Risk 2210 AD - Terror Tactics Command Deck

The Risk 2210 A.D. - Terror Tactics Command Deck is a deck of twenty cards designed to be used alongside the original game - it can either be used in place of an existing command deck of the players choice or with the use of an additional command token.

Card List

Terror Tactics Command Deck

Within the deck of twenty cards are eight different card types with eight different designs:

Biohazard

  • No. Per Deck: 2
  • Cost: 2
  • Turn Order: Play on your turn before your first invasion is declared.
  • Errata: Place a biohazard marker on one territory of your choice. At the end of each player's turn remove one army from that territory. If chosen territory is reduced to zero then remove marker.

Chernobyl

  • No. Per Deck: 2
  • Cost: 2
  • Turn Order: Play on your turn prior to buying command cards.
  • Errata: Choose a territory containing a nuke marker. Roll an 8-sided dice. If you roll a 5 or higher then remove that marker from the game.

Doppelganger

  • No. Per Deck: 1
  • Cost: 3
  • Turn Order: Play on your turn before your first invasion is declared.
  • Errata: Play on one commander of a type you do not currently own and that is controlled by any other player. Replace that commander with one of your own, moving it to any territory you control.

Hostage

  • No. Per Deck: 3
  • Cost: 2
  • Turn Order: Play on your turn prior to buying command cards.
  • Errata: Choose a commander controlled by another player. Until the end of your turn play as though that commander were your own. Chosen commander doesn't move from opponents territory.

Nail Bomb

  • No. Per Deck: 2
  • Cost: 1
  • Turn Order: Play at any time during your turn prior to making a last move.
  • Errata: Choose one of your own territories. Sacrifice one army from that territory and destroy one army from each bordering territory – this includes your own armies.

Resistance

  • No. Per Deck: 4
  • Cost: 1
  • Turn Order: Play on your turn before your first 'regular' invasion is declared.
  • Errata: Draw territory cards until you draw one you do not occupy. Attach that territory with five extra armies as if you were attacking from a bordering territory. Remove all extra armies if invasion lost.

Russian Roulette

  • No. Per Deck: 2
  • Cost: 1
  • Turn Order: Play on your turn before your first invasion is declared.
  • Errata: In turn order each player must draw one land card. If the land card drawn represents their own territory, that player loses half of the armies on that territory.

Secret Bunker

  • No. Per Deck: 4
  • Cost: 0
  • Turn Order: Play at any time in response to a card played by any other player.
  • Errata: Nullify the effect that the interrupted card would have had upon you. This card cannot be used to stop the effects of random selection cards effecting all players.

See also

  • Risk (game) - Risk (Original Version)
  • Risk Godstorm - a mythical-setting variant of Risk that followed Risk 2210 A.D.