Workout length: 30 min.
Music: "Techno"
Setting: Alpine Chalet
Focus: Lower Body Strength
Maximum bpm: 161
Average bpm: 136
Exercise o' the Day: Warmups
It's important to do warmups before doing any sustained physical activity. Here are the ones the program has me do most often.
- March Warmup: Honestly, I thought this was just for month of March when I first saw it, but it is marching in place in time to the music, swinging your arms back and forth.
- Kick Warmup: Kick your feet in time to the music. If you can, do a little hop also. Arms are also moving side to side.
- Side Kick Warmup: Kick your feet to the side. Arms both go up when you kick a foot to the side and come back down when the foot come back in.
- Steptoe Warmup: As you step to the left, arms go up. As your right foot follows, arms go down. Step to the right with arms up and arms go down as your left foot follows.
- Hustle Up and Back: More than walking but not skipping, go forward and back and keep arms moving.
Last night, I watched Forrest Gump. I didn't get a chance to see it when it came out. It was endearing but a little too sappy for my tastes.
After dinner we played Risk 2210. It's like Risk but set in the far flung future.
You still have the map of the world, but in each ocean, there are two or three territories. Each group is called a colony. There is also a hybrid topological / political map of the moon, with about twenty territories crammed together but highlighted in three different colors. These are also called colonies.
Instead of armies, you have three models of Machines of Destruction (MOD). The MOD 1.0 has the capability of 1 army. The MOD 3.0 and 5.0 are worth 3 and 5 armies each. They are tiny little plastic forms certain to cause much damage to the unsuspecting foot if they are ever lost and dropped onto the floor. But there's more plastic! In addition, there are 5 different commanders(Land, Diplomat, Space, Naval, and Nuclear) and some space stations (remind me of Monopoly hotels), but you don't get all of them at the very start of the game, just the Land Commander, the Diplomat Commander and one space station. Depending on the number of players you get a certain number of MOD 1.0. In our game we had 30.
There are 8 different decks of cards. Like the original, there is a deck showing the various countries / territories of the world, but this is called the Land deck. There is also a Water deck and a Lunar Deck. Then there are command cards corresponding to each of the commanders. You can only buy command cards of the deck whose type of commander you have in play. So if you haven't bought the Naval Commander, you can't buy any Naval Command cards.
What's this about buying stuff? Well, you start the game with 3 energy units. And based on the number of territories you occupy, you get more energy. You also get bonuses when you occupy a whole continent or a whole lunar or water colony. You also get MODs equal to that number to deploy where you see fit. In addition, you place 1 MOD 1.0 in each territory where you have a space station. You use the energy units to bid for turn order (its not always clockwise), to buy commanders, space stations, command cards and even to play command cards.
I forgot to mention earlier but before the game begins, 4 land territories are chosen at random to be taken out of play. Large radiation warning signs are put on the map in those unlucky spaces. Their cards are removed from the Land deck. No one may occupy, invade or even pass through those territories.
Thankfully, this version of the game only goes for 5 turns, which are called "Years" to avoid confusion with a player's turn.
Overall, I quite liked this game. It took us about 3 and a half hours to complete. For battles you still roll D6 but if your commander is involved in the battle you may roll a D8. If you are defending with a commander you always roll a D8, but if you are attacking, then it depends on the situation. If you are attacking from or invading into a Land territory, you roll a D8 for the Land Commander. But if the Land Commander is on the moon or is in a water territory invading another water territory, then you just get to roll a D6. Same with the Space and Naval Commanders. The Nuclear Commander gets to roll D8 all the time no matter where he is. The Diplomat always rolls a D6 when attacking, so I don't recommend using him for that. He's more useful for defense and for getting very interesting cards.
I think it would be fun to play with more people though. I am very happy I got this for my birthday. Thank you, Chuk!
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