pieces, especially against the relatively gritty backdrop of the gameboard. I think it would have been much better if the colors and silhouettes stood out a bit more both on the board but also for the pieces. For example, the Terran Command Center looks almost identical to the Tank. The Yellow is virtually indistinguishable from the (light) Orange. The mineral clusters can easily be confused with the Blue units. Also, the achievements and tokens can easily be lost if dropped on the gameboard. My last critique is that the plastic pieces, playing cards, and board seem to made of pretty cheap material. The worst offenders are the cards and plastic pieces. I can appreciate how expensive it would be to create more durable and tangibly-satisfying pieces, especially with so many pieces, but at the same time I suppose it's worth noting. I would have gladly paid $20 more for higher build quality, especially for a game I intend to keep for many years. I've recently learned that the game mechanics are essentially that of other RISK Variants. I'm a bit disappointed to hear this, but at the same time I am glad that the mechanics actually do fit so well and make sense in the StarCraft universe, such as fighting for mineral nodes and gaining achievements. Overall, I find the game exciting and I am looking forward to playing it more. So far my friends have enjoyed the game and they are also looking forward to playing it this New Years! :)
A**N
Total awesomeness!
Review by Adrian Essigmann This game is amazing! It takes the basic game of Risk and improves it in several key ways! (Before I tell you how, let me just say that I do not like every version of Risk I have played. When I was a kid we owned Castle Risk, which looked like it was going to be fun until you played it...and then you realized it wasn't. Although I like classic Risk, I didn't care for more modern updates to it and have often ignored the extra stuff, playing the game classic style). 1. They only have a one unit, a three unit, and a hero unit! This is brilliant! Sometimes classic Risk became a rolling fest at three in the morning as someone got an absurd amount of armies and they attacked your absurd amount of armies in Australia. 2. Risk cards rock! Not only do they have the potential of gaining you more armies like classic Risk, but they have an optional power up on each card. Some of these power ups can be quite brutal and can save a person from total destruction. As a powerful player is about to attack, they eye weak players nervously if they have a Risk card or two. For example. A guy cashes in his Risk cards for armies and dumps them on the Risk version of South America with the intention of blowing through the Risk version of Africa. But his opponent plays a Risk card that makes one territory immune from attack that turn. So the guy can't attack, because he's too weak everywhere else! No Risk Card for that person this turn! Another time I was coming across the board from the StarCraft Risk version of Asia, went through Africa and moved on South America to wipe a players last stronghold out. He played a Risk Card called teleport which allowed him to switch the armies of two of his squares. Suddenly instead of a three I was facing twelve with a hero unit! Then he played a card that allowed him to add as many armies as he rolled to the area under attack. He rolled a five. Now I was facing seventeen armies...a large number for Star Craft Risk. It saved him and broke my bid for total domination. 3. Hero units are great! They add one to your highest attack or defense roll meaning that the all powerful defensive Six roll can now be beaten! If they die they merely respawn on your next turn, but they are out of action until then. These things are a small addition, but they add a lot of depth to the game. 4. Movement phase. Star Craft Risk let's you move troops from only one territory to another per turn. Now it does allow you to shuttle those troops from the tip of Asia all the way to the bottom of Africa, if you have troops connecting between the two, but only one move makes a huge difference! Hero units get stuck far away from the action. An opponent can blast through weak areas much more easily. This really makes a difference! I highly recommend this game!!!!!!!!!!!!!!!!!!!!!!!
J**O
Como dijo un amigo mío: Mis dos juegos preferidos en uno sólo. Imprescindible para los amantes del Risk y Starcraft. Reune lo mejor de los dos juegos, por un lado la mecánica del Risk, con la estrategia de Starcraft. Muy bien realizadas todas las figuras y tarjetas del juego. El envío, servicio y precio todo perfecto.
A**R
great Game, calibrated so even better than the real game. And you can also play with the old rule on it if you want a long battle :) Fan of starcraft and fan of risk, so I am a real fan of this game!
M**N
Ce jeu est une évolution du Risk, dans le bon sens. Il y a des cartes bonus qui permettent de faire évoluer son armée rapidement ou de se protéger ou attaquer efficacement, de détruire rapidement les unités ennemis, de contourner un obstacle... Pour gagner la partie il ne faut pas réaliser un objectif mais trois en plus contrôler sa base, bien plus amusant que de réaliser un seul but secret aux yeux des autres. De plus pour chaque objectif atteint on obtient un bonus permanent ce qui devrait motiver ceux qui d'habitude dans une partie de Risk normal ne font qui regarder et détruire les autres une fois entretuer. Les figurines de Kerrigan, Raynor et Zeratul sont très bien réalisées mais les couleurs des armées Protoss (jaune et orange) me paraissent étrange... (Zerg : marron et violet, Terran : bleu et rouge) Les règles peuvent être impressionnantes mais cela reste assez simple tout de même, des joueurs de Risk expérimentés seront très enthousiastes sur ce nouveau challenge inhabituel. Attention jeu, cartes et règles entièrement en anglais ;)
E**A
Execelente juego de mesa
F**K
Ein absolut geniales Spiel für Fans des Computerspieles (StarCraft 2). Risiko ist nicht nur stumpf mit anderen Figuren und einer neuen Karte nachempfunden, sondern auch um neue Bereiche (z.B. Heroes oder dass die "Einheitenkarten" auch im Kampf eingesetzt werden können und dabei zuweilen massiven Einfluss nehmen können) erweitert. Ich finde das sehr gelungen und freue mich auf viele spannende Abende. In diesem Sinne: En taro Tassadar!
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