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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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