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maelic001
09-13-2003, 09:47 AM
Is there any more news about the next season of Risk 2210 Frontline? An article at ICv2 said that it would deal with a brand new commander and a set of cards. Any hints as to what kind of new commander it might be?

maelic001
09-19-2003, 08:19 PM
Well, it's been confirmed. The second season of Risk 2210 Frontline is entitled Tech, named after the new commander and command cards included with this season's set.

maelic001
09-24-2003, 05:09 PM
Here's some more info on the new Tech Commander. You start with him at the beginning of the game as with the land and diplomat commanders. He is similar to the diplomat in that he attacks with a d6 and defends with a d8. His cards are a little more rare in that most only have one or two of each rather than four of each like the other command decks. He's got one for a cost of 4 energy that allows you to swap turns with another player. Another allows you to teleport (redeploy) troops from a territory before you declare your first invasion. Yet another allows you to cancel out the effects of a card played by an opponent with an energy cost matching that of the card cancelled. Another card allows you to recycle command cards back into the discard piles to get 1 energy back. Another allows a player to have all of the command cards they play cost one less energy. Another card protects you from radiation allowing you to attack though a territory with a devastation marker. All in all, it is an interesting addition to the game and I hope it makes into a full-on expansion.

[ October 12, 2003, 03:43 AM: Message edited by: maelic001 ]

zooooma
09-30-2003, 07:03 AM
Thanks for your enthusiastic reports, Maelic001.

The Tech commander sounds very cool. I like the sound of the cards (a lot). However, one of the best affects a sixth commander will have on the game is the increased abilitiy to fortify the moon. If one wishes to defend the moon with only five commanders, at least one landing site will be defended by only one commander. Since space stations cannot be built on the moon, this means there will always be a weak spot defending with only one D8.

I would also like to vote for this expansion as a major release.

-Luke

The Rat King
09-30-2003, 03:02 PM
I will add my vote to those hoping for a full expansion that includes this new commander. Apparently WOTC is evaluating the idea of retail expansions for some of their games right now. I think that Risk 2210 and the Axis and Allies games are both good candiates for expansions.

maelic001
11-02-2003, 12:09 AM
Here's a more detailed breakdown of the Tech commander Deck:

Advanced Recycling (x2)
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 (x2)
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 (x4)
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.

Mind Control (x4)
Cost: *
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 (x1)
Cost: 2
Play on your turn before your first 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 (x2)
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 (x2)
Cost: 2
Play on your turn before your first invasion is declared.
Choose 1 of your opponents and look at his or her Command Cards. Choose 1 of their cards and discard it.

Teleporation (x1)
Cost: 0
Play on your turn before your first invasion is declared.
You may make one redeployment before your first invasion.

Time Dilation (x2)
Cost: 4
Play this card after bidding for turn order has been completed.
Switch turn order markers with the opponent of your choice

Milwaukee_Madmen
01-10-2004, 02:22 PM
/BUMP!

Milwaukee_Madmen
02-25-2004, 09:22 AM
/Bumpage yet again!

We're still working on our giant amoeba materials for Season Four to try them out. Adding all these levels to the game is nuts... but fun. smile.gif