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RULE VARIATIONS
As with the previous Advanced Tech expansion, the Terror Tactics Expansion Deck is designed either for use in place of an existing command deck (players choice) or with the use of an additional command token (available separately from our on-line store) alongside the existing decks.

Although the cards themselves have been designed to be as clear as possible in respect to their wording, because a number of new gaming dynamics are being introduced with this deck, it is expected that a few clarifications will need to be made so as to ensure a smooth blood free game (at least among the players).

Below you'll find some points that'll hopefully clarify some of your points of contention. This by no means is a definitive list, but instead should always be looked upon as a work in progress - if you're having a problem with something that isn't addressed here then please feel free to contact us and we'll do our best to answer you as soon as we can.

BIOHAZARD:
CONTINENTAL ATTRITION
Unlike the placement of a nuclear marker onto a territory, the placement of a biohazard marker does not negate the use and occupation of that territory. In order therefore for a player to keep control of a continent, and gain the benefits of doing so, they must occupy that territory at all times from the end of their turn to the beginning of their next. If at any time that territory is left empty then not only does the occupying player lose control of that territory, but so too do they lose any continental benefits for which that territory was part of.
LAND/WATER/MOON?

There is purposely no mention made to whether or not this card should be played on land, water or space territories because it can be played on any territory of your choice.

NAIL BOMB (LEFT):
WHEN TO PLAY IT
Unlike other cards, Nail Bomb can be played at any time during play prior to having made a final move. The benefit of this is that a player can make a suicidal run into the midst of enemy controlled territory and, as long as they can still pay the cost of the card, BOOM! Suddenly a player can find themself much worse off than they were moments earlier with far fewer occupied territories to count upon for their turn.
RUSSIAN ROULETTE (ABOVE RIGHT):
Why so cheap for what can be a very destructive card? Well, the fact is that not only can it cause your opponents a huge deal of damage, but so too can it cause you a large gaping hole somewhere you used to call home. A word to the wise, use this card carefully for not only can it be your best friend, but so too can it be your worst enemy.
HOSTAGE (RIGHT):
Put simply, this card allows you to steal the abilities of another commander – you can buy and play cards, go for a swim, pop into space, but beware, once your turn is over those abilities fade away and any extra cards you have or units you've sent for a paddle are stuck there until they're either destroyed or you gain the required abilities through other means i.e. buying a commander or your own or playing another copy the same card.
CHERNOBYL (BELOW):
Has the placement of nuke markers given your opponent a game on easy street? No more can they be assured of a victory hiding behind these once immovable blockades – why not come out from behind your shield and face your foe?!
RESISTANCE (RIGHT):
Card should read 'draw land territory cards...'. Another point to keep in mind, you do not need to be bordering the drawn territory to attack it. This card should be looked upon as an uprising of the little people within the territory itself against the occupying scourge.
 
 
 
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