| THE
RESISTANCE COMMAND DECK
Designed
by M. Jason Parent and Denise Robinson,
the Resistance Command Deck is a
new 20 card expansion deck for use
as an expansion to the standard
Risk 2210 AD game.
In
order to play this game you firstly
need, all of the components of the
standard Risk 2210 AD game, 5 additional
commander
tokens for use
as Resistance Commanders (available
from our online shop)
and one set of 20 Resistance command
cards.
The Resistance Commander.
During
the normal course of play any player
may purchase a Resistance Commander
at a cost of three energy token
just like they would with any of
the other standard commanders. Also,
just like the other commanders within
the game, the Resistance Commander
offers additional attacking and
attacking dice rolling bonuses.
Firstly, like other commander s
the Resistance commander defends
with a d8 dice. However, the attacking
bonus offered by the Resistance
commander does somewhat differs
from the standard attacking bonuses
offered by commanders. Mirroring
the tactics of a traditional resistance
fighter 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 dice.
With
the Resistance Commander in play,
a player may purchase and play Resistance
Command Cards like any other type
of Command Card.
CARD
LIST
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 ofattacking 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.
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