Quantcast
Channel: Rob Daviau | BoardGameGeek
Viewing all articles
Browse latest Browse all 191418

Thread: Risk 2210 A.D.:: Variants:: Old Ideas that I can no longer work on.

$
0
0

by d3sp41r

Hey everyone so a few years ago I picked up Risk 2210 and played it with some friends of mine fairly often. We started kicking around some ideas and I went a little crazy with it and churned out a bunch of ideas. Some of them leverage off existing variants and some are brand new. I combined them all into a text document and forgot about it for a couple years. I decided to post it here so that if anyone wants to use any of it or create something from it they can feel free to do so, I also hope that it helps to spawn new ideas. If you have any questions please feel free to ask it's in its original form so some of it might not make any sense but for the most part I think you can pick up what i was doing.

Enjoy!
-B

-------- Document Begins Here ------------------

1 Way to win: By points

Multiple ways to gain points.

Kill Opponents. 10 points for eliminating an opponent.

Control Capitals. Capitals are worth 3 points each.

Remaining MODs. Total number divided by 3

Remaining Energy. Total number divided by 3

Remaining Cards. Total number divided by 3

Amount of Territories. Each territory equals 1

Continent Bonuses. Points are equal to bonus.

Control Relics. 5 points each.

Remaining Commanders. 1 Point each.

Complete Missions. Each mission equals 2 points.

Complete Minor Objectives.

Complete Major Objectives.

Colony Influence Cards. Points on card.

New Relics:

Lost Ruins – Attach 2 Relics to this Relic.

Forgotten Beacon – Invasion of the Swarm rules are now in play beginning on the next turn. If already in play draw a Swarm card and follow it's instructions.

Infected Specimen – Zombie rules are now in play beginning on the next turn. If already in play place a biohazard marker on this territory, draw a Zombie card and follow it's instructions.

Radioactive Tome – Marauder rules are now in play beginning on the next turn. If already in play place a devastation marker on this territory, draw a Marauder card and follow it's instructions.

Machina Mitosis – Your MOD production is doubled during your reinforcement phase.

Ancient War-machine - Summons a titan it can only move up to d6 territories from the relic per turn.

Cloning (something) - Whenever one of your Commanders die they are immediately resurrected at this Relic.

Time Displacement Device – You can make 1 Dimensional Travel without penalty or you may restore Antarctica to it's original state if it has been subject to global warming.


Humanity has spread throughout the galaxy now controlling 70% of it despite being locked in a perpetual civil war. Seeing that by remaining apart they will perish the remaining xenos have formed an alliance (the Ac'hra ta empire) and seeking to strike a crushing blow to humanity are invading earth. Having fought for so long and seeking to add another weapon to their arsenal the aliens created the machines they then became self aware and have formed their own factions seeking to control the galaxy for themselves. Humanity in fighting the xenos and machines sought to reforge the machines into a weapon for themselves and merged themselves with the machines forming the symbionts however seeing themselves being turned into weapons the symbionts revolted and formed their own factions and now seek to consume all flesh and metal and forge them into a perfect race.

Ground Forces – You must have either a Land Commander or a Diplomat (or it's equivalent) in order to attack Land territories.

Garrison – no more than 12 MODs may be in a territory at a time. Any MODs beyond this point are destroyed at the end of the turn.

Quarantine – Attacks may only be made to territories which are adjacent to the territories you control at the beginning of your turn. You are immune to all Swarm, Zombie, and Marauder attacks and effects.

Mine Field *2L – Any time an invasion is declared into this territory roll a d3 the attacker loses that many reinforcements. When either an attacker or defender rolls a 1 they lose an additional MOD, resolve conflicts as normal. At the beginning of the controlling players turn they gain d4 energy.

Base Complex *1L – Defenders may use up to 3 dice when defending this territory. This territory counts as a capital for all intents and purposes.

Sprawl Ruins *2L – Blocks movement between the territories in which it lies. Territories adjacent to city ruins only allow attackers to use 2 dice when attacking these territories.

Starport *1L – Acts as a spaceport for all intents and purposes and also allows an attacker to use up to 4 dice when attacking from this territory.

Sewer System *2L *2W – All territories containing a sewer system are considered connected. Defenders can only use 1 die when defending this territory.

Gang Hive *1L – At the beginning of each players turn d3 units are added to the territory. At the end of each players turn all units remaining in this territory become neutral. When this territory is taken you immediately gain d4 MODs that can be placed in any adjacent friendly territory.

Entrenched Territory *2L – anytime an attack is launched into this territory no further attacks may be made from this territory for the remainder of the turn. Attackers can only use 1 die when attacking this territory.

Equivalence – Anytime a card targets a specific type of commander it also effects any equivalents it may have. I.e Priest instead of Diplomat for aliens...

Combined Arms Rule

Attack:

Combined Arms is achieved when any 3 commanders are present in the territory which the attack comes from.

Effect: Add 1 to the highest die roll (examples: 5-5-2 becomes 6-5-2; 8-4-1 becomes 9-4

Defense:

Combined Arms is achieved while defending when any TWO commanders are present in the defending territory.

Effect: Add 1 to the lowest die roll (examples: 6-1 becomes 6-2; 6-6 become 7-6).

Mercenaries - You may purchase mercenaries at the beginning of your turn. Mercenaries cost 3 energy for every five. You must have a number of loyal troops equal to or greater than the amount of mercenaries or they will immediately rebel and attack your forces. You must pay for mercenaries at the beginning of every turn.

How are upgraded commanders different from regular commanders:

Land Commander 2.0: Attacker wins all ties in battles where a Land Commander is involved.

Diplomat Commander 2.0: A force with a diplomat can always retreat.

Naval Commander 2.0: A force with the naval commander may launch attacks from a water territory to any other water territory.

Nuclear Commander 2.0: A force with the nuclear commander can always use d8s when attacking and defending.

Space Commander 2.0: A force led by the Space Commander 2.0 can

attack from Moon to Earth at enemy space stations.

Tech Commander 1.0: When rolling 3 of a kind on attack, draw an Advanced Technology Card (this is the only way to acquire Advanced Technologies)

Tech Commander 2.0: When rolling 2 of a kind on defense, draw an Advanced Technology Card (this is the only way to acquire Advanced Technologies)

If you control your own Capital, you may hire a Homefront Commander for 3 Energy, who may be played in one of two ways, depending on player preference:

v1.1 The Homefront Commander may not move away from your Capital, but allows all units in that territory to add 1 to their rolls when defending. In addition, if you have two Capitals and control both of them, you may Fortify Move both him and other MODs from one to the other as though they were connected. Also, any effect which relocates the Capital he is stationed in also relocates him.

v1.2 The Homefront Commander is as mobile as any other Commander, and defends with a d8. If he is attacking a territory within 2 territories of your Capital, he may roll an 8-sided die; otherwise he rolls a 6-sided die.

In both cases, the Homefront Commander must be placed upon your Capital when he is first hired, and if you lose your Capital, the Homefront Commander is lost as well Capitals, and the territories they occupy, are immune to all negative Command Card effects.

Homefront 2.1 – The Homefront Commander may relocate the capital he resides in once per turn. This is done after his last invasion and prior to the players fortification move.

Homefront 2.2 – The Homefront Commander counts as a capital for all intents and purposes. The Commander and any units residing with him are unable to attack and are only allowed to defend. He may move during your fortification phase.

How to activate Advanced Tech cards:

To draw and activate an Advanced Tech card, you need to have a Tech Commander in play and you need to roll three of a kind during an attack or defense. You may only gain up to 3 Advanced Technologies per turn.

How to play with Relics:

After player territories have been selected, draw a random Antarctic, Naval, and Lunar territory

card. Place these cards face up on the table and attach a faced down random Relic Card to

each one (if you play without the Antarctic map expansion, use only two Relics). Whenever a player first comes into control of a relic territory, they may see the relic but are allowed to keep the relic a secret until they decide to use its effect. Once a relic is first used, the Relic Card is turned face up for the remainder of the game. At the end of year five, controlling a relic territory is worth 10 points. Since this expansion comes with 6 Relic Cards, only 3 will be used each game.

How to counter command cards of random results:

All decisions on how to counter command cards which can have random results must be done BEFORE those random results are rolled and become fixed results. For example: one player plays the Nuclear Carnage card, which has a chance of destroying 25%-100% of units in a target territory depending on the number rolled. The player being attacked cannot wait for the results before he decides whether to use Strategic Defense Initiative (a 50% chance of shooting down the incoming nuke), Emergency Shelters (pay 1 energy per unit to shelter it from damage) or some other card. He must use any and all counter cards BEFORE the attacker rolls the actual result for his attack card. This prevents the defender from "seeing into the future" and then stepping back in time, thus gaining an unfair advantage.

On the other hand, the attacker must give sufficient time to the defender to choose and decide, whether and how he wants to protect himself from the attack. Thus the attacker can't play a card and then immediately roll a result before the defender has even had time to contemplate the situation. If that happens, the die cannot be rerolled and the defender can play any defense cards he wants.

How to calculate multiple “add 20%” bonuses:

The bonuses are stacked and then calculated from a base amount. For example if you are a faction that produces 20% extra energy and then you get an Advanced Tech that also produces 20% extra energy, you produce a total of 40% extra energy.

Capitals, and the territories they occupy, are immune to all negative Command Card effects. If you are

playing with the Frontline Amoebas, they are not able to either invade or devastate capitals and should choose a different target.

If your Capital is captured by another player, you are not out of the game.

Any player with two capitals suffers no detriment for losing one of them.

No player may build a Space Station in the same territory as a Capital.

If a player does not control his own Capital at the start of his turn, he may not collect his 3-Territory Bonus on that turn.

Alliance – both pledge a certain amount to forge a relationship can lend energy to each other can move through allied territories if allies control a whole continent or colony the bonus is distributed evenly among the controlling allies any remainder is discarded

Bonus to non allied players

Underground Map – requires land commander, 1 colony of 6 territories one connected to each land continent. Canada, Andean Nations, Warsaw Republic, Zaire Military Zone, Alden, Australian Testing Ground.

Deep Sea Colonies – 1 colony of 3 water territories and 1 colony of 2 water territories, requires water commander 2.0, connects to lava colonies.

Lava Colonies – requires 2.0 Land commander, rotates each turn 6 spaces 3 colonies 3 resources, can only be accessed by Deep Sea colonies.

Scrapyard – 13 territories control

Antarctica – roll a d8 at beginning of each turn and add year if equal to 10 then it melts.

Expansions:

The Relic War 2.0 – adds aerial highborn and guild commanders and adds 2.0 to xeno and homefront commanders it also adds new relics.

Dawn of the Machine – Adds the machine race and adds deep sea and lava colonies.

Wasteland – Adds marauders and the Harlequin commander and new factions and the scrapyard map.

Timeshift – adds 2110 map and Navigator commander.

Titan – Adds Titans new terrain modifications and underground map.

The Great Devourer – adds the Symbiont race and the asteroid map.

Puerto Rico Trench -

(Japan) Marianas Trench -

Conclave Dominion Directorate Confederacy Syndicate League Cult Consortium Enterprise Federation Republic Conglomeration Cartel Coalition Cabal Union Sodality Corporation Principality

Custom Factions starting resources equals 15 Energy

1 minor bonus free

2 minor bonus 1 minor penalty

3 minor bonus 2 minor penalties

Humans: Have numerous factions and if defeated can come back as resistance. Their unique commanders are the nuclear diplomat homefront and aerial commanders.

Faction Abilities:

Space Stations cost 3 energy. Place 2 MODs on your Space Stations instead of 1 each turn.

When purchasing command cards you gain one free (type) command card per turn. This card may exceed the card limit.

Whenever you draw a (type) command card, instead draw 2 and choose 1. Shuffle the other back into the deck. During purchase phase you may draw (type) cards one at a time and look at each one.

At the start of your turns (before unit placement) loot at the top 3 (type) command cards. Choose 1 and play it for free, shuffle the other 2 back into the deck.

At any time you may discard your command cards to receive 1 energy each.

When bidding for turn order the player adds 2.

When purchasing command cards you may purchase up to 2 immediately playable cards each turn from any discard pile. These cards must be immediately played. Cards played in this manner are removed from the game.

When attacking the player wins all ties. But during defense the player loses all ties.

The player starts with a supplemental MOD for each opponent in the game. During each turn the player deploys 20% (round up) more MOD's.

The player starts with a supplemental energy for each opponent in the game. During each turn the player deploys 20% (round up) more energy.

Each turn you receive one MOD for each commander you control (this MOD must be placed in the territory with the commander). You no longer receive free MODs from your Space Stations. Commanders cost 2 energy.

Dimensional Anomaly – Terrain is considered impassable and shifts from turn to turn.

Dimensional Enigma – Terrain is considered impassable and can cause a dimensional shift.

Dimensional Rift – Terrain is considered impassable can cause a dimensional shift and can summon dimensional entities.

Dimensional Entity – neutral units that attack using a d8 +1 always winning ties targeting the smallest army.

Dimensional Shift – Armies from the 2210 map are shifted to the 2110 map.

Machine: All follow the Machine special rules.

Collective Zero One – Nihil Port Data 3e 1 random Nihil card

Artificial Sentient Intelligence (A.S.I.) - Symmetry Port Data 3e 1 random Symmetry card

Skynet Singularity – Entropy Port Data 3e 1 random Entropy card

Father/Mother – Harmony Port Data 3e 1 random Harmony card

Xeno: All follow the Xeno special rules.

The Prophets – Priest – 2 Temples Priest 2e.

The Conquerers – Ravager – 0 Temples Ravager Land Tech 3e 3 Cards one for each commander.

The Nobility – Highborn – 1 Temple Highborn Space 3e 1 Random Highborn Card.

The Merchants – Guild – 1 Temple Guild 6e 1 Random Guild Card.

Symbiont: All follow the Symbiont special rules.

Legion – Queen 2 Hives 2e

Pantheon – Psyker 0 Hives 5 Random Psyker cards 7e

Senate – Archon 1 Hive 4e 3 random Archon cards

Combine – Inquisitor 1 Hive 5e 2 Random Inquisitor cards

Destroyed Moon – Territories Aristotle (Purp), Harpalus (Org), Bay of Dew (LZ; Org), Byrgius (Green), Marsh of Diseases (Green), Tycho (LZ; Green)

Rapture


Nietzsche

Descartes

Norwedenland


Guild 2.0 500

For each temple you control: 3e

*3 +1 energy.

*3 +2 MODs, these MODs are placed on your mothership.

*1 +1 to your purchase cards limit.*4 - +1 to your mothership movements.

*2 - +2 to your score at the end of the game

*2 - +2 to your fortification moves.

*2 - may remove a negative territory marker.

*1 add 1 to your bid.

*2 may force a re-roll of any non-combat dice roll.

Attached Guild 5e:

You may attach any none 2.0 Guild to this guild.

6e *1 Neither this guild nor the attached guild count towards your limit. You may change the attached guild once per year at the beginning of your turn paying the new guilds energy cost.

*2 Double the bonus of attached Guild. You may change it once per year at the beginning of your turn paying the new guilds energy cost.

*3 You may attach a guild for free from your hand. You may change it once per year at the beginning of your turn.

*2 You may search for and add one Guild of your choice paying it's energy cost. You may change it once per year at the beginning of your turn paying the new guilds energy cost.

*2 You may attach and replace a guild at any time from your hand paying the guilds energy cost.

Ravager 2.0: 7d1c13

For each commander you have in play: 5e

Clan Xerin - 4e *2 - … you may prevent 1 invasion into your Mothership or your Temples per year.

Clan Letitia - 4e *3 - At the beginning of your turn you may make a 1 free move prior to attacking ...

Clan Philomena *2 - … you may counter 1 command card per year.

Clan Octavius *1 - When purchasing command cards … you may purchase an immediately playable card from any discard pile. You must immediately play these cards, any cards played this way are removed from the game. Cards may only be purchased from decks for which you have the respective commander.

Clan Garrick *2 - … you may make 2 additional fortification moves at the end of your turn.

Homefront 2.0: 5e *1

Isolation Policy - 6e -You can not be effected by any negative cards effects. You can not play any cards that produce a negative effect.

Atomic Policy - Nuke cards cost 1 less energy.

Diplomat Policy - Diplomat cards cost 1 less energy.

Homefront Policy - Homefront cards cost 1 less energy.

Maritime Policy - Water cards cost 1 less energy.

Technological Policy - Tech cards cost 1 less energy.

Celestial Policy - Space cards cost 1 less energy.

Terra Policy - Land cards cost 1 less energy.

Empyrean Policy - Aerial cards cost 1 less energy.

4e Scorched Earth Policy - Every time you lose a territory to an enemy invasion roll a d8 on a 8+ that territory becomes devastated.

Highborn: 5e

House Alastair *3 - All MOD attacks made from the Mothership add +1.

House Fenix *3 - All MOD defense rolls made on the Mothership add +1.

House Hirum *3 - All commander rolls add +1 when located on the Mothership.

House Escher *3 - 2e - Any cards put into the discard pile are removed from the game.

House Dorian *2 - 4e - Enemy fortification and free moves may only be made to adjacent territories.

House Taven *2 - At the beginning of your turn you may choose to bring any commander into play for free. This Commander is placed on your Mothership.

House Lucian *2 - If your target must be randomly chosen then you may now choose the target.

House Zyphia - *1 - At the beginning of your turn choose a card type. No cards may be played of the target command type for the remainder of your turn.

House Masheck *1 - Your commanders do not die when defeated in combat and instead are transported back to the Mothership.

Priest 2.0:

3e Terror *3 - Choose a territory and roll 2d6 that many MODs flee to the nearest friendly territory.

1e Blood Ritual *2 - For the remainder of the year all players must sacrifice MODs equal to the energy cost of the card instead of paying energy.

3e Blood Sacrifice *2- All commanders die including your own.

1e Honor Duel *1 - All players take the top card from a deck for which they have the respective commander revealing them at the same time. Whoever card has the highest energy card cost wins, in case of a tie for the highest, players involved in the tie roll a d6 to determine who wins. The winner gains all of the cards drawn in the duel.

4e War Sickness *1 - Move year marker forward one space.

4e Change of Fortune*1 - Reverse the turn order.

Highborn 2.0: 0055FF

4e Planetary Cleansing *1 - Remove all negative markers from all territories.

0e Noble Influence *2 - If your Highborn Commander is still in play, you gain points to your end game score equal to the amount of cards still in your hand.

4e Planet Crack *1 - The Moon is destroyed and is not used for the remainder of the game. Gain +1 Energy and +1 MOD for each lunar territory you controlled.

1e Mothership Siphon *2 - All Energy used for bidding goes to you. You go last in choosing turn order.

5e Planetary Devastation *1- Randomly determine a Land continent 1 = Asia 2=Europe 3= North America 4= South America 5=Africa 6=Australia the entire continent is considered devastated.

2e Void Shielding *3 - The Mothership is immune to all attacks for the remainder of the year.

Aerial Commander:

2/4e Chain of Command *2 – Place a new Aerial Commander in any territory you control. (Cost 4 if the commander had been upgraded and you wish to replace with another upgraded commander.

3e Nighttime Attack *2 - Choose a territory and roll a d6 that many MODs +1 die. This card cannot be countered.

4e Strafing Run *4 - Counter target card that this card was played in response to or destroy a permanent card in play, Roll a d6 target opponent loses that many MODs and/or energy. Opponent chooses the losses.

0e Just In Time Delivery *3 - roll a d3, you gain MODs or energy equal to that amount.

1e Requisitioned Reinforcements *3 - You may move any number of MODs from any number of territories to the invaded territory.

4e Kamikaze *2 - Counter target card that this card was played in response to or destroy a permanent card in play, this card cannot be countered.

Xe Bombing Raid *2 - Choose a territory and roll a d3, that many MODs plus X (where X is equal to the amount of energy payed or MODs sacrificed) are destroyed. Opponent may pay 1 energy per MOD to prevent it from being destroyed.

5e Para-Stormtroopers *2 – Choose a territory and place 7 MODs there for the remainder of this invasion anytime you roll a 6 you kill an additional MOD.

3e 2.0 Carpet Bombing *2 - Opponents largest army must be redistributed among their territories starting with territories containing only one then territories with two and so on. If there is a tie for largest army opponent chooses which army is redistributed.

4e 2.0 Dark Angel *1 - Move year marker back one space.

4e 2.0 Shock and Awe *1 - Choose an enemy territory and roll a d8 that many MODs are destroyed all remaining units flee to nearest friendly territory.

4e 2.0 Air Superiority *1 - None of your cards may be countered for the remainder of your turn. This card cannot be countered.

3e 2.0 RADAR Monolith *3 - Counter target card that this card was played in response to. Target opponent must reveal their hand to you.

4e 2.0 Aerial Assault *2 - Counter target card that this card was played in response to. Choose a territory and roll a d3. MODs both die and flee in target territory equal to the amount shown on the die. The target opponent loses energy equal to the amount shown on the die.

Entropy: Negative

3e Directive C216 *2 - Choose a card type for the remainder of the turn the energy cost of the chosen card type is doubled.

3e Directive C748 *4 - Choose one of your own territories and roll 2d6 you gain that many MODs and chosen territory is now considered devastated. Place units in nearest friendly territory.

4e Directive C107 *3 - Choose an opponent, target player may not use any energy for the remainder of this turn.

4e Directive C369 *2 – In turn order, all players lose either 1 MOD or 1 energy for each territory they control.

2e Directive C431 *3 – In turn order all players must choose a territory under their control that territory becomes devastated. All units must retreat to nearest friendly territory.

4e Directive C895 *2 - Opponent must discard 3 cards of their choice.

2e Directive C052 *2 - Take the top card of each command deck and place it in the discard pile.

5e Directive C574 *1 - For the remainder of this turn you gain 1 energy for each territory you conquer.

5e Directive C683 *1 - For the remainder of this turn you gain 1 MOD for each territory you conquer.

4e Process Alpha *2 - Add +1 to all attacker rolls when attacking from a territory that contains a node.

5e Process Nu *2 All enemy territories adjacent to territory containing a node have a -1 modifier to all defender rolls when invaded.

5e Process Epsilon *2 - You may now roll an additional die when attacking from a territory containing a node.

3e Process Beta *3 - Nodes may now be destroyed and not captured when an opponent conquers a territory containing a node. The owning player decides whether or not to do so. The player that invaded the territory loses d8 MODs.

6e Process Omicron *1 – Enemy territories adjacent to a territory containing a node can not targeted by their controlling player.

Nihil:

1e Calculation O301 *3 - Return a permanent card to opponents hand.

3e Calculation O292 *1 - If you are the chosen target (not randomly determined) of the card that this card was played in response to then you may choose a different target.

Xe Calculation O923 *4 - Opponent must pay energy equal to the amount payed for this card or the target card that this card was played in response to is countered.

4e Calculation O814 *3 - Counter target card that this card was played in response to or target opponent must discard two cards of your choice or target opponent must discard 3 cards of their choice. Only one option may be chosen each time this card is played.

3e Calculation O475 *2 - You are immune to the effects of the card that this card was played in response to.

3e Calculation O138 *2 - Counter target card that this card was played in response to, instead of going to the discard pile target card is placed back in opponents hand.

4e Calculation O556 *2- Counter target card that this card was played in response to, instead of going to the discard pile place this card back in your hand.

5e Calculation O648 *1 - Counter target card that this card was played in response to, instead of going to the discard pile target card is placed in your hand.

5e Calculation O060 *2 - Counter target card that this card was played in response to, opponent must choose and discard an additional card of the same type.

2e Process Lambda *2 - If a territory containing a node is targeted you may choose to have another territory containing a node be the target instead.

2e Process Upsilon *3 – You may now build an additional node in your territories.

3e Process Kappa *1 - Nodes may now be built on any friendly territory.

5e Process Tau *2 - Your armies may move through and occupy devastated territories.

4e Process Zeta *2 - All territories containing a node are considered connected for friendly armies.

Harmony:

4e Algorithm B325 *4 - Choose a territory no invasions may be launched from that territory for the remainder of the turn.

1e Algorithm B246 *3 – You may move any number of nodes to any friendly territories that it would normally be able to be built upon.

5e Algorithm B987 *2 - Territories containing a node may not be invaded for the remainder of this turn.

3e Algorithm B559 -*2 All invasions into the invaded territory get -2 to their rolls for the remainder of the turn.

2e Algorithm B434 *3 - Choose 2 territories, add 2 MODs to each territory.

2e Algorithm B111 *1 - Choose a permanent card in play, for the remainder of your turn that card is under you control. At the end of your turn it goes back to it's original owner.

3e Algorithm B660 *1 - Discard any number of cards from your hand and take an equal amount of cards at random from any one opponent.

3e Algorithm B002 *2 - Draw 2 cards of any type for which you have the respective commander. These cards do not count towards your limit.

3e Algorithm B773 *2 - Repeat the card that this card was played in response to, choosing a new target.

5e Process Psi *2 - Add +1 to all defender rolls when defending a territory that contains a node.

6e Process Iota *1 – Friendly territories containing nodes cannot be targeted by opponents.

4e Process Rho *2 - All invasions declared into a node territory have a -1 modifier to all attack rolls.

4e Process Sigma *3 - Territories containing a node cannot be invaded from space.

5e Process Omega *2 - You may now roll an additional die when defending a node.

Symmetry:

2e Cipher N170 *3 – You may discard any number of cards from your hand, for each card discarded in this way you may draw another of any kind for which you have the respective commander.

3e Cipher N555 *4 – The card that this card was played in response to now effects all opponents.

2e Cipher N993 *2 – All players play with their hands revealed for the remainder of this turn.

5e Cipher N301 *2 – Choose a card type target all players must discard all cards of that type.

1e Cipher N628 *2 – For each permanent card in play each player must pay an energy, you gain that energy.

4e Cipher N832 *1 – Choose an opponent that player may not play any command cards for the remainder of the turn.

2e Cipher N244 *1 - For the remainder of this turn your command cards may be played at anytime.

1e Cipher N469 *3 - At the beginning of your turn roll a d8 you gain that amount of MODs at the end of your turn roll a d6 you lose that many MODs.

4e Cipher N086 *2 – Choose a card type and roll 2d6 and discard cards from target cards respective deck equal to the amount shown.

6e Process Eta *1 – Core Nodes now produce an additional process slot.

3e Process Mu *3 – Port Nodes now produce an additional command slot.

4e Process Xi *2 – Data Nodes now produce an additional requisition slot.

5e Process Chi *2 – Data Nodes now produce an additional 5%.

4e Process Gamma *2 - Your A.I. command cards cost 1 less energy to play for each Core Node you control.

Natural Disasters:

Hurricane W

Tornado L

Rioting L

Drought L

Monsoon L

Solar Flare M

Asteroid M

Pandemic L

Earthquake W

Pirate Raid W

Firestorm L

Electrical Storm L

Ozone Hole A

Magnetic Storm M

Swarm L

Frost

Titans: Cost 20 Energy move d6

Report from the Front

The Boys come Home

We're winning the war

Embedded Reporters

The Front Shifts

Paranoia

Inquisitor d8 attack d8 defense 2.0 You gain +1 to your attack rolls where the inquisitor is present.

4e Heroes of the War *3 - Deploy 2 commanders of your choice into a territory of your choice.

4e Adaptive Shielding *2 – Enemy MODs may only use a d4 when attacking you for the remainder of the turn.

5e Space Marines *4 – Deploy 4 MODs and a commander of your choice into the territory that was just invaded.

4e From the Shadows *1 - All friendly territories with only one MOD may add another.

3e Smart Munitions *2 - For the remainder of your turn every time you kill 2 MODs a third MOD flees to the nearest friendly territory.

3e Counterstrike Artillery *3 For the remainder of this invasion anytime you lose 2 units your opponent loses 1 unit.

5e Missile Strike *2 - Defender loses d4 units and may only use 1 die when defending this territory for the remainder of this turn.

5e Off-Shore Bombardment *1 - Attacker loses d4 units and may only use 1 die when attacking this territory for the rest of the turn.

5e Mortar Strike *2 – Choose an opponent and roll a d3, target opponent loses commanders equal to the amount rolled.

4e 2.0 Gateway Network*2 Choose any 3 territories, these 3 territories are considered connected. You may change the affected territories once per year at the beginning of your turn.

4e 2.0 Terraforming Spire *2 Choose any 2 territories they now count as any territory type you choose. You may change the affected territories once per year at the beginning of your turn.

4e 2.0 Stasis Field Generator *1 – Choose a territory containing a Hive, that territory may not be invaded units may not move into, out of or through the chosen territory. You may choose a new territory once per year at the beginning of your turn.

3e 2.0 Reconstruction Chamber *3 – Whenever a hive would be captured it is instead relocated to any friendly territory.


Harlequin: d8 attack d8 defense 2.0 the territory in which he resides may not be targeted by any command cards.

0e *2 The next card you play counts has having no energy cost. This card may not be played for cards with varying energy cost.

3e *2 - The card that was just played goes into your hand instead of the discard pile.

0e *1 - Add X to your bid for turn order. X is equal to the Energy used in your bid for turn order.4e *2 - Each friendly territory adjacent to a devastated territory gains 1 MOD and each enemy territory loses 1 MOD.

4e *3 For the remainder of this turn you may play any of your command cards regardless of whether or not you have the respective commander.

3e *4 Choose a command deck, search and choose any one card adding it to your hand. Shuffle the command deck afterwards.

3e *3 Choose an opponent and look at their hand choosing one card to discard and one to add to your hand.

0e Manipulations *1 – Neutral armies may not invade any of your territories for the remainder of the year. If you are not playing with any neutral armies then add 3 to your end game score.

4e Silence *2 No command cards may be played in reaction to your invasions for the remainder of this turn.

5e 2.0 Cloning Lair *1 Anytime your commanders die they are resurrected at the nearest hive.

4e 2.0 Resource Extractor *2 Friendly hives now produce an energy each turn.

4e 2.0 Spawn Pool *2 Friendly hives now produce an additional MOD each turn.

3e 2.0 Subterranean Canal *2 You may launch attacks at enemy space stations from your hives.

3e 2.0 Accelerated Growth *3 Hives now only cost half of their original energy cost (rounded down).

Archon-Psyker: d8 attack dies when defending 2.0 When the psyker dies d8 enemy units die.

Xe Divine *2 - At the beginning of your turn before you purchase command cards you may look at the top X cards of all command decks. X is equal to the amount payed for this command card.

1e Reset *1 - Shuffle all discarded cards back into their respective decks.

2e Fate *2 - If target card that this card was played in response to allows the opponent to choose a territory they must now randomly determine the result by drawing a territory card of the same type as was originally chosen.

3e Redirect *4 - Copy target card that this card was played in response to and choose new targets for the copy. The card copied is not countered and is still played as normal.

Xe Channel *3 - All opponents lose X MODs where X is equal to the amount payed for this card.

4e Lobotomy *2 – Discard all of your cards, opponents must discard all cards of the same type.

Xe Burn *3 - Each opponent loses X energy where X is equal to the amount payed for this card

2e Shield *2 Hives may not be invaded for the remainder of the turn.

3e Coma *1 - Play this card after bidding for turn order is complete – No invasions may be declared by anyone this year. The year marker does not move forward.

2.0 For each Hive controlled roll a d4

5e Requiem *2 Destroy MODs

5e Symphony *2 Lose Energy

5e Rhapsody *1 Destroy commanders.

5e Overture *1 – Discard cards.

5e Soliloquy *2 Gain MODs place these MODs equally among your commanders.

5e Sonnet *2 Gain Energy

Queen: no attack no defense 2.0 Doubles the production of any drones in the territory in which she resides.

3e Assemble Drones *4 – Choose a friendly territory and roll 2d6, deploy that many drones in the chosen territory.

0e Stealth Drones *3 – Deploy d4 drones in the territory that was just invaded.

3e Intelligence Drones *3 – You may counter the card that this card was played in response to or you may destroy a permanent card that is in play. Deploy d3 drones in any friendly territory.

3e Shield Drones *2 – Choose a friendly territory, anytime you would lose 2 MODs from fighting in this territory you only lose 1 for the remainder of the turn. Deploy d3 drones in chosen territory.

1e Deep-strike Drones *2 – Choose an enemy territory and roll a d6, that number of drones immediately begin attacking the chosen territory.

2e Scout Drones *2 – Choose an opponent, you may look at their hand and they may not play any command cards for the remainder of this turn. Deploy d3 drones in a friendly territory.

1e Reinforcement Drones *2 – Deploy 1 drone in each territory in which you control a commander.

2e Power Surge *1 – All drones may use a d6 for the remainder of this invasion at the end of your turn all friendly drones are destroyed.

3e Suicide Drones *1 – For every 2 drones that you sacrifice you may destroy an enemy MOD. You may distribute the number any way you wish among your opponents. Opponent(s) choose(s) where the casualties come from.

2.0

5e Hatchlings *2 Friendly commanders now produce 1 drone each turn in addition to any other bonuses.

5e Drone Hatchery *3 Friendly hives now produce 3 drones each turn in addition to any other bonuses.

5e Dexterous Drones *2 Drones no longer lose ties when defending.

5e Brutish Drones *1 Drones now attack and defend with a d4.

3e Chitinous Carapace *2 Drones may now move and attack through devastated territories.

Bounty Hunter: d8 vs forces with enemy commander d8 defense 2.0 All commanders cost 1 less energy to purchase and upgrade.

0e Remove one of your commanders from the board replacing it with any other of your choice.

2e Sacrifice a commander, all enemy commanders of the same type die.

0e Add 1 point to your final score for each commander you have in play.

2e All 2.0 commanders are now non 2.0 commanders, and all non 2.0 commanders are now 2.0.

0e Sacrifice a commander, no cards of the commander type sacrificed may be played for the remainder of the turn.

2e Dark Side *2 - The Moon cannot be invaded from the earth for the remainder of this turn.

2e Mimic *3 – For the remainder of the turn the Bounty Hunter gains the abilities of all 2.0 commanders that are in play.

2e All friendly commanders may attack with d8+1 and all enemy commanders may only attack with d6-1 for the remainder of the turn.

2e You may force a re roll of all commander rolls for the remainder of the turn, the second result(s) stand(s) whether it is better or worse than the first result(s).

1e Play after an opponent declares an invasion into a territory you control that contains a commander. The invasion cannot be called off until your opponent wins or is no longer able to attack.


Navigator:

You may make one Temporal Shift to any territory.

Dimensional Entities cannot attack you for the remainder of the turn.

You may reduce a Temporal Distortion by 1 level.


Marauder Commander:

Any energy the Marauders would gain goes to you instead.

Marauders cannot attack you for the remainder of the turn.

You may launch an attack from any Marauder territory.





Blessing of Unbelief

Mark of the Betrayer

Enlightening Heresy

Faith of the Martyr

Marauders Neutral:

Signs of the Apocalypse *1 - Order 66

Calling of the Zealous *5 - Choose a devastated territory, all territories adjacent the chosen territory lose d3 MODs, place the MODs lost on the chosen territory.

Cannibalize the Dead *2- For each MOD the Marauders destroy this year they gain 1 Energy.

Preaching of Destruction *2 - All players lose d3 energy, the Marauders gain that Energy.

Scarring Ritual *2 - For the rest of the year Marauders now defend with 1d8+1 instead of 1d6+1.

The Mutation Sacrament *2 - For the rest of the year Marauders now attack with 1d8+1 instead of 1d6+1.

Conversion of the Unbeliever *4 - Choose a player, target player loses d8 energy, the Marauders gain that energy.

Brethren Jihad *5 - Choose a devastated territory and roll a d8+2, Marauders gain MODs equal to the number rolled in that territory.

Disenchanted Populace *5 - Choose a devastated territory, roll a d4 all players lose MODs equal to the amount rolled. Marauders now control the chosen territory and place MODs there equal to the amount lost by all players. Players may pay 1 energy per MOD in order to not lose them.

Apostate Leadership *2 - All players lose d3 commanders, the Marauders gain those Commanders, they are distributed evenly among all Marauder controlled territories. If the Marauders do not control a territory select one and place the lost commanders in that territory.

0-5 Scale Every 5 something happens 1-4 light 5-8 medium 9-0 heavy

At the beginning of their turn players may pay energy to launch attacks from Marauder controlled territories.

Resistance:

1e Suicide Bomber *3 - Play after an opponent declares an invasion into a territory you control. Sacrifice a MOD, reduce the number of attacking MODs by 4.

1e Dissension *3 - Play after an opponent defeats all the units and commanders on a territory you control. Place 3 MODs on this territory to continue the fight.

1e Hostage *3 - Choose a commander controlled by another player. Until the end of your turn play as though that commander were your own. Chosen commander does not move from opponents territory.

0e Underground Railroad *3 - You may make a free move from any territory you control to any other territory, even if they are not connected.

3e Ruptured Dome *2 - Sacrifice a unit and choose a water territory. Place a devastation marker on the territory. The owner may retreat any MODs and commanders to any adjacent friendly territory. If they cannot retreat they are destroyed.

0e Black Market Funding *2 - Anytime you must sacrifice a unit for the remainder of this turn you gain 1 energy.

3e Landing Zone Sabotage *2 - Sacrifice a unit and choose a Lunar landing zone, that territory becomes devastated. All units must retreat to nearest friendly territory.

0e Art of Deception *2 - Sacrifice MODs equal to the energy cost of the card that this card was played in response to counter it's effects.

2e Counter Intelligence *2 - Play after an opponent declares an invasion into a territory you control. Switch MODs and commanders on any two territories you control.

2e Insurrection *2 - Choose another player's territory containing only 1 MOD. Destroy that MOD and roll 1d4. You gain that many MODs in that territory.

Xe Guerrilla Intelligence *2 At the beginning of your turn before you purchase command cards look at the top X cards of any one command deck and rearrange them as you choose. X is equal to the amount payed for this command card.

3e War Never Ends *1 - Move the year marker back one space.

2e Dirty Bomb *1 - Play after an opponent declares an invasion into a territory you control. Sacrifice a MOD and roll 1d8 and destroy that many MODs in the attacking territory. Repeat this using a d4 for the defending territory and all territories adjacent to it.

3e Propaganda *1 - Roll a 6 sided die to determine the continent effected. Add one army to each territory you control in the continent chosen. 1=Asia 2=Australia 3= Europe 4=Africa 5= N. America 6= S. America

5e Ground Control *1 – Choose a friendly territory and place 1 space station, 3 MODs and 1 commander of your choice in the chosen territory.

Intrigue:

Votes 5*25 10*10 5*5 used to pass resolutions

Type 1 4 8

Power 1 Energy Gain 10 Energy TC/DS

Crystals 1 Card 2 Advanced Tech QC/CM

Metal 2 MODs 2 2.0 Commanders Titan

Components Space Station Capitol WG/MCG

Element Rail Gun Tactical Nuke PC/

Rail Gun – Destroy an enemy commander.

Tactical Nuke – Destroy an enemy Space Station the territory becomes devastated. All units must retreat to nearest friendly territory.

Titan – Summons a titan.

Particle Cannon – Destroy all the units in a territory, that territory becomes devastated. Each adjacent territory loses half it's units (rounded down).

Tesla Cannon – Destroy all the units in a territory for each units destroyed you gain 1 energy.

Quantum Cannon – Destroy all the units in a territory for each unit destroyed you may draw one card.

Mind Control Generator – All the units in a territory become yours.

Wormhole Generator – Free moves and fortification moves may be from anywhere to anywhere.

Dyson Sphere – Energy Production is increased by 20%.

Crystalline Mainframe – You have no card purchase limit.

- MOD production is increased by 20%.

Resolutions:

Sanction – Choose a card type, no cards may be played or bought from chosen deck type for the remainder of the year.

Censure – Choose a player, they may not pass resolutions or complete works on their next turn.

Embargo – Choose an opponent, no trades may be made with the chosen player for the rest of the year.

Disarmament – All players lose X MODs, this may not reduce anyone below 1 unit per territory.

Aid – All players gain X energy, no player may gain more than double the lowest players beginning energy total.

Appoint Chancellor – Major Point Bonus.

Taxes & Tariffs – All players lose X energy, this may not reduce any player below 1 energy.

Mobilization – All players gain X MODs, no player may gain more than double the lowest players beginning energy total.

DMZ – Select 4 territories that you do not control and contain no more than 5 MODs, no attacks may be made to or from these territories for the rest of the year.

Quarantine – Neutrals do not effect anyone for the rest of the year, players may only attack the territories adjacent to their territories at the beginning of their turn.

Ruse *may be played at any time:

Decoy Base – Choose a friendly territory containing a Space Station or Capitol, remove the building and half the armies (rounded down) and place them in any friendly territory.

Cancel – Negate any enemy ruse, work, or resolution.

Hindsight – Undo any friendly ruse, work, or resolution.

Radio Silence – Choose any continent, no command cards may be played effecting it or any of it's territories for the remainder of the year.

Blitzkrieg – For the remainder of your turn instead of attacking adjacent territories you may attack any territory that is connected to territories that are adjacent to your territories.

Decoy Army – Choose any friendly territory, remove all armies from that territory and place in any other friendly territory.

Traits:

[Machine Killer

Enemy of Humanity

Xeno

Symbiont]

- +1 to lowest attack roll vs. enemy if there is a tie for lowest add +1 to both.

[Zombie Hunter

Wasteland Fighter

Dimensional Explorer

Bug Zapper]

- Neutral army loses its +1 bonus and no longer wins ties when attacking.

Heroic – When attacking with only one unit add +1 to your attack roll.

Warmonger – You gain an additional 2 MODs per turn.

Economist – You gain an additional 1 energy per turn.

Strategist – Your card purchase limit is increased by 1.

Tactician – You may make an additional fortification move per turn.

Stubborn – When you only have one unit remaining to defend a territory add +1 to the defense roll.

Ideal Resolutions for Custom Cards:

1600 1160

1400 1015

1200 870

1000 725

800 580

600 435

400 290

200 145

Humanity:

Capitols add a Policy slot.

Policy slots allow certain permanent cards to be played.

Machine:

Commanders cost 2 to purchase and 2 to upgrade.

A.I.: Utilize Nodes and have few factions. Their unique commanders are the harmony symmetry entropy and nihil commanders. Commanders are not deployed on the battlefield and are only purchased in order to utilize their respective command cards. A.I. must first purchase nodes in order to purchase commanders and command cards. Only two nodes may be built in a land territory at a time, nodes may not be built in water or lunar territories

Singularity – Artificial Intelligence –

8e Core Nodes *3 – Are treated as capitals and adds a Process slot.

4e Port Nodes *4 – Are treated as space stations and add 2 command slots.

3e Data Nodes *4 – Adds 10% to their production sequence and adds a requisition slots.

Process slots control the amount of processes that may be in play at a time.

Command slots determine the amount of commanders that may be controlled at a time.

Requisition slots determine the amount of command cards that may be purchased at a time.

Entropy replaces the nuclear commander.

Harmony replaces the homefront commander.

Nihil replaces the aerial commander.

Symmetry replaces the diplomat commander.

Xenos:

Capitols are replaced by Citadels and act as Capitols. Citadels add 2 to Mothership movements.

Space Stations are replaced by Temples and act as Space Stations. Temples add a Faith Slot.

Aliens: Utilize their Mothership and have few factions. Their unique commanders are the ravager priest bureaucrat and highborn commanders. They begin with half of their units on their Mothership. Mothership moves are dependent on the number of Citadels controlled it may make descending and ascending each cost 1 movement point as does firing a special weapon. Disembarking and embarking are free moves when landed. The Mothership may only be attacked from the territory on which it has landed. It may land on any land or moon territory unless it contains a capital, it may not land on water territories. Space Stations are now considered Temples and units may move between them and the Mothership. Faith Slots allows certain permanent cards to be played.

For all four alien factions the Ravager Commander replaces the Nuclear Commander and the Priest Commander replaces the Diplomat Commander the Highborn Commander replaces the Aerial Commander and the Bureaucrat Commander replaces the Homefront Commander.

Ravager 2.0 – Gains the Desolation ability. At the beginning of your turn choose a territory and roll 1d8, that many enemy units die. Attacks with d8 Defends with d8

Preist 2.0 – Gains the Conversion ability. At the beginning of your turn choose an opponent and roll 1d6, that many enemy units become yours. Attacks with d8 Defends with d8

Bureaucrat 2.0 – Gains the Intimidation ability. At the beginning of your turn choose up to 2 territories and roll 2d6, that many enemy units divided equally between the chosen territories flee to the nearest friendly territory. Attacks with d8 Defends with d8.

Highborn 2.0 – Gains the Subjugation ability. At the beginning of your turn choose an opponent and roll a d6 target player must discard that number of cards and if they do not have enough cards then energy is discarded. Attacks with d8 Defends with d8.

Symbiont:

Capitols are replaced by a Hive Nexus and act as Capitols. A Hive Nexus adds a construction slot.

Space Stations are replaced by Hive Pylons and act as Space Stations. Hive Pylons add an evolution slot.

Have few factions and utilize Hive Pylons instead of Space Stations which are considered connected to all friendly territories. Their unique commanders are Inquisitor Harlequin Archon-Psyker and Queen.

Evolution slots allow for certain permanent cards.

Construction slots allow for Hive movement.

Inquisitor replaces Nuclear

Harlequin replaces Diplomat

Queen replaces Homefront

Archon-Psyker replaces Aerial

Queen: no attack defense d6+1 for every 3 drones present 2.0 Doubles the production of any drones in the territory in which she resides.

Psyker: d6+3 attack d6 defense 2.0 When the psyker dies d6 enemy units die and is resurrected at any friendly hive as a normal psyker.

Archon: d6 attack d8 defense 2.0 the territory in which he resides may not be targeted by any command cards.

Inquisitor d8+2 attack d8 defense 2.0 Support cards cost 1 less energy

Viewing all articles
Browse latest Browse all 191418

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>