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| GAME INFO |
| SO YOU SIT ACROSS FROM A FEW PEOPLE AT A TABLE... SOME OF THEM YOU CONSIDER YOUR ALLY, SOME YOU CONSIDER YOUR ENEMY. YOU ONLY HAVE 2 MILLION POPULATION LEFT... WHAT DO YOU DO? |
| GENERAL INTRODUCTION CREATED IN 1965, NUCLEAR WAR WAS CREATED BY DOUGLAS MALEWICKI. FUTURE ADDITIONS SUCH AS NUCLEAR ESCALATION 1983, NUCLEAR PROLIFERATION 1993, BOOSTER CARDS 1994, BONUS PACK 1996, AND WEAPONS OF MASS DESTRUCTION 2004, HAVE CONTINUED THE SERIES FOR OVER 30 YEARS. ITS A NICE COMICAL SATIRE ON WORLD POLITICS. THE OBJECT YOU ARE A WORLD SUPER POWER, ACROSS FROM YOU AT THE TABLE ARE OTHER WORLD SUPER POWERS. THE FATE OF YOUR COUNTRY IS SET IN THE CARDS THAT EACH PLAYER HOLDS. THE OBJECT IS FOR YOU TO GAIN WORLD DOMINATION THROUGH THE DESTRUCTION OF EVERYONE ELSE. THIS CAN BE DONE THROUGH PEACEFUL AND VIOLIENT WAYS. THE LAST COUNTRY STANDING WINS..... BUT THERE IS A TWIST, SOMETIMES THERE IS NO WINNER BECAUSE LIKE IN NUCLEAR WAR, NO ONE SURVIVES. STRATEGY THROUGH SHREWDLY CALCULATED HAND PREPARATION AND GAMEPLAY. ONE CAN MANUEVER THROUGH THE GAME TO ULTIMATE VICTORY. THIS GAME BY IT'S NATURE, MAKES ISOLATION A MUST, BUT ALLIANCES DO FORM AND BACKSTABBING DOES OCCUR WHICH CREATES ENEMIES FOR LIFE. |
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| HOW TO PLAY - PREPARATION ONCE YOU HAVE ASSEMBLED YOUR DECKS, YOU ARE READY TO PLAY. THERE ARE TWO SEPARATE DECKS THAT ARE MAINLY USED. THE POPULATION DECK AND THE REGULAR DECK, SHUFFLE BOTH THOROUGHLY. THE POPULATION CARDS REPRESENT HOW MANY PEOPLE ARE IN A COUNTRY. THE REGULAR CARDS DECIDE HOW THEY WILL BE SAVED OR KILLED. ACCORDING TO HOW MANY PEOPLE ARE PLAYING [RECOMMENDED 2-6, BUT I LIKE TO PLAY WITH 8 OR MORE] CREATE THAT MANY PILES OF REGULAR CARDS WITH 9 CARDS EACH. THE POPULATION WILL BE SEPARATED IN THE SAME MANNER, BUT USE THIS CHART TO DECIDE HOW MANY CARDS WILL BE IN EACH PILE. PLAYERS - 2 3 4 5 6 OR MORE POP CARDS - 15 10 8 7 6 LEAVE THE REST OF THE DECKS IN THE CENTER OF THE TABLE. ROLL THE DICE TO SEE WHO GETS TO CHOSE FIRST. THE PERSON WHO ROLLS THE HIGHEST CHOOSES FIRST AND IS FIRST TO GO IN THE GAME. TURNS MOVE IN A CLOCKWISE DIRECTION FROM THAT PLAYER. ONCE EVERYONE HAS A REGULAR DECK AND A POPULATION DECK, YOU ARE READY TO BEGIN. KEEP ALL CARDS VISIBLE AT ALL TIMES. |
| THESE 3 WORDS NEVER MEANT SO MUCH BEFORE! GENERAL SPEECH FOR NEWBIES READ THE CARDS VERY CAREFULLY. DO WHAT THE CARDS SAY EXACTLY AND IF THERE IS A QUESTION ABOUT IT, THEN REFER TO THE RULES. IF THE CARD SAYS "HOLD THIS CARD", THEN HOLD THAT CARD; IF THE CARD SAYS "PLAY THIS CARD", THEN PLAY THAT CARD; IF THE CARD SAYS "EAT THIS CARD", THEN EAT THE F'N CARD! THE ORDER.... 1ST CARRIER 2ND WARHEAD |
| OPTIONAL STARTING STUFF CITIES - YOU MAY SEPARATE YOUR POPULATION INTO 3 CITIES. PROPROGANDA AND ATTACKS CAN ONLY AFFECT ONE CITY AT A TIME, THE CITY CHOOSEN BY THE ATTACKER. SECRETS AFFECT THE ENTIRE POPULATION. POPULATION MAY MIGRATE PILE TO PILE, ONE CARD PER TURN. COUNTRIES - BEFORE THE GAME BEGINS, EACH PLAYER PICKS A COUNTRY RANDOMLY. COUNTRIES HAVE DIFFERENT SPECIAL FEATURES THAT CAN ALTER GAMEPLAY. COUNTRIES COME IN ALL FORMS, THE ORIGINAL VERSIONS WERE PLACEMATS, NEWER ONES ARE CARDS. DICE - THERE ARE DIFFERENT WAYS OF CALCULATING FALLOUT AND OTHER STUFF. FLYING BUFFALO INC SELLS FALLOUT DICE MADE FOR THE GAME. I USE 2 DICE BOUGHT FROM A GAME STORE, ONE WITH SINGLE DIGITS 0-9 AND ANOTHER WITH TENS 00-90. THE ORIGINAL GAME CAME WITH A SPINNER AND CHART FOR FALL OUT. |
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| HOW TO PLAY - STARTING THE GAME FIRST THING FIRST...... LETS DESCRIBE HOW THE GAME WORKS. THERE ARE 2 STAGES IN NUCLEAR WAR, PEACE TIME AND WAR TIME. PEACE TIME - THE GAME BEGINS IN THIS STAGE. BASICALLY NO ATTACKS HAVE OCCURED. DURING THIS TIME CARDS TITLED "PROPROGANDA" MAYBE RUN THROUGH THE HAND AND USED TO PEACEFULLY ENTICE THE ENEMY'S POPULATION TO "JOIN YOUR SUPERIOR FORM OF GOVERNMENT." TRADES MAY ALSO BE MADE/OFFERED ON THE PLAYER'S TURN. WAR TIME - THE VIOLENCE BEGINS. WAR TIME BEGINS WHEN AN ATTACK IS MADE. MY GROUP PLAYS THE RULE THAT ONCE A WARHEAD AND CARRIER HAVE RUN THROUGH A HAND PROPERLY AND ARE REVEALED, WAR HAS BEGUN. I BELIEVE THE OFFICIAL RULES STATE IT DIFFERENTLY. BUT WHATEVER THE CASE, AT THIS POINT PROPROGANDAS DOES NOT WORK AND ARE WORTHLESS. TRADES ARE NO LONGER ALLOWED UNLESS A TRADING SESSION CARD HAS BEEN PLAYED. WAR TIME CAN END IN TWO DIFFERENT WAYS, BY PEACEFULLY RESOLUTION BY ALL PLAYERS AGREEING TO IT OR BY THE DEATH OF A COUNTRY. MORE DETAILS CAN BE VIEWED IN THE OFFICIAL & UNOFFICIAL RULEBOOKS |
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| MORE SPECIFIC INFO CAN BE DOWNLOADED/FOUND AT 501 URHIXIDUR OR FLYING BUFFALO |
| HOW TO PLAY - OPENING STAGE SECRETS EVERYTHINGS IS DEALT OUT AND YOU ARE READY TO DESTROY. WELL, FIRST THING FIRST, YOU HAVE TO GET RID OF ALL THE SECRETS IN YOUR HAND. STARTING WITH THE FIRST PLAYER, HE HOLDS UP THE SECRET CARD IN QUESTION AND SAYS "I HAVE A SECRET/TOP SECRET". IF SOMEONE WOULD LIKE TO STEAL IT WITH A SPY, THEN THEY MAY, IF NOT THEN THE PLAYER READS OFF THE CARD. DO AS THE CARDS SAYS. DRAW TO MAKE UP FOR THE CARD AND REPEAT UNTIL THERE ARE NO MORE SECRETS. THIS CONTINUES AROUND THE TABLE UNTIL THERE ARE NO MORE SECRETS. TRADING SESSION SINCE RARELY DOES ANYONE START WITH THE CARDS THEY WANT... NOW COMES THE TRADING SESSION. EVERYONE IS FREE TO TRADE WITH EVERYONE. JUST MAKE SURE IT IS FOR THE SAME AMOUNT OF CARDS. YOU MAY ONLY HAVE 9 CARDS IN YOU HAND AT A TIME. ONCE COMPLETE, EVERYONE STARTS THEIR JOURNEY INTO WAR BY PLACING THEIR FIRST AND SECOND TURNS ON THE TABLE FACE DOWN IN A CLEARLY DEFINED MANNOR. STRATEGY BEGINS NOW... ARE YOU GOING TO TRY TO WIN PEACEFULLY WITH PROPROGANDA OR VIOLENTLY WITH WARHEADS AND MISSILES. |
| TYPES OF CARDS [NOT POPULATION] PROPROGANDA - CAN TAKE AWAY POPULATION FROM ANOTHER COUNTRY. ONLY WORKS IN PEACE TIME WARHEAD - ITS THE KABOOM OF THE GAME. STATES HOW MANY WILL DIE IF LAUNCHED SUCCESSFULLY CARRIER - CARRIES THE WARHEAD TO THE LOCATION, IT IS WEIGHT SPECIFIC AND CAN HOLD MULTIPLE WARHEADS SPECIAL - READ THEM CAREFULLY, THEY CAN ALTER OR CANCEL THE USE OF OTHER CARDS OR AFFECT DAMAGES AGAINST YOURSELF SECRET - CAN BE GOOD OR BAD, WHEN RECIEVED IN A HAND IT MUST BE IMMEDIATELY ANNOUNCED AND THEN PLAYED [IF NOT STOLEN BY A SPY] |
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| HOW TO PLAY - GAME STAGE EVERYONE NOW HAS TWO CARDS IN FRONT OF THEM AND ARE READY FOR THE FIRST MOVE. THE FIRST PLAYER THEN DOES THE 3 WORDS STATED ABOVE.... DRAW, LAY, FLIP. DRAW - TAKE A CARD FROM THE STACK AND BRING IT TO YOUR HAND. ALWAYS DRAW UP TO 10 CARDS IN YOUR HAND [WHICH INCLUDES THE 2 FACE DOWN CARDS OR ANY FACE DOWN CARDS IN FRONT OF YOU] LAY - PLACE FACE DOWN YOUR 3RD MOVE BEHIND THE FIRST TWO MOVES ON THE TABLE. FLIP - TURN OVER YOUR FIRST MOVE. NOW YOU WILL HAVE 9 CARDS IN YOUR HAND..... THAT IS GOOD, YOUR TURN IS NOW OVER. THIS WILL CONTINUE AROUND THE TABLE UNTIL SOMEONE IS KILLED OFF. AFTER SOMEONE IS, THEN EVERYONE WILL ROLL THE FALLOUT DIE [CLOUD/1-6] FOR ADDITIONAL POPULATION TO BE ADDED TO THEIR HANDS. IT IS PEACE TIME AGAIN... WELL UNTIL WAR STARTS. |
| HOW TO PLAY - HOW TO ATTACK YOU CAN ATTACK BY RUNNING #1 CARRIER, THEN #2 WARHEAD THROUGH YOUR HAND.... WHICH IF YOU ARE THINKING AHEAD, YOU REALIZE THAT IT WILL TAKE 3 TURNS FOR THAT TO OCCUR IN MOST CASES. TAKE THE DICE/SPINNER [0-99] AND ROLL TO SEE THE ADDITIONAL DAMAGE CAUSED. AFTERWARDS DISCARD BOTH CARDS [THEY'RE BURNED] [0-100] 2 REGULAR RESULTS 00-04 2 MISSILE BOOSTER EXPLODES ON LAUNCH [TEST BLAST] 05-09 3 DUD WARHEAD [NO EFFECT/TEST BLAST] 10-22 4 BOMB SHELTER SAVE 2 MILLION 23-35 5 ADDITIONAL 1 MILLION ENGULFED IN FIREBALL 36-49 6 NO APPRECIABLE RADIATION FALLOUT 7 ROLL AGAIN 50-63 8 RADIOACTIVE FALLOUT KILLS ANOTHER 2 MILLION 64-76 9 RADIOACTIVE BETA RAYS KILL ANOTHER 5 MILLION 77-89 10 LETHAL DOSES OF GAMMA RAYS KILL ANOTHER 10 MILLION 90-94 11 DIRTY BOMB! DOUBLE THE YIELD 95-99 12 EXPLODES A NUCLEAR STOCKPILE! TRIPLE YIELD! NOW IF YOU CHOOSE, YOU MAKE STICK IT TO YOUR ENEMY BY ROLLING THE MISFUNCTION DIE [CLOUD/1-6]. IF YOU ROLL ANYTHING BUT THE CLOUD/1, THEN YOU ADD THAT MANY TO THE DEATH COUNT. IF YOU ROLL CLOUD/1, THEN YOU ARE IN TROUBLE. ROLL AGAIN AND THIS TIME USE THIS CHART ROLL RESULT CLOUD/1 DISASTER! YOU HAVE SOMEHOW DIRECTED THE WARHEAD AT ONE OF YOUR OWN CITIES. YOU LOSE THE STATE NUMBER OF POPULATION FROM YOUR OWN COUNTRY. 2 ORBITAL BURST! THE WARHEAD GOES OFF IN THE ATMOSPHERE OVER YOUR COUNTRY! COMMUNICATIONS ARE TEMPORARILY INTERRUPTED BY THE BURST OF GAMMA RAYS. THE MISSLE OR BOMBER IS DESTROYED. 3 MISSILE EXPLODES ON LAUNCHPAD/BOMBER RUNS OUT OF FUEL [TEST BLAST] NO DAMAGE 4 THIS WARHEAD IS A DUD. NO DAMAGE [TEST BLAST] 5 NEUTRON BOMB! DOUBLE DAMAGE! 6 YOU HIT A NUCLEAR POWER PLANT. YOU DO DOUBLE DAMAGE AND YOUR OPPONENT LOSES A TURN. IF THE CARRIER AND WARHEAD ARE IN REVERSE ORDER, THEN THEY ARE BURNED AND YOU WILL HAVE NOTHING ON THOSE TURNS. MAKE SURE TO CHECK THE FACE DOWN CARDS BEFORE YOU LAY SO THIS DOES NOT HAPPEN. YOU MAY NOT HAVE MULTIPLE CARRIERS IN FRONT OF YOU [EXCEPT WITH A SINGLE SPACE PLATFORM, SUBMARINE, OR ATOMIC CANNON WITH YOUR CARRIER OF CHOICE] SOME SPECIAL CARDS CAN ALSO CAUSE DAMAGE IF A PARTICULAR SITUATION OCCURS.... BE SURE TO READ ALL THOSE CARDS. THERE ARE SOME OTHER WEAPONS SYSTEMS THAT CAN ATTACK SUCH AS A SPACE PLATFORM, CRUISE MISSLE, AND ATOMIC CANNON. |
| HOW TO PLAY - FINAL RETALIATION [WHEN SOMEONE DIES] WHEN THIS OCCURS, IT IS NOT OVER FOR THAT PERSON. THEY WILL IMMEDIATELY TURN UP THEIR CARDS AND PUT TOGETHER ANY CARDS THAT CAN FORM AN ATTACK AND FIRE AWAY. SOME SPECIAL CARDS CAN AFFECT THIS PART OF THE GAME, LIKE DOOMSDAY DEVICE OR NUCLEAR WINTER. THERE IS NO FINAL RETALIATION IF A PERSON IS KILLED IN PEACE TIME! THIS CAN ACT LIKE A CHAIN REACTION. WHEN ONE PERSON DIES, THEY THEN KILL SOMEONE ELSE IN FINAL RETALIATION, AND SO ON AND SO ON.... UNTIL EVERYONE IS DEAD. GO FIGURE! "IF I CAN'T WIN, EVERYBODY DIES!" RULE IF THEY HAVE A 100 OR 200 MEGATON WARHEAD, THEY CAN DAFFY DUCK THE THING BY ROLLING A TRIPLE YIELD ON THE 100 MEGATON OR A DOUBLE YIELD ON A 200 MEGATON. IF IT DOES HAPPEN, THEN THAT PERSON CRACKED THE EARTH AND EVERYONE IS DEAD. HURRAY! |
| NOTE - I EXPLAIN SOME RESULTS AS TEST BLASTS SO THAT SOME SPECIAL CARDS CAN BE USED |
| FINAL WORD THIS GAME IS MORE FUN WHEN THE PEOPLE TAKE THE GAME SERIOUSLY. NOW I DONT MEAN NO FUNNY HAHA TYPE OF SERIOUS, I MEAN WHERE EVERYONE GETS INTO CHARACTER, GIVES PET NAMES TO CARDS, NICKNAMES, QUESTIONS LOYALTY, LIVES & DIES WITH THEIR COUNTRY. |
| FOR FUN ADDITIONAL RULES AND SITUATIONS TO PLAY IN. STUFF THAT I DO WITH MY GROUP |
| QUICK QUESTION YOU MIGHT STILL HAVE, AFTER YOU HAVE READ THE RULE BOOK |
| STRAGTEGIES, HOW TO MAKE CARDS, ANYTHING ELSE. |
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| This is not Me, this is my friend Gabe. |