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Ideas for Blank Risk 2210 AD Cards

If you play Risk 2210 A.D., then this may be your scenario in the game: The year is 2210 A.D., and the world is at war. You command one of the warring factions and control the destiny of your people, your homeland and your planet. On and above Earth, you must marshal your forces, hire the right commanders and crush your enemies.



In order to win the game, build on your classic Risk strategies of world conquest. With the right commanders and Command cards, you can strike devastating blows against your enemies. Lunar and sea colonies add yet another dimension to Risk 2210 A.D. The game provides nine blank Command cards, which can help you win.
  1. Command Cards

    • Risk 2210 A.D.'s Command cards allow players to take actions to support their efforts to win the game. The five kinds of Command cards are Diplomat, Land, Naval, Nuclear and Space. The game includes two blank cards each of Land, Naval, Nuclear and Diplomat cards, and one blank card for Space cards. Dozens of possibilities exist for what to put on these cards.

      Some cards provide reinforcements for the player playing the card, and others destroy invading units. Each card can be used in only one specific command area by one commander. For example, Land Command cards can be used by only a Land Commander, and Nuclear Command cards can be used by only a Nuclear Commander.

    Mission Command Cards

    • The blank cards may be used to create missions for players to pursue. Ideas include missions to occupy all lunar territories with at least three armies per territory for one full turn and occupy all sea territories with at least three armies per territory for one full turn. Another mission could be to control North America, Australia and Africa for one full turn. A separate mission could be to destroy the Black Army; if no Black Army exists, then the mission could be to occupy 30 territories with two armies each for one full turn. If that choice is selected for a blank card, though, then it's necessary to create similar cards for the Blue, Red, Green and Tan armies.

    Energy Command Cards

    • Risk 2210 A.D. uses Machines of Destruction (MOD), not human armies, which makes energy is a key factor in winning the game. Therefore, another idea for the blank Command cards is to have them award energy to the player playing the card or to take energy from other players. One idea for a blank card is to play on your turn before your first invasion is announced and receive five energy points to use on the turn. Another is to play on an opponent's turn after he announces an attack on one of your territories and drain five energy points from his energy bank. You also could use a blank card to play on your turn before your first invasion is announced and drain five energy points from the opponent of your choice.

    Movement Command Cards

    • Another option for the blank cards is to allow players to deploy their forces before, during or after an attack. For example, you could use a blank card to play on your turn before your first invasion is announced and redeploy up to five MODs at no cost. You also could use one of the blank cards to play on an opponent's turn after she announces an attack on one of your territories and redeploy up to five MODs into the territory under attack from any one of your other territories at no cost.


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