Here’s the deal:
Original Risk takes place in “flatland” where you build up massive border forces, and slog around hurling dice for three hours. Plenty of fun, even if two-dimensional – and no time or turn limit.
Risk 2210AD is like Risk the way the Fantastic Four would play it: you’ve got three dimensions, with undersea and lunar territories creating leaks, holes and backdoors all through your empires. Plus you havea choice of five Commanders, each of which uses 8-sided dice, employs special powers via a separate card deck, etc. This game is a total blast, and full of surprises. And you play against a five-turn limit, so players are encouraged to take major gambles.
Risk Lord of the Rings is somewhere in between. There is a turn limit, but it changes as players use certain power cards. The game takes us back to the “flatland” of Risk – but there is a deck of surprise (“Adventure”) cards that serve as motivators to take big gambles and not just sit and build up border forces around a region (continent). You don’t get omnipotent, specialized Commanders, but you do get a Leader who adds punch to your combat, and who is essential to gaining victory points. Plus, there are differences to playing an Evil army vs. a Good army. The map is pretty well done – although we wish it was bigger, my precious…