![]() The roller decided who’s cards to view and which of their cards to view. Phase 2: Each player again rolls the die to determine how many cards from another player’s hand they will be able to view. If no cards are available to be drawn, the discarded cards may be reshuffled and a card should be drawn from the newly shuffled pile. Phase 1: Each player rolls a die to determine how many cards they will draw (if 1 or 2 is rolled, zero cards are drawn. Turns are broken up into 5 phases detailed below. Once each player has drawn three cards, the first turn can begin. Following the meetings, each player should draw three cards from the card deck. During these meetings game strategy should be discussed including the forming of alliances, potential targets, and sowing seeds of doubt in other players. These one on one discussions continue until each player has had a conversation with every player (should last 5 minutes in total). To begin the game, each player has a one minute discussion, one on one with another player. Each nation’s flag represents the player’s playing area (see below for an image of the game board). The game board is divided into six sections, one for each player to play their cards. Three types of utility cards exist including Advanced Warning, Secret Intel, and Economic Surplus. Utility cards aid the user in passive ways by either granting intel, or allowing for extra card pick-ups. Utility Cards : These cards can be used in a wide variety of situations. Four types of defensive cards exist including Duck and Cover, Strike Repair, Pacifist, and Nuclear Accident (See below for images of each card). In many cases defensive cards are a good alternative, as they do not harm other nations and may help to avoid creating enemies. Three types of missile cards exist including Nuclear Strike, Preemptive Strike, and Second Strike (See below for images of each card).ĭefensive Cards : These cards are used for defensive purposes. Most missile cards are nation specific, meaning they can only be used against one specific nation. Missile Cards : These cards are used exclusively for offensive purposes. ![]() More information of each card type is available below. Each card has a unique ability that will benefit its user. These card types include missile cards, defensive cards, and utility cards. Included below is a complete list of the rules of the game as well as all of the card types that exist.īe the last nation to survive by removing other nation’s nuclear strike points (7 nuclear strike points per nation). This combination of strategic game theory along with the luck associated with which cards are drawn (which simulates the luck associated with what natural resources a nation has) will make for an engaging and educational game. Throughout this game players will have to strategically pick which cards to play based on the information available to them as well as what information or misinformation they should spread to other players. Furthermore the fact that only one player can make it to the end of the game means that every player will eventually become enemies, further incentivizing them to spread misinformation. Because any player could reasonably have critical and confidential information, they will always be in a position to spread misinformation that cannot be verified by other players until it is too late. To win this game players will further be forced to rely both on information and misinformation as each player gets to see a small portion of their opponents cards which they can use both to make their own decisions and trick other players. Through this the game will be able to demonstrate the near total destruction that will accompany any nuclear war. To make it to the end of the game players will be forced to make temporary alliances, betray those alliances, lie, and destroy their opponents. Each player must guide his/her country through this exchange by destroying all other countries ensuring the survival of their own country. This game involves three to six players, who can play as any of six countries (USA, UK, China, Russia, India, and France) with powerful nuclear arsenals at the start of an all out nuclear exchange. For the final project in this course, we designed a board game that we believe is both fun and demonstrates the risk that nuclear war and misinformation pose to society.
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