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My Tech Commanders
Tech Commanders (first attempt), respective paints, and stock commanders pictured for colour benchmark.
Risk 2210 A.D. Frontline: Season Two – Tech Commander
Tech Commander & Faction cards I made using Geoff Burbidge's new card images.  I resized them in Photoshop to fit standard card sleeves.  Also created simple custom tuckboxes to hold all the game cards.
A platoon of PnP commanders

Risk 2210 A.D. Frontline: Season Two – Tech Commander (2004)

Players
2–5
Playing time
240–240 min
Age
0+
7.60
Average rating
38
Ratings
3.00/5
Weight
Designer:Mike Gills
Publisher:Wizards of the Coast
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 10, Interaction 10, Complexity 6, Theme 7
Strategy9.0
Luck10.0
Interaction10.0
Complexity6.0
Theme7.0

This game's strategy, luck, interaction, complexity and theme.

Science FictionDiceWargameExpansion for Base-gameAuction / BiddingArea MovementDice RollingVariable Phase OrderArea Majority / Influence

Overview

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.

Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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