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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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