Resistance Commander

Card back

Rules

The Resistance Commander receives an eight sided dice on defensive rolls and an eight sided dice when attacking territories that contain 3 or less defending units.


Design and concept by sklar.

Download Bundled Expansion Pack

The bundled expansion pack contains high-resolution versions of all Resistance Commander command cards and a PDF with cutouts of the commander units.

Command Cards

Here's a detailed breakdown of the Resistance Commander deck:

  • Battlefield Promotion
    Count: 1
    Cost: 1
    Before First Invasion
    Remove 1 MOD from any territory you control and place a new commander of your choice in the same territory.
  • Counter Intelligence
    Count: 1
    Cost: 1
    Opponent Invades
    Switch MODs and commanders on any two territories you control.
  • Dirty Death Trap
    Count: 1
    Cost: 3
    Opponent Invades
    Roll a 6-sided die and destroy that many MODs in the invading territroy. Repeat for all adjacent territories (including the defending territory).
  • Frequency Jam
    Count: 2
    Cost: 0
    Before First Invasion
    Choose a player. The chosen player cannot play command cards during your turn.
  • Hacked Machine Code
    Count: 1
    Cost: 1
    Opponent Invades
    Destroy two MODs in the invading territory and place two MODs in the defending territory.
  • Insurgent Cell Revealed
    Count: 2
    Cost: 2
    Before First Invasion
    Choose another player's territory containing only 1 MOD. Destroy that MOD and roll a 6-sided die. Place MODs in that territory equal to the number rolled.
  • Insurgent Fighters
    Count: 2
    Cost: 0
    After All Units in Your Territoy are Defeated
    Your opponent does not gain control of this territory. Place 3 MODs on this territory. Your opponent may choose to continue the invasion.
  • Ion Defense Cannon
    Count: 1
    Cost: 4
    End of Turn
    Place this card face-up in front of you. While it is in play, roll an additional 6-sided die when defending territories you control. Discard this card at the start of your next turn.
  • It's a Trap!
    Count: 1
    Cost: 1
    Opponent Invades
    The invasion cannot be called off until your opponent gains control of the territory or they are no longer able to attack.
  • Low Ammo
    Count: 1
    Cost: 2
    Opponent Invades
    The attacker may use at most 2 dice when attacking this territroy for the rest of the turn.
  • Niven Station
    Count: 1
    Cost: 0
    Before First Invasion
    Place the space station card on the table. Put 1 MOD in each territory in the space station.
  • Nuclear Sabotage
    Count: 1
    Cost: 3
    Before First Invasion
    Choose a territory with a Space Station and destroy the Space Station. Also destroy 1 MOD in the same territory and in all adjacent territories.
  • Return Fire
    Count: 1
    Cost: 0
    Opponent Invades
    If your opponent fails to gain control of the territory during this turn, gain 5 additional MODs to place on your next turn.
  • Strategic Defense Initiative
    Count: 1
    Cost: 2
    In Response to Nuclear Comm. Card
    Roll a 6-sided die. If you roll a 3 or higher, the Nuclear Command Card has no effect.
  • System Failure
    Count: 1
    Cost: 3
    In Response to Any Command Card
    The Command Card being played has no effect. Gain the Command Card into your hand.
  • Traitorous Bribe
    Count: 1
    Cost: 1
    Before First Invasion
    Choose an opponent. That opponent must pay you 3 energy or destroy a commander. If they destroy a commander, place the same commander in a territory you control.
  • Underground Railroad
    Count: 1
    Cost: 0
    Before First Invasion
    You may make a fortification from any territory you control to any other territory you control. They need not be connected. You may not make a fortification move at the end of this turn.
  • Uprising
    Count: 2
    Cost: 2
    Before First Invasion
    Choose a territory. All MODs except 1 must move to an adjacent territory controlled by the same player. If the player does not control an adjacent territory, destroy the MODs instead.