Risk 2210 QR
RISK 2210
Quick Reference & Tweaks
Setup
Determine Devastated Territories
Using the LAND Territory Card deck, randomly determine the 4 NUKED Territories.
Determine Player Starting Army
3 Players ~ 35 MODs
4 Players ~ 30 MODs
5 Players ~ 25 MODs
Determine Initial Territory Placement
1. Players Randomize half of the LAND Territories (round down).
2. Players roll 1d6; assign Turn Order chits for order of placement, highest roll initiative.
3. Players place 1 Starting Army MOD in turn order until all LAND Territories are occupied.
4. Players place 3 Starting Army MODs in turn order, distributed at will, in any friendly LAND Territories.
5. Players place 1 Space Station, Land Commander, and Diplomat Commander.
Distribute Starting Energy (e)
3e per player
Start of a Year
Bid for Turn Order
Turn Phase Overview
1. Collect & Deploy MODs and Energy
- 1MOD & 1e per 3 territories; 1MOD & 1e per Space Station (MOD~SS)
2. Hire (3e) & Place Commanders and Build Space Stations (5e)
3. Buy Command Cards (1e)
4. Play Command Cards
5. Invade Territories - once per turn, invade 3 contested Territories awards 1e & 1Card
6. Fortify Position - each MOD may move one Territory (card note 1).
Commanders - ALL Defend d8
Diplomat d6 Invade
Land: d8 invade from or into a LAND Territory
Naval: d8 invade from or into a WATER Territory
Space: d8 invade from or into a LUNAR Territory
Nuclear: d8 invade ALWAYS
Space Station Defense
All units in a Territory with a Space Station defend with d8.
Card Notes
note 1: Diplomat Redeployment - take an extra Fortify Position phase OR may move units from one Territory to any linked Territory.
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