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Risk 2210 A.D.: Majors Promo Cards thumbnail

Risk 2210 A.D.: Majors Promo Cards

Expansion for Risk 2210 A.D.

Risk 2210 A.D.: Majors Promo Cards Rulebook

Table of Contents

Table of Contents

  • Command Cards
    • Diplomat Command Card: Major Power
    • Land Command Card: Major Flöwerz
    • Naval Command Card: Major Death
    • Nuclear Command Card: Major Pain
    • Space Command Card: Major Destruction
    • Tech Command Card: Major Fortification

Command Cards

Each card is a command card. The printed number is the unlabelled number in the box beside the card name. The Tech card's timing differs from the other five; see its entry.

Diplomat Command Card: Major Power

Printed number: 4

Play on your turn before your first invasion is declared.

Draw 2 cards from each command deck that you are able to. (You must have that commander in play to draw from the deck.)

Land Command Card: Major Flöwerz

Printed number: 4

Play on your turn before your first invasion is declared.

Remove a devastation marker. This territory is now passable.

Naval Command Card: Major Death

Printed number: 4

Play on your turn before your first invasion is declared.

Destroy all opponents' naval commanders that are in play.

Nuclear Command Card: Major Pain

Printed number: 4

Play on your turn before your first invasion is declared.

During this turn, all units attacking from the same territory as your nuclear commander use 8-sided dice.

Space Command Card: Major Destruction

Printed number: 4

Play on your turn before your first invasion is declared.

Roll a 6-sided die. Destroy this many enemy space stations.

Tech Command Card: Major Fortification

Printed number: 4

Play at the end of your turn before your fortifying move.

Place an additional 2 MODs on each territory you control within one continent of your choice.