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