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Mercenary Commander (fan expansion for Risk 2210 A.D.)

Expansion for Risk 2210 A.D.

Mercenary Commander (fan expansion for Risk 2210 A.D.) Rulebook

Table of Contents

Table of Contents

  • Mercenary Commander Command Deck
  • Notes
    • FAQ
    • Notes on card origins

Mercenary Commander Command Deck

The card deck that becomes available to you after hiring this Commander consists of the following 20 cards:

NameCostTurn OrderDescriptionNumber in deck
Colony Influence0Play at the end of the game.If your Mercenary Commander is still alive, move your score marker ahead 3 spaces.4
Mercenaries*Play on your turn before your first invasion is declared.Add * Mods to any one of your territories where * is equal to the number of energy tokens spent in activation of this card. A maximum of 5 Mods may be added in this manner.3
Defensive Measures1Play after an opponent declares an invasion into any territory.Place 5 MODs on your territory that is under attack.2
Dirty Death Trap2Play after an opponent declares an invasion into any territory.Roll a d6 and destroy that many MODs in the attacking territory. The invasion cannot be called off until your opponent wins or is no longer able to attack.

Spelling fixes only, made in this transcription: the publisher's page reads "Mecenary Commander" and "activiation"; they are printed here as "Mercenary Commander" and "activation". The publisher's "Commadners" is printed here as "Commanders".

Notes

The Mercenary Commander is great and cheap way for gathering new MODs for offense and defense. Also he has a few special tricks that can completely catch the opponent off his guard. He is best used in combination with the Diplomat and Nuclear Commanders.

FAQ

Can the Dirty Death Trap be used to help other players?

Yes.

Notes on card origins

The publisher's notes are printed as four numbered footnotes. The page does not state which card each footnote refers to, so they are reproduced in the printed order without attaching them to a card:

  1. This card exists in the original game.
  2. It is a combination of the Dirty Death Trap and It's a Trap Command Cards from the Resistance Command Deck variant.
  3. It is a replica of the Insurgent Fighters Command Card from the Resistance Command Deck variant.
  4. The Earth is mentioned because some players play galactic variants of Risk that includes Mars, Io or Europa planets.
2
Last Stand1Play after an opponent defeats all the units on a territory you control.Place 3 MODs on this territory to continue the fight.3
Minefield0Play on your turn before your first invasion is declared.Draw a land territory card and place it secretly in front of you. When any opponent attacks this territory, destroy half of the units within the attacking territory.2
Paratroopers4Play on your turn before your first invasion is declared.Attack any enemy land territory on Earth from any other land territory on Earth that is under your control.1
Changing Allegiance*Play after an opponent declares an invasion into any territory you control.* Mods defect from the attacking army to yours where * is equal to the number of energy tokens spent in activation of this card. A maximum of 2 Mods may defect in this manner per attack. If the attacking territory is reduced to 1 Mod or less then the attack stops immediately.3