RISK Metal Gear Solid
Well before the release of the now-popular Risk Metal Gear Solid V: The Phantom Pain, there was an interesting MGS game that came out. It was the MGS variant of RISK, or perhaps the RISK adaptation of MGS. Putting the storied video game franchise into board game form seems quite foolhardy, but it doesn’t do too badly at all as a RISK game. In fact, you might actually want to pay attention to this one.
RISK Metal Gear Solid Overview
Based on Risk Metal Gear Solid IV: Guns of the Patriots, this game is a bit less about being Solid Snake and more about the geopolitical stuff that usually runs in the background of the series. This version of RISK takes after the new revised rules system that first came out with RISK: Black Ops. With a few adjustments, they’ve managed to tailor it to the MGS universe. This crossover is all about bringing fans of MGS into playing RISK, and perhaps also vice versa.

A game can be finished within 2 hours through the set objectives, which is significantly faster than most RISK games. However, you can still play with global domination rules that should take 4-5 hours like in classic RISK. It plays similarly enough to most RISK games, but there are additional mechanics that need to be understood before playing.
Gameplay Features

Whichever you choose to play with, all players are after the same objective—conquer everything. Aside from the usual world map, you must also occupy Outer Heaven, the massive battleship that was once Liquid Ocelot’s base of operations, acting like a moving continent on the board.
As a neutral territory, Outer Haven’s movement is determined by dice roll into one of 6 pre-determined locations, one in each territory. When someone occupies it, that player can move it to any docking station they choose, which lets him unload his army onto any enemy territory as he pleases.
Aside from the additional territories and thematic novelties, there are other things that make RISK: Metal Gear Solid different from most other RISK varieties. For instance, there are the Drebin’s Shop cards that provide additional attacks and defenses, which can be very useful when in a jam.

Each boss has a bonus ability that add something different to the game, depending on the situation. But before you can have one, you need 3,000 Drebin points to hire and 1,000 more each turn to keep them on your side. This means getting a boss is quite an investment, but can be very advantageous as long as you know how to play the boss you end up getting.
The reinforcement system is another noteworthy addition. By taking over at least one enemy territory during your turn, you get a territory card with one or two stars on it. In your succeeding turns, you can trade in stars for reinforcements, which drop off on the right fo Madagascar. You get to choose when you can trade them in, and so can your opponents.
Conclusion

It has a some similarities to other varieties like 2210AD, Black Ops, Godstorm, and Halo, but it doesn’t look or feel like a copy at all. It’s definitely its own game that carries the Risk Metal Gear Solid theme well. Even if you’re not an MGS fan, you can still appreciate it for its quality.
Other variety of Risk game:
