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2 Minutes to Midnight

2 Minutes to Midnight Rulebook

Table of Contents

Table of Contents

  • 1.0 Game Overview
    • 1.1 Components
    • 1.2 Overview & Turn Structure
    • 1.3 The Map
    • 1.4 Player Mats
    • 1.5 The Counters
    • 1.6 The Technology Research chart and Strategic Outlook chart
    • 1.7 Setup the Game
  • 2.0 Core Concepts
    • 2.1 The Card Deck
    • 2.2 Unrest
    • 2.3 Money
    • 2.4 US National Debt
    • 2.5 Money Owed
  • 3.0 Game Play
    • 3.1 Spies
    • 3.2 Investment Mini-actions
    • 3.3 Coup
    • 3.4 Civil War
    • 3.5 Armies
    • 3.6 Aggressions
  • 4.0 The President
    • 4.1 Soviet 5-year plan
    • 4.2 Western Trade
    • 4.3 Soviet Leadership
    • 4.4 Soviet Freedom and Reforms
    • 4.5 Technology Development
    • 4.6 Tech Theft
    • 4.7 Deployment of Nuclear Weapons
    • 4.8 Strategic Weapons & Nuclear Balance
    • 4.9 Intelligence Assessments
  • 5.0 The Victory Progress Tracks
    • 5.1 How to Win
    • 5.2 Geographical Objectives
    • 5.3 Waterways
    • 5.4 END of Turn Sequence
  • 6.0 Comparison of the belligerents
  • 7.0 The SOLO Bot
  • 8.0 Interactive Example of Play
  • 9.0 Scenarios
    • Introductory Scenario
    • Scenario One: "Soviet Steam Roller"
    • Scenario Two: "A New Era" 1956+ (Turn 3)
    • Scenario Three: "The Eagle and the Bear" 1966+ (Turn 5)
    • Scenario Four: "A House of Cards?" 1976+ (Turn 7)
    • Scenario Five: "Cuban Missile Crisis" 1961-65, One-hour scenario (Turn 4)
    • Scenario Six: "Brave New World" 1986+, One-hour scenario (Turn 9)
  • How to... (explain the game in 30 seconds)
  • Optional Rules

1.0 Game Overview

The game is for one or two players with the full "campaign" game taking 6-7 hours. There are 1, 2 and 4-hour scenarios covering every period of the Cold War.

One player will play the USA and one player the USSR. You can also play solo either with the included solo "bot" which can automate either side, or by the old-fashioned way of playing both sides at the same time and taking the best move you see.

The objective of the game is to gain factory symbols in countries marked with your own colour government and your own cube. The number of factories gained or lost is adjusted on your victory progress track. When the marker on the track gets to the star or hammer and sickle symbol, you gain a star or hammer and sickle, which is how you win the game (see 5.1 for full details on how to win).

There is no strategic nuclear exchange modelled in the game.

1.1 Components

  • Map: 34"x22" game map (1)
  • Technical board: 18" x 22" (1)
  • Cubes (40 red, 40 blue): these represent influence — the will of the ruling class, judiciary, or the people at large.
  • Plastic Discs in Red, Yellow and Blue (45): markers for tracks and displays.
  • Wooden discs in Red, Blue and Grey (40): these represent government types. If there is one on a country then it has that government instead of its printed government.
  • Counter sheets (3)
  • Rulebook (1)
  • Scenario Setup Sheets (7)
  • Quick reference sheets (4)
  • SOLO quick reference sheet (1)
  • Soviet additional player board (1): can be used to place over the printed mat so you don't have to play upside-down.
  • Cards (179) including 20 solo mode cards
  • Dice (8 — 4 red, 4 blue)
  • Victory Meeples (5 hammer and sickles, and 5 stars) and occupation (40) and unrest (20) meeples
  • Plastic Bags
  • Plastic box insert
  • Box and Lid

1.2 Overview & Turn Structure

The game is played on a map of the world. This map highlights certain key countries and sub regions and their geographical relationship to one another. A country is classed as adjacent to another country if it has a line connecting it. A blue line shows a water connection which is only relevant for aggression.

The game is played with a communal deck of cards which change each turn — the cards belong to neither player; there are no "hands". Each Player has money cards within the deck which are used to perform actions of the player's choice.

The game has up to 9 turns. A game turn, which represents 5 years, consists of:

  • Assembling the deck of cards for that turn.
  • Turning over the cards from the deck one at a time and resolving the actions printed on them (it doesn't matter which player turns them over).
  • When all the cards have been played, follow the end of turn sequence.

The card play will allow:

  • Attempts to influence countries by placing your own or removing your opponent's influence (cubes).
  • Fomenting and resolving coups, crises and even small wars and campaigns.

The aim is to convert key countries to adopt "your" government type — democratic for the USA and communist for the USSR. Each player must also use their resources to manage the technical development of their homeland. Not allowing your opponent to outstrip you technologically and maintaining an effective military are important aspects to winning the Cold War.

1.3 The Map

Countries. Each country has:

  • An Economic worth shown by factory symbols. Some factory symbols "count as" 2 factories each (and are marked 2).
  • A Government type shown by background colour: Red = communism, Blue = Democracy, Grey = Authoritarian.
  • Possibly an Oil worth shown by oil barrels. This is very important to the US player who will need to be able to import oil from turn 5. The amount the US player needs is shown on the turn track.

For example, Iran has 1 worth and 1 oil and an authoritarian government (grey).

Several countries have trade markers associated with them which may start a scenario covering (and hiding) economic worth. While covered, worth does not exist.

Country economic value has been derived from GDP in US Dollars in 1980, with values of 2=~150bn; 4=300bn+; and 6=700bn+. Countries worth less still earn 1 worth for strategic importance.

The oil worth of a country is used for some events. A country's Oil worth represents around 1 billion barrels of oil production per year (3 million barrels per day) — sometimes averaged across several countries and across average production over the timescale of the game. One billion barrels of oil also cost around 25 billion USD in 1946 so one money counter would buy about one unit of oil.

The US will be a net importer of oil throughout the period of the game. This is already built into the military budget received but will also appear on events. The USSR however begins the game exporting a small amount of oil but can develop into its historical 3-4 million barrels of oil per day (or a little more) export level by around 1975.

Some countries have stars or hammer and sickle icons — see geographical objectives (5.2).

1.4 Player Mats

The top left (USA) and top right (USSR) of the map show the player mat areas. This is where each player tracks several important variables.

The USA has a national debt track. The level of US debt shown on the track indicates the ease with which the US can borrow money. The US starts the game with major debt due to World War Two. The level of US debt is changed positively by the influence of effective Presidents and negatively by borrowing more money. The USA has a president area which shows the capabilities of the current president. There is a victory track and a force pool for placing available military units.

The USSR has two tracks — leadership, and freedom and reforms. Collectively this shows who leads the USSR and the current level of freedom. There are several other areas showing oil production and price, the current five-year plan, a victory track, trade holding area and force pool.

Note that the game comes with an extra Soviet Mat on card which can be placed over the printed Soviet mat to be used if the USSR player sits opposite the American player, as is probably a typical game setup for many people.

1.5 The Counters

  • Unrest, Civil war
  • Occupation
  • Trade & reparation (green)
  • Destruction — the green one is a trade marker
  • Event Markers (Yellow)
  • Military units
  • Geographical Objective reminders (5.2)
  • Spies and money owed markers

Military units except for armies are finite — once removed from the game they are gone and do not re-enter play. Spies and money owed markers are also finite — you may only place the number of markers you have. If you need to place a counter but cannot because there are no more remaining you may remove a marker from the map and place it.

Non-Homeland Country Influence. Countries are either neutral; aligned; or fully aligned. A fully aligned country makes it easier to place friendly influence in all adjacent countries in a "domino effect". This alignment status is changed by placing influence markers in the country. A country is "aligned" when it has one influence cube present. A country is "fully aligned" when it has two influence cubes present.

A country may only have influence markers from one of the Superpowers. It can have a maximum of three, although the third gives no further benefit above full alignment other than a safety net if the opponent removes one of your influence. Opposing influence is always removed before adding new influence in a country. A country will therefore only ever contain a cube belonging to one player.

The position of your power marker on the tracks shows your capabilities:

  • Your position on the conventional balance track indicates if you can attack other countries, and with what modifier. The key bit here is major or minor — where you can attack, and any DRM (Die Roll Modifier) that applies. However, a high opponent level on the nuclear balance track prevents enemy-aligned countries from being attacked.
  • The MAD (Mutually Assured Destruction) value on the nuclear track shows the roll needed to prevent an enemy attack.
  • The naval track gives differing advantages depending on your position upon it.
  • Your place on the intelligence track indicates the number of rerolls you have throughout the turn.

This display also has a turn track which shows the current turn and years represented, the amount of money each side has in the deck, when Soviet leadership may change and the amount of oil the US player will require (see turn 5 card US Oil Thirst).

1.6 The Technology Research chart and Strategic Outlook chart

The technology research chart is a large display intended to be put to the side of the map in a position where both players can see it — oriented toward both players and lining up with the main map. The chart shows the technical capabilities of both player superpowers.

The strategic outlook chart tracks display the players' relative capabilities in terms of nuclear, military, naval and intelligence.

1.7 Setup the Game

  • Each player chooses sides. In a solo game, the player assigns the bot side.
  • The map and the technology board are deployed together so that the edges match up.
  • The Soviet player can use the additional personal display for convenience.
  • You choose which scenario to play: The description shows the initial values of the players' board spaces, the technology board, as well as the counters for each of the countries on the map. The scenarios group them by continent to make deployment easier.
  • The scenario will state a starting turn and a specified turn duration. If no duration is indicated, the game ends on turn 9 or if there is a sudden death victory (5.1).
  • The Event deck for the opening turn is prepared, following the scenario instructions.
  • Each player takes the dice and markers of his colour, keeping them close.
  • A stock of unrest, occ, civil war and other markers to be used in the game is formed and kept available to the players.
  • We recommend having the cards for subsequent turns ready, separated according to their turn number of entry into the game, to speed up the creation of the new deck next turn.
  • A random player picks up the first card and... the game begins!

2.0 Core Concepts

2.1 The Card Deck

The game contains approx. 120 event cards. Each turn a bespoke card deck of a varying number of cards is prepared. The turn consists of turning over those cards one at a time and following the instructions written on each. After the card's actions have been completed, the card is either removed from the game or placed in the discard pile to be included in next turn's deck — "cycled".

The top right number on a card shows the turn that it enters the game — the card shown to the left enters in turn one. A "D" means after Stalin's death. An "R" means after reforms and an "A" means always in the deck.

Many cards require a die roll, generally listed as X+. When X+ is indicated, it is necessary to roll the indicated number (X) or higher. Many cards have a selection of possible results showing a die range — find the number you rolled and apply the result indicated.

Cards marked "remove" are treated as follows: once the card is resolved it is removed from the game. Cards marked "cycle" are treated as follows: once the card is resolved it is placed in the discard pile.

Some cards will have caveats included in them:

  • Some have "otherwise" statements, which mean "resolve this if nothing else applies".
  • A few cards will have multiple statements.
  • Many cards will require the roll of a d6 and the application of modifiers to determine which part of the card applies.

If a card cannot be fully resolved because of game state, resolve the portion of the card than can be and ignore the remainder.

A note on game play — it is not necessary or intended to read through the cards, it is only necessary to read the top portion of the card to see if a die roll is required and if it is, make the roll and implement the relevant part of the card. Reading everything drastically slows the game down — keep it moving!

Building the Next Turn's Deck. At the end of each turn cards for next turn are added to the discard pile which will contain all cards which cycled during the current turn and any oil for the Soviet player. These cards are shuffled and form the deck for the next turn.

2.2 Unrest

Non-Homeland Countries and Unrest. Unrest drives coups and civil wars and is represented by unrest markers. Occupation unrest always counts as one unrest counter.

A democratic or communist country has a coup when there are three unrest markers. An authoritarian country when there are two. Several countries are marked with an unrest value — if present, this is the number required for the country to suffer a coup instead of the value listed above.

When a coup occurs, resolve it after placement of all unrest markers has been completed — that is, place all unrest first, and then resolve any coups that occur as a result. Once a coup will happen in a country, no more unrest can be placed there until the coup has been resolved.

A country marked with one or more civil war markers cannot have any more unrest placed into it — they are already fighting.

Authoritarian countries are most vulnerable to a coup — they generally have a strongman or family in power. Countries aligned to the superpowers are harder to topple as their governments have more structure and stability.

Homeland Crisis. If there are ever 3 unrest in the USA or USSR then a homeland crisis is in effect. The player in crisis must conduct investment actions when their money is drawn while ever three unrest remains and this therefore prevents the player from taking any other desired action. This represents restructuring, strikes, wage increases and so on. The Soviet player can instead place spies and then use them to suppress unrest.

There is no limit to the number of unrest markers than can be placed in each homeland.

If a player has one or more money owed markers, this debt must be paid first before dealing with homeland crisis. Also, being in a state of homeland crisis does not prevent a player from taking additional money owed counters if made possible by cards.

2.3 Money

Money is represented in the card deck and is the main way that a player can act.

Generating Money. The amount of money for each turn has been calculated based on the superpower's historical military, space, and intelligence budget — the amount received per turn is shown on the turn track for each player.

Each $ marker is about 25 Billion US dollars per year in 1990's international dollars (Geary–Khamis dollars) which attempts to account for relative purchasing power of different countries — (a dollar in the USSR went much further than a dollar in the USA for example). Some portion of each money marker is consumed by maintenance, salaries, repairs and so forth so the actual usable amount is about half that or maybe 15 billion GK-USD per year (note that a money counter represents a multi-year investment).

In addition, the following will also generate money for players: there are "extra" money cards marked to show their source — reparation, oil, debt, etc. Many are single use and once spent they are removed from the deck. Unlike all other removed cards they are not removed from the game and can be reused as needed by game effects.

There is one Soviet Military Exports card which is always in the deck and is counted against the allowed Soviet money for each turn — on turn one for example the soviet player has 5 money in the deck — one military exports card and 4 other money cards. The military exports card is special because it allows the Soviet player to buy a trade item if available, or use a regular money card - but not both.

Soviet Oil is only ever gained by the Soviet player depending on the position of the Soviet oil production track. It has no connection to oil marked on the map — this represents Soviet oil produced in the Soviet Union. If the marker is in the 5+ space, at the end of the turn the Soviet player rolls one die and receives one oil on the roll of a 5 or 6. It can be sold on the world market at a price of either 1, 2 or 3 money depending on the current oil price. When an oil production card comes out of the deck, the Soviet player checks the oil price and if more than 1, adds the "extra" money that the oil is worth into the current deck with oil money cards. Then the Soviet player spends one money.

2.4 US National Debt

At the end of each turn the track moves one space right. The US player may at any point when the current deck is not empty move the track one or more spaces left and put one US debt money into the deck for each space moved.

The US has a very modern capability to generate money out of thin air — so called National debt, where the government borrows money from itself and other wealthy lenders. In the game, the US debt position gets one box better every turn (debt decreases) and the US player can choose to become indebted with wild abandon as and when needed by moving the track left and adding money into the deck to spend this turn. US debt was used historically in the Korean war, throughout Vietnam, and from 82 in the Reagan years.

Several boxes on the debt track have a further effect detailed below when moved into — but only if the marker is moving left into a box.

  • 4+ -1$: Roll a die — on 4+ gain no $ from entering this box — do not add this money to the deck (in effect, you get nothing).
  • 5+ -1$: Roll a die — on 5+ gain no $ from entering this box — do not add this money to the deck (in effect, you get nothing).
  • Unrest: Place one unrest in the USA.
  • Unrest X+: Roll a die and on a roll of the specified number or higher place one unrest in the USA.

The hammer and sickle is a victory symbol (see 5.0) which is awarded to the Soviet player whilever the US debt position is in or to the left of the hammer and sickle symbol. The star is a US victory symbol which is awarded to the US player whilever the US debt marker is in the marked box.

Example: The US player is in need of extra actions to counter a Soviet move. The US player moves the track left two boxes and adds two money into the current turn deck, which is then shuffled.

2.5 Money Owed

During the turn other events not directly associated with money cards may also require players to spend money (the event will say something like "the Soviet player may spend $1 to do…") — whenever this happens take a money owed marker and complete the event.

You must pay the money that you owe the next time your money comes out of the deck. Owed money markers must be retained from one turn to the next — if there's no money left in the deck this turn, you will pay your dues next turn.

3.0 Game Play

The card deck formed for each turn contains a varying number of cards. Those cards may be single play or recurring. One of the most important cards is money.

Money Cards. Each money card allows the owning player to select from the following actions, selecting one to resolve. Where an action specifies multiple things, you can do them in any order you choose.

  1. Make two influence rolls
  2. Make one influence roll and place one investment
  3. Place two investment
  4. Place three investment if all are in worth 0 or 1 countries
  5. Place one spy and either make an influence roll or place one investment
  6. Place two spies
  7. Research technology
  8. Build a military unit, or place an army in a civil war
  9. Resolve an aggression
  10. Soviets: occupy an aligned, communist country
  11. Remove an occupied marker and place one investment

Place Influence (1d6, 6+). The purpose of this action is to place your own colour cube into a target country, aligning the country towards your power. If your power already has influence present, you may be able to replace the current government. Neither Influence nor unrest can be placed into a country in civil war.

Select a target country and roll one die:

  • Add +1 per own investment in the country.
  • Add +1 if placing into your own colour government OR if any adjacent country is fully aligned (i.e., with 2 influence).
  • Success: 6+ (a roll of 1 or 2 always fails).

On a successful roll do the following in this order:

  1. Remove 1 friendly investment if present and then either apply 2 or 3.
  2. Remove 1 opposing influence or if not present place a friendly influence.

OR

  1. If friendly influence is present and the country is NOT occupied replace the government type with your own & place one unrest. If the country IS occupied, and fully aligned (2 of your influence) replace the government type with your own & place one unrest.

Influence represents the will of the people — are they democratic and pro-US or communist and pro-USSR? The will of the people can be altered via this action but changing government type is more difficult if there is an occupation army present.

A failure has no effect, and no investment is removed. If the die roll is a failure, you may exhaust one spy in the country and re-roll the die. Note that a die can only be rerolled once no matter the mechanism used to allow the re-roll. This represents the spies using "softer" methods like intelligence gathering, blackmail, government influence peddling and so on to get their way.

Example: The USSR player makes an influence roll in Turkey. The die roll needed is a 6 to succeed. If the Ukraine had two red cubes, this would grant +1 to the roll because it is adjacent to Turkey. The Soviet player would also gain +1 for each red investment in Turkey. To change the Turkish government from democracy (blue) to communist (red) would require that Turkey is already marked with one red cube because Turkey is not occupied.

Investment. The purpose of this action is to place your own investment markers into a target country. This can remove enemy investment, help with influence rolls, and remove unrest and trade markers. Place one investment in any target country. If there is any enemy investment remove one for one. OR if the country has your own government and is aligned deploy an available nuclear weapon in place of one investment (4.7).

This is the main economic activity of the game — in one action it represents the ability to improve a country's GDP, calm the people and make influencing the populace more likely. Also note that this represents a huge smorgasbord of potential activities — not just pure money, but also influence of the police and judiciary, ruling classes, military, etc.

Action #4 allows you to place three investment in total into 0 or 1 worth countries. Homelands do not count. (Smaller economies require less stimulus for an effect.)

Example: The USA places three investment all into worth 0 or 1 countries. After doing this, the actions specified in 3.2 can be taken. In this case, the US player declines since having more investment makes influence placement easier to achieve.

Place one Spy. Place one spy in any country on the map. The spy is placed active and may perform a spy mission this turn. If there are none in the force pool, one may be removed from the map and then replaced anywhere.

Technology Research. Place one cube on the technology research chart (4.5). If you have supercomputer, place one cube in the computing box, and if there are now two cubes there place one on the technology research chart & discard the other. If you have silicon transistors place an extra cube on the technology research chart. This technology replaces the supercomputer ability.

Note: The mainframe computer technology gives one free cube placed onto the tech chart at the end of each turn.

Important! With each technology fully developed by the US player, the US player places one tech theft marker into the tech theft box. When there are two, remove them both and roll to generate a tech theft marker (4.6).

Build Military. Select any one unit available in your force pool on your player mat to build. See (4.8). OR place an available army into a civil war which must have your own influence cube and no enemy army.

If placing an army: 1) US must add one unrest in the USA. 2) Add one cube on the technology research chart in land/air (green) on a die roll of 3+. The free tech cube represents warzones being excellent testing ground for new equipment, tactics, and techniques.

Example: The USSR uses its money card to place one army into China, which is in Civil war. A roll is made and on 3+ the Soviets will receive a free cube into land/air (green) technology.

Resolve an aggression. To select this option you must be granted an aggression by your position on the conventional balance track or an ability which allows an aggression. A minor aggression allows an attack against any 0 or 1 worth country which is not occupied; a major aggression allows a roll against any country. See (3.6).

Soviets: occupy country. The Soviet player may place an occupied marker into a communist & aligned country. This can be used immediately after a coup is rolled for, even out of sequence when it is not the Soviet player's money card — take a money owed marker, place the occupied marker, and then resolve the coup, but now resolve it with the occupation in place. If something looks bad, the Soviets can send in the army to make sure the popular vote ends up in their favour. This is a powerful though expensive option.

Remove Occupied marker. Either player may remove an occupied marker in an aligned country with your own colour government. If the Soviets remove a marker, add one reform cube to the reforms and freedom track. Removing an occupation immediately reduces the unrest level of a country but makes it more vulnerable if a coup occurs.

3.1 Spies

Spies are organised and funded by the owning superpower or an allied nation. They have a variety of different actions available and are placed on the map in a specific country when recruited.

They are limited in number — the USA has 6 and the USSR has 8 spies available. Up to two spies can be exhausted when the player is resolving a card of the player's own colour. To exhaust a spy, flip it over and resolve a spy action. The spy cannot act again this turn and will un-flip at the end of the turn.

New spies placed on the map are available to be used right away. Either use your spies first and then resolve your card or resolve your card and then use your spies, but not both.

The Soviets have a "spy advantage" representing their greater reliance on HUMINT (Human Intelligence).

Spy Actions. A spy can endeavour to carry out its actions in the country it is in or any adjacent country. All spy actions require a successful die roll which is dependent on the type of action. If the spy is in the target country, it may roll 2 dice. If in an adjacent country, it may only roll one die. The type of adjacency (land or water) has no effect on this.

When a spy acts, flip it to exhausted — it can do nothing further this turn. All spies unflip at the end of the turn and become available to act again.

  • Suppress Unrest (SOVIET), 5+: SOVIET ONLY, targeting a communist country. Roll with a target success number of 5+. Remove one unrest for each successful roll. This represents infiltration and propaganda tactics, mass deportations, arrests, and general thuggery.

    Example: The Soviet player has unrest in the USSR. When a red card is turned over, the player expends one spy in the USSR and rolls two dice, succeeding in removal of one unrest for each 5+. Failing to roll any, the Soviet player expends a spy in Georgia, which is adjacent to the USSR and rolls again with one die.

  • Steal Technology (SOVIET), 6+: SOVIET ONLY, the target country must have a tech theft marker. Roll with a target success number of 6. +1 if there is any unrest in the target country. Each success removes one tech theft marker and applies two successes in one category toward technology advancement. Only one success in computers/industry or farming — these are massive scale industries requiring huge investment to improve — simply stealing some useful technology is unlikely to be enough to generate a meaningful gain.

    The US player must already have the technology being stolen and is always considered to have agricultural technology. Note that you can (and should!) achieve the Soviet five-year plan via tech theft (4.1) and that failure rolls do apply (the die symbols) (4.5) so stolen research can still fail.

  • Secure Secret (US), 5+: US ONLY, the target country must have a tech theft marker. Roll with a target success number of 5+. Each success removes one tech theft marker. Western intelligence acts to secure secrets and specialist technology from the Soviets.

  • Remove Trade item (US), 2d6 2×4+: US ONLY. There is no target country — this removes a trade item from the Soviet "Western trade" display. Roll two dice. Both dice must roll 4+; if successful remove any one item of your choice from the trade display. Distance & adjacency is irrelevant, always roll two dice.

    Example: Early in the turn, a powerful Soviet tech trade item is on the Western trade display. A US blue card comes out of the deck and the US player exhausts a spy anywhere on the board to try and remove the marker. If this fails, another spy can be used to try again.

  • Place Unrest (Both), 6+: This action is used to place unrest into a target country. Roll with a target success number of 6. +1 if any unrest in a worth 0 or 1 target country (ignore if worth is 2 or more). Each success places one unrest in the target. A US spy in the USSR may instead choose to place a reform cube on the reform track.

    Richer countries have significant police, military and intelligence capabilities and are much harder to subvert. US placement of cubes onto the reform track represents US jostling of the Soviet leadership on freedom & human rights. See (3.3) for resolving coups due to placing unrest.

3.2 Investment Mini-actions

The following two additional mini-actions are free and can be taken in any country in which investment has just been placed. These can also be taken any time investment is placed via other cards or game effects. These actions are not compulsory.

All available investment must be placed before any rolls are made (place all investment first and then roll dice).

  • Remove one investment marker in a country to remove one unrest. If the country is democratic, this can be repeated in the country — removing multiple investment markers to remove multiple unrest at the same time in the same country. Note that this means only one investment per action can be used to remove unrest in the Soviet homeland since it is a communist country.
  • Roll to remove one trade or destruction marker: Roll 2d6, keeping the highest die, with success on any roll of 6+, applying the following modifiers: +1 per own investment in the country; any modifier printed on the trade counter you are attempting to remove (destruction markers have no modifier and are treated as a 0). Any success removes the leftmost trade (or destruction) marker from the target (making the country more valuable) and removes all investment markers. A failure has no effect, and no investment is removed.

Example: During a US money card, three investments are placed into 0 or 1 worth countries. The US player removes two of them to remove two unrest markers in the same country, and makes a trade roll in the country where the last one was placed.

3.3 Coup

If a result of card play or other action takes a country above the level of unrest required for a coup it is immediately resolved as follows:

If there is no influence present: Remove any government counter unless it is an occupied country & set the country to one unrest. Roll one die and place 1 US influence on a 1 or 1 Soviet influence on a 5 or 6. A neutral country experiencing a coup may slide toward one superpower or the other or may end up with an equally ambivalent ruler.

Otherwise roll 2d6 and resolve based on the highest die roll. The player who stands to gain (the player without a government in the country) is intended to roll the dice to see what benefit they receive. If the country is authoritarian, the player without influence rolls the dice.

5+: Successful Coup (or government voted out).

  1. Remove an opposing influence or if not present place a friendly influence.
  2. If the high die roll was a 6, repeat step 1.
  3. Replace the current government with the coup winner's government unless it is an occupied country — if it is occupied, the government is not altered.
  4. Set the country to one unrest — leaving only occupied unrest if present.

4: Strongman takes power (or puppet installed).

  1. Remove an opposing influence or if not present place a friendly influence.
  2. Replace the current government with an authoritarian government unless it is an occupied country — if it is occupied, the government is not altered.
  3. Set the country to one unrest — leaving only occupied unrest if present.

1-3: Country slides into armed conflict. If the country is occupied or has a worth of two or more, no effect — set the country to one unrest — leaving only occupied unrest if present and stop. Otherwise place one civil war marker in the country and cover the rightmost revealed factory symbol with a destruction marker. (If there's only one factory there, it is the rightmost one.)

Countries with well-developed militaries and police, or an occupying force will not slide into civil war — which is why a worth of 2 or more cannot slide into civil war.

Example: The Soviet player places enough unrest via spy activity to cause a coup in Iraq, which is grey (authoritarian) and has one US cube. A coup is resolved there. The Soviet player rolls two dice, receiving a 5 as the highest roll which is successful coup. The blue US cube is removed, and because Iraq is not occupied the government is replaced — place a wooden red disc to show this. One unrest remains in Iraq. If the high die had been a 4, the blue cube would still have been removed but the government would not change because Iraq is already authoritarian.

3.4 Civil War

All civil wars are resolved when the second civil war card is revealed. Neither Influence nor unrest can be placed into a country in civil war.

First the government player is determined: The government player is the player who has their own colour government in the country. If the government is authoritarian, the government player is the player who has a cube present. If neither apply, the government player is the US player. The other player is the rebel.

Follow the sequence to resolve:

  1. The government player rolls two dice, adding one extra die per army present.
  2. For each die, add one to the result for each army, investment of that player, and spy of that player. Add no more than 3.
  3. For each modified result of a six or more, one hit is achieved.
  4. Remove all investment belonging to the player that just rolled.
  5. Keep the number of hits scored for later.
  6. The rebel player rolls two dice.
  7. For each die, add one to the result for each investment of that player, and spy of that player. If there are three civil war markers in the country, add one more. Add no more than 3.
  8. For each modified result of a six or more, one hit is achieved.
  9. Remove all investment belonging to the player that just rolled.
  10. Keep the number of hits scored for later.
  11. The government player removes one civil war marker for each hit achieved in step 5. If there are none left, the government has won the war.
  12. If the government player has an army present, one unrest is placed on the associated country for each hit scored by the rebel in step 10. If there are multiple associated countries, the rebel chooses where the unrest is placed — bodies return home.
  13. If the government player does not have an army present and the rebel scored at least one hit in step 10, and the government has not already won the war in step 11 then the rebels have won the war and overthrown the government.
  14. If neither side has won the war and no hits were scored in step 5 (no civil war markers were removed) then add one civil war marker to a maximum of three. The war continues...
  15. If neither side has won the war, a player with armies present may withdraw them (see 3.5).

Civil War Outcomes.

Government Wins:

  1. Align the country if not already (one friendly cube).
  2. Place an occupied marker if one or more government armies are present and then remove the armies.
  3. Set the country to one unrest.

Rebel wins - government Overthrown:

  1. Flip all influence to the rebel player, if none present place one rebel influence.
  2. Remove the government of the previous owner's colour if present.
  3. Place an occupied marker if one or more rebel armies are present and then remove the armies. OR 4. Remove any occupation marker if 3 did not apply.
  4. Set the country to one unrest.

Winner Rewards. When a civil war is decided, apply the following to the winning player's progress track: +1 progress for winning a civil war. +1 additional progress if your OWN army was present at the time of winning.

Proxy Wars use the civil war system (Vietnam, Afghanistan etc) because of the type of combat. These could begin via events or via coups that trigger armed conflict.

Example: During the second civil war card of the game, we go around the map resolving one by one. Starting at Estonia, we follow the process. The government is the USSR because a red cube is present in the country. The USSR rolls three dice because an army is present, and adds +1 for an investment and +1 for the army. The rolls are 3-4-4. With +2 applied that is two hits on six. The USSR investment is removed.

The rebel rolls two dice with no modifiers and scores one hit with rolls of 2-6. Two civil war markers are removed which removes them all. The government has won the civil war. A Soviet (government) army is present and so one unrest is placed in the USSR due to the rebel hit. Estonia is already aligned (it has one red cube) and unrest will be set to one. Since there was an army present, we remove it and place an occupied marker, which itself counts as one unrest. The USSR receives +2 progress for winning a civil war with a Soviet army present, and the progress track is updated.

Civil war DRM summary [Maximum +3 DRM]: +1 DRM and +1 DIE per friendly army; +1 DRM per friendly investment, then remove all; +1 DRM if a friendly spy is present; +1 DRM for Rebel player if the civil war has three civil war markers. Each modified 6+ causes one hit.

3.5 Armies

Armies are placeable into civil wars, being placed for the cost of 1 money to provide +1 DIE and +1 DRM and to "soak up" hits preventing loss of the war. An army may be placed in a civil war if friendly influence is present, and no player (US, USSR) army is already present.

Every time the US places an army, add one unrest to the USA. Both sides also gain one free advance in land/air (green) technology when placing an army on a die roll of 3 or higher.

The French Army. The French army begins the game involved in a civil war in Indochina. It deploys to Algeria by card play if the civil war erupts there and follows the same rules as a regular army.

Army Withdrawal. After applying unrest from hits received, the owning player may choose to take one hit less and abandon the country if desired. To do so, remove all armies back to the force pool. This option prevents potential future unrest from casualties suffered. And who knows, with enough investment your proxy might still win the war...

3.6 Aggressions

This system represents military action — everything from full scale invasions to political pressure via military exercises.

The conventional Balance track may grant aggressions to the superior power (the power with a better army / tech level). The chart also indicates whether the aggression is major or minor. Some cards also grant aggressions, and the US president roll can award them as well. To use an aggression costs one money. All aggressions must be paid for unless they are referred to as "free".

Penalties. If used by the USA, immediately place one unrest if a minor aggression or two unrest if a major aggression in the USA. The public baulks at a seemingly aggressive US strategy far from home.

If used by the USSR, the Soviet takes two embargo markers and places them in the western trade box if performing a minor aggression or three markers if performing a major aggression. Embargo markers prevent trade while present and may also prevent the use of the Soviet military export card. Additionally, the US player may make one free Remove trade item spy action at no cost right away and without exhausting a spy. The US initiates sanctions against the Soviets and targets their importation of Western technology in particular.

Limitations & Requirements. A minor aggression allows an attack against any 0 or 1 worth country which is not occupied; a major aggression allows a roll against any country. The target country must be adjacent to an aligned country with your own colour government or your homeland.

If the target country is occupied or has the enemy government colour, check the nuclear balance track, and roll one die "the MAD roll" — if inside of the range specified, the money is wasted, and no aggression takes place — nuclear brinkmanship has resulted in a standoff and back-down. Any unrest or embargo placed is still valid. Note that the Soviets cannot make a MAD roll until they have the atom bomb technology.

A country in civil war can be a target — resolve as normal and ignore the civil war but do not remove it — it will continue afterwards in the same state as before. Place an army into the country if you now occupy it.

Resolution. Roll 2d6 and apply the following using the highest die:

  • 6 — Blitzkrieg!
  • 5 — Success
  • 4 — Political Success
  • 1-3 — Failure

DRMs (maximum +-2): + Aggression modifier; -1 per adjacent neighbouring country of 2 worth or more with the enemy government type (USSR/USA and China always apply -1). Ignore Sea connections if you are naval advantaged. -1 if adjacent to target country by sea and you are not naval advantaged. +1 if target country is in civil war and no enemy army present.

Naval advantage. Allows the advantaged player to apply -1 to the high die. If this is done, roll another die and add one unrest to the naval advantaged player's homeland on a roll of 1, 2 or 3. This is due to either excessive use of force or significant naval casualties sustained during the fighting.

Blitzkrieg! As per success, and you may attack again adjacent to the previous target country right away. There is no further cost or embargo/unrest — just choose another target and attack again, if desired.

Success. Place an occupied marker in the target country if not already present & a destruction marker covering the rightmost revealed factory symbol; switch the government to that of the aggressor and place one influence cube there.

Political Success. Place one friendly influence in the target country OR an unrest and an investment.

Failure. Place one unrest in the target country and one in the aggressing player's homeland. If either die is a modified one, place two unrest in the aggressing player's homeland.

Example: The Soviet player is at +2 on the conventional balance track and may resolve a major aggression. This allows the targeting of an occupied country. Deciding that West Germany is better off communist, world war three begins. The Soviet player places three embargo markers in the Western trade box and the US player can make a remove trade spy action but there are none to remove.

Since the target is both occupied and democratic, the US player can make a MAD roll. The US is at +2 on the nuclear balance track and must roll a 3+ to prevent Soviet aggression. The roll is a 1. The US player wishes they had an intel assessment marker as this would allow a reroll, but does not have one.

The Soviet player will roll two dice and apply: +1 for the aggression modifier listed on the conventional balance track. -2 for adjacent worth 2 countries (UK and France). The total is -1 applied to each die. The die roll is a 5, modified to a 4 — a political success. The US player has naval advantage and applies a further -1 to the roll. The end result is failure. Unrest is placed in West Germany and the USSR. To succeed, the USSR would have to roll a 6 — around 30% chance.

4.0 The President

At the end of every turn the US player must roll two dice and looks up the results on the US player mat in the top left of the map. The dice are each modified as indicated and markers are then placed into the relevant boxes on "the president" display.

Each box gives an effect that can be triggered once during the coming turn during the US player's activity. Mark each result rolled with a disc. Use the effect and remove the disc when desired. Items 1 "Civil Rights" and 2-3 "Economy" can be used right away when rolled. Note that a die can only be rerolled once no matter the mechanism used to re-roll.

4.1 Soviet 5-year plan

At the end of every turn the Soviet player rolls one die and marks the space indicated with a disc. This is an extra objective that the Soviet player can complete during this turn.

To do so the Soviet must fully develop (mark with a disc) one technology on the indicated technology row. If this happens, remove the disc on the 5-year plan track and add one victory progress for the Soviet player.

Note that codebreaking on the industry tech tree is exempted and cannot be used to achieve the 5-year plan. Tech theft can be used to achieve the 5-year plan.

Try to achieve your five year plan every time — it is a powerful bonus which is sometimes easy to do. Historically, the real Soviets were not always successful.

4.2 Western Trade

The Soviets can trade using oil money or the single military exports card. This allows them to purchase trade items which become available. The Soviets can trade only with oil or the single money/arms counter, not regular money.

The reason for the strict limitation on trading is that Soviet trade relied on barter and the generation of US dollars through trade to purchase goods — they had to sell something, for dollars, in order to buy something with dollars.

Each turn one trade item may become available at the end of the turn — they are held in the trade box until purchased and cost one money each. They cannot be purchased if any embargo markers are in the Western trade box.

Effect of Each Trade Marker.

  • Agricultural Trade: Add 2 farming tech successes when acquired — seeds, machinery and fertilisers.
  • Oil Industry Trade: Ignores/reduces the cost to put the next triggered Soviet Oil card in play (this is written on that card). One successful use consumes this item. Keep it somewhere handy until this happens — like the USSR box. Western drilling and refining technology.
  • Technology Trade: Apply 2 successes toward technology advancement of any type but only one success for farming or Industry. Computers, electronics, and specialised machinery.

End of turn Generation of a trade marker. Roll a die: 1-3 Nothing; 4 Agricultural Trade; 5 Oil Industry Trade; 6 Technology Trade. A -1 is applied while Stalin is alive. Stalin was not particularly interested in engaging with the West unless necessary (such as in WWII).

A marker which is generated is placed on the Soviet player mat in the Western Trade box. The counter limit for each type is intentionally limited to one. If a generated trade item is already on the mat and is generated again you place nothing.

4.3 Soviet Leadership

The Soviet leadership track on the Soviet player mat shows who is running the show in the USSR. At the start of turn one, it is always Stalin, and Stalin rules until he dies. Once he does die, this track enters play.

To use the track, roll a die and apply any DRM based on the disc's current position on the track, then place the disc in the resulting space. Note that the reforms track may also provide a DRM for this roll depending on position. Apply both.

A new leader is rolled for when Stalin dies (this is detailed on his card) and on every even turn (this is shown on the turn track). The main effect of leadership determination is the reform value — Stalin has a reform value of 0, while a progressive has a value of 3.

Example: It is turn 4, and so a leadership roll must be made. A member of the old guard is currently in power. The die is rolled — a 3. Adding +1 is 4, which results in a reformer. The next time this check is made, the reformer will apply -1 to the roll according to that box on the track.

The Progressive. A progressive is not allowed at the start of the game. He is unlocked when the position on the freedom & reforms track allows it. (Remove the NO marker.) If a progressive does come into power, all occupations in Soviet aligned or communist governed countries are removed from the map. This is done without any cost. The Soviet player can also no longer reoccupy countries. The new leadership abandons the use of force against aligned nations to keep them in line — "the Brezhnev doctrine".

4.4 Soviet Freedom and Reforms

The Soviet freedom and reforms track on the Soviet player mat shows the status of freedom in the USSR. The game starts with the marker in "Stalin's cult of personality" and can move to the right throughout the game.

This track is a key item for the Soviet player to keep an eye on — initial reforms, like those made historically by Khrushchev after the Stalin era improve both the lives of the Soviet people and the Soviet image around the world. Later reforms can be dangerous in terms of stability but greatly improve the lives of the people — represented by the granting of hammer and sickle victory markers.

At the end of each turn, the reforms value of the current leader is added to the freedom & reforms track using cubes. One extra cube is added if the Soviet player is winning the game (has more hammer and sickle markers than the US player has stars).

During the appropriate point of the end of turn sequence, if there are cubes equal to the next space's value, move the disc along one box and remove all cubes — there has been a reform.

But before this happens the Soviet player can take action to prevent a reform: One cube can be removed from the freedom & reforms track by the Soviet player exhausting a spy in the USSR and placing one unrest. Any number of cubes can be removed during a turn or at the end of a turn by doing this while there are spies available to be exhausted.

When the marker moves to the right, implement all the effects noted on the track as follows:

  • -1 unrest: The Soviet player may remove one unrest anywhere.
  • Cycle Soviet Diplomacy: Add the card with the same name to the cycle cards — it will enter the game next turn.
  • X unrest: The US player may place X unrest in the USSR and/or any communist countries adjacent to the Ukraine.
  • Progressive allowed in power: Remove the NO marker from the leadership track, a progressive can now take power during a leadership change roll.
  • Leadership + DRM: The highest DRM in force is added to the leadership roll.

Elections and Russian federation are not effects, they just explain what is being represented.

Several spaces have the hammer and sickle notation — entering one of these spaces grants one hammer and sickle to the Soviet player right away. Limited reforms are great for the Soviet player — the diplomacy card is powerful and removing Stalin's general rule of terror is a good thing. Later reforms are more painful, adding unrest and making reformers more likely. But there are several hammer and sickles on the track as well — so it's possible to win the game by reforming the Soviet Union (assuming you can hold it together while that happens).

4.5 Technology Development

Both sides track their technological advancements on the technology research chart. Each advancement provides the bonus listed on the chart and is only effective once fully researched.

To place a cube, you must have fully researched the previous technology on the row. Some technologies also open additional research — this is shown with arrows. Arrows are always prerequisites — if a technology has an arrow pointing to it, you must have fully researched the technology where the arrow starts to begin researching the technology where the arrow ends.

A technology is fully researched when you have cubes in the space equal to the number on the top of the chart immediately above the technology. When you have fully researched a technology, remove the cubes, and replace with a disc in your colour, then claim all the benefits that technology grants. Equally if an effect causes you to lose research, a disc may be converted into cubes so that cubes can be removed in the reverse manner.

Discs show that a technology is completed, whereas cubes show a technology in development and not yet complete.

In addition to the research cubes required, Moon Base costs 3 money to make active. Place a disc when researched (removing the cubes) and track money spent with cubes, receiving the award once the full amount has been spent.

Several technologies have a die symbol near to them. When one of these techs would be fully researched, roll one die. If the die roll is in the indicated range, you lose one accumulated research.

Some technologies are marked as first only. Only the first player to research such a technology receives the reward.

Some technologies are marked with a repeatable icon. When fully researched, gain the indicated bonus and remove all cubes — this technology can be researched again.

One technology (codebreaking) is noted as lapsing at turn end. At the end of every turn, any discs on this technology are removed & the tech may be researched again. Enemy codes change — your cryptographers will have to break the new codes to gain advantage.

The Soviet player receives one die roll when fully researching land/air technology — this is referred to as an interceptor roll. One die is rolled and on a result of 5 or 6, one US bomber is removed from the game.

One MIRV weapon starts play on the automation and machining technology. It is only added to the force pool once the MIRV technology is itself researched.

Several spaces have the hammer and sickle / star notation — fully researching one of these spaces grants one hammer and sickle to the achieving player right away. If the space is vacated for any reason the hammer and sickle / star is lost (5.0).

4.6 Tech Theft

One tech theft marker is placed into the tech theft box for each US technology fully researched. When there are two in the box, remove both markers and roll to generate a tech theft marker.

Generate a Tech Theft Marker. As well as the above, at the end of each turn roll one die to see if a tech theft marker is generated, and place as follows (Soviet player chooses if there is a choice of location). Except the USA only 2 tech theft markers can be in a location at any one time. If not placeable, don't place.

  • 1-2: None — do not place
  • 3: Japan, South Korea or Saudi Arabia
  • 4: Canada, UK or Germany
  • 5: Italy, France or Australia
  • 6: US

This represents a more open scientific community, accustomed to sharing data and therefore easier to steal from.

4.7 Deployment of Nuclear Weapons

When a country develops its own nuclear weapons, place a nuclear weapons marker with the appropriate flag. Additionally, either player may choose to deploy one of their available nuclear weapons markers into a friendly country — a player with the atom bomb has one available counter and receives another two when ICBMs are developed.

To deploy nuclear weapons, the country must have a friendly government and be aligned. Instead of placing an investment, place one available nuclear weapons counter. Multiple nuclear weapons can be deployed into the same country.

Effect of deploying nuclear weapons:

  • Assured Destruction: If a country with one or more nuclear weapons markers is targeted for aggression, two dice are rolled for the MAD roll to prevent aggression.
  • First Strike: If a nuclear weapon is placed within 2 spaces of the enemy homeland, add one unrest to the enemy homeland at the end of each turn. Once your power develops the SLBM technology, no more unrest can be placed on your homeland from this rule. SLBM — Submarine Launched Ballistic Missiles — once you have these, you have nukes in first strike or at least retaliatory positions all the time, so you no longer worry about enemy missiles so much.
  • Capture: If a country with placed weapons switches to the enemy government type, the weapons are removed, and one of the capturing players' influence can be placed within two spaces of the country (only one no matter how many are removed). Any removed weapon counters are removed from the game.
  • Agreement: If both players have nuclear weapons which would cause unrest placement, they must be removed on a one for one basis before any unrest is placed. (Even if one or both players have SLBM technology). Removed weapons are removed from the game.

Nuclear weapons can be deployed to friendly countries to ensure they are not interfered with by the enemy superpower. This was generally used as a defensive measure, but it looks extremely hostile to the other side.

A nuclear weapon marker with a flag which belongs to a country applies the first rule only (Assured destruction).

Example: The US could place an investment in West Germany but instead decides to deploy a nuclear weapons counter. This will protect West Germany if it is attacked. Also, because West Germany is within two spaces of the USSR (via Sweden) one unrest will be added to the Soviet homeland at the end of every turn until the Soviets develop the SLBM technology.

In a later part of the turn, the Soviets deploy nuclear weapons into Cuba and both sides reach an agreement to withdraw their weapons.

4.8 Strategic Weapons & Nuclear Balance

There are several types of military units which can be built during the game. Armies are useful only during civil wars — see (3.5).

All other units are strategic weapons which affect the nuclear balance — their primary function in the game. Units can be built when in a player force pool. Many units do not start the game in the force pool and must have the prerequisite technology researched before they can be constructed. Every unit costs 1 money.

When a unit is built, it may immediately cancel an eligible enemy unit in the strategic weapons box according to the following rules. The builder of the unit chooses whether this applies or not and chooses which enemy unit is cancelled where there is a choice.

  • Bomber cancels bomber
  • ICBM cancels ICBM or bomber
  • SLBM cancels SLBM, ICBM or bomber
  • MIRV cancels MIRV
  • Mobile missile cancels mobile missile
  • Bunker cancels any

The UK Nukes counter can be cancelled and removed as though it is a bomber.

ICBM: Intercontinental Ballistic Missile. SLBM: Submarine Launched Ballistic Missile. MIRV: Multiple Independent Re-entry Vehicles (a missile with many warheads).

A unit which is built either cancels an enemy unit or is placed into the strategic weapon box. Then the nuclear balance is calculated as follows: 2 for each bomber plus 1 for each other unit. Bombers are more accurate than any missile. Both sides perform this calculation removing one total from the other to calculate the position on the nuclear balance track.

When a player marker advances into or through a space with an unrest symbol, the relevant number of unrest markers are placed on the enemy homeland. Only count symbols when your strategic balance position moves left for the Americans or right for the Russians (ie: only when your strategic situation improves).

Units which are removed by cancellation or by technical advance are removed from the game. Units removed by technical advance are chosen by the advancing player. Units can be removed from the force pool or even be removed before they can be built due to technology restriction.

The Soviet will likely find technology progression limiting your ability to construct strategic weapons — this is intentional and is a key part of the arms race. Beware the mid-game US B-52's and look for ways to counteract the problem!

Duck and Cover? - Bunkers. A bunker does not count as a unique unit type — its only function is to cancel an enemy unit, so the only point in building it is to cancel an enemy weapon. To place it into the force pool also costs one research success — spend one research cube on it and place it into the force pool. Once a bunker has been constructed, place it back into the bunker box - you can research and build it again.

When a bunker is constructed, one unrest may be removed from the homeland of the builder. You must go and scout out sites, plan the facilities, research the right mining equipment and so on — both sides spent quite a lot of time and effort on this dubiously useful idea. Still, probably best not to allow a mineshaft gap.

Example: The US player has two bombers in the strategic weapons box for a total of +4 US nuclear balance (2 for each bomber). The Soviet player builds an ICBM and can either cancel a bomber or just place it into the weapons box. The latter is chosen. The balance is now +3 US nuclear balance.

4.9 Intelligence Assessments

Every time a game effect or card alters one side's intel assessment value, move that side's marker up one box on the track. If you can't move up any further, move the other side down on the track. The important thing is the differential between the US and Soviet markers - if one side's marker is in a higher box then that side may claim a re-roll of any one die for each box higher. Take one reroll marker for each box as soon as it is earned, and equally lose one if the other player catches up during the turn.

Any one die may be re-rolled except for die rolls made during the end of turn phase. This includes opponent die rolls. Note that a die can only be rerolled once no matter the mechanism used to allow the re-roll.

Once used, a re-roll is returned to the re-roll box and allocation will be determined again at the end of the turn. (You lose them all at the end of a turn and then check to see what you get.)

This simple rule accounts for one of the superpowers knowing a little bit more about what is going on than the other side. It can be powerful, offsetting a bad event or allowing a failed aggression to be re-rolled for example.

5.0 The Victory Progress Tracks

The aim of the game is to exert control over the economically powerful countries (those with more factory symbols). Each country's economic worth is its value for victory purposes. To be counted the country must have your influence, your government type and not be in civil war.

Whenever worth is gained or lost, adjust your Victory Progress Track a number of boxes equal to the factory worth of the country gained or lost.

5.1 How to Win

Sudden Death: The number of hammer and sickle or star markers are used for victory — if you have 3 markers more than the enemy player then you win a decisive victory at the end of the turn. But neither side can win the game until the end of turn 4.

End of the Game: At the end of turn nine, the player with the most hammer and sickle or stars wins the game. The position of the progress markers is not relevant, only the number of hammer and sickle or star markers.

If you win by having one more marker, it is a minor victory. If you win by having two or more markers, it is a major victory.

Other ways to earn Stars/H&S can also be earned via:

  • Research — moon landing and moon base, and the Soviet-only agricultural self-sufficiency. (3, one is Soviet only)
  • Reforms for the Soviet player (up to 4)
  • US Debt (1 each possible, but only one at once) and via reaching the end of the nuclear balance track (1)

Each of these awards the achieving player one hammer and sickle or star meeple.

Evening Up. At the end of each turn both players discard one star for one hammer and sickle one at a time until one player has only one left, and then stop. This is to keep the number of markers in play low and to see easily who is winning.

5.2 Geographical Objectives

Several countries are printed with either a star or a hammer and sickle icon. These countries are adjacent to the indicated superpower. If your marker arrives at the end of your track, take a star or hammer and sickle marker, and place the marker back at the start of the track.

If it gets to the start of the track and you need to lose more, lose one hammer and sickle or star marker you have and place the marker one box from the end of the track. If you have no markers, give the enemy one of their markers instead.

Example: The US player is on space 4 on the victory progress track. A two worth country is gained. The track moves up to space 6, which is the star space. The US player takes one star marker and sets the track position to 0. Some time later, the US player loses a one worth country. The track is placed into box 5 (one box from the end of the track) and the US player loses a star marker.

If an indicated country becomes aligned to the enemy player and has the government of the enemy player (ie: if a country marked with a star has a red cube and red government) then the enemy player can claim +1 intel assessment on the intel assessment track (and potentially a reroll marker) (4.9). The country is used as an intelligence gathering base.

If the country is marked with a hammer and sickle, also add one reform cube to the Soviet reform track every turn-end.

Proximity to wealthy capitalist nations illustrates the better standard of living, and the capitalists will not be shy about showing it off…

5.3 Waterways

These represent the strategic waterways of Panama, Suez, and the Dardanelles, in the countries Costa Rica, Egypt and Turkey. This is indicated with an icon of a carrier on the country.

For each of these countries that is Soviet aligned and has a communist government, (red cube and red government) move the naval balance track one place in favour of the Soviet player. Adjust this whenever it happens. The maximum is therefore three naval balance adjustments by Soviet ownership of all three locations.

5.4 END of Turn Sequence

At the end of each turn, follow this sequence to setup the game for the next turn:

  1. Move the turn marker to the next turn and reset the civil war helper track.
  2. "Even up" and check to see if one player won the game by having 3 more H&S / Star markers. You cannot win before the end of turn 4.
  3. Soviet roll for the 5 year plan.
  4. Soviet roll for a new trade item.
  5. Soviet roll for a new tech theft.
  6. Soviet roll for leadership change.
  7. Soviet add reform cubes to the freedom & reforms track according to the current leader, +1 if winning the game and +1 per democratic and blue aligned nation marked with a hammer and sickle.
  8. Check to see if a reform takes place. If it would, the Soviet player may exhaust spies in the USSR to prevent.
  9. Remove one embargo marker from the western trade box if any are present.
  10. US roll for the president.
  11. US move the debt track marker one space to the right.
  12. Flip all spies to unused.
  13. Add one unrest for each nuclear weapon within 2 of your homeland if you do not have the SLBM technology.
  14. Remove discs on codebreaking.
  15. Discard all intelligence assessments and collect new ones if one side is advantaged.
  16. Apply a tech cube for Mainframe Computer, if researched.
  17. Take the discard pile of cycle cards, add the new cards for this turn.
  18. The Soviet player may add oil sale cards (roll if necessary — on the 5+ space a 5 or 6 adds one oil sale card) to the deck.

Shuffle the deck and turn one over to start the next turn.

6.0 Comparison of the belligerents

US advantages & disadvantages:

  • Suffers one unrest for each army placed in a civil war.
  • Can remove multiple unrest in one money card via multiple investment expenditure.
  • May remove Western trade items with spies.
  • Unrest penalty for aggression.
  • The president (and potential assassination).
  • National Debt.
  • Starting advantage in technology.
  • Starting advantage in geopolitics and allied nations (UK, France etc).
  • Starting advantage in navy & nukes.
  • Some good cards for extra technology research can lead to faster discoveries.
  • Can affect USSR reforms with spies.

USSR advantages & disadvantages:

  • May occupy a communist aligned country after seeing the result of a coup.
  • May suppress unrest with spies.
  • +1 DRM to counterintelligence with spies.
  • May steal technology with spies.
  • Trade Embargo penalty for aggression.
  • Western trade opportunities.
  • 5-Year plans – success gives progress.
  • Potential oil revenue.
  • Soviet leadership, reforms and associated effects including possible breakdown of the Soviet system.
  • Soviet interceptor roll when researching land/air tech, representing the Soviet obsession with interceptor aircraft.
  • Farming research can limit some negative events related to the Soviet economy.
  • Easier victory conditions.
  • Harder geographical starting position.
  • Early game War reparation options.
  • Some nasty card events due to the Soviet economic model and potential grain shortage, which gets progressively worse.

7.0 The SOLO Bot

The game is playable solo — either by the traditional means of playing the best turn you see for the other side, or by using the solo cards. You can choose for the bot to play either side.

First, let's set expectations about what this is: the game is far too complex to automate everything without an enormous number of flow charts and so on, so instead of prescribing everything and making this very complex, the solo bot tries to give the player direction - it will tell you what the bot should do, and give general guidelines.

Wherever in doubt, make a reasonable move on behalf of the bot - if you don't know what is reasonable, roll a die to decide where something happens or what happens.

The player side will play with all the normal rules, but the bot will resolve its activities a little differently - the actions are generally predetermined and you need only follow the relevant instructions on cards and quick reference sheet.

There are a set of rules defining what the bot will choose when a country needs to be selected for unrest placement or an effect, and there are a set of bot action cards to determine what the bot does when its money card is turned over.

The cards have two effects on them – green and red. The green effect is normal difficulty, and the red side is hard difficulty. By altering both the colour of events used and the content of the bot action deck a wide variety of automated opponents can be built with little effort on the part of the player.

If you want to know more about how this works, find the relevant quick reference sheet and the solo cards & take a look.

8.0 Interactive Example of Play

If you have not played the game before, setup using the scenario sheet "learn to play" and follow this walkthrough of a turn, making the rolls as you go. The cards are turned over in a specific sequence; die rolls and results will of course diverge in an actual game.

Two things to be aware of throughout: 1) Unrest causes coups — when a grey coloured country has two unrest showing (including a possible one from occupation) or when a red or blue country has three showing, resolve a coup (3.3); occupation counters also count as one point of unrest. 2) Whenever a player gains or loses control of one or more factories, add or remove the number of factories they gain or lose from their victory progress track (5.0).

Card #1 — Atomic Energy Act. There is no Soviet spy in the UK, so the roll to trigger is 4+. The roll is a five. One US influence is removed in the UK and the card is removed from the game.

Card #2 — Popular Unrest. The die roll is a 3: both sides must place one unrest in an occupied country, Soviets first, then the card is removed. The Soviets select West and the US East Germany. Both countries have two unrest — West Germany is very stable and has a little "4 unrest" icon, so it needs four total unrest for a coup instead of the usual three for a red or blue country.

Card #3 — Berlin Blockade. The Soviet player does not have to roll the die for this. The roll is a 4: US/UK airlift — add one unrest in the USSR (now 2), remove any unrest in West Germany (none to remove) and add one US investment. The card is removed. The US could use that investment right away to remove unrest in West Germany or try to remove a trade marker (3.2), but does not this time.

Card #4 — Soviet Famine. The die roll is a 3 and the Soviets suffer a famine. The Soviet player chooses to add two more unrest to the USSR (now 4), wanting to win the civil war in the Ukraine later in the turn. This is a homeland crisis because there are three or more unrest in the homeland — the Soviet player must solve that problem first when money does eventually come out of the deck (2.2). Card is removed.

Card #5 — US Money. The US player selects option #3 — place two investment — placing one in the UK and another into West Germany, which has no unrest (occupations cannot be removed with investment). Since investment was just placed, a mini-action can be used wherever it was placed. The US ignores the UK placement and, in West Germany, makes a trade roll to try and remove the destruction marker. The modifiers are +2 for two investment markers and no modifier for the destruction marker (it has no value marked on it). The high die is a 5, adding 2 = 7. A 6 or above is needed so this is a success. The destruction marker is removed since it is the leftmost marker, and all investment markers are removed (spent rebuilding). Recall that every time you gain factories you need to adjust the progress track — two factories were just uncovered in a country with a blue government and blue cube, so add 2 to the progress track — moving it from 1 to 3. The card is marked cycle, so it is placed into the cycle pile to be reused next turn.

Card #6 — Soviet Money. The Soviets are in homeland crisis so they only have two choices — either place investment, using one in the USSR to remove unrest, or place spies and use them to remove unrest. Action #5 — "place one spy and either make an influence roll or place one investment" — is chosen, since it gives the Soviets a chance to get out of their pickle in one money card. The spy and investment both go in the USSR. The mini-action removes the investment and one unrest — down to 3. The spy is flipped and two dice are rolled for a suppress unrest action, needing 5+ to succeed. The roll is 5-1, so one unrest comes off (now 2) and the USSR leaves crisis.

Card #7 — Soviet Military Export. This card could be used to purchase a western trade item, but there aren't any to buy (if embargoed, a roll would also be needed to see if the card discards with no effect). With unrest reduced to 2 or less in the USSR, the Soviet player is free to act, and uses Action #4 to place three investment in worth 0-1 countries: Estonia, Ukraine, and East Germany. The East German one is removed to remove one unrest; the other two are left as supplies for the troops.

Card #8 — War Reparations. On a 3+, this card allows claiming those war reparation markers as extra money for the deck this turn, at the cost of one unrest each. The roll is a one, so this card cycles — a real shame for the Soviets.

Card #9 — The Red Army. The roll is a 3, which cycles the card, so there's little point reading it all — it is placed in the cycle pile. It is still a red card, meaning two spies could have activated, but none are used this time.

Card #10 — Navy Arms Race. First the US can place one influence in any 0-1 worth country because of naval advantage (see the strategic outlook chart) and then rolls a die. The selected country is Greece to help fund the civil war taking place. The die roll is a 4, and the US player places one blue cube on nuclear submarines on the technical research track. The Soviet rolls a 1 and gets nothing. Second, the influence roll targets Hungary, to try and place a second influence cube there for a "domino effect" +1 modifier on adjacent countries. The roll is 3, which fails even with the +1 for having a red government. At the end of the card, spies are triggered: the first spy in the USA is flipped to try for tech theft — no unrest in the USA means a 6 is required; the roll is 1-2, which fails. A second spy is also flipped, rolling two dice, which also fail.

Card #11 — Civil War. This is the first civil war card — adjust the civil war helper track at the bottom left of the map. A die is rolled, result 6: the Soviet player can place one civil war marker on an existing civil war, choosing Greece, which now has two civil war markers.

Card #12 — Soviet Money. The Soviets are free to act and choose Action #5, placing one spy (in the USA, targeting the Manhattan project) and choosing an influence roll (in Turkey) as well. The influence roll fails on a 3. At the end of the card, spies are triggered: the flipped spy in the USA is used for Steal Technology, needing a 6, rolling 2-5 which succeeds — the tech theft marker is removed from the map and the Soviets claim the Atomic bomb: since two cubes are required for the bomb and the USA already has it, both cubes are placed and replaced with a disc showing the bomb has been researched.

Card #13 — Nazi Spies. The die is a 4, and one spy is placed in East Germany. The card is removed.

Card #14 — Paperclip/Osoaviakhim. The roll is a 2, and the Soviets place one cube into space launch vehicle — completing it. The cubes are replaced with a disc. The card is removed from the game.

Card #15 — US Money. The US first exhausts its one spy in the USA for a counterintelligence roll (+1 for multiple enemy spies present); a roll of 1-5 nabs one Russian spy, which is removed to the USSR force pool. The action selected for the money is technology research: the US places one cube into codebreaking on the industry row. Because one cube completes the research and the tech is marked with dice symbols, one die is rolled — a 3, which does not match the symbols present, so the research is a success. A disc is placed on the technology, the intelligence assessment track moves up one box for the USA, and because the US is now one box higher than the USSR, one re-roll marker is taken by the US player. Lastly, because the US fully researched a technology, one tech theft marker is placed into the tech theft box; when there are two markers there (as now), roll on the tech theft generation table and remove all markers from the box — the roll is a 2, meaning no tech theft marker is placed.

Card #16 — Authoritarian Unrest. The roll is a 3, so the card takes effect. The Soviet places first, putting one unrest into Egypt, which has two unrest and will resolve a coup. The US player places one unrest in Sweden (cannot place in Egypt since a coup is already happening there). Once all placement is complete, any coups are resolved — the Soviet player rolls two dice for the coup in Egypt: 1 and 3. This card limits coup results to a 4, so the high die of 3 stands. Because Egypt is occupied, the country cannot enter civil war — there is no effect and the country returns to one unrest (retaining only the occupied marker).

Card #17 — Stalin. The roll is a 3. One or two reparations markers must be taken off the map — one is taken from East Germany, adding one unrest there. One money is added to the deck, which is shuffled, then one unrest is added to the USSR — the USSR has 3 unrest again and slides back into a homeland crisis. Lastly, a 4 is rolled, and Stalin dies. The two destalinisation cards are added to the cycle deck — they will enter play next turn. One die is rolled for the new leader, adding +1 due to the card text; the modified roll is a six, but a progressive is not yet allowed, so a reformer is installed instead — Khrushchev. Because it is turn one, the no leader marker is placed on the turn track so there is no roll for a new leader next turn. The card is removed.

Card #18 — Civil War #2. The civil war helper track is adjusted, and all civil wars are resolved: Estonia, Ukraine, and Greece, worked top to bottom.

  • Estonia: The government player is the USSR (red cube present). Three dice are rolled because of the army and one investment present, at +2. Rolls are 6-4-3, for 2 hits. The rebel player has no modifiers and needs sixes; two dice roll 3-3, no hits. The single civil war marker is removed by the two Soviet hits and the government wins the war. The country is already aligned (one red cube), the army is removed back to the force pool and an occupied marker is placed, and the country is set to one unrest (achieved by the occupation marker). All investment present was also spent during the fighting. The USSR claims +2 progress because a Soviet army was present at the win, moving the progress marker up two spaces from 3: at space 4, the marker moves back to zero and a hammer and sickle is awarded to the Soviet player, then the marker moves up one remaining box to the 1 space.
  • Ukraine: Resolved essentially the same way, and the USSR wins again with a similar result, ending the progress marker in the 3 box.
  • Greece: No armies are present on either side, making this more dangerous for the US — a single Rebel hit wins the war outright without an army to soak it up. The government rolls two dice, adding +2 for two investments (which are then removed); rolls of 3-4 equal one hit, removing one civil war marker. The government has not won the war because civil war markers remain. The rebel rolls two dice with no modifiers: 2-4, no hits. The war is unresolved this turn and continues into the next.

Card #19 — Tito. The die roll is 4, and since Stalin is dead the card takes effect — one Soviet investment is added in Greece and one in Hungary, and an unrest in the USSR (now 4). The card is removed.

Card #20 — McCarthy. The roll is a 6 — McCarthy runs amok! A counterintelligence roll is made in the USA, rolling 2-2, which has no effect. Then two unrest is added in the USA (now 2). The US player considers re-rolling with the intel analysis chit but decides to save it for something more important.

Card #21 — Spy Agencies. The USSR tries again in the USA — the card allows a flipped (expended) spy to perform another action. The dice are 2-5, and because there is unrest in the USA this is a successful tech theft. The tech theft marker is removed from the map and the Soviets choose the Atomic bomb: each tech theft allows placement of two cubes on one row, so long as the USA already has the technology; since two cubes are required to develop the bomb, they are placed and then replaced with a disc showing the bomb has been researched. The USSR now has one atomic weapons counter and all red bomber counters, which are placed in the USSR force pool and are now available to be constructed. The US player rolls one die and gets a 3 — not enough for a free spy. The card is placed onto the cycle pile.

Card #22 — Research. Both sides get one research cube to place because it is turn one and neither player has supercomputer or silicon transistor. The Soviet player, eyeing the 5-year plan objective, selects farming — the first space requires only one cube, so it is fully researched and a disc is placed. Because a tech in the correct category was fully researched (the 5-year plan's current objective is farming), the USSR player receives one progress added to the progress track, pushing the track to 4, which awards the Soviet player a hammer and sickle marker; the track is then set back to 0. The US player places one cube on mainframe computers.

Card #23 — Soviet Money. The USSR is in homeland crisis, but before using the card the Soviet player activates the one spy in the USSR: flipped, rolling 3-5, removing one unrest (now 3). The Soviet player takes another action to place two investment — one in the USSR to remove one unrest (now 2), and one in Turkey.

Card #24 — US Money. The US uses action #8 to build a military unit: one bomber is placed into the strategic weapons box, adding +2 to the nuclear balance in the US player's favour. The track moves left to +4, which gives the US player a star marker and places two unrest in the USSR (now 4) — putting the USSR back into homeland crisis.

Card #25 — Soviet Reparations Money. The Soviet player must reduce that unrest but has a spy in the USSR: flipped, a suppress unrest action removes one unrest. The USSR player then places two investment — one in the USSR reduces unrest to 2, one in the UK, removing the US investment there already (there can never be investment from both players in the same space — it cancels one another out). Reparations cards are always one-use and marked remove — once spent, remove the card.

Card #26 — Popular Unrest. A 1 is rolled, which is corruption. The Soviets cannot find any US investment to remove, so the USA removes one investment in Turkey.

Card #27 — Israeli Independence. The roll is 5 — Israel declares independence and is immediately invaded by a somewhat half-hearted Arab coalition (with British advisors!). The occupation marker is removed as the British occupation force disappears into the sunset, and one civil war marker is placed on the map. The country was previously democratic (blue) with a blue cube and therefore already counted in the US progress value; since a country in civil war cannot be counted, the US progress track moves down to 2. The card is removed.

Card #28 — US Money. The US would like to spend on tech but has not used either presidential bonus (marked on the US player mat) — using one now would be a waste, so the US decides to place influence on the UK. A 2 is rolled, which is not good enough. The Containment president effect can be used to reroll the die: the disc is removed to show it has been used and the re-roll is a 5, which succeeds in placing a cube and removing one investment. (A die can only be re-rolled once regardless of the effects that could force re-rolls.) The US player decides to roll again in the UK to place a second cube; the first roll fails, and the intel assessment re-roll chit is discarded to allow a re-roll, which succeeds. The UK has been returned to blue government and blue cube status, so two factories are added to the US progress track, which moves from 2 to 4.

End of turn cycle. Find the end of turn sequence on the quick play chart and resolve item by item:

  1. Move the turn track to turn 2.
  2. "Even up" the number of star and hammer and sickle markers by discarding one for one until one player only has one left. The US player has two, so one marker is discarded, and the USSR does likewise. The USA now has one marker left, and the USSR has two left and is currently winning the game. 3-5. The Soviet player rolls three sets of dice and consults the tables on the player mat to place the 5-year plan objective, Western trade item and a tech theft marker.
  3. Turn two is an even turn so leadership change would normally be rolled, but turn 2 is marked with NO leader change due to the Stalin card, so this is skipped.
  4. A reformer is currently in power, so two reform cubes are added to the reform track (the reformer has a reform value of two). A further one is added because the USSR is winning the game.
  5. A reform will take place because only two cubes are needed to move the reform track right one and there are three. (If there were unused spies in the USSR they might be able to prevent this, but there are none.) The Soviet diplomacy card is added to the cycle deck as per instructions on the reform track. The USSR player can also remove one unrest due to the pleasant reforms taking place.
  6. If embargo markers were present in the western trade box, one would be removed.
  7. The US player rolls two dice and consults the president chart to see what the new president brings to the table, applying DRMs to each die for unrest and losing the game (which currently applies), and noting the chance for presidential assassination.
  8. The US player adds one money to the US national debt track, moving the marker one box right.
  9. All spies are unflipped.
  10. There are no nuclear weapon counters deployed so this is skipped.
  11. Remove discs on codebreaking (and the US moves back one space on the intel assessment track).
  12. Check intelligence assessment and give re-rolls if one side is advantaged — the US lost its advantage and the intel track is now even, so no re-roll counter is awarded.
  13. Neither player has a mainframe computer, if they did then one free tech cube could be placed now.
  14. Take the discard pile of cycle cards, add new cards for the new turn and any additional money (check the turn track) to form the new deck.
  15. The Soviet player may add oil sale cards (roll if necessary) to the deck — not applicable here as the oil production marker gives no oil currently.

That is the full turn one, and probably 90% of the game mechanics. You should be basically ready to play the game by playing through this once or twice and then keeping going on to turn two — the quick play sheets have everything needed to play once the basics are understood.

9.0 Scenarios

The following is a text version of the same information displayed on the scenario setup sheets, useful for checking that setup has been done correctly. When a box is specified on any track, always count from the left — the leftmost box is box one. Trade counters are placed on the corresponding factory symbol — a trade #1 counter on the first symbol from the left, a #2 counter on the second, and so on.

Introductory Scenario

Setup as per Scenario One, but make the following alterations: the play area stops at USA - Algeria - Libya - Egypt - Syria - Kazakhstan - USSR; everything above and including those countries is in play, everything else is out of play. Remove the following cards from the deck: 1 US money, 1 Soviet money, Indonesian Independence, Chinese Civil War, Proxy War.

Scenario One: "Soviet Steam Roller"

Scenario Notes. The Soviets begin without the atom bomb, but an advantage in rocketry. Much of Europe is still devastated after World War Two, the US is in serious debt and civil wars are being fought in Europe and Asia. Most of Africa is still occupied by the empires. Joseph Stalin leads the USSR.

US Player Mat: National debt Box 1. President: Containment & Trade. Victory Progress 3. Force Pool: 7 bomber, 2 army, 5 spies, 1 nuclear weapon.

Soviet Player Mat: Oil Production 0. Oil Price $1. 5-Year Plan: Farming. Victory Progress 3. Soviet Leadership: Stalin (NO counter covering the progressive box). Freedom & Reforms Box 1. Western Trade: Empty. Force Pool: 1 army, 6 spies.

Map Setup (star/hammer & sickle holding box: 1 star, 1 H&S):

  • Canada: blue cube, Canada trade #2.
  • United States: red spy, blue spy, tech theft.
  • Mexico: Mexico trade #2. Cuba: Cuba trade #1. Nicaragua, Costa Rica, Venezuela, Colombia, Argentina: empty. Brazil: Brazil trade #2.
  • Norway: empty. United Kingdom: blue cube, tech theft, UK trade #2. West Germany: blue cube, OCC, West Germany trade #1, #2 and #3. France: blue cube, France trade #2. Austria: 1 rep, OCC. Spain: Spain trade #2. Italy: blue cube, Italy trade #1 and #2. Sweden: Sweden trade #2.
  • Estonia: red cube, 1 civil war, red army, Estonia trade #1. East Germany: red cube, OCC, 3 rep, East Germany trade #1, #2 and #3. Ukraine: red cube, 1 civil war, red army, Ukraine trade #1. Hungary: red cube, OCC, 1 rep, Hungary trade #1. Yugoslavia: red cube, red disc. Greece: blue invest, 1 civil war. Turkey: empty. Israel: blue cube, OCC.
  • Algeria: blue cube, OCC. Libya: blue cube, OCC. Egypt: blue cube, OCC. Nigeria: blue cube, OCC. Sudan: blue cube, OCC. Syria: empty. Iraq: blue cube. Saudi Arabia: Saudi trade #2. Somalia: empty. Angola: blue cube, OCC. South Africa: blue cube, OCC.
  • Georgia: red cube. USSR: red spy, 1 unrest, USSR trade #1 and #2. Kazakhstan: red cube. Afghanistan: empty. Iran: blue disc, 1 unrest. Pakistan: 1 unrest.
  • China: red cube, red invest, 2 civil war, China trade #1, #2 and #3. Bangladesh: 1 unrest. India: blue invest, India trade #2. Thailand: blue invest. Vietnam: blue cube, 2 civil war, France army. North Korea: red cube, OCC, N.Kor trade #1. South Korea: blue cube. Japan: blue cube, OCC, Japan trade #1, #2 and #3. Taiwan: blue cube. Philippines: blue cube. Indonesia: blue invest, 2 civil war. Australia: blue cube, Australia trade #2.

Turn Track: Turn 1.

Technology Research Chart: Atomic Research: red disc. Atomic Bomb: blue disc. Missile Research: red disc. Space Launch Vehicle: red cube. Computer Research: blue disc. Navy Carriers & A/C: blue disc. Land/Air box 1: blue disc. Place one of each weapon type for each player above the box that allows its construction: Atom Bomb (Soviets only), ICBM, SLBM, MIRV & Mobile MSL, Stealth aircraft and automation and machining (one MIRV counter). Place the +1 NUC Comms Satellites counter next to the Comms, Navigation tech. Tech Theft Box: one tech theft. Computers Box/Track: empty. Bunkers Box: one bunker each.

Strategic Outlook Chart: Nuclear balance +2 blue. Conventional +2 Red. Naval balance +1 blue. Intel assessment: red disc and blue disc in the 1 box. Re-roll counters placed for future use. +1 Nuc Naval counter placed near the navy track for future use.

Strategic Weapons Box: 1 blue bomber. Removed Units: none.

Card Deck: Take all A cards and all turn one cards (marked top right in the flag).

Scenario Two: "A New Era" 1956+ (Turn 3)

Scenario Notes. The Soviets begin with a strong lead in rocketry. The US is reliant on its large bomber force. Africa is beginning to see decolonisation. A reformer is running the USSR.

US Player Mat: National debt Box 4. President: Containment & Trade. Victory Progress 5. Force Pool: 6 bomber, 2 army, 4 spies.

Soviet Player Mat: Oil Production 0. Oil Price $1. 5-Year Plan: Farming. Victory Progress 2. Soviet Leadership: Reformer (NO counter covering the progressive box). Freedom & Reforms Box 2. Western Trade: Oil Tech (counter). Force Pool: 2 bomber, 3 army, 4 spies, 1 nuclear weapon.

Map Setup (star/hammer & sickle holding box: 1 star, 2 H&S):

  • Canada: blue cube, Canada trade #2. United States: blue spy, 1 unrest. Mexico: Mexico trade #2. Cuba: red disc, Cuba trade #1. Nicaragua: red cube, 1 unrest. Costa Rica: blue invest. Venezuela, Colombia, Argentina: empty. Brazil: Brazil trade #2.
  • Norway: blue invest. United Kingdom: blue cube, UK nuclear weapon, 1 unrest, red spy, blue spy, UK trade #2. West Germany: blue cube, blue nuclear weapon, OCC, West Germany trade #2 and #3. France: blue cube, 1 unrest, tech theft, France trade #2. Austria: blue cube. Spain: Spain trade #2. Italy: blue cube, blue invest, Italy trade #1 and #2. Sweden: Sweden trade #2.
  • Estonia: red cube, OCC. East Germany: red cube, OCC, red spy, 1 rep, East Germany trade #2 and #3. Ukraine: red cube, OCC. Hungary: red cube, OCC, red invest. Yugoslavia: red invest, 1 unrest. Greece: blue cube, 1 unrest. Turkey: blue invest. Israel: blue cube, 1 unrest.
  • Algeria: blue cube, 1 civil war, France army. Libya: blue cube. Egypt: blue invest. Nigeria: blue cube, OCC. Sudan: blue cube, OCC. Syria: red invest. Iraq: blue cube, 1 unrest. Saudi Arabia: Saudi trade #2. Somalia: empty. Angola: blue cube, OCC. South Africa: blue cube, OCC.
  • Georgia: red cube. USSR: 2 red spy, 2 unrest, red invest, USSR trade #2. Kazakhstan: red cube. Afghanistan: red invest. Iran: blue invest, 1 unrest. Pakistan: 1 unrest.
  • China: red cube, red invest, 2 civil war, China trade #1, #2 and #3. Bangladesh: 1 unrest. India: blue invest, India trade #2. Thailand: blue invest. Vietnam: blue cube, blue army, red spy, 2 civil war, destruction covering factory. North Korea: red cube, OCC, N.Kor trade #1. South Korea: 2 blue cubes, tech theft. Japan: blue cube, tech theft, blue invest, Japan trade #2 and #3. Taiwan: blue cube. Philippines: blue cube. Indonesia: blue cube. Australia: blue cube, Australia trade #2.

Turn Track: Turn 3.

Technology Research Chart: Atomic bomb: red disc, blue disc. ICBM: red cube. Missile Research: blue disc. Space Launch Vehicle: red disc. First Satellite: red cube. Lunar Probe: red cube. Mainframe Computer: red disc, blue disc. Navy Carriers & A/C: red disc, blue disc. Nuclear Subs: blue cube. Land/Air box 1: blue disc. Land/Air box 2: blue cube. Strategic Recon: blue cube. Soviet Agriculture box 1: red disc. Place one of each weapon type for each player above the box that allows its construction: ICBM, SLBM, MIRV & Mobile MSL, Stealth aircraft and automation and machining (one MIRV counter). Place the +1 NUC Comms Satellites counter next to the Comms, Navigation tech. Tech Theft Box: empty. Computers Box: empty. Computers Track: red disc and blue disc in EoT 1 cube (from mainframe computer). Bunkers Box: one bunker each.

Strategic Outlook Chart: Nuclear balance +1 blue. Conventional +2 Red. Naval balance EVEN. Intel assessment: red disc and blue disc in the 1 box. Re-roll counters placed for future use. +1 Nuc Naval counter placed near the navy track for future use.

Card Deck: Take all A cards and all turn three cards (marked top right in the flag).

Scenario Three: "The Eagle and the Bear" 1966+ (Turn 5)

Scenario Notes. US has a computer advantage, and is working on the moon landing and satellite technology. USSR still has a stronger conventional army. France has left NATO and there is opportunity for Soviet expansionism.

US Player Mat: National debt Box 5. President: Containment. Victory Progress 0. Force Pool: 5 bomber, 3 ICBM, 3 SLBM, 1 army, 3 spies, 1 nuclear weapon.

Soviet Player Mat: Oil Production: 5+ box. Oil Price $1. 5-Year Plan: Industry. Victory Progress 3. Soviet Leadership: Old Guard (NO counter covering the progressive box). Freedom & Reforms Box 2, and 2 cubes on the track. Western Trade: Tech trade (counter). Force Pool: 2 bomber, 3 ICBM, 6 SLBM, 3 army, 1 nuclear weapon.

Map Setup (star/hammer & sickle holding box: 1 star, 3 H&S):

  • Canada: blue cube, Canada trade #2. United States: blue spy, tech theft, 2 unrest. Mexico: blue cube, Mexico trade #2. Cuba: red cube, red disc, 1 unrest. Nicaragua: red cube, 1 unrest. Costa Rica: blue cube, blue invest.
  • Estonia: red cube, OCC, 1 unrest. East Germany: red cube, OCC, red spy, East Germany trade #2 and #3. Ukraine: red cube, OCC, red spy. Hungary: red cube, OCC, red invest, 1 unrest. Yugoslavia: red invest, 1 unrest. Greece: blue cube, 1 unrest. Turkey: blue cube. Israel: blue cube, 1 unrest, Israeli nuclear weapon.
  • Algeria: empty. Libya: blue cube. Egypt: blue cube, 1 unrest. Nigeria: red cube, 1 unrest. Sudan: blue cube. Syria: red cube, red disc. Iraq: blue cube, 1 unrest, red spy. Saudi Arabia: blue cube, Saudi trade #2. Somalia: empty. Angola: blue cube, OCC, 1 civil war. South Africa: blue cube, OCC.
  • Georgia: red cube, 2 unrest. USSR: 3 red spy, 2 unrest. Kazakhstan: red cube. Afghanistan: red invest. Iran: blue invest, 1 unrest. Pakistan: blue cube, 1 unrest, Grey disc.
  • China: red cube, OCC, red invest, red spy, Chinese nuclear weapon, Chinese Communism, China trade #1, #2 and #3. Bangladesh: 1 unrest. India: blue invest, India trade #2. Thailand: blue invest, 1 unrest. Vietnam: blue cube, blue army, red spy, 2 civil war, destruction covering factory. North Korea: red cube, OCC. South Korea: 2 blue cubes, tech theft. Japan: blue cube, tech theft, blue invest, Japan trade #2 and #3. Taiwan: blue cube, 1 unrest. Philippines: blue cube. Indonesia: blue cube, 1 unrest. Australia: blue cube, Australia trade #2.

Turn Track: Turn 5.

Technology Research Chart: SLBM: red disc, blue disc. First Satellite: red disc, blue disc. Comms & Navigation: blue cube. Spy satellites: blue cube. Human Space Flight: red disc, blue disc. Moon Landing: blue cube. Mainframe Computer: red disc. Super Computer: blue disc. Nuclear Subs: red disc. Navy box 3: blue disc. Land/Air box 1: red disc. Land/Air box 2: blue disc. Land/Air box 3: blue cube. Strategic Recon: red disc, blue disc. Soviet Agriculture box 1: red disc. Soviet Agriculture box 2: red cube. Place one of each weapon type for each player above the box that allows its construction: MIRV & Mobile MSL, Stealth aircraft and automation and machining (one MIRV counter). Place the +1 NUC Comms Satellites counter next to the Comms, Navigation tech. Tech Theft Box: one tech theft. Computers Box: empty. Computers Track: red disc in EoT 1 cube (from mainframe computer), blue disc in 2>1 (from super computer). Bunkers Box: one bunker each.

Strategic Outlook Chart: Nuclear balance +1 Blue. Conventional +2 Red. Naval balance +1 Blue. Intel assessment: red disc and blue disc in the 2 box. Re-roll counters placed for future use. +1 Nuc Naval counter placed near the navy track for future use.

Strategic Weapons Box: +1 Nuc UK Nukes counter. Removed Units: USA — 3 bomber, 2 SLBM, 1 ICBM, 2 Nuclear weapon. USSR — 2 bomber, 1 SLBM, 2 ICBM, 2 Nuclear weapon.

Card Deck: Take all A cards and all turn five cards (marked top right in the flag). Also add: (R) Soviet Diplomacy, (2) Soviet Oil, (2) Soviet Money, (2) USA Money, (3) Authoritarian Unrest, (3) NASA, (3) Civil Rights, (3) Lack of Consumer Goods, (4) Indo-Pakistan, (4) Soviet Grain, (4) Soviet Money.

Scenario Four: "A House of Cards?" 1976+ (Turn 7)

Scenario Notes. US has a strong technical lead. USSR's army advantage is dwindling. US has withdrawn from Vietnam. France has emerged from isolation. South America and Africa are ripe for superpower investment.

Cards In Play: (5) Time and Growth, (6) Project Azorian — place both cards in a handy space on the map to be referenced while playing.

US Player Mat: National debt Box 6. President: Trade and Intervention. Victory Progress 0. Force Pool: 3 bomber, 2 ICBM, 2 SLBM, Mobile Missiles, 1 MIRV, 2 Army, 1 spy, 1 nuclear weapon.

Soviet Player Mat: Oil Production 1 box. Oil Price $1. 5-Year Plan: Industry. Victory Progress 3. Soviet Leadership: Old Guard (NO counter removed from the game). Freedom & Reforms Box 3, and 2 cubes on the track. Western Trade: Oil Trade (counter). Force Pool: 1 bomber, 2 ICBM, 4 SLBM, 3 army, 1 nuclear weapon.

Map Setup (star/hammer & sickle holding box: 1 star, 2 H&S):

  • Canada: blue cube, Canada trade #2. United States: 2 blue spy, 1 red spy. Mexico: blue cube, Mexico trade #2. Cuba: red cube, red disc, 1 unrest. Nicaragua: red cube, 1 unrest, red invest. Costa Rica: blue cube, 1 unrest. Venezuela: red cube. Colombia: empty. Brazil: Brazil trade #2, Alliance for progress, 2 blue invest. Argentina: empty.
  • Norway: blue cube, blue invest. United Kingdom: blue cube, UK nuclear weapon, 2 unrest, blue spy, UK trade #2. West Germany: blue cube, 1 unrest, blue spy, tech theft, West Germany trade #3. France: French nuclear weapon, NATO Withdrawal, 1 unrest, France trade #2. Austria: blue cube. Spain: blue disc, blue invest, Spain trade #2. Italy: blue cube, blue invest, Italy trade #2. Sweden: red invest, Sweden trade #2.
  • Estonia: red cube, OCC, 1 unrest. East Germany: red cube, OCC, 1 unrest, red spy, East Germany trade #3. Ukraine: red cube, OCC. Hungary: red cube, OCC, 1 unrest. Yugoslavia: red invest, 1 unrest. Greece: blue cube, 1 unrest. Turkey: blue cube. Israel: blue cube, 1 unrest, Israeli nuclear weapon, Six Day Crushing.
  • Algeria: empty. Libya: Gadaffi. Egypt: blue disc, 1 unrest. Nigeria: red cube, 1 unrest. Sudan: blue cube, red invest. Syria: 2 red cubes, red disc. Iraq: blue cube, 1 unrest. Saudi Arabia: blue cube, Saudi trade #2. Somalia: empty. Angola: blue cube, OCC, 2 civil war. South Africa: blue cube, OCC.
  • Georgia: red cube, 1 unrest. USSR: 3 red spy, 2 unrest, 1 Intel Analysis. Kazakhstan: red cube. Afghanistan: red disc. Iran: blue invest, 1 unrest. Pakistan: blue cube, 1 unrest, Grey disc.
  • China: OCC, red invest, red spy, Chinese nuclear weapon, Chinese Communism, China trade #1, #2 and #3. Bangladesh: 1 unrest. India: blue invest, 1 unrest, Indian nuclear weapon, India trade #2. Thailand: blue invest, 1 unrest. Vietnam: blue cube, red spy, 1 civil war, destruction covering factory. North Korea: red cube, OCC. South Korea: 2 blue cubes, tech theft, red spy. Japan: blue cube, blue spy, Japan trade #3. Taiwan: blue cube. Philippines: blue cube, 1 unrest. Indonesia: blue cube, 1 unrest. Australia: blue cube, Australia trade #2.

Turn Track: Turn 7.

Technology Research Chart: SLBM: red disc. MIRV & Mobile Missiles: blue disc, red cube. First Satellite: red disc, blue disc. Comms & Navigation: red disc, blue disc. Spy satellites: red disc, blue disc. Digital spy satellites: blue cube. Space Station: red disc, blue disc. Human Space Flight: red disc. Moon Landing: blue disc. Probes & Landers: blue cube. Super Computer: red disc. Computerised weapon systems: blue disc, red cube. Silicon transistors: blue disc. Nuclear Subs: red disc. Navy box 3: red cube. Navy box 4: blue disc. Navy box 5: blue cube. Land/Air box 2: red disc. Land/Air box 3: blue disc, red cube. Strategic Recon: red disc, blue disc. Soviet Agriculture box 1: red disc. Place one of each weapon type for each player above the box that allows its construction: MIRV & Mobile MSL, Stealth aircraft and automation and machining (one MIRV counter). Place the +1 NUC Comms Satellites counter next to the Comms, Navigation tech. Tech Theft Box: empty. Computers Box: empty. Computers Track: red disc in 2>1 (from super computer), blue disc in 1>1 (from silicon trans.). Bunkers Box: one bunker each.

Strategic Outlook Chart: Nuclear balance +1 Blue. Conventional +1 Red. Naval balance +1 Blue. Intel assessment: blue disc in the 3 box, red disc in the 4 box. Re-roll counters placed for future use. +1 Nuc Naval counter placed near the navy track for future use.

Strategic Weapons Box: +1 Nuc UK Nukes counter. Removed Units: USA — 5 bomber, 2 ICBM, 3 SLBM, 2 Nuclear weapon. USSR — 3 bomber, 3 ICBM, 3 SLBM, 2 Nuclear weapon.

Card Deck: Take all A cards and all turn seven cards (marked top right in the flag). Also add: (R) Soviet Diplomacy, (2) Soviet Oil, (2) Soviet Money, (2) USA Money, (3) NASA, (3) Civil Rights, (3) Lack of Consumer Goods, (4) Soviet Grain, (4) Soviet Money, (5) US Oil Thirst, (5) USA Money, (5) African Unrest, (5) Lack of Consumer Goods, (6) USA Money, (6) Central & South Am. Unrest, (6) Arms Limitation Talks, (6) Gadaffi, (6) US-China Relations, (6) S/E Asian Unrest, (6) Operation Condor, one Oil Production.

Scenario Five: "Cuban Missile Crisis" 1961-65, One-hour scenario (Turn 4)

Scenario Notes. This one-turn scenario starts on turn four in 1961, about a year before the crisis. The US has not yet deployed Jupiter missiles to Italy and Turkey, which historically triggered the Soviet response on Cuba. The Soviet player starts with a strong lead and must finish the turn with two more hammers & sickles than the American player has stars to win; otherwise the US player wins. If the US player is more experienced, try limiting the US debt spend to two maximum.

Strategic Launch. At the end of the turn the player with an advantage on the nuclear balance track may attack — roll one die for each space advantaged. Any roll of 5+ and they win the game. Otherwise, they lose the game!

US Player Mat: National debt Box 6. President: Intervention. Victory Progress 1. Force Pool: 5 bomber, 4 ICBM, 2 army, 4 spies, 2 nuclear weapon.

Soviet Player Mat: Oil Production 0 box. Oil Price $1. 5-Year Plan: Land/Air. Victory Progress 2. Soviet Leadership: Reformer (NO counter covering the progressive box). Freedom & Reforms Box 3. Western Trade: Empty. Force Pool: 1 bomber, 5 ICBM, 3 army, 2 spies, 3 nuclear weapon.

Map Setup (star/hammer & sickle holding box: 1 star, 3 H&S):

  • Canada: blue cube, Canada trade #2. United States: blue spy, tech theft, 1 unrest, 1 intel re-roll. Mexico: Mexico trade #2. Cuba: red disc, Cuba trade #1. Nicaragua: red cube, 1 unrest. Costa Rica: blue invest. Venezuela, Colombia, Argentina: empty. Brazil: Brazil trade #2.
  • Norway: blue invest. United Kingdom: blue cube, UK nuclear weapon, 2 unrest, blue spy, red spy, UK trade #2. West Germany: blue cube, 1 unrest, blue spy, West Germany trade #2 and #3, blue nuclear weapon. France: De Gaulle, 1 unrest, tech theft, France trade #2. Austria: blue cube. Spain: Spain trade #2. Italy: blue cube, Italy trade #2. Sweden: red invest, Sweden trade #2.
  • Estonia: red cube, OCC. East Germany: red cube, OCC, red spy, 2 red invest, East Germany trade #2 and #3. Ukraine: red cube, OCC, 1 unrest. Hungary: red cube, OCC, red invest, 1 unrest. Yugoslavia: red invest, 1 unrest. Greece: blue cube, 1 unrest. Turkey: blue cube. Israel: blue cube, 1 unrest.
  • Algeria: blue cube, French army, 2 civil war. Libya: blue cube. Egypt: blue cube, blue invest. Nigeria: blue cube. Sudan: blue cube. Syria: red invest. Iraq: blue cube, 1 unrest. Saudi Arabia: Saudi trade #2. Somalia: empty. Angola: blue cube, OCC. South Africa: blue cube, OCC.
  • Georgia: red cube, 2 unrest. USSR: 3 red spy, 1 unrest, workers, Oil trade. Kazakhstan: red cube. Afghanistan: 2 red invest. Iran: blue invest, 1 unrest. Pakistan: blue cube, 1 unrest, Grey disc.
  • China: red cube, OCC, red invest, Chinese Communism, China trade #1, #2 and #3. Bangladesh: 1 unrest. India: red cube, blue invest, India trade #2. Thailand: blue invest. Vietnam: red cube, 1 unrest. North Korea: red cube, OCC, red invest, NK trade. South Korea: 2 blue cubes, tech theft, red spy. Japan: blue cube, tech theft, Japan trade #2 and #3. Taiwan: blue cube, 1 unrest. Philippines: blue cube. Indonesia: blue cube. Australia: blue cube, Australia trade #2.

Turn Track: Turn 4.

Technology Research Chart: ICBM: red disc, blue disc. Space Launch Vehicle: red disc, blue disc. First Satellite: red disc. Lunar Probe: red cube. Mainframe Computer: red disc, blue disc. Super Computer: blue cube. Nuclear Subs: red disc, blue disc. Land/Air box 1: red disc. Land/Air box 2: blue disc. Strategic Recon: red cube, blue disc. Soviet Agriculture box 2: red disc. Place one of each weapon type for each player above the box that allows its construction: MIRV & Mobile MSL, Stealth aircraft and automation and machining (one MIRV counter). Place the +1 NUC Comms Satellites counter next to the Comms, Navigation tech. Tech Theft Box: empty. Computers Box: empty. Computers Track: red disc and blue disc in EoT 1 cube (from mainframe computer). Bunkers Box: one bunker each.

Strategic Outlook Chart: Nuclear balance +1 Blue. Conventional +1 Red. Naval balance Even. Intel assessment: red disc in the 1 box, blue disc in the 2 box. Re-roll counters placed for future use. +1 Nuc Naval counter placed near the navy track for future use.

Strategic Weapons Box: +1 Nuc UK Nukes counter. Removed Units: USA — 3 bomber. USSR — 3 bomber.

Card Deck: Take all A cards and all turn four cards (marked top right in the flag). Also add: (R) Soviet Diplomacy, (2) Soviet Oil, (2) USA Money, (2) Soviet Money, (3) NASA, (3) French Israeli Nuclear Bomb, (3) Khrushchev Thaw, (3) Authoritarian Unrest, (3) Civil Rights & freedom, (3) Lack of consumer goods.

Scenario Six: "Brave New World" 1986+, One-hour scenario (Turn 9)

Scenario Notes. This one-hour scenario starts on turn nine. The player with the most stars / hammer and sickles at the end of the turn wins the game (still resolve the end of turn sequence, in order to track reforms). If the US player is more experienced, try limiting the US debt spend to two maximum. The Soviet occupations have all been removed due to the great progressive, Gorbachev — their loss means the Communist countries have less unrest but are more susceptible to coups. The Soviets are still in Afghanistan. The US has an intelligence advantage due to technology. The Soviet player should decide early whether to try and avoid elections or to prepare for them.

Cards In Play: (7) Time and Growth — place the card in a handy space on the map to be referenced while playing.

US Player Mat: National debt Box 7. President: Trade. Victory Progress 3. Force Pool: 1 bomber, 2 SLBM, Mobile Missiles, 1 MIRV, 2 Army, 1 nuclear weapon.

Soviet Player Mat: Oil Production 2 box. Oil Price $1. 5-Year Plan: Land/Air. Victory Progress 2. Soviet Leadership: Progressive. Freedom & Reforms Box 4. Western Trade: Farm Trade. Force Pool: 1 SLBM, Mobile Missiles, 1 MIRV, 2 army, 1 nuclear weapon.

Map Setup (star/hammer & sickle holding box: 1 star, 3 H&S):

  • Canada: blue cube, Canada trade #2. United States: 1 blue spy, 1 red spy, 1 unrest, 2 Intel re-roll. Mexico: blue cube, Mexico trade #2. Cuba: red cube, red disc, 1 unrest. Nicaragua: red cube, 1 unrest, red invest. Costa Rica: blue cube, 1 unrest. Venezuela: red cube, red invest. Colombia: empty. Brazil: blue cube, blue disc, 1 unrest, blue invest, Brazil trade #2. Argentina: 1 unrest.
  • Norway: blue cube. United Kingdom: blue cube, UK nuclear weapon, 1 unrest, UK trade #2. West Germany: blue cube, 2 unrest, blue spy, blue invest, West Germany trade #3. France: blue cube, blue invest, French nuclear weapon, NATO Withdrawal, 1 unrest, France trade #2. Austria: blue cube. Spain: blue disc, blue cube, blue invest, Spain trade #2. Italy: blue cube, blue spy, Italy trade #2. Sweden: red invest, Sweden trade #2.
  • Estonia: red cube, 1 unrest. East Germany: red cube, 1 unrest, red spy, red invest, East Germany trade #3. Ukraine: red cube, blue spy, 2 unrest. Hungary: red cube, 1 unrest. Yugoslavia: red invest, 1 unrest. Greece: blue cube, 1 unrest. Turkey: blue cube, 1 unrest. Israel: blue cube, Israeli nuclear weapon, Six Day Crushing.
  • Algeria: empty. Libya: red cube, red invest, Gadaffi. Egypt: blue cube, blue disc, 2 unrest. Nigeria: red cube, 1 unrest. Sudan: red cube, red disc, 2 unrest. Syria: 2 red cubes, red disc. Iraq: blue cube, 1 unrest. Saudi Arabia: blue cube, Saudi trade #2. Somalia: red cube, red spy, 1 unrest. Angola: blue cube, OCC, 2 civil war. South Africa: blue cube, OCC.
  • Georgia: red cube, red spy, 1 unrest. USSR: 3 red spy, 2 unrest, workers. Kazakhstan: red cube. Afghanistan: 2 red cube, red disc, red army, blue spy, destruction, 2 civil war. Iran: blue invest, 1 unrest, Iranian revolution. Pakistan: blue cube, blue invest, 1 unrest, Grey disc, Pakistani nuclear weapons.
  • China: red cube, OCC, red spy, Chinese nuclear weapon, Chinese Communism, China trade #1, #2 and #3. Bangladesh: 1 unrest. India: blue cube, blue invest, 2 unrest, Indian nuclear weapon, India trade #2. Thailand: blue cube, blue disc, 2 unrest. Vietnam: red cube, red disc, 1 unrest. North Korea: red cube. South Korea: 2 blue cubes, tech theft. Japan: blue cube, blue spy, Japan trade #3. Taiwan: blue cube. Philippines: blue cube, 1 unrest. Indonesia: 1 unrest. Australia: blue cube, Australia trade #2.

Turn Track: Turn 9.

Technology Research Chart: MIRV & Mobile Missiles: red disc, blue disc. Stealth Aircraft: blue cube. First Satellite: red disc, blue disc. ASAT Weapons: blue cube. Comms & Navigation: red disc, blue disc. Spy satellites: red disc, blue disc. Space Station: red disc, blue disc. Human Space Flight: red disc. Moon Landing: blue disc. Computerised weapon systems: red disc, blue disc. Silicon transistors: red disc, blue disc. Automation & Machining: blue cube. Navy box 3: red disc. Navy box 5: blue disc. Land/Air box 3: red disc. Land/Air box 5: blue disc. Strategic Recon: red disc, blue disc. Soviet Agriculture box 2: red disc. Place one of each weapon type for each player above the box that allows its construction: MIRV & Mobile MSL, Stealth aircraft and automation and machining (one MIRV counter). Place the +1 NUC Comms Satellites counter next to the Comms, Navigation tech. Tech Theft Box: one tech theft marker. Computers Box: empty. Computers Track: red disc and blue disc in 2>1 (from super computer). Bunkers Box: one bunker each.

Strategic Outlook Chart: Nuclear balance +2 Blue. Conventional +1 Red. Naval balance +2 Blue. Intel assessment: blue disc in the 4 box, red disc in the 2 box. Re-roll counters placed for future use. +1 Nuc Naval counter placed near the navy track for future use.

Strategic Weapons Box: blue bomber, blue ICBM, red SLBM. Removed Units: USA — 6 bomber, 3 ICBM, 3 SLBM, 2 Nuclear weapon. USSR — 4 bomber, 5 ICBM, 5 SLBM, 2 Nuclear weapon.

Card Deck: Take all A cards and all turn nine cards (marked top right in the flag). Also add: (R) Soviet Diplomacy, (2) Soviet Money, (2) USA Money, (3) Lack of Consumer Goods, (3) Civil Rights, (4) Soviet Grain, (4) Soviet Money, (5) US Oil Thirst, (5) USA Money, (5) Lack of Consumer Goods, (6) Gadaffi, (6) Central & South Am. Unrest, (6) USA Money, (7) Solidarity & Polish Debt, (7) Soviet Money, (8) Trigger Happy, (8) New Oil & Gas, (8) USA Money, both oil production cards.

How to... (explain the game in 30 seconds)

Take control of a country. You need to place your own influence (cube) and then once present place your own government (disc). To do this, actions 1 or 2 can be selected and you'll need to pass a die roll, which can be made easier by placing friendly investment or spies.

Use the trade markers. Placing investment allows trade markers to be removed, making a country more valuable. You can place investment with actions 3 & 4.

Control Unrest. The Americans can place investment to remove unrest — each investment removes one unrest marker. The Soviets are limited to doing this once per money card in each country and should instead place spies with actions 5 & 6 and then use the spies to remove unrest.

Use Spies. When a card is blue for the Americans or Red for the Soviets, you can use up to two spies either before resolving the card or afterwards. To use a spy, select the spy action you want to use on QRS #2. A spy gets two dice in the country it is located in and one die in any connected country.

Research Technology. You can use a money card to place one cube on the technology chart. When you have cubes equal to the column number at the top of the chart, replace the cubes with a disc and gain any rewards for your new technology.

Win a civil war. You can place investment normally, place an army from your force pool (cost 1 money) or place a spy to give you more chance to win. An army present means you cannot lose if you are prepared to stay there and take the unrest that will cause.

Win the game. You win by having more hammer and sickle or star meeples than your opponent. Each time you advance your progress track to the symbol, you get a new one. To do that you need to take control of countries with factories or invest to remove trade markers. Lastly, whenever you see one of those symbols on your tracks or board, you can earn another by occupying that box.

Optional Rules

Optional #1: Black Gold. If a country with oil is targeted for aggression, the opposing player may make a MAD roll even if not normally eligible. After resolving the aggression, roll a further die and increase the oil price on a roll of 5+. This makes oil countries more difficult to attack, and a little more interesting to wrestle over.

Optional #2: US Trade Wars. If the US president receives a 6 result on the president chart - intervention - the US player may use it at any time and without any reason to place an embargo marker in the USSR Western Trade box. This represents the US fondness for embargoes.

  • Counterintelligence (Both), 6+: Roll with a target success number of 6. Each success removes one enemy spy — place each back in their force pool. +1 if the country has a communist or authoritarian government. +1 if there is more than one enemy spy in the country. This action cannot be resolved in a country with the enemy government type. You cannot set up shop in the USSR and go shoot up the Lubyanka, there is too much security to make that viable.