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Risk 2210 A.D.: Religious Commander

Expansion for Risk 2210 A.D.

Risk 2210 A.D.: Religious Commander Rulebook

Table of Contents

Table of Contents

  • Unofficial Expansion Information
    • Command Cards
    • Rule Variations
  • Religious Commander
  • Command Cards
    • Death Marker
    • Never Ending War
    • Holy War
    • Lazarus
    • Exodus
    • Deny Science
    • Religious Influence
    • Peace on Earth
    • Salvation
    • Fanatical Zeal
    • Sanctuary
  • Gaps and Judgment Calls

Unofficial Expansion Information

In the not too distant future, with the face of the planet having been ravaged and torn apart by decades of hostilities, the world's top minds have been tasked with creating more devious and devastating ways of waging war. The time for diplomacy has long since passed. The time for advanced warmongering is upon us.

Command Cards

One of the biggest differences from the classic game is the addition of commanders: land, naval, space, nuclear and diplomat. These fill a number of roles with the most basic function being to act as an improved army unit, enabling players to roll eight-sided dice rather than the typical six-sided, but perhaps the most important function of the commanders is allowing the purchase and use of cards or various types.

The addition of these cards, and in particular the addition of the Insurgency Gaming Command Decks, has a huge effect upon the gaming dynamics making no position impregnable and no attack a certainty. With these cards in use, the game is more fluid, with gaming positions and strategies needing to be constantly shifted.

Rule Variations

The Insurgency Gaming cards are designed for use as command cards alongside the original sets provided with the standard game. No additional command tokens are needed as it is suggested that the additional decks be used in place of one of the existing command decks.

If preferred, the Insurgency Gaming Command Decks can be used in conjunction with additional tokens, representative of an additional commander, therefore allowing the use of all original decks as well.

Additional command tokens can me obtained from: (The printed text then names the publisher's website and a copyright line, which are omitted here. "me" is a typo for "be" in the original and is kept as printed.)

Religious Commander

The Religious Commander is the commander card for this set. Its card face is a cross illustration with the title "Religious Commander" and the 2010 Insurgency Gaming copyright line. The photographs show no rules text on the commander card, and none could be read. Its role and abilities are therefore not transcribed. Cards that refer to the Religious Commander ("Holy War", "Religious Influence") are transcribed as printed.

Command Cards

Each card below is a command card. The number shown in the box at the top left of the card is listed as the printed number. Card text is transcribed from the card front. Each card's printed text is given in two parts, the play timing and then the effect, as the card lays them out.

Death Marker

Printed number: 4

Play on your turn before your first invasion is declared.

Choose an enemy territory. Remove all units from it. No player may enter that territory until the beginning of the next year.

Never Ending War

Printed number: 4

Play this card at the end of year five.

Roll an 8-sided dice. If you roll 5 or higher move the year marker back one space.

Holy War

Printed number: 2

Play on your turn before your first invasion is declared.

All units in the same territory as the Religious Commander attack using an 8-sided dice for the rest of your turn.

Lazarus

Printed number: 0

Play this card immediately after losing any commander.

Your commander was saved. Place the commander on any territory you control.

Exodus

Printed number: 0

Play after an opponent declares an invasion into any territory you control.

Move all units from the attacked territory to any other territory under your control.

Deny Science

Printed number: 0

Play this card in response to any Command Card being played against you.

The played card has no effect on you. Instead, the card's effects are redirected back towards the player who originally played this card. It's effects should be resolved as though you played the card yourself. (Printed as "It's" in the original.)

Religious Influence

Printed number: 0

Play at the end of the game.

If your Religious Commander is still alive, move your score marker ahead 4 spaces.

Peace on Earth

Printed number: 4

Play this card at the end of year four.

Roll an 8-sided dice. If you roll 5 or higher the game ends.

Salvation

Printed number: 2

Play this card in response to a Nuclear Command Card being played.

Prevent the opponent from using the Nuclear Command Card. The card itself should be discarded from the game with any costs still being paid.

Fanatical Zeal

Printed number: 0

Play this card in response to a Diplomat Command Card being played.

The effects of the Diplomat Command Card played against you are annulled.

Sanctuary

Printed number: 0

Play after an opponent declares an invasion into any territory.

All invasions into that territory are prevented for the remainder of your opponent's turn.

Gaps and Judgment Calls

  • The Religious Commander's own card text (its role and abilities) is not legible in the supplied photographs and is not transcribed. The full print-and-play set was not obtainable.
  • The photographs show several copies of some command cards. Only one text per title is transcribed, since the copies are identical in the photographs. The total number of copies in the set could not be confirmed.
  • Card text is transcribed as printed, including the typos noted above. Nothing has been corrected.