Risk 2210 A.D. Frontline: Season Three – Factions
BGG rating
7.7

Expansion for Risk 2210 A.D.

Risk 2210 A.D. Frontline: Season Three – Factions

2004

Rules assistance for Risk 2210 A.D. Frontline: Season Three – Factions

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–5 players
  • 240 min
  • Complexity 1.0/5

Rules assistant for Risk 2210 A.D. Frontline: Season Three – Factions

What would you like to know?

Answers come from the official rulebook, with the page to check.

Risk 2210 A.D. Frontline: Season Three – Factions is an expansion for Risk 2210 A.D. released in 2004 for 2–5 players and 240 minutes per game. It was designed by Mike Gills and its main mechanics are Auction / Bidding, Area Movement, and Dice Rolling.

Listen to the story

About the game

Which side will you choose? FRONTLINE: SEASON THREE: FACTIONS introduces six new factions to Risk 2210 A.D., each with their own unique agenda and abilities. At the beginning of the game, each player picks a Faction play-mat. The amount of energy, cards, commanders, and special abilities players begin with is solely based on your choice of faction. If you choose the Havoc faction you will be a nuclear powerhouse. If Primus Oceanus is your choice, you will reign supreme over your domain of the sea. The choice is yours. Expands: Risk 2210 A.D.

Questions and answers

Risk 2210 A.D. Frontline: Season Three – Factions 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.