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It
is the year 2250 A.D. Many
years of war have devastated
most of the world, making
it
largely barren and uninhabitable.
Only North America remains
untouched by this devastation.
Now, with mother Earth clawing
back what's hers with even
Canada becoming a frozen wasteland,
every piece of land has become
a valuable commodity.
Now
factions must battle not only
for every inch of land, but
also for survival.

TELEPORTATION
In 2238 the Department of
Energy developed a new technique
for extracting energy from
the Earth's core. Now for
the first time this new method
of energy extraction answered
the question of how to satisfy
the monumental electricity
needs required to teleport
an entire army. With this
new technology the American
alliance were not only able
to teleport their troops and
supplies across their own
continent, but also across
the entire world giving them
a strong advantage over their
enemies.
Now,
with the face of the world
having being scarred by years
of war the alliance has broken
and the the battle for control
of what is left of the North
American continent rages on.
The two remaining teleportation
stations installed on both
sides of North America, which
allow movement from one coast
to the other in the blink
of an eye, are key to winning
this battle.
HOW
IT SHOULD BE USED
This board is designed to
be used as an expansion to
either the standard Risk 2210
A.D. Game or the original
Risk game. This board has
not been designed for use
on it's own and needs to be
used alongside elements of
the original game i.e. dice,
playing pieces etc.
CONTENTS
The Game Board
40 Land Territory Cards
10 Water Territory Cards
Set Of Rules

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