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Reply: Risk 2210 A.D.:: Rules:: Re: Havoc Ability Every Turn??

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by mirak1794

The Starting Factions in the Frontline Expansion enhance your Pre-invasion experience, but wouldnt apply during other players turns.

RISK 2210 consists of 5 years, each year is broken down into player turns. After turn order is confirmed for that round, each player plays one at a time. In base game risk 2210, you start by doing a lot of PRE-INVASION activities. Regenerate units, gain energy for track and set groups, buy commanders, stations, cards, then play cards. You cant play cards after you have invaded a country generally. House rule: I like to draw the random country at the end of each year to appoint it as devastated. Lose everything and remove it from game. House Rule: Possible to negate it if it hits a territory with a space station or if its in one that is range 1 away. They can destroy the station to negate it. We draw the card after the last player has finished their fortifications and drawn a territory card.

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