This page last updated Jan 2, 2012 (and seldom needs updating)


We've decided to have a contest to come up with ways/rules for combining the Nuclear War card game with other games by other companies. Email your suggestions to rick at flying buffalo dot com or post them on facebook. We'll post all the ones we like, here. And whoever comes up with the one we like best before Christmas will get a Christmas Present (tm) from Flying Buffalo (I haven't yet decided what it will be, but I'm sure you'll like it.)

Rules: the idea must be your own work. You can require that Nuclear War and/or any of the supplements or bonus items be used with your suggestion. Any suggestion or submission immediately becomes the property of Flying Buffalo Inc, should we decide to publish it in any format. Note: any other game mentioned here is probably the trademark of some other company, and such mention is not to be considered a challenge to that trademark status, and is also probably used without permission. If you are the representative of that company, and you are offended by this use of your company trademark, notify me and I will immediately remove it.

Example (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 build 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!

The Winning Entry, 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.

OUTSIDE THE USA CUSTOMERS CLICK here.

News:
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 - It's A Blast!

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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