NUCLEAR RISK

By Eric Bass

Nuclear Risk is a combination of the Nuclear War card game and the board game Risk. Unless rules below specify otherwise the rules to the original games are unchanged. Some of the following rules are repeats of rules contained in either RISK or Nuclear War by Flying Buffalo. These rules are repeated merely for convenience sake (less rule books to keep track of).

1.0 Setup

Setup in nuclear risk is identical to traditional risk except that every player begins with twice the normal armies. Separate out all propaganda and propaganda related nuke cards from the nuclear war deck. Then separate the remaining cards into three decks: one for delivery systems (missiles, bombers, space platforms, etc.), one for warheads, and one for the remaining cards (secrets, specials, anti-missiles, etc.). Before play begins each player draws four cards. They may be taken from the delivery system deck and warhead deck, but not the special deck.

 

2.0 Reinforcements

The number of armies received by each player at the start of their turn is now one for every territory controlled (except the first turn where it is one for every two territories controlled) The number of armies received for possession of a continent is unchanged.

Note: If all armies in a territory are destroyed by a nuclear attack (or secret, top secret, and special cards) that territory remains under the player's control. Armies may be transferred into or through the territory, armies may be built in the territory, and the territory still counts towards the possession of a continent. If the owner of the territory was conducting an attack armies from other territories may not move through it in order to continue the attack. Moving armies into the territory would constitute redeployment which occurs after combat.

 

3.0 Cards

3.1 Nuke Cards

No player may hold more than twelve nuclear war cards at any time. However, it is permissible for a player to hold twelve nuke cards, draw at the end of his turn, and then use the excess cards in order to bring his total back down to twelve. Launched space platforms (including any warheads on board), launched killer satellites, submarines face up on the table, and placed atomic cannons do not count towards the twelve card limit. Every player receives one card from the special deck automatically at the end of their turn. In addition at the end of their turn the player draws one card from either the delivery system deck or the warhead deck. If the player has conquered at least one territory in his turn in which at least one enemy army was fought they can then draw an additional card from either the delivery or warhead deck. Occupying a territory in which all opposing armies were destroyed by nukes does not entitle the player to the extra card. However if at least one round of combat occurs before the territory is nuked the player may take the extra card.

Optional: If games tend to get too bogged down once the nukes run low try awarding nuke cards in the same way as risk cards, one additional for each three territories conquered.

 

 

3.2 Risk Cards

Risk cards are received for enemy territories conquered. One is given for the first, and then one for each additional three. One territory conquered = 1 risk card, four territories = 2 risk cards, seven = three, and so on. The same restriction on getting the extra nuke card exists for risk cards, at least one enemy army must have been fought. When a player has a risk set in his hand it must be used on his or her next turn, risk card sets may not be saved up. The number of armies received for risk card sets are as follows:

3 cannons 4 armies

3 cavalry 6 armies

3 soldiers 8 armies

one of each 10 armies

 

4.0 Using Nuclear Weapons

Each army in nuclear risk counts as one million people. Thus a ten megaton warhead capable of killing two million will destroy two armies in whatever territory it is used on.

4.1 When to Nuke

Nukes can be launched at any time, against anyone, anywhere. The only exception is during combat, once the dice have been rolled no nukes may be used until the next round. If nukes are used during a combat there is no restriction on the players not involved in that combat. They are free to nuke the battling players as well as each other at any time.

Example: Player 1 declares an attack on Player 2, any player may use nukes before combat begins. Player 1 rolls the attack dice, player 2 rolls the defense dice, casualties are removed, any player may use nukes before the next die is rolled. Player 1 rolls the attack dice, no nukes may be used until player 2 defends and casualties are removed after which any player may nuke.

4.2 Missiles

To nuke someone with a missile simply load it with a warhead and declare a target. Unlike the nuclear war card game delivery systems do not have to be turned up a turn in advance. Place the missile down on the table with the warhead face down next to it. Declare the target and pause allowing other players the option of shooting the missile down. If no one destroys the missile turn over the warhead and roll the result.

4.3 Bombers

Bombers must be pre-loaded with all warheads which it will deliver. Set the bomber down on the table and the warheads face down next to it. Declare the first target and pause to allow the other players the option of shooting the bomber down. If no one acts turn over a warhead and resolve the attack. Continue with this until all warheads on the bomber have been used up, after which the bomber is discarded. If the bomber is shot down or runs out of fuel any unused warheads still on board are lost.

4.4 Space Platforms

A space platform may be launched at any time. Set aside the warheads loaded onto the platform. Then roll a die to determine whether the launch is successful Any result aside from a one indicates a successful launch. If a one is rolled the platform crashes and is destroyed along with all warheads on board. If the platform crashes roll another die. If another one is rolled the platform crashes into one of the owning player's territories (determined randomly) killing ten million armies. If successfully launched place the platform face up in front of you with its warheads face down underneath. Once per turn (player turn, not full round) you may launch one warhead from the platform. Once the platform is empty it remains in orbit and may be reloaded by the space shuttle.

4.5 Space Shuttles

Space shuttles may be used either as a bomber or to reload a space platform. If used as a bomber the space shuttle may carry any one warhead up to fifty megatons. If used to reload a platform the space shuttle can transfer one-hundred megatons worth of warheads from your hand to the platform. Exception: The space shuttle may transfer the two-hundred megaton to a space platform. In either case the space shuttle is discarded after being used. While reloading a platform the space shuttle may only be destroyed by the saboteur. If being used as a bomber the space shuttle may be destroyed by the "B" or "S" anti-missiles, sprint interceptor, jet interceptor, or stealth fighter.

4.6 Submarines

Subs can be used to launch any one warhead up to twenty megatons. Once used the submarine remains face up on the table until the player's next turn. While the sub is face up it can be destroyed by a nuclear attack. If the submarine is hit by any warhead which is not a dud and doesn't explode on launch it is destroyed. On the players next turn, unless it has been destroyed, the submarine may be brought back into the player's hand. The end result of this rule is that the submarine may be used to launch a warhead once per round. If the submarine launches a warhead which explodes on launch it is destroyed. The submarine cannot be destroyed by the saboteur.

4.7 MX Missile

The MX can carry any warhead greater than ten megatons, including the two-hundred megaton. Upon launch roll one die, if the result is a one the MX crashes and is destroyed along with the warhead carried. Any other result signifies a successful launch. The MX splits the warhead into ten megaton divisions, each division then getting a separate attack as if it were a ten megaton warhead. Thus a fifty megaton warhead would entitle the player who launched it to five separate ten megaton attacks. The attacks do not need to be used against the same territory or even the same player. If "explode on launch" is spun or rolled for any attack only that particular attack is destroyed, the remaining divisions are unaffected.

Note: The only time a player may attempt to destroy an MX is right after it has launched and before any targets are named. To launch the MX set it down with the warhead face down next to it, roll to determine success, and then pause to allow other players the option of destroying it. Once the first target has been named the MX has already split and cannot be destroyed.

4.8 Atomic Cannon

When played, the Atomic Cannon will occupy the country it is played on for the rest of the game, unless destroyed. Once placed the atomic cannon may be used to fire an unlimited number of ten megaton warheads at any adjacent territory. If the territory which contains the atomic cannon is conquered by enemy armies it is destroyed. The atomic cannon may be destroyed by nuclear attack. If the cannon is hit by any warhead which is not a dud and does not explode on launch it is removed. If the cannon fires a warhead which explodes on launch it is destroyed.

4.9 Delta Clipper

The Delta Clipper is essentially an advanced space shuttle. It can carry a payload of seventy-five megatons and can carry multiple warheads like a bomber. Once the Delta Clipper has been used, instead of being discarded the owning player may select another card from his hand and discard that instead. Thus the Delta Clipper can be reused any number of times until it explodes on launch, is shot down, or is sabotaged. Any anti-missile system which can shoot down the space shuttle can be used to shoot down the Delta Clipper.

4.9 The 200 Megaton

The 200 megaton warhead can be carried by the MX missile, Saturn missile, or stealth bomber. It can also be put aboard the space platform.

5.0 Stopping a Nuclear Attack

After a nuclear attack has been declared and the target announced (unless MX), but before the warhead is revealed, pause for a moment to allow players the option of playing a card to stop the attack..

5.1 Anti-Missile and Anti-Bomber Systems

Some nuclear war cards can be used to shoot down attacking missiles or bombers. A player may only destroy an attacking missile or bomber if it is being directed at one of their territories.

Exception: See MX rules.

In addition to what is listed on the card the following anti-missiles may be used to shoot down the following missiles and bombers:

"S" Anti-Missile All except for the stealth bomber and cruise missile.

"B" Anti-Missile B-1, Space Shuttle, Titan, Minuteman, Scud.

"A" Anti-Missile Titan, Minuteman, Scud.

"P" Anti-Missile Minuteman.

5.2 The Saboteur

The saboteur may be used to destroy one weapon system of any kind. Weapon systems include missiles, bombers, space shuttles, anti-missiles, interceptors, decoy missiles, etc. The saboteur may be used to destroy nuclear weapons targeted at another player. Space platforms and killer satellites may only be destroyed upon launch. The MX missile and any bomber must be destroyed before any targets are named.

Exception: The saboteur may not destroy the submarine.

5.3 Killer Satellites

The killer satellite may be must be launched into orbit by either a titan or an atlas missile. It may be launched into orbit at any time and may attack an enemy system immediately after achieving orbit. To launch roll one die, if a one is rolled the missile and satellite are destroyed. Any other result indicates a successful launch, place the satellite face up on the table. Once in orbit the satellite may attack any space platforms in orbit as well as space shuttles bombing or reloading. When the satellite attacks roll one die: 2-6 destroys the satellite and target, a 1 indicates failure - the target is unharmed. In either case the satellite is destroyed. The saboteur may foil the launch of a killer satellite.

 

6.0 Secret, Top Secret, and Special Cards

These cards can have a wide variety of effects. In most cases the card is self explanatory. However some cards are unclear and others have been altered for use with nuclear risk. A list of these cards and a brief explanation can be found in appendix A. These cards are played on a player or territory. If the effect of the card is good a player can play it on himself or one of his territories. If the result is negative it can played on another player or another player's territory. For example if the card kills five million people you would play it on an enemy's territory. On the other hand if it were the vaccine to supergerm you would play it on yourself. Some cards cause one player to give armies to the player who used the card. In this case the player who used the card chooses where the other player will remove his armies from. He can then add these armies to any of his territories.

6.1 Canceling Secret, Top Secret, and Special Cards

When one of these cards is played it may be cancelled by any player (providing they hold a card capable of doing so) regardless of who the card was played on. For example if you played the population boom card on yourself another player could cancel it.

6.2 Spies

Spies may be used to foil the saboteur, to see another player's nuclear war cards, or to counterspy. Once the saboteur is played, regardless of who it was played on, by playing a spy it can be cancelled. If the spy is used to see another player's nuclear war hand the player who used the spy is entitled to look at the other player's hand. In addition if the hand contains any secret cards the spying player may choose one secret and steal it. The spy does not entitle one to view warheads aboard space platforms. Finally the spy can be used to cancel the effect of another spy.

Example: Player 1 launches a missile at player 2. Player 2 plays a saboteur to destroy missile. Player 1 plays a spy to cancel the saboteur. Player 2 then plays his own spy to cancel player 1's spy. End result: Player 2's spy cancels player 1's spy so the saboteur is unaffected and thus the missile is destroyed.

7.0 Strategic Relocation

At the end of their turn a player is allowed to redeploy his forces in any manner. The only restriction are: 1) No territory may be left unoccupied.

2) Armies may not cross enemy occupied territory.

Example: If a player held North America and Africa only he could reorganize his armies within each however he wanted. But no armies could be taken from North America and placed in Africa or vice versa.

8.0 Appendix A - Card Explanations

Card Type Card Name Explanation

Special Spin Doctor Used on secret or top secret cards instead of on propaganda.

Special Cancel Fallout Cancels the effect of spinning or rolling fallout shelters when

Shelters (F$) rolling for a nuclear attack.

Special Propaganda Used on secret or top secret cards instead of on propaganda.

Backfires

Special Civil Defense Saves five armies from any attack using nuclear war cards,

Including secret, top secret, or special cards.

Special Radar Jamming Can be used to stop one anti-missile or anti-bomber missile.

Device

Top Secret Solar Flares No missiles (including anti-missiles) can be launched during the current player’s turn. Bombers can still be used.

Top Secret Cloning Roll two dice and total the result. Add that many armies to any of your territories immediately.

Top Secret Supervirus Supervirus infects the territory he is played on. Roll one die and subtract that many armies from the territory immediately. Continue to do this once per round until this card is cancelled or every army in the territory is destroyed by a nuclear attack.

Secret Spytrapper This card can be used against a spy attempting to see your hand.

Secret Venus Probe Roll two dice and total the result. Add that many armies to one of your territories immediately.

Secret Revolt The territory this card is played on immediately becomes neutral. Any armies in this territory will defend against all players. The person who this card was played on loses one random nuclear war card.

Secret Ozone Hole Opens a hole in the ozone above the territory it is played on. Roll a die and subtract that many armies from the territory immediately. Continue to do this once per round until this card is cancelled.

Top Secret Time Machine Player after drawing your cards at the end of your turn. Allows you to take an additional turn consisting of only attacks and final movement. No cards or armies are collected during the free second turn.

Secret Soccer Riots The player this is used on may not make any attacks on their turn. They may still use Nuclear War cards.

 

 

 

 

 

 

 

 

 

Custom Cards

Top Secret The Thing

An alien with an uncanny ability to absorb other lifeforms crash lands in the country this card is played on. All armies in that country immediately become Things. Each turn thereafter every infected country will absorb a random adjacent country (including any armies within), vacant countries will only be absorbed if no occupied countries are adjacent. After absorbing countries the Thing will redistribute armies so that there are an equal number of armies in every country it controls. The Thing may be killed with nuclear war cards or conventional combat. When fighting the Thing conventionally each army lost by the attacking player becomes part of the Thing’s armies.

Example 1: The Thing is played on the Ukraine. The following turn the Ukraine absorbs Middle East. The turn after the Ukraine absorbs Northern Europe and the Middle East absorbs India. The next turn those four countries will absorb four more bringing the total to eight. And so on until the Thing is stopped or absorbs the world.

Example2: Player 1 attacks the Ukraine containing 5 of the Things armies with 7 of his armies: Round 1 player 1 kills 2 of the Things armies, it now has 3 remaining. Round 2 one army is lost by each, player 1 now has 6 armies, the thing loses one but also gains the army lost by player one thus still has 3 armies remaining. Round 3 two armies are lost by player 1, the Thing gains both of these armies – it now has a total of 5 remaining while player 1 has 4.

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