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The Resistance Command Deck is a new commander and deck of cards added to 2210 to represent non-traditional combatants on the battlefield of the future.
Requirements: - 1 copy of RISK 2210AD.
- 1 figure for each player to represent their Resistance Commander.
- 1 Resistance Command Deck of 20 cards using the card list below.
The Resistance Commander - All players may purchase a Resistance Commander like any other commander (at a cost of three Energy Units).
- The Resistance Commander defends with a d8
- The Resistance Commander excels at fighting against small forces and enemy commanders. As such, the Resistance Commander attacks with a d6 unless the target territory contains 3 or less MODs, in which case he attacks with a d8.
- With the Resistance Commander in play, a player may purchase and play Resistance Command Cards like any other type of Command Card.
The Resistance Command Deck: The Resistance Command Deck is a 20 card deck of command cards that can be purchased and played like any other command cards in the game. - Underground Railroad (x2)
Cost: 0 You may make a fortification from any territory you control to any other territory, even if they are not connected. This counts as your fortification move for the turn.
- Uprising
Cost: 2 Name a territory. All MODs but one on that territory must move to an adjacent territory controlled by the same player. If there is no adjacent eligible territory, those MODs are destroyed.
- Treachery (x2)
Cost: 0 Choose an opponent. You may look at all the cards in his or her hand.
- Counter Intelligence
Cost: 1 Play after an opponent declares an invasion into a territory you control. Switch MODs and commanders on any two territories you control.
- Hacked Machine Code
Cost: 1 Play after an opponent declares an invasion into a territory you control. Reduce the number of attacking MODs by 2 and increase the number of defending MODs by 2.
- It's a Trap
Cost: 1 Play after an opponent declares an invasion into a territory you control. The invasion cannot be called off until your opponent wins or is no longer able to attack.
- Nuclear Sabotage
Cost: 3 Destroy a space station and one MOD in that territory as well as each adjoining territory.
- War Never Ends
Cost: 4 Move the year marker back one space.
- Insurgent Cell Revealed (x2)
Cost: 2 Choose another player's tarritory containing only 1 MOD. Destroy that MOD and roll 1d6. Gain that many MODs in the territory
- Ruptured Dome
Cost: 4 Choose a water territory. Place a devastation marker on the territory. The owner may retreat any MODs and commanders to any other territory.
- Dirty Death Trap
Cost: 3 Play after an opponent declares an invasion into a territory you control. Roll 1d6 and destroy that many MODs in the attacking territory. Repeat this for each adjacent territory (including the defending territory).
- Insurgent Influence (x2)
Cost: 0 Play at the end of the game. Gain 2 additional points if your resistance commander is in play.
- Frequency Jam (x2)
Cost: 0 Chosen Player cannot play any command cards during your turn.
- Insurgent Fighters (x2)
Cost: 0 Play after an opponent defeats all the units and commanders on a territory you control. Place 3 MODs on this territory to continue the fight.
Developed by M Jason Parent & Denise Robinson. |