Concept and Storyline
By 2020 the world has aligned itself with the 4 major super powers – EU, China, USSR and USA. Global warming is worse than the predictions of the early 21st century and food and resource shortages are common. Individual countries and militias constantly cross borders in order to take what they need to survive and the conflict is always brutal and swift. By 2035 nuclear proliferation had reached epidemic proportions and in 2037 a nuclear conflict takes place between Israel and IRAN with both countries being reduced to radioactive wastelands. In order to ensure that no further nuclear conflict occurs between any two groups the super powers commission a Doomsday weapon to be built. The theory of MAD(Mutually Assured Destruction) embodied in the mother of all deterrents. In 2040 this weapon was made fully operational, autonomous and more importantly made public knowledge. The year is 2075 and there have been no nuclear conflicts for 35 years but now there is a new threat. The launch codes for older ICBM missiles have been stolen. That all pervasive internet means that anyone with the codes can initiate a nuclear strike from anywhere in the world. There are also rumours that some countries are developing subterranean cities, sub oceanic bases and space station based colonies.
Genre and Target Audience
Role playing acquisition and race to the finish board game for age 15 years and above.
Characters and Environment
You can choose to be a despotic ruler of a country focused of changing the world order by taking down the super powers with their own doomsday weapon or act as an agent of the super powers trying to gain their favour by returning the stolen ICBM launch codes. Your playing space is the planet Earth delineated by countries and super powers as depicted in Figure 1.
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Figure 1 |
Goals and Objects
Develop and resource your subterranean city, sub-ocean base or space colony and then start nuclear Armageddon with one of the stolen launch codes. Alternatively gather 3 ICBM launch codes for the super powers.
Arms Race – Aircraft, Tanks, Troops, Ships, Launch & Destruct Codes;
Subterranean Race – Subterranean City, Terra Firma Diggers;
Sub-ocean Race – Sub-ocean base, Aqua Domes;
Space Race – Space Colony, Boson Anti Gravity Engine;
Peace Race – Diplomatic Immunity, Form Alliance, Intelligence Asset;
Resources – Hydroponics, Energy, Atmosphere Purifier.
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Figure 2 |
Game Play
- 2 to 6 people can play at a time and whoever rolls the highest number starts the game and turns are always clockwise order. Each player selects a token and starts on flag of choice.
- The pack of cards is shuffled and placed face down in the “NEW” stack at the centre of the board at the start of the game. {Refer to Figure 1}
- In order to get into the arms race you must roll a six which allows you to place your token on the corresponding “START” color position in your flag’s quadrant. You also receive 5 cards dealt face down from the top of the pack which you hold like a 5 card poker hand.
- Once you enter the arms race when you roll the dice you move the corresponding number of positions in whichever direction you choose and then you pick up a card from the pack.
- You can swap the picked up card for one of your existing cards, discard the picked up card or attack someone using any card in your hand.
- If you land on a yellow position you can start an incident with any other player in the arms race except players on green board positions. If you land on a red position you can start an incident with any other player in the arms race except players on green or red board positions. If you land on a blue position you can start an incident with any other player in the arms race except players on green or blue red board positions. If you land on a green position you cannot start an “attack” incident with any other player.
- If you are attacked you must either defend yourself with an equal or superior weapon card or use a “DIPLOMATIC IMMUNITY”, “INTELLIGENCE ASSET” or “FORM ALLIANCE” card. Otherwise your attacker can take a card from your hand and you must pick up another card. The used cards are put in the discard pile and each player picks up another card so that they once again have 5 cards in their hand. If you used an “INTELLIGENCE ASSET” card you pick two cards and if you use a “FORM ALLIANCE” card you pick up three cards.
- If you present the “ICMB LAUNCH CODES” card you are declaring war on everyone and the only way this can be stopped is if one of the other players has an “ICBM DESTRUCT CODE” card. Declare your victory by laying down your hand for all to see. You must have a both cards from your “Race” strategy and at least one resource card. Alternatively you must have 2 or more “ICBM LAUNCH CODES” cards.
Core Mechanic
Each player when it is their turn rolls the dice. They determine the direction to move in and hence the best board position to suit their strategy. They pick up a card and can potentially start an incident with another player that can either be aggressive or friendly in order to promote their strategic position.
Challenge
The dice and the cards make the game unpredictable. Once you declare war you become a target for all other players if your ICBM is destroyed.
Overall Impression
Early prototype game concept was interesting to develop and initial play testing was fun.
My Rating
8 out of 10 stars.