How to play Risk 2210 AD Official Rules

By: Dennis B. B. Taylor

Rules of the Risk 2210 AD Game

Objective

In the game Risk 2210 AD, your objective is to conquer territories and build a powerful army to dominate the world. The game is divided into rounds, and the player with the most victory points at the end of the final round is declared the winner.

Setup

To set up the game, follow these steps:

– Place the game board in the center of the table.

– Each player chooses a color and takes the corresponding pieces: control markers, command cards, and armies.

– Shuffle the event cards and place them face down in a stack.

– Assign territories to each player by placing control markers on the board.

– Create a pool of armies and place them near the board.

Gameplay

During each round, players take turns. On your turn, you can perform the following actions:

– Deploy armies: Place armies from your reserve onto territories you control.

– Attack: Use armies to attack territories controlled by other players.

– Move: Move armies between your own territories.

– Bid: Bid on Global Command cards or the Supreme Commander position.

– Recruit: Recruit special units using command cards.

– Indoctrinate: Gain victory points by indoctrinating regions you control.

– Command: Use command cards to gain special abilities.

Victory Points

There are various ways to earn victory points in the game:

– Controlling territories: Each controlled territory earns you one victory point.

– Completing missions: Fulfilling specific mission objectives grants victory points.

– Collecting energy: Controlling energy centers allows you to gain victory points.

– Dominating regions: Indoctrinating regions can earn you victory points.

Final Round and Determining the Winner

The game ends after a set number of rounds, determined by the number of players. Once the final round is complete, players calculate their victory points. The player with the highest number of victory points is declared the winner of the game Risk 2210 AD.

Conclusion

These are the basic rules of the Risk 2210 AD game. Remember, the key to victory is strategic planning, smart decision-making, and a little bit of luck. Will you be able to conquer the world and become the ultimate ruler of the future? It’s up to you to find out!

How to play Risk 2210 AD Official Rules UltraFoodMess

When I reach my fifth turn, I gain the most control over territories, continents, and colonies. It’s all about having that “colony influence” to score victory points.

So, here’s the thing: My final score is calculated by adding up the number of territories I have, the bonuses I get from controlling continents and colonies, and the score I earn from my colony influence cards.

Once my fifth turn ends, it’s time to crunch the numbers and figure out my score.

Space Station

  • Guess what? A Space Station costs $5, and I can only place one in a land territory. Oh, and there’s a maximum of 4 Space Stations per person.
  • Here’s the cool part: At the start of my turn, a Space Station in a territory produces 1 MOD.
  • And get this: All of my units in a territory with a Space Station defend with a D8.
  • But wait, there’s more: Only units in a territory with a Space Station can attack the Moon. Mind-blowing, right?
  • And if someone captures my Space Station, they’ll replace it with their own. Talk about a power move.

Commanders

How to play Risk 2210 AD Official Rules UltraFoodMess

  • Each unit costs $3, has a defense value of 8, and can be replaced in the next turn if defeated.
  • If you choose to use your commander for an attack and succeed, you must move the commander into the conquered territory.
  • One effective strategy is to gradually weaken the enemy’s defenses using your commander, and then attack with regular forces.
  • Commanders can launch attacks into water or space without having to be in the forefront of the attacking troops, as long as they are present on the battlefield.
  • If your Land Commander is eliminated, you can still launch land-to-land attacks from your remaining territories.

About the Commanders

Hi there! Let’s talk about the commanders in this game. There are different types of commanders, each with their own unique abilities and roles. Let me break them down for you:

Land Commanders

Land commanders are responsible for attacks and defenses on land. They use an eight-sided die (D8) to determine the outcomes. You need to have a land commander to buy and play land command cards.

Naval Commanders

If you want to attack or defend in the water, you’ll need a naval commander. They also use a D8 for their rolls. Naval commanders are important for attacking into water and for purchasing and playing naval command cards.

Space Commanders

If you’re planning to venture into space and attack or defend on the moon, you’ll need a space commander. Again, a D8 is used for determining the results. Having a space commander allows you to attack into the moon and purchase and play lunar command cards.

Nuclear Commanders

Nuclear commanders deal with all things related to nuclear attacks and defenses. They also use a D8 for their rolls. Having a nuclear commander is necessary to buy and play nuclear command cards.

Diplomat

The diplomat is a bit different from the other commanders. While they attack with a D6, they defend with a D8. You need a diplomat to buy and play diplomat cards.

The Phases of the Game

Phase I: Beginning of the Year

Now, let’s move on to the different phases of the game. The first phase is the beginning of the year. In this phase, players participate in a silent bid auction to determine the turn order. Everyone places their bids, and regardless of the outcome, all bids are spent. If there are any ties, they are resolved through a die roll.

Phase II: Player Turns (in Turn Order)

A. Get Mods for Territories

I find it helpful to place bonus Mods in territories where Space Stations are present. Whenever I have a certain number of territories, I collect and place Mods and energy accordingly. The number of territories I need to have can be determined by referring to the territory chart (the number of territories divided by 3). Additionally, I make sure to collect and place Mods based on the bonuses I get from owning complete continents and colonies.

B. Purchase Commanders and Space Stations

When it comes to buying Commanders and Space Stations, I keep a few things in mind. Each Commander costs $3, and I have a limit of 4 in total. As for the Space Stations, they cost $5 each. By strategically buying and placing these units, I can enhance my gameplay and increase my chances of success.

How to play Risk 2210 AD Official Rules UltraFoodMess

C. Buying Command Cards

If you want to purchase command cards, you need to have the right Commander first. Each card costs $1, and you can buy up to four cards per turn. However, before you can take a look at them, you must buy all the cards you want.

D. Playing Command Cards

In order to play command cards, you must have the appropriate Commander. If a card has a specified cost to play, you must pay that cost when you use the card. You can play as many cards as you want in a turn, but you have to resolve them one at a time. Once you use a card, it is no longer available for the rest of the game.

E. Attacking Phase

During the attacking phase, you can make multiple attacks. You need to declare where you are attacking from and which dice you are using. The defenders can then respond to your attacks. Once you declare an attack, you have to roll the dice at least once before you can stop.

If I go on the attack and successfully conquer three contested territories, I immediately get $1 and the opportunity to draw one command card that matches my commander. On the flip side, if a player gets eliminated, they have to toss away their Command Cards.

Now, under the “Fortify Position” rule, I have the freedom to move my units from one territory to another, as long as there’s a clear path connecting the two areas. Oh, and in case you’re wondering, if you want to travel to or from the Moon, you’ll have to do it via Space Stations. Yeah, it’s the only way to get off the Moon.

And when it comes to the end of the year, all we need to do is move that year marker forward.

Lastly, the whole shebang starts with the “Rise of Empires” Scenario. That’s what we’re playing!

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