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Risk 2210 A.D. Frontline: Season Two – Tech Commander thumbnail

Risk 2210 A.D. Frontline: Season Two – Tech Commander

Expansion for Risk 2210 A.D.

Risk 2210 A.D. Frontline: Season Two – Tech Commander Rulebook

Table of Contents

Table of Contents

  • Tech Commander Rules
  • Tech Command Cards
    • Advanced Recycling
    • CBN Protection
    • Combat Enhancer
    • Major Fortification
    • Mind Control
    • Superconductivity
    • Tech Investment
    • Technical Espionage
    • Teleportation
    • Time Dilation

Tech Commander Rules

The Tech Commander receives an eight sided dice on defensive rolls and a six sided dice when attacking.

Tech Command Cards

Advanced Recycling

Cost: 0

Play this card at any time.

Discard any number of Command Cards you own. Collect 1 Energy for each card discarded.

CBN Protection

Cost: 1

Play on your turn before your first invasion is declared.

Choose 1 territory that has a Devastation marker on it. For the duration of your turn, you can move units through that territory.

Combat Enhancer

Cost: 0

Play on your turn before your first invasion is declared or after an opponent declares an invasion into a territory you control.

For this turn, gain +1 to all your combat rolls between the invading and invaded territory.

Major Fortification

Cost: 4

Play at the end of your turn before your fortifying move.

Place an additional 2 MODs on each territory you control within one continent of your choice.

Mind Control

Cost: * (the asterisk icon printed on the card)

Play this card in response to any Command Card being played.

Pay the cost of the played Command Card in order to cancel its effects.

Superconductivity

Cost: 2

Play on your turn before your invasion is declared.

Place this card face up in front of you. While this card is in play, the energy activation cost for all Command Cards you play is reduced by 1.

Tech Investment

Cost: 0

Play this card after your Collect and Deploy MODs and Energy action this turn.

Roll 1 8-sided die and gain that many energy chips. At the end of your turn (after fortification) roll 1 6-sided die and lose that many energy chips.

Technical Espionage

Cost: 2

Play on your turn before your invasion is declared.

Choose 1 of your opponents and look at his or her Command Cards. Choose 1 of their cards and discard it.

Teleportation

Cost: 0

Play on your turn before your first invasion is declared.

You may make one redeployment before your first invasion.

Time Dilation

Cost: 4

Play this card after bidding for turn order has been completed.

Switch turn order markers with an opponent of your choice.