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Risk 2210 A.D. Frontline: Season Three – Factions box art

Expansion for Risk 2210 A.D.

Risk 2210 A.D. Frontline: Season Three – Factions

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Published
2004
Reach
Niche (via base game)
Players
2–5
Play time
240 min
Weight
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Ratings
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How it plays

No rules summary yet for this game.

Main mechanics

  • Area control
  • Auction & bidding
  • Dice rolling
  • Area control: Presence on the map decides who scores.
  • Auction & bidding: Value is set by what players are willing to pay.
  • Dice rolling: Dice create swing and force you to adapt.
Full publisher description

Which side will you choose? FRONTLINE: SEASON THREE: FACTIONS introduces six new factions to Risk 2210 A.D. , each with their own unique agenda and abilities. At the beginning of the game, each player picks a Faction play-mat. The amount of energy, cards, commanders, and special abilities players begin with is solely based on your choice of faction. If you choose the Havoc faction you will be a nuclear powerhouse. If Primus Oceanus is your choice, you will reign supreme over your domain of the sea. The choice is yours. Expands: Risk 2210 A.D.

How this expansion changes the base game

ComplexityNo change
Much lighterNo changeMuch heavier
DepthNo change
Much shallowerNo changeMuch deeper
SkillNo change
Much more luckNo changeMuch more skill
InteractionNo change
Much lessNo changeMuch more
Table ExpNo change
Much worseNo changeMuch better
Integration / RefinementNot rated yet
Makes it worseNo changeEssential
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Base vs with this expansion

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ComplexityDepthSkillInteractionTable ExpProduction

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