This page last updated November 20, 2012 (and seldom needs updating)
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Created by Rick Loomis, Ken St Andre, and Laura Samuelson:
RULES FOR COMBINING NUCLEAR WAR WITH TICKET TO RIDE
You are playing Ticket To Ride as usual, with the following exceptions: Take your Nuclear War deck and remove all the cards except the warheads, carriers, and antimissiles. When you are taking your ticket to ride turn, when you are drawing a colored train card, instead of taking a train card, you may take a Nuclear War card instead. That is, you may take two Nuclear War cards or two train cards or one of each. (But if you take a wild card train card, you may not take a Nuclear War card.) On your turn, in addition to the usual three choices, instead of doing one of them, you may, if you have a carrier and warhead that match, nuke someone's railroad. If there are two or more routes between those same two cities, you nuke them all, even if one is yours. If the player who is being nuked has an antimissile that matches the missile, he or she may shoot it down and cancel the destruction. If the nuke is successful, remove all the trains between those two cities and give them back to the owning players so they may use them again. That track is radioactive for 1-4 turns and no one may build on that route until the radioactivity is gone. Put a D6 on the track to show how long it is unuseable. Each time the attacking player takes a turn, he or she reduces the number by one. When it gets to zero, the die is removed and the track may be rebuilt by anyone. Note that the number is reduced at the END of the attacking player's turn, so he or she does NOT get the first chance to build there! A 10 megaton warhead is radioactive for one turn. 20 megatons = two turns. 50 megatons = three turns. 100 megatons = four turns. Note that if you use a bomber, it remains in the air indefinitely until it has dropped a total of 50 megatons, or it is shot down by an antimissile. When you complete a ticket, instead of saving it until the end of the game, reveal it and score it immediately. (Because the route may not be there by the end of the game!). Keep your completed tickets and give a ten point bonus to whoever completes the most tickets. You will likely run out of tickets before the game ends. The game ends as usual when one player gets down to two or fewer trains. Note that everyone gets one more turn after this -- if you can nuke a rail line belonging to that player during the last round, he now has more than two trains, and the game continues!
Suggested by Rick Loomis: RULES FOR COMBINING NUCLEAR WAR WITH SETTLERS OF CATAN:
Play Settlers in the usual fashion, but have the basic Nuclear War deck available. During the player's turn, you may turn in any two resource cards for a Nuclear War card. Also during your turn, you may turn in the proper combination of Nuclear War cards for the following:
You may turn in any SECRET, TOP SECRET, or SPECIAL card for one resource of your choice.
You may turn in two PROPAGANDA cards for one resource of your choice.
If you have a missile or bomber card, and a warhead that fits on that missile or bomber card, you may use them to destroy any settlement or city on the map. Once you name your target, if the player who owns that settlement or city has an antimissile that will shoot down your missile or bomber, he may use it, and it immediately becomes his turn. If he does not have the proper antimissile, you spin the spinner. If you spin dud warhead, or bomber runs out of fuel, or bomb shelters and you only used a 10 megaton warhead, you missed, and your cards are discarded. If you spin anything else, his settlement or city is destroyed. Leave the warhead, or a marker (such as a coin) on that intersection. No one may build there. However, the limitation of no settlement being built one road away from that intersection is now removed.
Special for bombers: If you used a bomber, and have not used the full 50 megaton capability, and did not spin "bomber runs out of fuel", leave the bomber face up on the table and you may use it in a future turn to drop another warhead on a different city.
If enough intersections are removed from the game, you may be forced to win by getting cards worth points. If there are not enough of those left to create a winner, then everyone loses!
Suggested by Alex Edwards:
These rules are meant for Risk 2210 AD and the original Nuclear War, but they should be compatible with other Risk and Nuclear War versions.
The players assume that all factions have a developed nuclear weapons program. Risk 2210 AD has nuclear weapons already, but these will be regarded as tactical nukes and will only effect enemy units, not population. Before playing, remove all propaganda cards; nuclear war has already begun.
At the beginning of the game, after territory selections, the population cards will be issued exactly as standard Nuclear War rules state. Players will freely place population cards on territory spaces they have claimed. Nuclear war cards will be dealt per turn as usual. The Risk game will progress as usual. The games will be played in parallel with the following exceptions:
Population: Players may move one population card per turn to an adjacent territory in the same fashion units are moved. When a territory is captured by an apposing player, all population cards are forfeited to capturing player. The player may assimilate the population of the captured territory, or if strategically necessary, they may chose to exterminate the population. Territories with population cards add +1 to the amount of defending units while defending. Otherwise population and units act independently. Population may be moved to the moon. If a player looses all population, they are removed from the game after the final retaliatory strike leaving empty territory.
Nukes: While selecting a target for nuclear weapons, the player must also choose a specific territory to attack. Only population cards in that territory may be destroyed. For every 1 million population destroyed by nuclear weapons 1 unit in that territory is destroyed. To provide depth and tactical incentive for capture, only the Saturn V can be used against moon territories. Missile interceptors are used in the normal manner. The players assume the anti missile cards refer to a faction wide anti missile system., and are not attached to a specific territory.
Secret Cards: Secret cards are used in the same manner as nukes when selecting territory to target. If a secret card requiring a player's population to defect to the other side is played, the card player must chose two adjacent territories between the card player and the chosen target player to to transfer the population. If the two players share no adjacent territory with population, the defecting population is destroyed. Territories are selected or population is destroyed until the requirement on the card has been met.
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We have created an app for iPhone and Droid - it's the spinner from the Nuclear War card game below. You swipe your finger across the screen to start it spinning, and when it stops, the voice of Claudia Christian (you may know her from Babylon 5) will tell you the result (in a Russian accent!). It is available now in the Android Marketplace. Do a search for "Nuclear War Spinner". only 99 cents. And then please give it a review and rating! It will be available for iPhone soon. Apple has approved our producer (TalcMedia) but now they have to approve the actual app! Watch for it!
NUCLEAR WAR CARD GAME: A comical cataclysmic card game for 2-6 players of all ages. A humorous confrontation between touchy world powers as each player attempts to sway his opponents' populations with diplomacy, propaganda, and finally nuclear weaponry. Little old ladies defect in electric cars and the dread SUPERGERM spreads devastation! Takes about 10 minutes to learn and about 30 minutes to play. Invented by Doug Malewicki in 1965, this game has remained popular for over 40 years. Anyone who ever had to participate in a "civil defense drill" by hiding under his or her desk in grade school, or ever had a bomb shelter in the back yard should play this game. One of the few games where it is possible to have no winners (often everybody loses!). You have to play it to believe it. This game's a blast! It was chosen for Games Magazine's "Games 100" for 1984. "The quintessential `beer-and-pretzels' game: simple, fast, easy to learn, and loads of fun. Minimal prep time: shuffle the decks and deal." - Tim Kask, Adventure Gaming Magazine. (Boxed, 140 cards and spinner). - $29.95
IMPORTANT NOTE: Any of the four games (War, Escalation, Proliferation, and WMD) can be played by itself.
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