Which side will you choose? FRONTLINE: SEASON THREE: FACTIONS introduces six new factions to Risk 2210 A.D., each with their own unique agenda and abilities. At the beginning of the game, each player picks a Faction play-mat. The amount of energy, cards, commanders, and special abilities players begin with is solely based on your choice of faction. If you...
The wars of the future will be won with advanced weaponry. FRONTLINE: SEASON TWO: TECH COMMANDER adds a sixth commander and a new command card set for use with Risk 2210 A.D. The included Tech Commander - like the Diplomat from the standard game - attacks using a die 6 and defends with a die 8. The new command card set adds advanced weapons and tactics...
RISK 2210 AD - ADVANCED TECH COMMANDER DECK (UNOFFICIAL):In the not too distant future, with the face of the planet having been ravaged and torn apart by decades of hostilities, the world's top minds have been tasked with creating more devious and devastating ways of waging war. The time for diplomacy has long since passed. The time for advanced...
With the race for supremacy becoming ever more desperate in a world driven by the war machine: with extremist views becoming the mainstay and with the political system being domineered by tyrannical warmongers, the time has come for...TERROR TACTICS! No longer do bureaucrats endlessly try in vain to foster peace treaties between opposing factions. Instead...
Introduces a new Aerial Commander to Risk 2210 along with a corresponding deck of Command cards. According to Insurgency Gaming, "Each of these new commanders, once brought into play, allows the player who owns them to fly a Sortie at the beginning of each of their turns prior to making a standard attack. FLYING A SORTIE Each sortie flight takes part in...
Unlike other decks within the Risk 2210 AD arena the Day Of The Dead deck neither requires a unique commander nor does it require players to expend valuable resources both purchasing the cards themselves or paying their activation costs. Instead, at the beginning of each player's turn a single card is drawn from the deck, revealed to all players and it's...
A deck of cards that adds missions to Risk 2210 (similar in some ways to the way the Mission Deck does in regular Risk). Cards are color coded (in red, amber, and green) for difficulty and the deck can be altered accordingly. Included are rules for various ways of incorporating the 20 card deck into the base game. Here at last we have something that has...
From the publisher's site: The primary deck starts by focusing on specific continents and territories, something that will be echoed in more depth by the later expansions by focussing each deck on tactics and game-play based upon individual countries or regions. Players can either choose to play this original 20 card standalone deck or mix and match it...
From the publisher's site: At Insurgency Gaming we've now release our seventh expansion deck for Risk 2210 AD and as such we'd like to give you the opportunity of adding this exciting new deck to your collection. With the release of our brand new A Call To Arms - Celestial Dawn command deck, alongside our six other existing decks including it's sister...
The Majors Promo Cards are a set of promotional cards that were given away at GenCon 2001 to promote Risk 2210 A.D. The cards are powerful (but expensive to activate) command cards to supplement each commander's card deck. The art on the cards pays tribute to several people involved with the creation of Risk 2210 A.D. Five cards are included: Major Power...