Risk 2210 A.D.: Day of the Dead Command Deck
Risk 2210 A.D.: Day of the Dead Command Deck Rulebook
Table of Contents
Table of Contents
Day of the Dead Rules
- 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 effects resolved.
The Zombie Horde
- The use of the Day Of The Dead deck requires the use of additional token for use as Zombie Horde markers, in effect these tokens act as an additional army similar to the other five coloured armies provided within the original game. This additional zombie army can either be made up by making use of one of the existing five token sets within the game – this effectively reduces the number of players numbers to four, or alternatively it can be made up of additional skull tokens available from InsurgencyGaming.Com.
The Beginning of the Game
- The game should be set-up as normal with the additional step or assigning zombie controlled territories. After the placement of devastation makers three land, two water and two lunar territories cards should be drawn with six Zombie Horde tokens being placed on each. Unlike devastated land territory cards these cards should be shuffled back into their respective decks.
Attacking & Defending
- Zombie Hordes can attack and defend in a similar way to that of normal armies but with a few unique differences. At the beginning of the game Zombie Hordes attack with a d6-2 and defence of d6 but without the advantage of winning on a draw, in such a case the drawing die should be rolled again.
Day of the Dead Rules Continued
- Different cards drawn throughout the game can also have the effect of boosting these attributes and as such greatly enhance the Zombie Horde's attaching and defensive abilties.
- No single player controls the Zombie Hordes but instead individual cards offer the drawing player a limited degree of control over these armies when resolving the effects of each card.
Continental Bonuses
- In the standard game when a player controls all of a particular continent they receive the accompanying continental bonus at the beginning of their turn. Although this rule still applies it is somewhat negated by the Zombie Hordes which if present within a continent reduces that continent's bonus by one energy token for each territory occupied instead of immediately reducing the continental bonus to zero as would normally be the case. For example, if a player controls all of Australia they receive a continental bonus of two energy tokens, whereas if they control all but one territory which is controlled by a Zombie Horde then all they receive as a continental bonus is one energy token.
Card Text
The card names below are those visible in the photographs (see the source note above); copy counts are not stated. Each card's text is transcribed as printed on the card face.
Zombie Hunter
- Immediately reveal card to all players and resolve its effects.
- All commanders that belong to the player drawing this card gain +1 attack and +1 defence when against Zombie forces. Card remains in play until the end of the game.
Blood Lust
- Immediately reveal card to all players and resolve its effects.
- Choose one Zombie controlled territory. Attack the largest adjoining army - drawing player chooses which if more than one army exists of equal size. Attack goes on until quashed or until territory is captured - move half remaining army (round up).
The Hunger
- Immediately reveal card to all players and resolve its effects.
- Choose one Zombie controlled territory with more than one army present. As far as is possible attack all neighbouring territories with one army until either defeated or successfully capturing that territory - drawing player chooses sequence of attacks.
Infection: Water
- Immediately reveal card to all players and resolve its effects.
- Draw one water territory card. Roll one d6 dice adding that amount of zombie tokens to the drawn territory. If territory is already occupied then zombie horde attacks existing forces until either force is destroyed.
Infection: Lunar
- Immediately reveal card to all players and resolve its effects.
- Draw one lunar territory card. Roll one d6 dice adding that amount of zombie tokens to the drawn territory. If territory is already occupied then zombie horde attacks existing forces until either force is destroyed.
Infection: Land
- Immediately reveal card to all players and resolve its effects.
- Draw one land territory card. Roll one d6 dice adding that amount of zombie tokens to the drawn territory. If territory is already occupied then zombie horde attacks existing forces until either force is destroyed.
Population Explosion
- Immediately reveal card to all players and resolve its effects.
- Roll one d6 dice for every Zombie controlled territory. Add that number of Zombies to each territory.
New Strain
Several copies of this card are visible in the photographs, with three different card texts (one blue face, two red faces). Each is listed below.
Blue face:
- Immediately reveal card to all players.
- Remove all New Strain cards currently in play from the game. Discard this card.
Red face:
- Immediately reveal card to all players.
- Add +2 to each defending dice on each occasion where any zombie horde is involved in the defence of a territory. This card remains in play until the end of the game or until otherwise directed.
Second red face:
- Immediately reveal card to all players.
- Add +2 to each attacking dice on each occasion where any zombie horde is involves in an attack. This card remains in play until the end of the game or until otherwise directed.
Stem the Tide
- Immediately reveal card to all players and resolve its effects.
- Remove one army from three of your own territories. For each territory lost in this manner add one army to any other territory you control, likewise for each continent lost add three armies. Lost territories/continents cannot be regained this turn.
The Flood
- Immediately reveal card to all players and resolve its effects.
- Select one opponent controlled territory. Roll one d8 dice - attack selected territory with a zombie horde equal to the number shown. If opponent's army is defeated then the remaining zombie force occupies that territory.
Power Drain
- Immediately reveal card to all players and resolve its effects.
- Gain one energy from each player from which you take at least one territory this turn. If a player holds no energy tokens at the time of the attack then no energy can be gained from them in this manner.