Nuclear War Combined Rules 1.50 TSP

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NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
Tournament Scoring

Order of Elimination
1 point for the first player to be eliminated, 2 for the
NUCLEAR WAR
second, 3 for the third and so on. If someone successfully
uses the “If I Can’t Win, Everybody Dies” rule, all the
WITH ALL THE
other players are considered eliminated simultaneously
and thus score the same amount.
TRIMMINGS
FOR 2+ PLAYERS
Cold War Bonus
1 point for taking out a player by Propaganda. Nuclear War © 1965 by Douglas Malewicki.
Nuclear Escalation © 1983 by Flying Buffalo Inc.
Survivor Bonus
2 points if you are the only player left. Nuclear Proliferation © 1993 By Flying Buffalo Inc.

Final Retaliation Bonus Nuclear War Booster Cards


3 points for each player taken out by your Final © 1994 by Flying Buffalo Inc.
Retaliation. Nuclear War Bonus Pack
ANTI-MISSILE SUMMARY © 1996 by Flying Buffalo Inc.
Weapons of Mass Destruction (WMD)
System: Can be shot down by: © 2004 by Flying Buffalo Inc.
Polaris, Minuteman Any but Stealth
Cruise Lasers, EKV, Jet Additional Cards, Countries & Rules
Atlas, Titan, Trident, Scud Any but P and Stealth © 1995-2006 by Daniel U. Thibault
Coyote Any but P and A ([email protected])
Shuttle, B-58/70/1, DCX Any but P, A, EKV (http://www.bigfoot.com/~D.U.Thibault)
Stealth Bomber Lasers, Stealth
Printed in Canada
MX S, Sprint, EKV, Lasers
Saturn S, Sprint, Lasers Flying Buffalo Inc., Box 1467, Scottsdale, AZ 85252
Cannon, Sub, Platform None (http://www.flyingbuffalo.com)
(Version 1.50 tsp - 25 March 2006)
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NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


nuclear malfunctions, dud warheads, etc. If the “delivery Warheads on a Space Platform are included in Final
system explodes”, the Submarine is destroyed. Retaliation; a Killer Satellite is not (it is discarded
When you fire the warhead, the Submarine is turned instead). You cannot launch a Space Platform, Satellite,
face up and may be targeted by other players while it is Submarine or Cruise Missile during Final Retaliation.
face up. At the end of any subsequent turn you may move However, a player with a Cruise Missile already in the air
the Submarine to port. While the Submarine is in port it continues to control it until he detonates it on another
cannot be fired at, spied upon, sabotaged or used for Final player, even after he has been wiped out by any means.
Retaliation. At the end of any turn after that, you may put An Atomic Cannon that has been played (but not one in
the Submarine back at sea, giving it a new warhead and a your hand) can be used during Final Retaliation to fire one
new target. 10 megaton warhead. Submarines at sea may fire their
At the end of any turn that the Submarine is at sea, warheads at “the target” as part of Final Retaliation;
you may choose to bring it back to port (that's the only Submarines in port are discarded.
way you can change the target without actually firing the
warhead). While the Submarine is at sea, any player may Drawing Cards
use a spy to reveal it (turn it face up) and its target (but not
its load). While it is face up, any player may shoot at it on There are many occasions where you might play
his turn with any weapon except the Atomic Cannon. more than one card from your hand during your turn or
If a Minefield is played by the country the Submarine even during someone else’s turn. Unfortunately, you have
targets, you must bring it back to port immediately. already drawn your cards for that turn. You must wait
Once a Submarine is played, it is no longer until your next turn to replace the missing cards. The same
considered part of the normal complement of cards “in rule applies if you lose cards during another player’s turn
your hand”. However, the warhead it is carrying is still (as a result of some Secrets, for example) or if you forget
“in your hand”. You can have more than one Submarine to draw all the cards to which you are entitled at the
active at a time, but you can only move one of them (from beginning of your turn or during your turn: you must wait
sea to port or vice-versa) at the end of any turn. Be careful until your next turn to make up for the missing cards.
that you don't get the warheads and/or targets mixed up.
If you are wiped out while you have one or more
Submarines at sea, you may fire the warheads at the
targets as part of your Final Retaliation.

— 24 — —9—
NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
Introduction • Cards that rely on adjacency (such as Cruise Missiles)
skip right over the Mars Colony —if they start on
Nuclear War, combined with the supplements Mars, they cannot leave it. Planet-wide effects (such
Nuclear Escalation, Nuclear Proliferation, the Nuclear as a chain reaction) do not affect Mars —or affect
War Bonus Pack, the Nuclear War Booster Cards and Mars alone (if at all). Mars can only be reached by or
Weapons of Mass Destruction, is a game for two or more attack with ordinary missiles (Polaris to MX). The
players. Each player represents a “major world power” Spy Satellite can spy on or from Mars.
and attempts to gain world domination through the
strategic use of propaganda techniques and nuclear • The 200 megaton warhead can be delivered by an
weapons. A sound strategy, however, is not always a MX or dropped from the Space Platform. It can also
guarantee of success. As in the real world, the results of be used in the “If I Can’t Win, Everybody Dies” rule
strategic decisions are not predictable and such factors as (or with the Cobalt Bomb). Lastly, you could use
the chance dispersion of deadly radio-active fallout UFO Technology to boost the carrying capacity of a
particles may significantly alter the course of events. Saturn missile or of a B-1 or Stealth bomber.
• When “You Must Find WMD” is used, the revealed
Disclaimer
cards are put back in the opponents’ hands.
These rules differ from Flying Buffalo’s on a few • When using the Suicide Bomber, roll a single radio-
points and are not to be considered official in any way. active fallout die. A “1” means no loss of life, “2–6”
means 3–7 million killed.
Object

Each player seeks to gain world domination by Erratum


eliminating the other major powers. This can be
accomplished in two ways. The peaceful way is to • The Doomsday Device also ignores propaganda.
persuade the population of opposing countries to join your
superior form of government. The bellicose way is to Conclusion
destroy the enemy’s population by using nuclear weapons.
The point of the game is to have a good time. If a
Population is therefore the measure of success or failure in
question remains about the meaning of a rule, use the
the game. A player who loses his entire population
answer that seems to make sense. The owner of the game
withdraws from the game.
gets to decide if need be. You can also send a SASE to
Flying Buffalo or leave an e-mail at their web site.
—2— — 31 —

NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


Missing Turns comes around.
Once played, the Stealth Bomber stays there and any
There are a variety of ways in which a player may be following warheads are also dropped on any target (the
forced to lose a turn. When this happens, he must still deal same as the first warhead or any new target) until you turn
with on-going effects such as Supervirus, Ozone Hole or up a card that is not a warhead, you have dropped 100 total
Son of Supergerm. He does get to move or detonate any megatons from it, you get a “bomber runs out of fuel” roll
Cruise Missiles he may have in the air. He does not get to or the bomber is shot down. In other words, once
draw a card nor to reveal one. He may not move revealed, the Stealth Bomber behaves like a bomber. The
Submarines, attack with a Killer Satellite, use his only anti-missiles effective against the Stealth Bomber are
country’s special power or his Space Platforms. the Stealth Fighter and the Lasers. The Stealth Bomber
may be sabotaged on any sortie, including its initial one.
Deterrent Force
Submarine
A player with a powerful weapon in his hand may
wish to display it in order to discourage an enemy attack. When you turn up a Submarine as your face up card,
He may, as part of his turn, place one or two cards face up put it face down well forward of your strategy layout and
as a Deterrent Force. A Saturn or MX missile and a 100 place one warhead (20 megatons or less) face down on it;
megaton warhead, for example, may cause an enemy to the Submarine is then “At Sea”. The warhead must be
think twice before beginning a nuclear exchange. Cards in taken out of your hand and should not have been played as
the Deterrent Force remain as part of the player's hand a face down card. If you don't have the proper sized
(they are considered unplayed) and must be put into play warhead in your hand or if you choose not to use one, you
in the same way as any other cards. The price the player may instead place the Submarine, face up, besides or
pays for a Deterrent Force is the loss of any element of behind your strategy layout; the Submarine is then “In
surprise in using the weapon. Port”. The Submarine is susceptible to sabotage only at
the moment of its launch.
Special Cards The Submarine must be sailing off the coast of a
particular country. Write down the name of that country
Cards marked as Special are normally played directly
on a piece of paper and put it face down under the
from the hand, often out of turn —even if the player is
Submarine card. At the end of any subsequent turn, in
losing one or more turns. Unless noted otherwise on the
addition to anything else you do, you may fire this
card, they have a one time effect and are then discarded.
warhead at the player it is targeted for. This firing cannot
be sabotaged or stopped by anti-missiles, but is subject to
— 10 — — 23 —
NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
• The Revolt Top Secret does not remove played The game is normally played without partners.
Specials or Secrets (such as the Vaccine or the Multiple alliances can be formed, however, in order to
Supervirus) from the player. defend against powerful aggressors, to annihilate weaker
countries or even to eliminate those players who are
• After completing Arms Sales, each involved player considered dull-witted bores by the majority.
must discard or draw back to his normal complement
of cards before play resumes. Preparation
• You can play Disinformation to cancel a Secret you
Before the game, each player picks a country card.
play on yourself.
Each country has a special power as described on the
• Faulty Fallout Shelters may cancel Super Fallout country card. The countries can be shuffled and passed
Shelter or the Ultimate Leadership Bomb Shelter. out at random or selected one at a time starting with the
player who is going to start playing last.
• Domed Cities protect from the Ozone Hole, Son of
The starting population of each country is determined
Supergerm and the Cobalt Bomb’s effects.
by shuffling and dealing the small population cards (the
• The Black Box does not affect the Atomic Cannon, WMD population cards are not used). Population cards
the Submarine nor Bagmad’s special power. should be kept face down on the table in front of you, in
clear view, at all times. The number of cards dealt is as
• Only one Super Fallout Shelter can be played per
follows:
warhead dropped on you.
Players 2 3 4 5 6+
• If Deathschland gets the Exchange Students Secret, it Population cards 15 10 8 7 6
has no effect.
The remaining population cards are placed in the
• Mars does not have an ozone layer so the Mars “bank”. The owner of the game (who always deals and
Colony cannot be affected by a Martian Ozone Hole. plays first) shuffles the Nuclear War deck and deals nine
• Asgard cannot use its power during Final Retaliation. cards to each player. The remaining cards are placed face
down in the centre of the table, possibly in several decks
• UFO Technology cannot be used on an Atomic (if convenient).
Cannon or a Submarine.
Beginning and Continuing Play
• When UFO Technology is used on the DCX Delta
Clipper, its effect lapses when the DCX is put back in The owner begins by playing any one Secret card of
the player’s hand.
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NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


Reveal A Submarine Ultimate Victory
At any time, a player can use a spy to reveal (turn
face up) a Submarine at sea and its target (but not its load). The last player remaining in the game claims victory
only if he has some population remaining. Thus, there
Steal a Secret may not be a winner in the Nuclear War game...just losers!
When another player announces that he has drawn a _______________________________________________
Secret card but before he announces what it is, you may
steal it from him by playing your spy. If more than one Atomic Cannon
player tries to steal a Secret, it goes to the one nearest the
player who drew it, in a clockwise direction. The player When you turn up an Atomic Cannon as your face up
who stole the Secret must place it face down in front of card, put it beside your face-down cards. On any
himself. When his turn comes, he starts his turn by subsequent turn, whenever you turn up a 10 megaton
picking up the Secret and giving other players the warhead that is not being carried by a delivery system, you
opportunity to steal it again. may fire it from the Atomic Cannon. However, you can
only fire it at the player who is currently immediately on
Spy Satellite your right or left. (Of course when the game gets down to
three or fewer players, you can fire it at anyone) Roll the
Put in Earth orbit just like a Killer Satellite, the Spy usual dice.
Satellite can gather military intelligence (on another The Atomic Cannon can be sabotaged only when
player’s two face down cards only), reveal a Submarine or firing, not when being placed. The warhead fired by the
carry out a census, once per turn. It can be targeted by the Atomic Cannon cannot be stopped by any anti-missile.
Killer Satellite just like a Space Platform. You can only have one Atomic Cannon face up at a time;
if a second one is turned up while the first is still there, it
Stealth Bomber is discarded. An Atomic Cannon that has been played (but
not one in your hand) can be used during Final Retaliation
You don’t play a Stealth Bomber face down in front to fire one 10 megaton warhead.
of you. If you have it in your hand, any time you play a
warhead face up without a previous delivery system, you B-58, B-70 and B-1 Bombers
may pull the Stealth Bomber from your hand and play it.
You may now drop the warhead on your favourite target, The B-58, B-70 and B-1 Bombers are capable of
just as if a bomber were carrying the warhead. Note that carrying any combination of up to 60, 50 or 100 megatons,
this will leave you one card short until your next turn respectively, and may attack more than one opponent in a

— 22 — — 11 —
NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
his choice from his hand, face down onto the table, • If, during Final Retaliation, several players use anti-
pausing to allow spies (see below) to steal it. Top Secrets missiles, the last player to use one is the player whose
are just like Secrets —they simply hurt more. If the Secret turn is next.
isn’t stolen, he reveals it, follows the instructions thereon
and places it on a discard pile. • You may not use an anti-missile to stop a missile
Once the Secret’s consequences have been dealt with, being fired at someone else.
he draws a replacement from the centre pile. Note that this • If an MX or MIRVed warhead manages several “lose
means that if the Secret wipes somebody else out, the a turn” results, the affected player only loses one.
player loses the rest of his turn (and may thus be a card or
more short until his next turn in some cases). The process • If a player has his bomber (including the DCX) shot
is repeated until his hand contains no Secrets. The player down by an anti-missile and has neglected to play
on his left then plays his Secrets in the same manner and face-down cards after it, the player who shot it down
so on around the table. If Secrets are stolen by spies, can require him to immediately play warheads (if
several rounds may be required. available) as if they were following it.
After all Secrets are played, each player then makes • When you must “lose a warhead and/or missile”, you
his first strategy decision by placing two cards face down may discard a played Cruise Missile instead. It
on the table in a way that clearly indicates which is first counts as both a missile and a warhead.
and which is second. These cards will be turned up on
succeeding turns; thus the player has committed himself to • The Mole cannot peruse nor pick from the target
a specific strategy for the first two turns. We’ll call these player’s face-down cards stowed on board a Space
cards the Strategy Track. Platform or a Submarine.
The player who chooses to prepare for war places a • If a Cobalt Bomb gets a “Disaster!” or “Orbital
missile, bomber or other delivery system card in the #1 Burst”, the downwind players still take damage as per
position and a compatible nuclear warhead card in the #2 the card.
position (exceptions to this exist and are detailed later on).
Data on the cards themselves indicate how these may be • When playing the Marshall Plan, each player gives
combined. Only when the cards are positioned and played you a card back before you give one to the next
in this order can an attack be started. player. Thus you can give the card you just got to the
Cold-war strategists who hope to secure victory next player.
through propaganda will, of course, play propaganda cards • When resolving the Re-Armament Secret, you cannot
instead of weapon cards. discard other Secrets you may have in your hand.

—4— — 29 —

NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


manner similar to flying from target to target. For Spies
example, a player who exposes a B-70 bomber card on one
turn may expose a 20 megaton warhead card on the next Spy cards are held in the hand until needed, like other
turn and attack an enemy. On the succeeding two turns he special cards. Once used, they are discarded. You
may then expose another 20 megaton warhead and a 10 replenish your hand (because of spies played out of turn)
megaton warhead and use them in attacks on the same or at the beginning of your next turn. Spies may:
different targets. Of course, an intercept by an enemy
destroys the bomber, so any remaining warheads Conduct a Census
committed but not yet turned up will be discarded (fall into At any time, a player may use a spy to examine an
the ocean) as they are turned up. enemy player’s population cards. Merely announce “I'm
The bombers can be sabotaged on any sortie. The conducting a census”, discard your spy and examine the
bombers can be intercepted by the “B”, “S”, Sprint, Jet or population cards of one enemy.
Stealth anti-missiles. Bombers can be used to their full (or
Counterspy
remaining, if already face up) capacity during Final
You can cancel someone else's use of a spy by
Retaliation, conducting in effect one long bombing run.
playing your spy immediately after he plays his. You can
Cobalt Bomb also foil the Mole or the Spy Satellite that way.

After you have announced the target of your warhead Foil the Saboteur
and after he has decided not to shoot it down, but before When an enemy plays the Saboteur on you or anyone
you roll the dice, you may play a Cobalt Bomb card from else, play your spy and cancel it.
your hand. This warhead produces lots of fallout, causing
Gather Military Information
downwind players to lose population as well (assuming the
At any time, a player may use a spy to examine all
bomb actually goes off). Each downwind (clockwise)
the face down cards in an enemy player’s strategy layout.
player loses half as much population as the preceding one,
Merely announce “I'm spying”, discard your spy and
rounding down. It is possible for players to be affected
examine the cards of one enemy. You draw a replacement
multiple times. You can use a Cobalt Bomb on yourself as
for your spy on your next turn. This does allow you to
part of Final Retaliation —you only need the warhead!
look at the cards in the enemy's hand, on his Space
Platform and on his Submarine.

— 12 — — 21 —
NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
Answers to Questions Often Asked Once initial strategy has been determined, the owner
draws Nuclear War cards from the centre deck and places
• If you draw a Secret card that says “You miss your them in his hand until it totals ten cards (counting the face-
turn” that is immediately the end of your turn and you down cards). If he drew any Secrets, he deals with them
do not draw another card to replace it. as above, eventually drawing other cards as replacements.
He then places a third Nuclear War card face down on the
• If you must lose population and don't have the correct
strategy track behind the other two (thus making a further
“change”, you may trade cards with the “bank” until
strategy decision) and turns up card #1.
you have the proper combination. All such cards
On succeeding turns, the sequence goes like this:
used in making change should be exposed to all the
other players. However, it is considered bad form to • Move your Cruise Missiles and deal with Supervirus
expose any of your remaining population cards to any and other beginning-of-turn Secrets.
other player. • Draw cards until you have ten in hand (counting the
face-down cards as “in hand”).
• You may look at your face down cards to remind
• Deal with any Secrets drawn.
yourself of your intended strategy, but once placed
• Play cards face down until you have at least three in
they may not be changed or reversed in order unless
the strategy track.
“peace is restored”.
• Reveal the first face-down strategy track card:
• The strategy track, the Deterrent Force and any other • If it is a propaganda card, carry out the instructions
face-down cards (such as those on board Submarines against the enemy of your choice and then discard it.
and Space Platforms) are considered unplayed and in In peace time, population cards change hands.
the player’s hand. They are therefore susceptible to • If it is a missile, bomber or other delivery system, it
examination, theft or loss through play of Secrets and remains face up until the next turn. If you disclose a
Specials. usable warhead on the next turn, you will attack. If
• The Country special powers are usable once per turn, you do not disclose such a card, the delivery system
on the player’s turn, unless the card states otherwise. will then be discarded (there are some exceptions).
• If it is a warhead, resolve your attack or discard it (if
• You may use a spy to help someone else foil the it was not preceded by a delivery system).
Mole or a sabotage attempt or, conversely, to counter • Optionally, use your Killer Satellites, Space
the victim’s attempt at foiling the Mole or Saboteur! Platforms and Submarines.
• If you are wiped out by a Secret card that you turn up Play then proceeds clockwise.
yourself, you do get Final Retaliation.
— 28 — —5—

NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


player may miss an opportunity to drop a warhead from Cruise Missile
the Space Platform. A malfunction on a warhead dropped
from the Space Platform will affect only that warhead. The Cruise Missile is a self-contained carrier/warhead
The Space Platform itself is never damaged by a system which rotates around the table until the owning
malfunction. player decides to detonate it. A Cruise Missile is launched
A Space Platform may be replenished by the Space when it is turned face up (it needs no warhead). It will not
Shuttle or the DCX Delta Clipper —this is why it should start nuclear war by itself until it is detonated on a player.
not be discarded once empty until the player retires. The turn it is launched, the player rolls a radio-active
Dropping a warhead from a Space Platform will cause you fallout die. If a 2 through 6 is rolled, the launch is
to have fewer than your normal complement of cards in successful. If a Nuclear Cloud is rolled, the launch fails
your “hand”. You must replenish your hand from the deck and the Cruise Missile is discarded. Cruise Missiles can
on your next turn. A Space Platform that has not yet been be sabotaged at launch only.
launched cannot be used in Final Retaliation. If the Cruise Missile is launched successfully, the
owner places it in front of the next player clockwise
Space Shuttle around the table. At the beginning of the owning player’s
next turn, before he draws any cards, he decides whether
This card may be used to reload a Space Platform. to detonate it on that player or to move it to the next
When the Space Shuttle is turned face up, you may player, clockwise. When the owner announces he is
immediately take any number of uncommitted warheads detonating the Cruise Missile, the target may intercept it
from your hand and add them to an already launched with the Lasers, EKV or Jet Interceptors, which are the
Space Platform. The Space Shuttle can also be used to only anti-missiles effective against it. When the Cruise
launch a (single) Satellite, but not at the same time it is Missile is detonated on a player, he loses the population
reloading a Space Platform. Neither can it reload multiple specified on the card and the radio-active fallout dice are
Space Platforms at once. When used in this way, the not rolled.
Space Shuttle may be intercepted by a Killer Satellite; this If the owning player forgets to move or detonate the
is resolved in the same way as an attack on a Space Cruise Missile, it automatically moves to the next player.
Platform. If the Cruise Missile gets all the way around back to the
Used as a bomber, the Space Shuttle carries one owning player, it runs out of fuel and automatically
warhead of up to 50 megatons, just like a missile. It can detonates on him! If a player misses his turn, he may still
then be shot down by any Interceptor save the P, A, and move or detonate his Cruise Missile. Once turned face up,
EKV. It can also be sabotaged in either usage mode. The the Cruise Missile is no longer “in your hand”.
Space Shuttle is discarded after it is used.
— 20 — — 13 —
NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
Attack Arms Trades
During peace, a player may, at the beginning of his
War is declared as soon as a player turns up a turn, offer a single card from his hand in trade. Other
warhead card which has been preceded by an appropriate players may secretly offer any one card from their hand.
missile or bomber card (or detonates a Cruise Missile, The player may then accept none or one of the offers.
drops a warhead from a Space Platform or fires a warhead
from his Atomic Cannon or Submarine —see below). He Cities
announces his target, rolls all three radio-active fallout Before the start of play, each player spreads his
dice and consults the appropriate Nuclear War Attack population cards out into 3 less stacks (“cities”) than he
Resolution Table (pp. 16-17; this replaces WMD’s has cards. When a player launches a nuclear attack, he
“modified by the number on the next card”). The must specify which city he is attacking. If the attack is
population loss of the attacked country is the amount successful, the player only loses the population in the
specified on the warhead card (the warhead’s “yield”) plus targeted city —his other cities are unaffected. At the
any specified by the dice. For example, a 20 megaton beginning of a player's turn, he may “migrate” any one
warhead destroys 5 million people. If the attacker rolls a population card from one of his cities to any other one,
“13” on the dice without any of them being a Nuclear provided the destination city still exists.
Cloud, then 7 million people are lost. Note that once
anyone starts nuclear war, everyone is at war. Also note UN Peace Resolution
that war starts even if the warhead was a dud or the attack During war, any player may suggest, at the beginning
failed in any other way. You must attack if able to do so. of his turn, a vote for peace. If the vote is unanimously in
The unique attack capabilities of some delivery systems favour, peace is declared and all players may pick up their
are explained later. face down cards and return them to their hands. All face
up cards are immediately discarded. This may only be
Defence done once per game.

If the announced “target” possesses an anti-missile or Peace-Time Population Increase


other defensive system card of appropriate intercept At the beginning of the first player's turn, each player
capability (as indicated on the card itself and in the special rolls a radio-active fallout die if it is peace-time.
rules of play below), he may destroy the attacking missile Die Roll: 1-2 3-4 5-6
or bomber by saying “intercept” after the attack has been Population Increase (Millions): 1 2 5
announced but before the radio-active fallout dice have
been rolled. The anti missile card is then discarded and a
—6— — 27 —

NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


DCX Delta Clipper Space Platform

The DCX Delta Clipper is used like a bomber with a The Space Platform is an Earth-orbiting missile
75 megaton delivery capacity. An important difference, platform used to drop warheads on your enemies below. A
however, is that when the DCX is used up, the owner has player may have any number of Space Platforms in orbit.
the option of discarding any other card (excluding Secrets) When a player turns up a Space Platform as his play, he
from his hand instead of the DCX card. He then puts the may put any number of uncommitted warheads from his
DCX card back in his hand for later re-use. hand on it face down. Then he rolls a radio-active fallout
The DCX is also Earth-orbit-capable and can be used die to launch the platform. A 2 through 6 successfully
to launch a (single) Satellite or to reload a Space Platform. launches the platform. A Nuclear Cloud means the launch
This exhausts the DCX’s carrying capacity entirely. In the was a failure (The platform and all the warheads are lost.
latter case, when the DCX is turned face up, you may Draw replacement cards from the deck on your next turn).
immediately take any number of uncommitted warheads Roll the die again. If you roll another Nuclear Cloud, the
from your hand and add them to an already launched platform crashes into one of your cities and you lose 10
Space Platform. When used in this way, the DCX may be million population!
intercepted by a Killer Satellite; this is resolved in the If the Space Platform is successfully launched, it
same way as an attack on a Space Platform. remains aloft until the player retires or it is shot down by a
Killer Satellite. A player who has a Space Platform may
Killer Satellite drop a warhead from it in addition to his regular turn.
These warheads need no missile carriers; the player merely
The Killer Satellite is launched with any one of the turns one over and announces his target. They also cannot
following space-capable delivery systems: Atlas, Titan, be intercepted. Cards on a Space Platform are kept face
Scud, Coyote, Saturn, Space Shuttle or DCX Delta down until used and are considered part of a player’s hand
Clipper. The Killer Satellite is turned up after the missile until they have been dropped.
instead of a warhead. The launch of a Killer Satellite is A player may drop no more than one warhead per
automatically successful (unless sabotaged). Once a Killer turn from any one Space Platform, but could drop one
Satellite is launched, it remains in Earth orbit until the from each of his Space Platforms if he had more than one
owning player decides to use it (or gets wiped out). At the in orbit. The warhead is dropped from the Space
end of any subsequent turn, the owning player may attack Platform after the player has turned over a card for his
an enemy Space Platform or Satellite by declaring his regular turn. If this regular card wipes out another player
target and rolling a radio-active fallout die. If he rolls a 2 (thus causing Final Retaliation), the turn passes on to
through 6, the attack is successful and both the Killer whoever is next after the smoke settles. Thus the attacking
— 14 — — 19 —
NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
Trading Session replacement drawn. When a player makes a successful
“intercept”, the next turn becomes his and play proceeds in
When the Trading Session card is played (or when a clockwise direction. You cannot intercept a missile
Nippyo uses its power), everyone must make at least one being fired at someone else.
trade. The only restriction is that you must exchange a
like number of cards (i.e. one for one or two for two), you State of War
may not show what the cards are to the other person and
you can offer or accept no more than 4 cards at a time. Once an attack has been made upon an enemy, a state
You may tell the other person what you are offering but, of of war exists and peace is not restored until at least one
course, you might be lying. If there is someone that no player has been forced to retire from the game through
one else wants to trade with, the person who initiated the annihilation of his population. (Some exceptions to this
trading session must trade at least one card with him. You rule exist; see Bagmad’s special country power, for
may not trade cards already played on the table (face down example). Propaganda cards are of no value during war.
or face up cards). If a propaganda card is played during war, it is simply
If you wish to discard the Trading Session card discarded without having any effect. When peace is
without starting a trading session, you must play it face restored, propaganda cards are usable again.
down in front of you (like a missile or propaganda). When When peace is restored, following war, each player
it is turned face up, just discard it. may, if he chooses, alter his strategy track by replacing the
face down Nuclear War cards with others from his hand.
Optional Rules He cannot replace a card that has already been turned face
up. The face up cards remain in play, in case he wishes to
“If I Can't Win, Everybody Dies” continue with his previous strategy.
If a player is engaging in Final Retaliation and has a
200 or 100 megaton warhead but no delivery system big Targeting A Specific Card
enough to carry it, he may set it off in his own country in
the hopes of triggering a “chain reaction” on the Nuclear Any player may direct a warhead at an Atomic
War Attack Resolution Tables and thus destroying Cannon, a face-up Submarine at sea, a played Minefield or
everyone! Mars, being on a different planet, survives this Leaky Border instead of at his enemy's population.
—but neither may Mars kill anyone in this fashion. Merely state the target: unless you get a dud or a “delivery
system explodes” or other malfunction that causes you to
miss the target, the latter is destroyed. Your enemy
doesn't lose any population. An Atomic Cannon can shoot
— 26 — —7—

NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


MX Missile Satellite and its target (along with any warheads on it) are
discarded. If he rolls a Nuclear Cloud the mission fails
The MX Missile may carry any one warhead bigger and the Killer Satellite is discarded without harming the
than 15 megatons (it cannot carry a 10 or 15 megaton target.
warhead or launch a Satellite). The MX is, in effect, an The Killer Satellite can also intercept an enemy Space
always-MIRVed missile (see above). Shuttle or DCX when either is used to reload a Space
Platform or to launch another Satellite. This is resolved in
Saboteur the same way as an attack on a Space Platform.
A Saboteur card may be used to foil one launch of an MIRV
enemy weapons system. When an enemy has turned over
a warhead and announced his target or turned over a After you have announced the target of the warhead
Cruise Missile, Satellite, Space Shuttle, Atomic Cannon, you are dropping on someone and after he has decided not
Stealth Bomber, Submarine or Space Platform (and loaded to shoot it down, but before you roll the dice, you may
it with warheads if need be), but before he rolls the radio- play a MIRV card from your hand. The warhead must be
active fallout dice, you may play the Saboteur to 20 megatons or bigger and the delivery system cannot be a
automatically make his launch fail —unless he foils your bomber (this includes the Space Shuttle and the DCX
attempt with a spy. The Saboteur is discarded once used. Delta Clipper), an Atomic Cannon nor Bagmad’s special
The Saboteur can stop a Space Platform, Submarine power. You then roll the radio-active fallout dice once for
or Satellite only on the turn it is launched. Atomic each 10 megatons of the original warhead. Each 10
Cannons can be sabotaged any time they fire. Decoy megatons is a separate attack and a malfunction rolled for
Missiles and Interceptors may also be sabotaged. You one does not affect the others (i.e. “delivery system
may use your Saboteur even though someone else is the explodes” just cancels that one 10 megaton attack). All
target of the attack. attacks from a MIRVed missile must be on the same
player. Each 10 megatons destroys 2 million people, plus
Smart Bomb whatever is rolled on the dice. Resolve any leftover 5
megaton warhead last; it kills 1 million people, plus
After you have announced the target of your warhead
whatever is rolled on the dice.
and after he has declined to shoot it down, but before you
roll the dice, you may play a Smart Bomb from your hand.
It doubles the killing power of a 10, 15 or 20 megaton
bomb (before you add up what happens from the dice).

— 18 — — 15 —
NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES
another Atomic Cannon, but cannot target a Submarine, Super virus
even if the latter is off the coast of its country.
When the Supervirus Top Secret card is played on
Final Retaliation you, immediately roll the radio-active fallout die and lose
that many million people (the Nuclear Cloud means “l”).
Any player who has been eliminated by violent At the beginning of your next turn, before you draw any
means (such as a Secret card or by nuclear weapons) has cards, pass the Supervirus to either your left or right
the privilege of immediate Final Retaliation before retiring neighbour; this new recipient now rolls the die in the same
from the game. He does not have this privilege if he was fashion. You cannot give the card back to the player who
beaten peacefully with propaganda cards (unless he has the gave it to you, unless you are the only players left in the
Doomsday Device). The eliminated player reveals each game or unless you hold it for an extra turn (losing another
acceptable delivery system and warhead combination from 1-6 million people). Supervirus continues around the table
the cards in his hand, announces his target(s) and rolls the until it is wiped out by the Superserum or until the player
dice (unless of course the enemy intercepts). He must play who has the virus is wiped out (cauterised) by a nuclear
all of his attack cards face up at the same time, but may attack while the disease is still in his country.
specify the targets of each attack one at a time as he rolls If the player who has the virus is killed off by a
the dice. He may concentrate his retaliation on a single Secret card, the virus is immediately moved to the next
foe or he may scatter his attacks against all opponents. He player. If he is wiped out by population migration, the
may keep some non-attack cards (such as Decoys or Smart player who receives the emigrants now gets the virus! If
Bombs) hidden in his hand in case they turn out to be you miss your turn while you have the virus, you must still
useful during the attack. move it to the next player.
Cards in the player's hand that cannot be used in
retaliation are discarded and the player retires. (Yes, you
do get Final Retaliation if you draw a Secret card that
destroys the last of your own population!) During Final
Retaliation, if more than one person plays an anti-missile
card, the person who played the last anti-missile is the one
whose turn it will be next. Also during Final Retaliation,
do not draw a new card to replace your anti-missile until it
is your turn. If Final Retaliation wipes out another player,
that player also gets Final Retaliation, so it is possible to
start a “domino effect” that destroys all remaining players!
—8— — 25 —

NUCLEAR WAR COMBINED RULES NUCLEAR WAR COMBINED RULES


16

15
14
13
12
11
8 or 10

7 or 17

6, 9 or 18 Dirty bomb! Double the yield. If the warhead was 200 megatons or better, this
Roll
IF NO NUCLEAR CLOUDS CAME UP:

9
8 or 11
7 or 10

4 or 13

3, 6 or 12 The delivery system explodes (or the bomber runs out of fuel). No population
Roll
IF ANY NUCLEAR CLOUDS CAME UP:
Roll all three radio-active fallout dice and consult the appropriate table.
misses one turn if he isn’t wiped out.

loses!
better, this triggers a chain reaction which blows up the planet —everybody

complement of cards.
You must then, of course, discard enough cards to return your hand to its normal
alive when peace returns, you may take any remaining cards from his hand.

triggers a chain reaction which blows up the planet —everybody loses!

and you lose one turn.


pulse. The delivery system is destroyed (along with all additional warheads)
country! Communications are temporarily interrupted by the electro- magnetic

You lose the stated number of population from your own country.

damage.
Result
You hit a nuclear power plant. You do double damage and your opponent

Explode a nuclear stockpile! Triple yield! If the warhead was 100 megatons or

No appreciable fallout. Yield unchanged.

Orbital Burst! The warhead goes off prematurely in the atmosphere over your

Result
No appreciable fallout. Yield unchanged.
Radio-active fallout kills another 2 million people.
Beta rays kill another 5 million people.
An additional 1 million people are engulfed by the fireball.

Neutron Bomb! Double the yield. If this wipes out the enemy and you are still

Disaster! You have somehow directed this warhead at one of your own cities.
Gamma rays kill another 10 million people.

Bomb Shelters save 2 million people.


Dud warhead. No damage.

COMBINED NUCLEAR WAR ATTACK RESOLUTION TABLES

— 16 — — 17 —

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