Here's the updated rules and FAQ for the Commanders 2.5 expansion. The expansion itself is available at: http://antonipildid.net/commanders_2_5.rar
The Missing Backstory of Risk 2110
Reportedly this missing backstory comes from one of the designers or Risk 2110. “After World War III, the world changed quite a bit. It was still a violent place and had a lot of demilitarized zones. Three graduate students from small countries (Djibouti, Andorra, and Lesotho) designed Machines of Defence - robots that could be used by their countries to defend their small borders. Of course, their idea was instantly corrupted by governments and the robots changed into Machines of Destruction. Lesotho, Djibouti, and Andorra didn't defend... they attacked. A company called Micorcorp started mass-producing the machines and selling them to all the countries in the world and tensions got higher and higher. All the rich and well-to-do moved to the moon and under water, since MODS weren't capable of operating in the vacuum of space or the pressures of the deep sea. Of course, Microcorp addressed this and just released their latest versions of MODs, which can go underwater and into space - which is where the game starts.”
Give each player two factions and let them choose one and discard the other. Since there only 9 factions, the fifth player only gets one faction. He may then draw two additional factions from among the discarded factions before settling on a choice.
Antarctica remains un-colonized during the initial deployment of troops. When a player plays the Global Warming card (with Naval Commander), the map is turned over and all troops drown except those on Free Afrikaans Republic.
After player territories have been selected, draw a random Antarctic, Naval, and Lunar territory card. Place these cards face up on the table and attach a faced down random Relic Card to each one (if you play without the Antarctic map expansion, use only two Relics). Whenever a player first gains control of a relic territory, they may see the relic but are allowed to keep the relic a secret until they decide to use its effect. Once a relic is first used, the Relic Card is turned face up for the remainder of the game. At the end of the game, controlling a relic territory is worth 10 points.
If you haven’t printed out Antarctica territory cards, roll d6 instead. 1 - Shackleton, 2 - South Anarchist Control Zone, 3 - Independent Kansas, 4 - Free Afrikaans Republic, 5 or 6 - reroll.
Tech Commander (the official expansion commander)
Tech Commander attacks using a die 6 and defends with a die 8 (just like the Diplomat).
How to upgrade Commanders (to 2.0, the unofficial expansion commanders)
During the purchase phase, pay either 2 energy to upgrade an existing commander (place the 2.0 game marker under the commander to indicate this) or pay 5 energy to purchase a new and already upgraded commander.
Upgraded (2.0) Commanders have the following attributes:
• Land Commander 2.0 wins all ties with his d8 when attacking
• Nuclear Commander 2.0 adds +1 to his d8 when attacking
• Naval Commander 2.0 acts as a Space Station in water territories (all units defend with d8)
• Space Commander 2.0 and his army can attack from Moon to Earth at enemy space stations
• Diplomat Commander 2.0 and his army can always retreat to an adjacent territory controlled by the player
• Tech Commander 2.0 draws an Advanced Technology Card whenever the player rolls three of a kind when attacking or two of a kind when defending (these cards remain active as long as the player has Tech Commandeer 2.0 in play)
Using Advanced Tech cards
When you have an upgraded (2.0) Tech Commander in play, draw an Advanced Tech card whenever you roll three of a kind during an attack or two of a kind during defence. So the more you attack with three or defend with two dice, the more chances you have to draw Advanced Tech cards and discover new technologies. War is a big driver of scientific research (especially for those desperately on the defensive), so the more your troops do battle, the harder your scientists are at work to come up with technologies to support your war efforts. But the need to come up with powerful technologies fast means that not all of their research is successful all of the time, so some of the cards can also have negative effects.
When you draw an Advanced Tech card with a positive effect, place it in front of you and it stays active as long as you have Tech Commander 2.0 in play (or the Advanced Tech card is not removed from play by another Advanced Tech card). When you draw a card with a negative effect (for example the failure, antimatter and computer virus cards), it activates only once and must then be discarded along with any other cards it may have affected (if can also have no effect). Discarded cards are removed from the game.
When your Tech Commander 2.0 dies, your Advanced Tech cards will remain in front of you but are no longer active. To activate them again, you need to purchase another Tech Commander 2.0. Thus assassinating another player’s Tech Commander 2.0 is a good way to shut down his Advanced Tech cards.
To make drawing Advanced Tech cards more fun, you can remove all the cards that have a negative impact on the player who draws them (i.e. forcing him to lose energy or a Tech in play) before starting the game.
Alternative “15 armies max per territory” rule
To prevent one player from amassing dozens of armies into one territory at the start of his turn and then seeing him roll all over the map with them, you can implement the “15 armies max per territory” rule. Thematically this can be explained so that in a post-apocalyptic and war-torn world, no territory can produce and support more than 15 armies at a time. This only applies to start of turn deployment, the 15 armies limit can be exceeded during the game (for example when playing command cards awarding additional armies).
If you wish to negate the advantage of a player going last during the last turn, you can use these alternative endgame conditions:
• At the end of turn (or year) four, roll d6. Game ends, if you roll 5 or 6.
• At the end of turn five, roll d6. Game ends, if you roll 3, 4, 5 or 6.
• If not before, then game ends at the end of turn six.
For a shorter game, you can start rolling d6 already at the end of turn three. Alternatively you can also just inform players that anyone who goes last on turn five has a huge advantage, so everyone should prepare accordingly (for example by holding on to various defensive command cards, building Space Stations in key territories and having lots of armies fortifying their borders).
How to counter command cards of random results?
All decisions on how to counter command cards with random results must be done BEFORE those random results are rolled and become fixed results. For example: one player plays the Nuclear Carnage card, which has a chance of destroying 25%-100% of units in a target territory depending on the number rolled. The player being attacked cannot wait for the results before he decides whether to use Strategic Defence Initiative (a 50% chance of shooting down the incoming nuke), Emergency Shelters (pay 1 energy per unit to shelter it from damage) or some other card. He must use any and all counter cards BEFORE the attacker rolls the actual result for his attack card. This prevents the defender from "seeing into the future" and gaining an unfair advantage.
On the other hand, the attacker must give sufficient time to the defender to choose and decide whether and how he wants to protect himself from the attack. Thus the attacker can't play a card and then immediately roll a result before the defender has even had time to contemplate the situation. If that happens, the die cannot be rerolled and the defender can play any defence cards he wants.
How to calculate multiple “add 20%” bonuses?
The bonuses are stacked and then calculated from a base amount. For example if you are a faction that produces 20% extra energy and then you get an Advanced Tech that also produces 20% extra energy, you produce a total of 40% extra energy.
How exactly does the “Treacherous Extortion” card work?
If the other player doesn’t pay you 3 energy, his commander (chosen by you) “changes colours” and joins your armies (replace his commander with your commander and place him on any territory you control). Keep in mind that you can’t have two commanders of the same type in play. The other player may later buy his commander back from the recruitment pool.
- Last edited Wed Jan 16, 2013 11:01 am (Total Number of Edits: 1)
- Posted Tue Mar 16, 2010 8:33 pm
For all have sinned and fallen short of the glory
Nice to see you're still at it.
looks like the old link doesn't work, so here's a new one: http://antonipildid.net/commanders_2_5.rar
First, awesome. I'm trying everything out. Thankyou.
1. Fusion Module & AI Datacore: Affects ALL players?
2. Ancient Superweapon. Can use once PER turn, right?