I was really bothered by the time limit in LotR Risk…in my experience, Risk games are usually really slow until the end when people have consolidated and start steamrollering each other, and with the time limit there really wasn’t enough time for the game to develop.
Also, I wasn’t too pleased with the way territories were arranged. Maybe it was just because I wasn’t familiar enough with playing on the board, but things just didn’t seem to work as well when planning attacks and defense.
I think it has something to do with World History. You know, the whole “pointlessness of trying to hold the Ukraine and Eastern Europe” thing. It is a classic demonstration why Poland has had about fifteen official languages in the past 1000 years.
I own the plain Risk game plus both variants mentioned above. I’ve only played RISK LOTR once, since I only got it about a month ago and the predominant game in our gaming group is The Settlers of Catan, but liked its design and will certainly be playing it again.
As far as the Risk 2210 AD is concerned, I have to second that opinion. I’ve only played a game or two of the original Risk since I bought that variant. It expands the gameboard by adding the moon and underwater territories plus I just love the action cards which heavily increase the gaming strategies. You can drag far behind the leading players in the last round but a few good Nuclear cards and a bit of a luck at drawing the territiory cards can change the standings significantly. There’s also the strategic positioning of commanders, thereby enabling you to attack or defend the critical territories with d8 instead of d6 and many more. I recommend that you give it a try and see for yourself but I am almost certain that you won’t be disappointed.