Risk 2210 A.D. Frontline: Season Two – Tech Commander
BGG rating
7.6

Expansion for Risk 2210 A.D.

Risk 2210 A.D. Frontline: Season Two – Tech Commander

2004

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.

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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.

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.