
- BGG rating
- 8.3
Rules assistance for Risk 2210 A.D.: Frontline
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
- 2–5 players
- 240 min
- 10+

Rules assistant for Risk 2210 A.D.: Frontline
What would you like to know?
Answers come from the official rulebook, with the page to check.
Risk 2210 A.D.: Frontline is an expansion for Risk 2210 A.D. released in 2025 for 2–5 players, 240 minutes per game, and ages 10 and up. It was designed by Mike Gills and its main mechanics are Auction / Bidding, Area Movement, and Dice Rolling.
About the game
Risk 2210 A.D.: Frontline contains four expansions previously released only as tournament prizes in the mid-2000s. Mars: Shake up combat by fighting in two new locales: Mars, and the Martian moons Phobos and Deimos. Unlike the Earth map, these maps add neutral territories that don't belong to any continent, so no continent bonus can be gained from having control of them. Tech Commander: Introduce a sixth commander to the game, with a new command card set that adds advanced weapons and tactics such as mind control and technical espionage. Factions: Before the game begins, each player chooses one of six factions, which determines the amount of energy, cards, and commanders you start with, as well as which special abilities you have. Invasion of the Giant Amoebas: At the beginning of a turn, the active player draws from the amoeba event deck, with amoebas being an extraterrestrial threat with advanced technology that will threaten everyone.
Designers
Publishers
- Avalon Hill
- Renegade Game Studios
Questions and answers
Risk 2210 A.D.: Frontline 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.: Frontline is 240 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.: Frontline 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.: Frontline 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.: Frontline are: Mike Gills. 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.: Frontline 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.