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Thomas H
I know that one of the primary complaints against the game of Risk is made because of the game's potential length. I have created, in a similar vein to the 2003 edition of standard Risk, a set of 36 2210AD mission cards, classified into four categories (1.0, 3.0, 5.0 and Commander/Level X in order of rising difficulty). However, due to the commercial release of Risk: Black Ops, referred to by some as Risk 2008 A.D., I am going to revise these. A sample of my as-of-yet unedited work: (text only because I have yet to figure out how best to work the image uploader)

1.0 Mission: Hold 4 Lunar territories. Play at the START of your turn.
3.0 Mission: Capture a territory that started with at least 8 MODs on it at the beginning of your turn. Play at any time during your turn.
5.0 Mission: Control a whole continent, or 2 whole colonies. Play at the END of your turn.
LvX Mission: Destroy 8 enemy MODs during another player's turn.

It would be very helpful to my cause if someone could find the entire text from the Risk 2003 Missions, as I could then perform a compare/contrast an increase the quality of the game.

I also had the idea of giving minor to moderate rewards to players who clear any one of their missions, such as an additional 2 MODs (instant gratification!) or a free Command Card, just like in Black Ops / Revised Edition 2008.

Ideas?
Wally Jones
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There is a British company that has already made 4 different Command expansion decks for the base 2210 game. I forget the companies name, but it should not be hard to find these decks. I would suggest to check these out first.
O. Ahmed
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http://www.boardgamegeek.com/game/35890

That the mission deck. It doesn't come with strict or specific rules though, just some recommendations. I haven't used them yet but they look interesting.
Thomas H
What, Insurgency Gaming? Yeah, I know about them, but actually I was referring to THESE cards:



They came in basic Risk, 2003 edition. Not that the Insurgency Gamers' are anything to scoff at, of course.
 
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