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NATIONS
2210 AD
In
order to play this variation on
the standard Risk 2210 AD game all
you need to one copy of the base
game.
SETUP
- Instead
of the Diplomat, Land Commander,
and Space Station that players
normally get at the beginning
of each game they now get an additional
11 Energy before bidding for turn
order this gives a new
starting total of 14 energy tokens..
- Just
as is the case with the normal
game, 4 land territories should
be randomly selected to be devastated.
Devastation markers should then
be placed as normal territories
with the four devastated territory
cards being removed from the game.
- The
remaining land, water and lunar
territory cards should then all
be shuffled together and dealt
out in turn to each player.
- Each
player must then put one of their
own MODs, taken from their starting
stack, on each of the territories
represented by the cards dealt
to them. Once this process has
been completed with all territories
having been occupied the territory
cards should be separated and
shuffled back into their 3 respective
decks land, water and lunar.
- The
remaining MODs should be placed
per regular rules.
- When
all MODs have been placed, each
player, in turn order, purchases
additional units to place (one
unit purchase per placement round).
Cost: Any commander = 3, Space
Station = 5, MOD = 1. (For example,
if you kept all 14 energy, you
could purchase: 4 commanders and
2 MODs; 2 Space Stations and 4
MODs; 3 Commanders and 1 Space
Station; 14 MODs; etc.). Or, you
can simply keep all or part of
the extra energy.
- In
turn order, players place the
new units one unit per round (except
MODs which should be placed in
groups of 3), until everything
purchased has been placed.
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