
- BGG rating
- 7.1
Rules assistance for Risk 2210 A.D.: Advanced Tech Command Deck
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
- 2–5 players
- 90 min
- 10+
- Complexity 1.0/5

Rules assistant for Risk 2210 A.D.: Advanced Tech Command Deck
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Answers come from the official rulebook, with the page to check.
Risk 2210 A.D.: Advanced Tech Command Deck is an expansion for Risk 2210 A.D. released in 2007 for 2–5 players, 90 minutes per game, and ages 10 and up. It was designed by M. G. Smith and its main mechanics are Auction / Bidding, Area Movement, and Dice Rolling.
About the game
RISK 2210 AD - ADVANCED TECH COMMANDER DECK (UNOFFICIAL): 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 of various types. The addition of these cards, and in particular the addition of the Advanced Tech command deck, has a huge effect upon the gaming dynamics. With the addition of these cards the board is opened up 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 Advanced Tech cards are designed for use as command cards alongside the original sets provided with the standard game. No additional commander token has been provided as it is suggested that the Advanced Tech cards be used in place of the Diplomat cards. If preferred, the Advanced Tech cards can be used in conjunction with additional tokens, representative of an additional commander, therefore allowing the use of all five of the original commanders as well. Advanced Tech 2nd Edition Released in its original form in the summer of 2007, this twenty card expansion deck was then re-released in January 2008 sporting some new wording and improved graphics. Like our other decks, the Advanced Tech Command Deck is designed to be used alongside the original game and can either be used in place of an existing command deck of the players choice or with the use of additional command tokens available from our online store. Second edition adds +1 Landmine and subtracts the one Subliminal Orders - Landmine (Cost 1 to be played at beginning of turn before any attacks): This card allows the playing player to draw a land territory card which they then place secretly in front of them. The next time an opponent attacks the territory shown, that player loses Mods equal to half of a D6 dice roll. Expands: Risk 2210 A.D.
Designers
Publishers
- Insurgency Games
Questions and answers
Risk 2210 A.D.: Advanced Tech Command Deck supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Risk 2210 A.D.: Advanced Tech Command Deck is 90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Risk 2210 A.D.: Advanced Tech Command Deck for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Risk 2210 A.D.: Advanced Tech Command Deck has a complexity rating of 1.0 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Risk 2210 A.D.: Advanced Tech Command Deck belongs to these categories: Wargame, Science Fiction, and Expansion for Base-game. Its main mechanics are Auction / Bidding, Area Movement, and Dice Rolling. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Risk 2210 A.D.: Advanced Tech Command Deck are: M. G. Smith. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Risk 2210 A.D.: Advanced Tech Command Deck as an expansion for Risk 2210 A.D.. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Risk 2210 A.D. to use it. Check that your edition of Risk 2210 A.D. is compatible, as some expansions were revised between editions.