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Nuclear Proliferation

Nuclear Proliferation Rulebook

Table of Contents

Table of Contents

  • In This Box
  • Setting Up the Game
  • Country Powers
  • Trading Session
  • New Cards
  • Card Notes
  • Credits

In This Box

  • 108 Playing Cards
  • Population Cards
  • 1 Nuclear Misfunction Die
  • Player Mats
  • Rules

Produced by Flying Buffalo. Nuclear War invented by Douglas Malewicki.

Setting Up the Game

  1. Each player chooses (or is dealt) a Country mat. Every mat carries the same placemat layout as the base Nuclear War game — spaces for a face up card, first and second face down cards, submarine at sea, submarine in port, atomic cannon, and space platform or killer satellite in orbit — plus that country's own name, artwork, and Special Power printed on it.
  2. Starting population is determined by the Preparation Chart printed on every Country mat, which matches the base Nuclear War game's own table:
PlayersPopulation Cards
215
310
48
57
66
  1. If playing Nuclear Proliferation by itself, shuffle its 108 cards together to form the draw pile and deal each player's opening hand as in the base game. If combining with Nuclear War, Nuclear Escalation, or both, shuffle all of the games' cards together into a single deck "for triple the fun," per the box.
  2. Play then proceeds exactly as in the base Nuclear War game (see that game's rulebook for the full Setting Up, Opening Round, Game Turn, Attack, and Final Retaliation procedures), except for the Country Powers and Trading Session rule described below, and the additional cards described in New Cards.

Country Powers

Each Country mat prints its own Special Power, which applies to that player for the whole game. The box includes many countries (the back cover names Little Bittyland, Bananaland, Bermuda Triangland, Bagmad, and "one of many others"); the following four are transcribed as printed:

Hurria. Gets one extra million people each time he plays a propaganda card on anyone.

Asguard. The power to recruit the fallen. Anytime he kills any population by warheads, secrets, top secrets, or special cards, he gets 1 million of these people added to his own population.

Nippyo. Instead of drawing a card on his turn, can start a trading session instead. (See Trading Session.)

Radonia. Uses dirty bombs. Every missile or warhead that successfully hits another player kills one additional million population more than it is supposed to.

Trading Session

Players can trade cards from their hands (trade the same number of cards). Every player must trade with someone.

New Cards

These Secret, Top Secret, and Special cards are new to Nuclear Proliferation, transcribed as printed from the physical cards:

Rearm (Secret). REARMANENT! You may (at your option) discard up to 7 cards from your hand (all at once) and immediately replace them from the deck.

"Go Ahead, Make Our Day" (Top Secret). Your enemy attempts to annex his smaller neighbor, but to his dismay, the ENTIRE WORLD comes to the rescue of the neighbor and he is forced to retreat. The disaster costs him 25 million people.

Suicide Terroist Squad (Secret). SUICIDE TERROIST SQUAD! You lose 1 million people, but your enemy loses 5 million.

World Recession (Top Secret). The entire world is having an economic RECESSION except for your country! Two million people move to your country from EVERY other player in the game.

No Nukes (Top Secret). Eco-terrorists sabotage your defense headquarters. Claim nuclear war is bad for the planet. You lose TWO turns.

Klodzilla (Secret). A giant lizard (Klodzilla) attacks your enemy's biggest city. 5 million people are chewed up.

Computer Virus (Secret). A nasty computer virus has infected computers worldwide. When this card is drawn, everyone in the game must immediately switch his two face-down cards.

Patriot Anti-Missile. Shoots down Scud, Atlas, Polaris, Titan, or Minuteman.

Spy (Special). HOLD THIS CARD. A spy may do any one of four things: 1) Foil a saboteur; 2) Steal a secret; 3) Gather military information; 4) Counterspy.

Card Notes

Nuclear Proliferation's deck also shares delivery systems, warheads, and special cards with Nuclear War and Nuclear Escalation. The following card notes are drawn from the "Nuclear War, Nuclear Escalation and Nuclear Proliferation Quick Reference" (The Goblin's Lair, 2002):

Atlas. Drops a single warhead up to 20MT and then it's discarded. Nullified by: Anti-Missile A, B, S, Patriot Anti-Missile, Sprint Interceptor, Nike-Zeus Interceptor, Jet Interceptor.

Atomic Cannon. Only one active each time in its space. As long as it's in play, it shoots 10MT warheads with no previous launch system, only against adjacent players (left or right). NOTE: it can be targeted by enemy's warheads and missiles instead of population.

B-1 Bomber. Drops one or more warheads (one each turn on same or different players) up to 100MT total. As soon a non-warhead card is revealed, discard it. Nullified by: Anti-Missile B, S, Sprint Interceptor, Jet Interceptor, Stealth Fighter.

B-70 Bomber. Drops one or more warheads (one each turn on same or different players) up to 50MT total. As soon a non-warhead card is revealed, discard it. Nullified by: Anti-Missile B, S, Sprint Interceptor, Jet Interceptor, Stealth Fighter.

Cruise Missile. No warhead needed: it kills 5 millions. Placed in front of next player. Each following turn, can attack that player or move in front of the next one. Nullified by: Jet Interceptor.

DCX-Delta Clipper. Like a bomber, drops one or more warheads up to 75MT total. If a non-warhead card is revealed, you may take it back in your hand and discard another card instead. Nullified by: Anti-Missile S.

Decoy Missile. Play it directly from your hand to nullify any Anti-Missile or Fighter card just played (discard them with no effect).

Killer Satellite. Must be launched like a warhead using an Atlas or Titan missile, put it in its space. During his turn, in addition to anything else, the player can attack a Space Platform: if a 2-6 result is rolled, the platform (and its remaining warheads) is destroyed. In any case, the Killer Satellite is discarded after use.

Minuteman Missile. Drops a single 10MT warhead and then it's discarded. Nullified by: Anti-Missile A, B, S, P, Patriot Anti-Missile, Sprint Interceptor, Nike-Zeus Interceptor, Jet Interceptor.

MX Missile. Drops a single warhead no less than 20MT resolving a separate attack for each 10MT. All attacks are on the same target. After resolving all attacks it's discarded. Nullified by: Anti-Missile S, Sprint Interceptor.

Polaris. Drops a single 10MT warhead and then it's discarded. Nullified by: Anti-Missile A, B, P, S, Patriot Anti-Missile, Sprint Interceptor, Nike-Zeus Interceptor, Jet Interceptor.

Saboteur. HOLD THIS CARD. May be used to foil one launch of an enemy weapons system (see rules). Discard when used. Can destroy an Atomic Cannon each time it shoots. No effect on Submarines. Nullified by: Spy.

Saturn. Drops a single warhead up to 100MT and then it's discarded. Nullified by: Anti-Missile S, Sprint Interceptor.

Scud Missile. Drops a single warhead up to 20MT, then it's discarded. Nullified by: Patriot Anti-Missile, Nike-Zeus Interceptor, Sprint Interceptor, Jet Interceptor, Anti-Missile A, B, S.

Smart Bomb. This card may be used to double the power of a 10 or 20 megaton warhead, played directly from hand after dropping a non-intercepted warhead (before die rolls and/or spinner use).

Space Platform. When revealed, place up to 7 face down warheads on it (still part of your hand). Launch successful if a 2-6 result is rolled, otherwise lose platform and warheads and if a second "1" is rolled also lose 10 millions population. More than one can be in play for the same player. The platform can drop one warhead each turn in addition to anything else and it's discarded when warheads are depleted. Missiles exploding on launch don't damage the platform. Nullified by: Killer Satellite (after launch).

Space Shuttle. Once revealed, can supply a space platform with any number of warheads from hand, OR can be used as a bomber to drop a single warhead up to 50MT. In every case, it's discarded after use. Nullified by: Anti-Missile B, S (if used as a bomber).

Submarine. When revealed, place face down at sea with a face down warhead up to 20MT (still counting in hand) and select a player as secret target. It can shoot the warhead in addition to anything else, then it's revealed and can be targeted by enemies. Can be moved at sea or in port once per turn. While in port can change or refill its warhead as well as its secret target. It can't be targeted while in port. NOTE: when a submarine is face up, it can be targeted by enemy warheads and missiles instead of population.

Stealth Bomber. Hold in hand and play when a warhead is revealed without a previous weapon system. Stays in fly like bombers and can drop one or more warheads (one each turn on the same or different players) up to 100MT total. Nullified by: Stealth Fighter.

Superserum. Play directly from hand to discard Supervirus (no effect) as soon as it's received.

Supervirus. Give it to another player if just drawn. Roll die for population losses if receiving it from another player. In his turn, the player with Supervirus can give it to an adjacent player (left or right), but not the same he received it from unless he keeps one more turn (rolling again for population losses). Nullified by: Superserum.

Titan Missile. Drops a single warhead up to 20MT, then it's discarded. Nullified by: Anti-Missile A, B, S, Patriot Anti-Missile, Sprint Interceptor, Nike-Zeus Interceptor, Jet Interceptor.

Credits

  • Nuclear War invented by Douglas Malewicki, 1965.
  • Nuclear Proliferation designed by Douglas Malewicki.
  • Produced by Flying Buffalo, Inc.
  • All rights reserved. No parts of this product may be reproduced without specific permission from the publisher.