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Resistance Command Deck
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.