
- BGG rating
- 7.6
Rules assistance for Risk 2210 A.D. Frontline: Season Two – Tech Commander
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
- 2–5 players
- 240 min
- Complexity 3.0/5

Rules assistant for Risk 2210 A.D. Frontline: Season Two – Tech Commander
What would you like to know?
Answers come from the official rulebook, with the page to check.
Risk 2210 A.D. Frontline: Season Two – Tech Commander 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.
About the game
The wars of the future will be won with advanced weaponry. FRONTLINE: SEASON TWO: TECH COMMANDER adds a sixth commander and a new command card set for use with Risk 2210 A.D. The included Tech Commander - like the Diplomat from the standard game - attacks using a die 6 and defends with a die 8. The new command card set adds advanced weapons and tactics such as Mind Control and Technical Espionage. Expands: Risk 2210 A.D.
Designers
Publishers
- Wizards of the Coast
Questions and answers
Risk 2210 A.D. Frontline: Season Two – Tech Commander 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: Season Two – Tech Commander 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.
Risk 2210 A.D. Frontline: Season Two – Tech Commander has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight 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. Frontline: Season Two – Tech Commander belongs to these categories: Wargame, Dice, and Science Fiction. 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: Season Two – Tech Commander 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: Season Two – Tech Commander 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.