<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Nuclear War</title>
	<link>http://www.boardgamegeek.com/boardgame/713</link>
	<language>en-us</language>
	<lastBuildDate>Thu, 28 Aug 2008 14:53:34 -0500</lastBuildDate>
	<pubDate>Thu, 28 Aug 2008 14:53:34 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: You Never Forget Your First Time</title>
	<description>What can I say, I'm used to having the giant explosion meaning that it's all over. &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2562173#2562173</link>
	<pubDate>2008-08-16T22:32:31+00:00</pubDate>
	<dc:creator>btralmnd</dc:creator>
</item><item>
	<title>Thread: Re: You Never Forget Your First Time</title>
	<description>This is one of the few &quot;elimination&quot; games that I've enjoyed being one of the first out of.  We were playing with Proliferation and Escalation as well, IIRC, and as the game went on, the virus came out, and started killing /everyone/.  On the last turn of the game, the virus went to the last man standing, and wiped him out before he could declare what little victory there was to be had.&lt;br&gt;&lt;br&gt;I need to play this game more &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2556043#2556043</link>
	<pubDate>2008-08-14T17:58:07+00:00</pubDate>
	<dc:creator>mmacmartin</dc:creator>
</item><item>
	<title>Thread: Re: Basic rule question - revealing cards?</title>
	<description>Martin, Mike, and Bill are all right. The first option you outline is correct Simon. Just keep bombers and other such cards to the side to show that it's still available, and track the warheads it has delivered by stacking them on top until it's delivered its entire payload.&lt;br&gt;&lt;br&gt;Fun game by the way, too bad you don't live closer to Södertälje. &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2529999#2529999</link>
	<pubDate>2008-08-05T18:38:54+00:00</pubDate>
	<dc:creator>Yokiboy</dc:creator>
</item><item>
	<title>Thread: Re: Basic rule question - revealing cards?</title>
	<description>I boil it down to &quot;Draw, lay, play.&quot;  The emphasis being that flipping your top face-down card (playing it) is the last thing you do with your turn.&lt;br&gt;&lt;br&gt;A lot of people want to flip over a card, and then lay one down only after they see how their turn works out.  Technically this isn't correct, since the idea of laying first is to commit you into potentially foolish actions far in advance (especially in regards to your warheads).&lt;br&gt;&lt;br&gt;Nuclear War, of course, isn't exactly the most technical or serious of games. If you're getting all hung up over proper turn order instead of laughing at the silly cards, you're probably taking it too seriously!  &lt;img src=&quot;http://files.boardgamegeek.com/images/goo.gif&quot; alt=&quot;goo&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2529421#2529421</link>
	<pubDate>2008-08-05T16:12:46+00:00</pubDate>
	<dc:creator>Kobold Curry Chef</dc:creator>
</item><item>
	<title>Thread: Re: Basic rule question - revealing cards?</title>
	<description>First you pick a card,&lt;br&gt;Then you lay a card face down at bottom of row,&lt;br&gt;Then you filp the card at the top of the row and do what needs to be done.&lt;br&gt;Secret interrupts--play secret and pick another card.&lt;br&gt;&lt;br&gt;That's how we always remember it.</description>
	<link>http://www.boardgamegeek.com/article/2528164#2528164</link>
	<pubDate>2008-08-05T04:02:57+00:00</pubDate>
	<dc:creator>DrFlanagan</dc:creator>
</item><item>
	<title>Thread: Re: Basic rule question - revealing cards?</title>
	<description>At the end of the turn you are going to have two face down cards (not counting special things that might happen from time to time especially in later 'expansions' (like space platform, submarine, etc).  &lt;br&gt;&lt;br&gt;For the most part when you turn that face up card and use it, it discards.  The only time it stays in front of you is when it takes two (or more turns) to use it.  Then it's really there to remind you that you are still in a 'valid' action and to confirm that you are doing it.  &lt;br&gt;&lt;br&gt;So, as Martin said.  You place one at the bottom of the column, push them up, flip the card at the top of the column face up.  Execute that action.  (or leave it there until it's complete).&lt;br&gt;&lt;br&gt;You then are left with two face down cards.  The face down cards are just basically you committing two turn ahead of time, what you are going to play.&lt;br&gt;&lt;br&gt;It's important to note, in the case of a bomber, you attack with each eligible war head as it's turned up.  Then you leave it there to keep track of how much the bomber has carried.  If the bomber is shot down or 'runs out of fuel' then you may end up with a couple war heads in your 'pipeline' without a way to use them.  They are then just discarded when they are turned up. </description>
	<link>http://www.boardgamegeek.com/article/2527746#2527746</link>
	<pubDate>2008-08-04T17:29:03+00:00</pubDate>
	<dc:creator>Guantanamo</dc:creator>
</item><item>
	<title>Thread: Re: Basic rule question - revealing cards?</title>
	<description>Hi&lt;br&gt;&lt;br&gt;Played this years ago without the player mats but I'm sure the rules are the same.  It's how you've described it in 1), where you add a fourth card to the bottom of the column and reveal the 2nd card.  You'll only have an upturned card in the 1st position if it's a carrier.  If the second card revealed is the warhead then you target somebody and then discard both cards.  If the carrier is the Atlas(?) (capable of carrying two warheads, then you'll have two face up cards but you still need to add to the bottom of the column.&lt;br&gt;&lt;br&gt;If the face up card is a carrier, and the second card is a carrier, just discard the first carrier.&lt;br&gt;&lt;br&gt;Best to think of it as you're always having to make decisions a couple of turns ahead so you always have to commit a card at the start of your turn.&lt;br&gt;&lt;br&gt;Hope that helps.  (And it makes sense!)</description>
	<link>http://www.boardgamegeek.com/article/2527620#2527620</link>
	<pubDate>2008-08-04T16:55:32+00:00</pubDate>
	<dc:creator>gamescentre</dc:creator>
</item><item>
	<title>Thread: Basic rule question - revealing cards?</title>
	<description>I tried to formulate this question into a one-liner in the subject line, but I couldn't…&lt;br&gt;&lt;br&gt;I remember playing this game ages ago, and the pals who had the game had some rules disagreements but no one could really decide what the rules meant. I didn't care at the time.&lt;br&gt;&lt;br&gt;Now, I just bought this game, figured I'd get it clear once and for all, but… I didn't. It might be that the influence from my friends makes me ask this very basic question, but I thought the rules were a little ambiguous even so.&lt;br&gt;&lt;br&gt;Now, the game starts with players playing 2 cards face down in the player mats. When all have done so, player 1 places a 3rd card face down on the mat and turns up the first card (placing it on the &quot;face up card&quot; place on the mat). If propaganda, resolve it. If it's a launcher, it's a bit uh-oh, as if the next card is a valid warhead, it's war.&lt;br&gt;&lt;br&gt;Now, next guy does the same: Place a 3rd card, reveal the first, etcetera. So far, so good.&lt;br&gt;&lt;br&gt;But what happens next, when all peopla have placed a 3rd face down and turned up one card? What I couldn't figure out is if:&lt;br&gt;1) first player places another (fourth) face down card and reveals the 2nd, seeing to that there always are 2 face down cards&lt;br&gt;2) or if you just do not place another card, but just reveal the second. When all 3 cards are revealed, begin again with placing 2 cards face down.&lt;br&gt;&lt;br&gt;I tried to get this out of the rules, but nothing in the rules say &quot;after revealing the 1st card and placing it on the face up place on the mat, move the other face down-cards one step&quot; nor any &quot;there should at all times be 2 face down cards&quot;, both of which would mean theory 1) is correct. And I don't see anything about mentioning &quot;reveal cards in turn until all players have revealed all 3 cards, then start anew by placing 2 face down cards, etcetera&quot;, which wouls support theory 2).&lt;br&gt;&lt;br&gt;I do think 1) seems most plausible, but it's not crystal clear… If you are to slide the cards a step each time you reveal a card, the card lying on the &quot;face up&quot; place must be discarded each time a new one is revealed. And some launchers allow for 2 warheads to be placed in succession… You can't just discard the launcher onto the discard pile, if people are to remember what you're using as a launcher…&lt;br&gt;&lt;br&gt;I'm really at a loss here. Care to fill me out?</description>
	<link>http://www.boardgamegeek.com/article/2527552#2527552</link>
	<pubDate>2008-08-04T16:34:44+00:00</pubDate>
	<dc:creator>Zimeon</dc:creator>
</item><item>
	<title>Thread: Re: You Never Forget Your First Time</title>
	<description>Ah, Nuclear War's great for no-one winning&lt;br&gt;&lt;br&gt;I remember I was the last man standing, but then lost my last million population to a nuclear winter played as the penultimate person dropped out&lt;br&gt;&lt;br&gt;Then there was the time I was knocked out with the 100 megaton warhead in my hand, but no system to launch it with. I deliberately set the warhead off, and of course, triple yield was the result&lt;br&gt;&lt;br&gt;Hey...if you can't have the world, why leave it for everyone else? &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2525680#2525680</link>
	<pubDate>2008-08-03T18:53:59+00:00</pubDate>
	<dc:creator>Luthrin</dc:creator>
</item><item>
	<title>Thread: Re: You Never Forget Your First Time</title>
	<description>hehe fun stuff. Sadly I'm only familiar with the computer game, but it sounds like the card game can be pretty good fun. </description>
	<link>http://www.boardgamegeek.com/article/2525011#2525011</link>
	<pubDate>2008-08-03T08:36:16+00:00</pubDate>
	<dc:creator>marqzen</dc:creator>
</item><item>
	<title>Thread: You Never Forget Your First Time</title>
	<description>I'm going back about a decade to describe the time I taught Amy, one of my best friends, how to play this beautiful little game.  We had four or five players total, and everyone but Amy had played before.  As I went over the rules with her, I made sure to tell her that a part of &lt;i&gt;Nuclear War's&lt;/i&gt; charm is just how frequently everyone loses the game.  Sometimes somebody will win, but a large part of the fun is seeing all the final retaliations chain up into a beautiful radioactive train wreck.&lt;br&gt;&lt;br&gt;The game lasted exactly two rounds.  Everyone laid down their first two cards, as usual.  On her first turn, Amy flipped over her first card -- a Saturn missile.  The rest of us tossed some propaganda back and forth, as usual, all while wondering aloud if Amy could possibly have the 100-megaton warhead on that Saturn.  On her second turn, Amy flipped over her next card...the 100-megaton warhead!  An amazing first hand!  As all the veterans started cheering, and chanting &quot;TRIP-LE YIELD!  TRIP-LE YIELD!,&quot; I told Amy to spin the spinner.&lt;br&gt;&lt;br&gt;Triple yield.  Chain reaction.  World and solar system destroyed.  Game over.  High-fives all around.  (&lt;i&gt;Nuclear War&lt;/i&gt; may be the only game I've ever played where everyone is so happy to lose!)&lt;br&gt;&lt;br&gt;I had to explain to Amy that in a quarter century or so of playing &lt;i&gt;Nuclear War,&lt;/i&gt; I had never ever seen the game end on a single bomb.  Nor do I ever expect to see it again...but we keep trying!</description>
	<link>http://www.boardgamegeek.com/article/2524834#2524834</link>
	<pubDate>2008-08-03T04:47:46+00:00</pubDate>
	<dc:creator>Kobold Curry Chef</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		New card: Mad Scientist &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic357256_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/357256</link>
	<pubDate>2008-08-02T17:33:07+00:00</pubDate>
	<dc:creator>Aging One</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		New card: &quot;Fold in Space&quot; &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic357255_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/357255</link>
	<pubDate>2008-08-02T17:32:25+00:00</pubDate>
	<dc:creator>Aging One</dc:creator>
</item><item>
	<title>Thread: Re: 40th anniversary edition</title>
	<description>&lt;b&gt;Morganza wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;It has the original 3 editions in a fancy tin, plus the expansion cards.  There's a mini spinner, no dice. &lt;br&gt;&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/713&quot;&gt;Nuclear War&lt;/a&gt; - the original&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/1213&quot;&gt;Nuclear Escalation&lt;/a&gt; - first expansion&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/1212&quot;&gt;Nuclear Proliferation&lt;/a&gt; - second expansion&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/24578&quot;&gt;Nuclear War Booster Packs&lt;/a&gt; - with things like Saddam Hussein &lt;br&gt;&lt;br&gt;The tin case is smaller than the original box so there are no player mats and the spinner is on a cut-down board. &lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I have to second the comment about no expansions.  My understanding was that it was just the Nuclear War set.&lt;br&gt;&lt;br&gt;Also, as a side note, I'm 95% sure that Saddam Hussein came in the Weapons of Mass Destruction set and not in the Booster Packs.</description>
	<link>http://www.boardgamegeek.com/article/2499829#2499829</link>
	<pubDate>2008-07-25T03:54:40+00:00</pubDate>
	<dc:creator>Guantanamo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		From Bobby Tweak's game night &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic354916_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/354916</link>
	<pubDate>2008-07-24T22:44:48+00:00</pubDate>
	<dc:creator>mdu2boy</dc:creator>
</item><item>
	<title>Thread: Re: 40th anniversary edition</title>
	<description>&lt;b&gt;Morganza wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;It has the original 3 editions in a fancy tin, plus the expansion cards.  There's a mini spinner, no dice. &lt;br&gt;&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/713&quot;&gt;Nuclear War&lt;/a&gt; - the original&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/1213&quot;&gt;Nuclear Escalation&lt;/a&gt; - first expansion&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/1212&quot;&gt;Nuclear Proliferation&lt;/a&gt; - second expansion&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/24578&quot;&gt;Nuclear War Booster Packs&lt;/a&gt; - with things like Saddam Hussein &lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Correction, if I may: There are no expansions included, except for a few extra cards.</description>
	<link>http://www.boardgamegeek.com/article/2493231#2493231</link>
	<pubDate>2008-07-23T10:20:18+00:00</pubDate>
	<dc:creator>Imagine</dc:creator>
</item><item>
	<title>Thread: 1965 version 2nd printing</title>
	<description>I was wondering is the 1965 version, which looks the same as a pic posted here of the box front-is this the 2nd printing also as all my cards are in black &amp; white? Thanks! &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2491811#2491811</link>
	<pubDate>2008-07-22T21:49:57+00:00</pubDate>
	<dc:creator>Dirty Harry</dc:creator>
</item><item>
	<title>Thread: Re: 40th anniversary edition</title>
	<description>No player mats?!  Then how do i know what super power i can use to obliterate my enemies!?</description>
	<link>http://www.boardgamegeek.com/article/2491557#2491557</link>
	<pubDate>2008-07-22T20:55:13+00:00</pubDate>
	<dc:creator>killinggameshow</dc:creator>
</item><item>
	<title>Thread: Re: 40th anniversary edition</title>
	<description>It has the original 3 editions in a fancy tin, plus the expansion cards.  There's a mini spinner, no dice. &lt;br&gt;&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/713&quot;&gt;Nuclear War&lt;/a&gt; - the original&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/1213&quot;&gt;Nuclear Escalation&lt;/a&gt; - first expansion&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/1212&quot;&gt;Nuclear Proliferation&lt;/a&gt; - second expansion&lt;br&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/24578&quot;&gt;Nuclear War Booster Packs&lt;/a&gt; - with things like Saddam Hussein &lt;br&gt;&lt;br&gt;The tin case is smaller than the original box so there are no player mats and the spinner is on a cut-down board. &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2491476#2491476</link>
	<pubDate>2008-07-22T20:29:44+00:00</pubDate>
	<dc:creator>Morganza</dc:creator>
</item><item>
	<title>Thread: Re: 40th anniversary edition</title>
	<description>Isn't the 40th anniversary edition just a reprint of the original game? In that case it should just have the cards and the spinner and some simple sheets for playing the cards.</description>
	<link>http://www.boardgamegeek.com/article/2491420#2491420</link>
	<pubDate>2008-07-22T20:14:13+00:00</pubDate>
	<dc:creator>duncana</dc:creator>
</item><item>
	<title>Thread: 40th anniversary edition</title>
	<description>So, was my 40th anniversary edition supposed to come with strategy mats, malfunction dice, or cards defining the various country powers?  'cause i got none of these.  </description>
	<link>http://www.boardgamegeek.com/article/2491302#2491302</link>
	<pubDate>2008-07-22T19:38:06+00:00</pubDate>
	<dc:creator>killinggameshow</dc:creator>
</item><item>
	<title>Thread: Re: A few Questions</title>
	<description>OK,&lt;br&gt;&lt;br&gt;Thanks for the help, that clears things up.</description>
	<link>http://www.boardgamegeek.com/article/2372207#2372207</link>
	<pubDate>2008-06-05T17:39:51+00:00</pubDate>
	<dc:creator>gf_ripper</dc:creator>
</item><item>
	<title>Thread: Re: A few Questions</title>
	<description>On 2:&lt;br&gt;It says if you don't roll a 1 it works, you roll to see if it launches anything other than a 1 ignore</description>
	<link>http://www.boardgamegeek.com/article/2371104#2371104</link>
	<pubDate>2008-06-05T08:08:59+00:00</pubDate>
	<dc:creator>mi98c10</dc:creator>
</item><item>
	<title>Thread: Re: A few Questions</title>
	<description>1.  As per the rules:&lt;br&gt;&lt;br&gt;&quot;Once played, the stealth bomber stays there, and any following warheads are also droped.&quot;&lt;br&gt;&lt;br&gt;ie play a warhead without a missle pull out stealth bomber and after that everytime a bomb comes up without a dealvery system you use the bomber instead.&lt;br&gt;&lt;br&gt;2. On the Malfunction chart (if you roll a cloud) it says if you roll a 6 that the missile hits a nuclear power plant and you opponent loses a turn&lt;br&gt;&lt;br&gt;It also says when dropping a warhead ON someone, nothing about shooting at something.  You don't use the chart.&lt;br&gt;&lt;br&gt;3.  Reraed it.  It says 2-6 not 2-5</description>
	<link>http://www.boardgamegeek.com/article/2371101#2371101</link>
	<pubDate>2008-06-05T08:06:56+00:00</pubDate>
	<dc:creator>mi98c10</dc:creator>
</item><item>
	<title>Thread: A few Questions</title>
	<description>1. How exactly do Stealth bombers work? As in how do they get loaded once they are played to the table. I understand that to play one you have to turn up a missile with no delivery system and you can put the bomber in play, but then how do you reload it?&lt;br&gt;&lt;br&gt;2. On the Malfunction chart (if you roll a cloud) it says if you roll a 6 that the missile hits a nuclear power plant and you opponent loses a turn, which opponent? Say you were launching a platform and hit a 6?&lt;br&gt;&lt;br&gt;3. What happens if you roll a 6 when trying to launch a platform or what not, it says on a 2-5 (Unless I am remembering the rule wrong) it is a success and on a mushroom cloud it is a failure, but if you roll a 6.</description>
	<link>http://www.boardgamegeek.com/article/2371042#2371042</link>
	<pubDate>2008-06-05T06:52:36+00:00</pubDate>
	<dc:creator>gf_ripper</dc:creator>
</item><item>
	<title>Thread: Re: How does this compare to Killer Bunnies?</title>
	<description>disclaimer:  I've only played Killer Bunnies once and nuclear war online.&lt;br&gt;&lt;br&gt;I thought the core mechanic was identical and immediately compared the two games after playing.  That core mechanic being placing cards in a queue that will take 2 turns to activate.  Most of the cards require a specific order (delivery system/warhead in NW, bunny/weapon in KB) to work.</description>
	<link>http://www.boardgamegeek.com/article/2348078#2348078</link>
	<pubDate>2008-05-28T09:47:05+00:00</pubDate>
	<dc:creator>kusinohki</dc:creator>
</item><item>
	<title>Thread: Re: How does this compare to Killer Bunnies?</title>
	<description>previous comment makes me want it &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2348027#2348027</link>
	<pubDate>2008-05-28T09:00:01+00:00</pubDate>
	<dc:creator>KrisVerbeeck</dc:creator>
</item><item>
	<title>Thread: Re: Population Breakdown</title>
	<description>From the title of this thread, I thought it was going to be a discussion of the after effects of a nuclear strike.</description>
	<link>http://www.boardgamegeek.com/article/2229986#2229986</link>
	<pubDate>2008-04-14T02:05:13+00:00</pubDate>
	<dc:creator>chargetheguns</dc:creator>
</item><item>
	<title>Thread: Re: Population Breakdown</title>
	<description>Whoa! Thanks back at you. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2229654#2229654</link>
	<pubDate>2008-04-13T22:21:25+00:00</pubDate>
	<dc:creator>Aging One</dc:creator>
</item><item>
	<title>Thread: Re: Population Breakdown</title>
	<description>Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2229643#2229643</link>
	<pubDate>2008-04-13T22:16:33+00:00</pubDate>
	<dc:creator>brerfrog</dc:creator>
</item><item>
	<title>Thread: Re: Population Breakdown</title>
	<description>As follows:&lt;br&gt;&lt;br&gt;10x  1,000,000 future corpses&lt;br&gt;10x  2,000,000 future corpses&lt;br&gt;10x  5,000,000 future corpses&lt;br&gt; 6x 10,000,000 future corpses&lt;br&gt; 4x 25,000,000 future corpses</description>
	<link>http://www.boardgamegeek.com/article/2229570#2229570</link>
	<pubDate>2008-04-13T21:25:27+00:00</pubDate>
	<dc:creator>Aging One</dc:creator>
</item><item>
	<title>Thread: Population Breakdown</title>
	<description>I recently pulled my Nuclear War collection down from the game closet, intent on teaching the game to the kids. Unfortunately, I've had the three games (Nuclear War, Nuclear Escalation and Nuclear Proliferation) combined for years, and I'd like to de-combine them so that I can teach the basic game and move up from there. Flying Buffalo has a list breaking down which cards belong to which game, but I couldn't find anything on how many population cards belong in each game. I suppose I could take the population cards I have and divide them by three, but I'm afraid I'm missing a few here and there. Does anyone know what the breakdown looks like? Thanks! </description>
	<link>http://www.boardgamegeek.com/article/2229441#2229441</link>
	<pubDate>2008-04-13T19:56:24+00:00</pubDate>
	<dc:creator>brerfrog</dc:creator>
</item><item>
	<title>Thread: Reducing the luck factor</title>
	<description>Nuclear War has been a favorite of mine since I was introduced to it back in 1980. Even though there are numerous games out there that would be considered better by today's standards, it still holds a special place for me, and I'm always up for a game.&lt;br&gt;&lt;br&gt;One of the more justifiable complaints about this game is its huge luck factor. Population and cards are assigned randomly, and it's very easy to get stuck with a really crappy hand right from the start. The following variants are meant to lessen the luck factor without completely eliminating it (some luck is desirable after all). These variants can be used together or separately.&lt;br&gt;&lt;br&gt;&lt;b&gt;Variant 1: Discarding&lt;/b&gt;&lt;br&gt;It is not uncommon to have a handful of warheads and no carriers with which to use them, and vice versa. Propaganda cards also become pretty useless once war has started, and if you have an over-abundance of them, you're pretty screwed. Discarding unwanted cards in a normal Nuclear War game is a pretty tedious process. You have to put them into your face-down lineup and wait for them to come up before placing them in the discard pile. Meanwhile, your opponents are blowing the hell out of you. In this variant, players can opt to discard and replace cards instead of taking their normal turn. At the start of his turn, the player simply announces his intention to discard/replace cards. He may then put up to two cards from his hand into the discard pile and draw the same number of cards. Any Secret and/or Top Secret cards are resolved normally, and replacements are drawn. After a player has discarded/replaced cards he takes no further actions and his turn ends.&lt;br&gt;&lt;br&gt;&lt;b&gt;Variant 2: Static Population&lt;/b&gt;&lt;br&gt;In this variant each player receives an equal amount of population at the beginning of the game, rather than having population cards dealt randomly. The total population depends on the number of players: 2 players receive 100 million, 3 players receive 60 million, 4 players receive 50 million, 5 players receive 45 million and 6 players receive 25 million. These amounts can be adjusted up or down depending on how long of a game you want to play.&lt;br&gt;&lt;br&gt;I've played a few games using these variants and they seem to work pretty well. I'd appreciate any feedback or suggestions on improving them.</description>
	<link>http://www.boardgamegeek.com/article/2224126#2224126</link>
	<pubDate>2008-04-09T19:47:25+00:00</pubDate>
	<dc:creator>brerfrog</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A game session in progress. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic314610_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/314610</link>
	<pubDate>2008-03-23T21:24:43+00:00</pubDate>
	<dc:creator>Frankysan</dc:creator>
</item><item>
	<title>Thread: Re: How does this compare to Killer Bunnies?</title>
	<description>&lt;br&gt;I have not played killer Bunnies either.&lt;br&gt;&lt;br&gt;We just played NW last night. I am reminded of one aspect of the game that can rub people the wrong way. Random Population, is a big one.&lt;br&gt;We had two players start with less then 10 million population.&lt;br&gt;They were both eliminated in the secrets round. &lt;br&gt;&lt;br&gt;They both enjoyed watching the rest of the game because that's just who they are but it really could upset some people if they didn't get the connectiont that the game wasn't meant to be fair.&lt;br&gt;&lt;br&gt;I have also been in a few games where people can lose multiple turns. That can be very frustrating. &lt;br&gt;&lt;br&gt;But it is all moot when you get to drop that mx missle with 100 ton war head on it. In our game last night the second to the last player was propagandad out. They had the Doomdday weapon and after drawing 4 cards still didn't have any delivery systems for any of her warheads.&lt;br&gt;&lt;br&gt;Peace.</description>
	<link>http://www.boardgamegeek.com/article/2040673#2040673</link>
	<pubDate>2008-01-28T18:01:43+00:00</pubDate>
	<dc:creator>Zacratorax</dc:creator>
</item><item>
	<title>Thread: Re: How does this compare to Killer Bunnies?</title>
	<description>Nuclear War plays a lot faster than Killer Bunnies.  A game of Nuke War shouldn't take more than 20 minutes tops.  &lt;br&gt;The dark humor is defiantly present, but is not as detailed as Killer Bunnies.  About two thirds of Nuke Wars cards are just people, nukes, and delivery systems.  Nothing really funny, just necessary to play the game.&lt;br&gt;To enjoy the game you won't need anything but the basic game, if you like that you can buy the expansions, but they aren't necessary.&lt;br&gt;I'd recommend Nuke War mostly because it does play so fast.  My group uses it as filler while we are waiting for everybody to show up.</description>
	<link>http://www.boardgamegeek.com/article/2031997#2031997</link>
	<pubDate>2008-01-25T00:02:35+00:00</pubDate>
	<dc:creator>sloan66</dc:creator>
</item><item>
	<title>Thread: Re: How does this compare to Killer Bunnies?</title>
	<description>Not familar with KB, but &lt;font color='#FF0000'&gt;NW&lt;/font&gt; is a player elimination game (there can be only one, or even none). So, there will be a lot of down time for some players. Given that, the base set is all you need. The other two expansions add a lot of similar weapon types, although one does add countries. &quot;&lt;font color='#FF0000'&gt;Weapons of Mass Distruction&lt;/font&gt;&quot; is a bit different than the other games in the series although it only allows for four players.&lt;br&gt;&lt;br&gt;Still, as long as you have no inhibitions regarding winning based on the slaughter of hapless millions of civilians (collateral damage) its is a pretty good game.</description>
	<link>http://www.boardgamegeek.com/article/2031984#2031984</link>
	<pubDate>2008-01-24T23:58:07+00:00</pubDate>
	<dc:creator>Aging One</dc:creator>
</item><item>
	<title>Thread: How does this compare to Killer Bunnies?</title>
	<description>My group loves Killer Bunnies, and I've been researching Nuclear War a bit.  How well does this game compare to KB?&lt;br&gt;&lt;br&gt;Does the game play well with the base set or do I need to try and get as many expansions as possible?</description>
	<link>http://www.boardgamegeek.com/article/2031859#2031859</link>
	<pubDate>2008-01-24T23:10:04+00:00</pubDate>
	<dc:creator>Mutombo</dc:creator>
</item><item>
	<title>Thread: Re: Nuclear War card-by-card</title>
	<description>Hi Seth,&lt;br&gt;&lt;br&gt;Thank you for writing and posting this.  It is one of the most enjoyable articles I've read here!  This was a popular choice for us in my pre-teen years... probably good for getting adolescent aggression out!  This really brought me back, and was a great reminder of what made this game so much fun.&lt;br&gt;&lt;br&gt;Warm regards,&lt;br&gt;Rob McFadden</description>
	<link>http://www.boardgamegeek.com/article/2023012#2023012</link>
	<pubDate>2008-01-21T15:06:27+00:00</pubDate>
	<dc:creator>macls29</dc:creator>
</item><item>
	<title>Thread: Re: Nuclear War card-by-card</title>
	<description>Awesome.</description>
	<link>http://www.boardgamegeek.com/article/2021304#2021304</link>
	<pubDate>2008-01-20T18:12:10+00:00</pubDate>
	<dc:creator>davidme</dc:creator>
</item><item>
	<title>Thread: Nuclear War card-by-card</title>
	<description>Nuclear War Card-by-card&lt;br&gt;&lt;br&gt;	Created in the middle of the Cold War in the same tradition of black humor that inspired Dr’ Strangelove, the card game Nuclear War is also a classic. It’s been in print continuously for more than 40 years, outlasting the Cold War itself. It’s inspired three full-scale expansions, each in turn mocking the fears of its own era while keeping in tune with the spirit of the original.&lt;br&gt;	This essay will look at each card in the game, explaining its game effect and with tips for play. Like all card games Nuclear War and its kin have a heavy luck element and there’s no guarantee that better card play will lead to victory. Indeed, victory is an elusive concept in a game that involves incinerating millions of “people” and it’s not uncommon for everyone to lose, either in a chain reaction of final retaliations or from the infamous triple-yield 100-megaton nuclear stockpile explosion. This is not a game for players too hung up on winning.&lt;br&gt;	Still, amid all the chaos it is possible to play the cards to advantage and increase the chances that your nation will be the last one standing, lording it over a glowing world.&lt;br&gt;&lt;br&gt;	Nuclear War includes five basic types of cards: Propaganda, Warheads, Carriers, Anti-missiles and Secrets/Top Secrets. Propaganda cards are used to steal population from other players, but don’t work once war starts. War begins when a warhead targets an enemy country. Warheads have to be carried to the target in some kind of carrier, either a missile or a bomber. There are a handful of anti-missile cards that can be used to shoot down a carrier, but usually it gets through. Secrets and Top Secrets are a kind of random event card with various effects.&lt;br&gt;&lt;br&gt;	Propaganda&lt;br&gt;	Propaganda is as old as war and politics. If war is politics by another means, propaganda is the tool used to influence the public’s perception that lies at the heart of politics. In the English language propaganda has acquired negative connotations of falsehood and deception, but the most effective propaganda is the truth. Governments that dip into the pool of deception usually end up with a terminal credibility problem that robs their lies of impact and leaves the truth unavailable to them.&lt;br&gt;	In the game propaganda cards are used to steal population from other players during periods of peace. Propaganda cards are not easy to use effectively. While a player who starts off playing propaganda cards may be, as the rules say, “a cold-war antagonist who hopes to secure victory through propaganda,” that hope is forlorn indeed. Sooner or later – and usually it is sooner – the bombs will start going off and the propaganda cards rendered useless until peace breaks out again. More typically the propaganda cards end up being used as placeholder discards while the war rages. Late in the game there can be opportunities to use propaganda cards to eliminate players weakened in the fighting. The advantage of doing this with a propaganda card is that the eliminated player does not get to use final retaliation.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;	Title: Propaganda&lt;br&gt;	Text: 5 MILLION Enemy Defect To Your Side&lt;br&gt;	Number in Deck: 12&lt;br&gt;	Game effect: Five million people from an enemy you select are transferred to you.&lt;br&gt;	Political effect: Annoying to the target&lt;br&gt;	Limits: Can only be played until war starts&lt;br&gt;	Player tips: While the second most common single card in the deck, it’s also the least useful. Five million new citizens are unlikely to have a decisive effect on the game, but it’s annoying to the target. If you’re the very first player you may not have any choice but to pick on someone, but generally it’s better to use your 5 million Propaganda cards to recover population stolen from you rather than annoy your neighbors. Once war starts these are useful as placeholders in your card ladder. For example, if you’re stuck with an imbalanced hand with lots of warheads and few carrier systems you may want to play propaganda cards rather than waste warheads in “nuclear tests.”&lt;br&gt;	Historical note: Propaganda played a critical war in the actual Cold War. Radio Free Europe was founded in 1950 and its first broadcast occurred on July 4, 1950. Originally funded by the CIA, Radio Free Europe and its successors were a key part of the political war of ideas waged during the Cold War, providing an alternative to the state-run media of the Communists states.&lt;br&gt;&lt;br&gt;Title: Propaganda&lt;br&gt;	Text: 10 MILLION Enemy Denounce Their Form Of Government For Yours&lt;br&gt;	Number in Deck: 6&lt;br&gt;	Game effect: Ten million people from an enemy you select are transferred to you.&lt;br&gt;	Political effect: Aggravating to the target&lt;br&gt;	Limits: Can only be played until war starts&lt;br&gt;	Player tips: Losing 10 million people will sting, particularly in games with a larger number of players such as 5 or 6. The larger number of players will provide for more opportunities for propaganda card play before war has a chance to start and the smaller number of population cards can leave some players vulnerable during the opening stage of the game. If all the other players concentrate their efforts it is possible to knock someone out early with propaganda cards in a six-player game, so if it’s your turn, don’t forget to bring the chips and soda. Once war starts these can be worth holding onto for the next peaceful interlude, but not at the expense of effective weapon combos. 10 million might just be enough to knock out someone who’s been pummeled a bit.&lt;br&gt;	&lt;br&gt; &lt;br&gt;Title: Propaganda&lt;br&gt;	Text: 25 MILLION Of The Enemy’s Population Declare Allegiance to Your Country&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Twenty-five million people from an enemy you select are transferred to you.&lt;br&gt;	Political effect: Damaging to the target&lt;br&gt;	Limits: Can only be played until war starts&lt;br&gt;	Player tips: This is a dangerous card. If played during the initial rounds it can be somewhat of a two-edged sword. Either the target or the card player will probably find themselves receiving unwelcome attention in the form of missiles as soon as war starts, depending on the dynamic of the group. Either the other players will be tempted to pile onto the target because he’s been severely weakened, or maybe they will gang up on the recipient on the theory that he’s probably the leader. Despite the risk, it’s probably not a good idea to refrain from playing the card. Like most card games, keeping a good flow of cards through your hand is important and tying up a spot with a card you may never get to play isn’t a good idea. If you should happen to have this card in your hand during the late game if peace breaks out, however, it can be a devastating play. Losing 25 million can easily knock someone out of the game in the late going – with no chance for a final retaliation. All-in-all one of the most powerful cards in the game.&lt;br&gt;&lt;br&gt;&lt;br&gt;Warheads	&lt;br&gt;Warheads are the business end of the game. Sooner or later, even if you started off as a cold war strategist, someone will reveal themselves to be “A warmonger who chooses to begin a nuclear holocaust” or “A clod who triggers war accidentally through careless strategy.” Either way, warheads will begin attacking players and population cards will be dropping into the graveyard in great numbers. Winning will require effective delivery of warheads and not a little bit of luck as well.&lt;br&gt;	The first atomic bomb dropped on Hiroshima in 1945 has an approximate yield of about 15 kilotons, or the equivalent of 15,000 tons of TNT, but before long devices that size were considered mere “tactical” weapons and the real city busters measured their yields in the “megatons,” or one million metric tons of TNT.&lt;br&gt; .	In the game, warhead cards are “carried” by various delivery systems, typically missiles. A carrier card is turned face up and revealed in one turn. If a warhead card capable of being carried by that carrier is the next card revealed, this constitutes an attack. An enemy player is named the target and the spinner is spun (or dice rolled) to determine the actual damage. Once the appropriate cards are revealed, an attack must be made. A warhead without a carrier is informally called a “nuclear test” and has no game effect and is discarded.&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: 10 Megatons&lt;br&gt;	Text: Destroys 2 million&lt;br&gt;	Number in Deck: 19&lt;br&gt;	Game effect: Two million people from an enemy you select are removed from play. Based on the spinner or dice roll this can be reduced to zero or increased to as much as 12 million&lt;br&gt;	Political effect: Annoying to aggravating to the target depending on the final result&lt;br&gt;	Limits: Few, can be carried by any delivery system&lt;br&gt;	Preferred carrier: Polaris missile&lt;br&gt;	Player tips: The most common single card in the deck. About 22% of the time bad luck can mean it has no effect (fallout shelters, dud, explode on launch), it can also end up being pretty damaging if the gamma rays show up, about 12% of the time, causing 12 million in losses. Generally won’t be carried by Titan or Saturn missiles unless there’s no choice. It’s often expended in “tests” in favor of waiting for bigger bombs.&lt;br&gt;	Historical note: While 10 megatons is the smallest warhead in Nuclear War, in actuality it was one of the larger yields actually deployed. Only the larger U.S. ICBMs such as the Titan carried 9-10 MT warheads.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: 20 Megatons&lt;br&gt;	Text: Destroys 5 million&lt;br&gt;	Number in Deck: 10&lt;br&gt;	Game effect: Five million people from an enemy you select are removed from play. Based on the spinner or dice roll this can be reduced to zero or increased to as much as 15 million&lt;br&gt;	Political effect: Unless it duds, aggravating or damaging to the target depending on the final result&lt;br&gt;	Limits: Can be carried by any delivery system except the Polaris missile&lt;br&gt;	Preferred carrier: Atlas missile&lt;br&gt;	Player tips: While there are more 10 MT warheads in the deck, some of those will be discarded in tests, whereas this will rarely happen with the 20MT card, so both are just about as likely to be actually used against enemy players. There’s really no shortage of potential carriers, with 9 Atlas missiles, 6 B70 bombers and occasionally a Saturn missile all being reasonable choices.&lt;br&gt;	Historical note: Only the B41 nuclear bomb used in the 1960s had a yield in the 20+ Megaton range, among U.S. weapons.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: 50 Megatons&lt;br&gt;	Text: Destroys 10 million&lt;br&gt;	Number in Deck: 4&lt;br&gt;	Game effect: Ten million people from an enemy you select are removed from play. Based on the spinner or dice roll this can be reduced to zero or increased to as much as 30 million&lt;br&gt;	Political effect: Unless it duds, damaging to decisive to the target depending on the final result&lt;br&gt;	Limits: Can only be carried by the B-70 Bomber or Saturn &lt;br&gt;	Preferred carrier: B-70&lt;br&gt;	Player tips: The 50MT warhead does the heavy lifting in Nuclear War. There’s a good chance it will do a decisive amount of damage to the targeted player. It’s scary enough to be revealed as part of your deterrent force, so long as you have a B-70 or Saturn to carry it. It should be saved for the right moment. Don’t make it your first shot, but your last.&lt;br&gt;	Historical note: The largest nuclear weapon blast ever was a 50-megaton (some sources say 57-megaton) test conducted by the Russians in 1961 using a weapon called the “Tsar Bomba.” Too large and heavy to be a practical weapon, the device had damaging effects over hundreds of kilometers. The Soviets had to specially modify a Tu-95 bomber to carry the weapon, including cutting away part of the fuselage in order for it to fit. The Tsar Bomba could take out an entire urban region, which meant it was overkill for all but a couple of places (Greater New York, Ruhr) &lt;br&gt;&lt;br&gt;&lt;br&gt; Title: 100 Megatons&lt;br&gt;	Text: Destroys 25 million&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Twenty-five million people from an enemy you select are removed from play. Based on the spinner or dice roll this can be reduced to zero or increased to as much as 50 million. There is a small chance (about 5 percent) that the bomb will “Explode a Nuclear Stockpile.” If it does, “A super chain reaction starts which  destroys all countries, the earth itself and the entire solar system. Everybody lost.”&lt;br&gt;	Political effect: Unless it duds, decisive to the target. Potentially a game-ender&lt;br&gt;	Limits: Can only be carried by the Saturn missile&lt;br&gt;	Preferred carrier: Saturn&lt;br&gt;	Player tips: This weapon is almost too powerful to be used, so in some ways it’s less useful than the 50MT. If you have any chance of winning the game, you don’t want to throw it away by using the 100MT and possiubly setting off the nuclear stockpile, so it’s best placed in the deterrent force and saved for final retaliation.&lt;br&gt;	Historical note: The Tsar Bomba was designed as a 100MT weapon, but the yield was reduced by about half for the test by substituting lead for much of the warhead material in order to avoid excessive fallout.  &lt;br&gt;&lt;br&gt;&lt;br&gt;Carriers	&lt;br&gt;Warheads need a “carrier” to reach the target. Most are named after Cold War U.S. missiles, but there is also a manned bomber available. The first atomic bombs were dropped from B-29 bombers in World War II, and for most of the 1950s manned bombers were the primary delivery method for the strategic forces of both the United States and the Soviet Union. Ballistic missile technology also got its first combat use in World War II, however, and both countries worked hard to solve the technical problems of combining nuclear weapons with ballistic missiles and as the 50s came to an end nuclear tipped missiles joined their arsenals.&lt;br&gt;	Manned bombers were more flexible to use than missiles and had the advantage of being able to be recalled. Using alert tactics that kept a certain percentage airborne at all times, backed up by other bombers on scramble alert, they were a reasonably robust retaliatory force. They were much less suitable for a first-strike, however, because the enemy would have considerable warning they were coming. In addition they were vulnerable to defensive measures such as jet interceptors and antiaircraft fire.&lt;br&gt;	On the other hand, there was no defense against 1960s-era ballistic missiles, which could be used, at least theoretically, to launch a surprise attack. Because most were liquid-fueled missiles that had to be fueled just before firing and were not in hardened shelters they were much less useful for retaliation. These technical and tactical limitations played a big role in creating tension and fear between the two sides. An alleged “missile gap” between the USA and the USSR played a big role in the 1960 presidential campaign and the Cuban Missile Crisis was caused in part by Soviet and American attempts to mitigate the technical limitations of their missile forces by basing a portion of them closer to their targets.&lt;br&gt;In the game the “carrier” card is revealed first. If it’s followed immediately by a suitable warhead card then an attack is made. If it’s any other card, then it’s just a harmless “test launch” and the carrier is discarded. The central hand-management problem in the game is trying to achieve a useful balance of warheads and carriers. &lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Polaris&lt;br&gt;	Text: Carries 10 Megatons&lt;br&gt;	Number in Deck: 9&lt;br&gt;	Game effect: Delivers a 10 megaton warhead to a targeted player  &lt;br&gt;	Political effect: May announce the start of nuclear war, but necessarily signals a weak attack is on the way.&lt;br&gt;	Limits: Can only carry one 10 megaton warhead &lt;br&gt;	Preferred warhead: 10 Megaton&lt;br&gt;	Player tips: Straightforwardly matched up with 10MT warheads. If your hand is imbalanced with carriers, this would be the first choice for “test launches.” After all, a Saturn can carry a 10MT, however inefficiently, if necessary.&lt;br&gt;	Historical note: The Polaris was a solid-fueled, submarine launched ballistic missile. First fielded in 1960, its historical use was to attack “soft” military targets such as airfields and surface-to-air missile sites. Its warhead yield was only about 600KT – nothing close to 10MT – so it wasn’t primarily a city-busting weapon and it didn’t have the accuracy needed to take out hardened targets such as command bunkers or missile silos. There’s no reference to in Nuclear War to its submarine origin except for the red sea visible in the background on the card.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;Title: Atlas&lt;br&gt;	Text: Carries One Warhead Up To 20 Megatons&lt;br&gt;	Number in Deck: 9&lt;br&gt;	Game effect: Delivers a 10 megaton or 20 megaton warhead to a targeted player  &lt;br&gt;	Political effect: The workhorse missile for the workhorse warhead in the game.&lt;br&gt;	Limits: Can only carry one warhead &lt;br&gt;	Preferred warhead: 20 Megaton&lt;br&gt;	Player tips: Usually saved for use with 20MT warheads, although may sometimes be armed with the 10MT if there is no other choice.&lt;br&gt;	Historical note: The liquid-fueled Atlas was the first successful U.S. Intercontinental Ballistic Missile (ICBM). The Atlas was first operational in 1959 and served through 1964, meaning it was contemporary to the first edition of the Nuclear War card game.  The actual Atlas ICBM’s carried a 4MT warhead, not a 20MT. The Atlas was also used as the basis for an entire series of space rockets, including the manned Mercury and Gemini programs as well as for launching satellites. Its last launch was in 2004.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;Title: B-70 Bomber&lt;br&gt;	Text: Carries Any Combination Of Warheads Up To 50 Megatons&lt;br&gt;	Number in Deck: 6&lt;br&gt;	Game effect: Delivers 10 megaton, 20 megaton or 50 megaton warheads to  targeted players until it reaches its capacity of 50MT, runs out of fuel or is shot down  &lt;br&gt;	Political effect: Very threatening.&lt;br&gt;	Limits: Can’t carry the 100MT &lt;br&gt;	Preferred warhead: 50 Megaton&lt;br&gt;	Player tips: This is the most flexible weapon system in the game. It can launch up to 5 attacks (using five 10MT warheads) although the 50MT is preferred because it minimizes the chances of running out of fuel before all the warheads are expended. It is suitable for use in the deterrent force, especially if you can show a 50MT warhead as well. Very useful for final retaliation because it can carry multiple warheads and even take revenge on more than one enemy.&lt;br&gt;	Historical note: B-70 bomber was designed as a high-altitude supersonic penetration bomber that could literally run past defending jet interceptors before they would have a chance to get into position to fire. The development of effective high altitude SAMs invalidated the tactic, however, and the bomber was eventually cancelled. The existing subsonic B-52 bomber was better able to use the new tactic of low-level penetration flight profiles. Two prototype B-70s were built and dramatically unveiled in May of 1964, however, which no doubt caught the attention of Nuclear War designer Douglas Malewicki. Tragically one of the two B-70s crashed in 1966 following a mid-air collision.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Saturn&lt;br&gt;	Text: Carries One Warhead Up To 100 Megatons&lt;br&gt;	Number in Deck: 3&lt;br&gt;	Game effect: Delivers a 10, 20, 50 or 100 megaton warhead to a targeted player  &lt;br&gt;	Political effect: Mobilizing.&lt;br&gt;	Limits: Can only carry one warhead &lt;br&gt;	Preferred warhead: 50 Megaton&lt;br&gt;	Player tips: Usually carries a 50 megaton warhead. There’s only one 100MT warhead in the deck, and it’s risky to use outside of final retaliation. If you have a Saturn and a 100MT warhead they should be in your deterrent force.&lt;br&gt;	Historical note: The Saturn rocket was not an ICBM, but merely the largest U.S. rocket of the 1960s, first flown in 1961. Most famously Saturn rockets were used to launch Apollo manned space missions, including the moon shots.&lt;br&gt;&lt;br&gt;&lt;br&gt;Anti-missiles&lt;br&gt;	Effective anti-missiles were wholly theoretical in the 1960s when the Nuclear War card game was designed. In the game they provide a limited ability to thwart attacks. Highly restricted in capability and very limited in number they do not threaten the dominance of the offensive in the game.&lt;br&gt;	&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt; &lt;br&gt;Title: Anti-Missile “P”&lt;br&gt;	Text: Intercept Capability: Polaris&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Cancels the attack of one Polaris missile  &lt;br&gt;	Political effect: Annoying.&lt;br&gt;	Limits: Can only stop the Polaris &lt;br&gt;	Preferred target: Polaris&lt;br&gt;	Player tips: Use at the first opportunity. It’s not threatening enough to use as a deterrent or useful enough to take up a slot in your hand for use later.&lt;br&gt;	Historical note: There were no anti-ballistic missiles fielded in the 1960s. The illustration appears to show a Nike missile, which was used to shoot down bombers.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;Title: Anti-Missile “A”&lt;br&gt;	Text: Intercept Capability: Atlas, Polaris&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Cancels the attack of one Polaris or Atlas missile  &lt;br&gt;	Political effect: Annoying.&lt;br&gt;	Limits: Can only stop the Atlas or Polaris &lt;br&gt;	Preferred target: Atlas&lt;br&gt;	Player tips: Use at the first opportunity against an Atlas. It’s not threatening enough to use as a deterrent. It is wasteful to use it against a Polaris unless you’re down to a few million population.&lt;br&gt;	&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Anti-Missile “B”&lt;br&gt;	Text: Intercept Capability: B-70 Bomber, Atlas, Polaris&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Cancels the attack of one B-70 bomber, Atlas missile or Polaris missile  &lt;br&gt;	Political effect: Aggravating.&lt;br&gt;	Limits: Only one in the deck &lt;br&gt;	Preferred target: B-70&lt;br&gt;	Player tips: Save for use against a B-70. May be suitable for the deterrent force, especially if some has revealed a B-70 in flight.&lt;br&gt;	Historical note: While there were no anti-ballistic missiles in the 1960s, there were effective SAMs. The existence of these led to the cancellation of the B-70 bomber, so in effect that card was countered.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Anti-Missile “S”&lt;br&gt;	Text: Intercept Capability: Saturn, B-70 Bomber, Atlas, Polaris&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Cancels the attack of one Saturn missile, B-70 bomber, Atlas missile or Polaris missile  &lt;br&gt;	Political effect: Damaging.&lt;br&gt;	Limits: Only one in the deck &lt;br&gt;	Preferred target: Saturn&lt;br&gt;	Player tips: There’s only one proper place for this card, sitting in your deterrent force.&lt;br&gt;	&lt;br&gt;&lt;br&gt;&lt;br&gt;Secrets/Top Secrets&lt;br&gt;	If warheads and propaganda make up the heart of the Nuclear War card game, Secrets and Top Secrets reveal its soul. When a card sends two million of your “highly moral little old ladies” to another player or 25 million of a player’s people mysteriously vaporize, you are put on clear notice this is not a game meant to be taken too seriously. Without the Secrets and Top Secrets the Nuclear War card game would be a rather grim little affair. These flaky cards provide the black humor that puts the game in context. While making up just a fraction of the deck, these 15 cards make the game what it is and are primarily responsible for it enduring popularity.&lt;br&gt;	Unlike other cards, players have no control over when a Secret or Top Secret is played and little control over what it does. They are basically a form of random event card. The Top Secret Cards tend to have more important game effects, otherwise the two types of cards are the same.&lt;br&gt;&lt;br&gt;	&lt;br&gt; &lt;br&gt;Title: Secret&lt;br&gt;	Text: POPULATION EXPOLOSION! Your country’s population increases by 5 MILLION &lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Add five million people &lt;br&gt;	Political effect: Neutral&lt;br&gt;	Limits: Not subject to player influence &lt;br&gt;	Preferred target: Drawing player&lt;br&gt;	Player tips: Enjoy. It’s as pure a bonus as possible in the game. It doesn’t add so many people that you become a tempting target for the jealous. No downside at all, really.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Secret&lt;br&gt;	Text: 2 MILLION of your highly moral little old ladies rebel against your country’s military policies and disgustedly drive off in their electric cars to the enemy’s country &lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: Give 2 million people to an enemy of your choice &lt;br&gt;	Political effect: Everyone’s favorite card to see&lt;br&gt;	Limits: You have to pick someone, even if you don’t want to&lt;br&gt;	Preferred target: Enemy player you may cut a deal with&lt;br&gt;	Player tips: Somebody has to get your 2 million, but it provides a chance for some low-risk table diplomacy. Two million population is unlikely to make or break anyone, so this card’s impact is more likely to be in its mood-setting potential than any direct effect.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Secret&lt;br&gt;	Text: (Three different cards)&lt;br&gt;2 MILLION of the enemy’s Beatnik Pacifists protest nuclear war and defect to your company&lt;br&gt;	STOCK MARKET SUPER BOOM! 2 MILLION of the enemy’s population immigrate to your country in hopes of reaping the benefits of your system.&lt;br&gt;	PEACE CORPS REDUCES COLD WAR TENSIONS! 2 MILLION of the enemy’s people leave their homeland to join your form of superior government. NOTE: Does not apply once Nuclear War has been started.&lt;br&gt;	Number in Deck: 3&lt;br&gt;	Game effect: Take 2 million people from an enemy of your choice &lt;br&gt;	Political effect: Annoying&lt;br&gt;	Limits: You have to pick someone, even if you don’t want to. One card isn’t usable during nuclear war.&lt;br&gt;	Preferred target: Someone you can afford to annoy&lt;br&gt;	Player tips: Another chance for table diplomacy. 2 million isn’t really a big deal, but it provides an excuse for some wheeling and dealing that may pay dividends.&lt;br&gt;	Historical Notes: The Peace Corps was founded in 1961 and by 1966 about 15,000 volunteers were serving in 44 countries. In 1964-65 the Dow Jones Index was booming, it would get close to 1,000 before retreating. The Dow wouldn’t actually break 1000 until 1972. By 1964 the term “Beatnik” was already being superceded in the popular culture by the term “Hippie” but apparently the game designer didn’t get the memo.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Secret&lt;br&gt;	Text: &lt;br&gt;	YOUR COLD WAR PRESTIGE SOARS DUE TO BEING FIRST ON THE MOON! 5 MILLION of enemy defect to seek aerospace jobs in your country&lt;br&gt;	YOUR ENEMY RAISES TAXES 100% THIS YEAR. 5 MILLION of his people move to your country&lt;br&gt;	Number in Deck: 2&lt;br&gt;	Game effect: Take 5 million people from an enemy of your choice &lt;br&gt;	Political effect: Aggravating&lt;br&gt;	Limits: You have to pick someone, even if you don’t want to.&lt;br&gt;	Preferred target: Someone you can afford to aggravate. 5 million can be a significant number, especially in the later stages of the game.&lt;br&gt;	Player tips: Another chance for table diplomacy, but if there’s a war going on a useful additional hit on your primary target.&lt;br&gt;	Historical Notes: The Race to the Moon was in the forefront of the popular imagination in the mid-1960s. At his State of the Union address on May 25, 1961 President John F. Kennedy set a goal of reaching the Moon with a manned mission before the decade was out, a goal achieved on July 20, 1969. In 1964 the top tier U.S. income tax rate was cut from 91% to 70%&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Secret&lt;br&gt;	Text: (Two different cards)&lt;br&gt;	You have tricked the enemy into an ineffective but time-consuming Summit Talk. His wasted efforts result in the loss of 1 TURN&lt;br&gt;ENEMY AMBASSADOR GETS DRUNK AT UN PARTY! His country LOSES 1 TURN to restore diplomatic relations. NOTE: Does not apply once Nuclear War has started.&lt;br&gt;	Number in Deck: 2&lt;br&gt;	Game effect: The enemy of your choice loses a turn&lt;br&gt;	Political effect: Damaging&lt;br&gt;	Limits: You have to pick someone, even if you don’t want to. One of the cards doesn’t apply during a nuclear war.&lt;br&gt;	Preferred target: Your most dangerous opponent. Losing a turn can be devastating, especially when the missiles are flying.&lt;br&gt;	Player tips: This can be very damaging, so pick your target carefully. It can provide a crucial edge in an ongoing exchange. The UN party card is much less useful, both because periods of peace can be short so there are fewer chances for using the card and the fact that losing a turn during peacetime is less important.&lt;br&gt;	Historical Notes: Summit talks were a popular diplomatic gambit during the Cold War, particularly in the late 1950s and early 1960s, but were widely viewed as useless. Also descending into uselessness in the 1960s was the United Nations. With its veto power on the Security Council the Soviet Union could ensure that nothing substantive could be done by the UN. The Korean War was an anomaly because it happened to break out during one of the Soviet Union’s periodic boycotts. A more activist UN would have to wait for the end of the Cold War.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Secret&lt;br&gt;Text: TEST BAN! Your President declares a Test Ban on nuclear weapons (AND FORFEITS ONE TURN).&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: You lose a turn&lt;br&gt;	Political effect: Damaging&lt;br&gt;	Limits: Not subject to player influence&lt;br&gt;	Preferred target: Drawing player. In the basic Nuclear War card game there’s nothing you can do to stop it.&lt;br&gt;	Player tips: This is an awful card to draw and there is nothing to be done about it except suck it up and hope that in the next game one of your opponents draws it.&lt;br&gt;	Historical Notes: On Oct. 10, 1963 the United States, Britain and Soviet Union signed a limited test ban treaty banning nuclear test explosions.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Top Secret&lt;br&gt;Text: (two different cards)&lt;br&gt;A violent tornado results in a loss of 10 MILLION to your own population!&lt;br&gt;10 MILLION of your people leave your country (and the game) for a neutral country&lt;br&gt;	Number in Deck: 2&lt;br&gt;	Game effect: You lose 10 million population&lt;br&gt;	Political effect: Damaging&lt;br&gt;	Limits: Not subject to player influence&lt;br&gt;	Preferred target: Drawing player.&lt;br&gt;	Player tips: This is too much to shrug off, so there’s no denying it will hurt.&lt;br&gt;Historical Notes: On April 11-12, 1965, the Palm Sunday Outbreak spawned at least 48 tornadoes in Iowa, Wisconsin, Illinois, Minnesota, Indiana, and Ohio, killing 271 people and doing over $200 million in damage. It was the worst tornado outbreak in U.S. history up until that time.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Top Secret&lt;br&gt;Text: A disastrous earthquake destroys 10 MILLION of the enemy population!&lt;br&gt;	Number in Deck: 1&lt;br&gt;	Game effect: A player you select loses 10 million population&lt;br&gt;	Political effect: Damaging&lt;br&gt;	Limits: You have to pick someone, even if you don’t want to.&lt;br&gt;	Preferred target: Primary target for the moment.&lt;br&gt;	Player tips: A damaging blow that doesn’t require expending any warheads&lt;br&gt;Historical Notes: On May 22 the strongest earthquake ever recorded hit Chile, killing up to 6,000 people. It measured 9.5 on the Richter scale! 61 people in Hawaii were killed by a tsunami that was generated by the earthquake.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;Title: Top Secret&lt;br&gt;Text: (Two different cards)&lt;br&gt;“Super Germ,” the result of a blunder in your enemy’s germ warfare experiments, destroys 25 MILLION of his own people.&lt;br&gt;25 MILLION of the enemy’s population mysteriously vaporized!&lt;br&gt;	Number in Deck: 2&lt;br&gt;	Game effect: A player you select loses 25 million population&lt;br&gt;	Political effect: Decisive&lt;br&gt;	Limits: You have to pick someone, even if you don’t want to.&lt;br&gt;	Preferred target: Your most dangerous opponent.&lt;br&gt;	Player tips: A devastating blow that doesn’t require expending any warheads. Can easily be a game winner.&lt;br&gt;Historical Notes: During the 1950s the United States conducted research into the use of tularemia or “rabbit fever” as a possible biological weapon. Presumably the Soviets and other powers also conducted similar research. The “Super Germ” is the iconic symbol of the Nuclear War card game and usually appers in advertisements and promotional items related to the game. The “vaporization” card is perhaps the oddest card in the game. It’s possible it refers to the Rapture, a belief among some Christians that believers will be transported away before the tribulations of the end times. While the belief gained much more popularity in the 1970s there were a couple of books published in the late 1950s promoting the belief.&lt;br&gt;&lt;br&gt;For an illustrated version of this post and more on Nuclear War and other games check out my blog at &lt;A target='_blank' href=&quot;http://pawnderings.blogspot.com&quot; rel=&quot;nofollow&quot;&gt;http://pawnderings.blogspot.com&lt;/A&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2020447#2020447</link>
	<pubDate>2008-01-20T03:42:54+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Anti-Missile B destroys the B-70 Bomber's flight of destruction &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic284175_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/284175</link>
	<pubDate>2007-12-31T04:00:50+00:00</pubDate>
	<dc:creator>barteus</dc:creator>
</item><item>
	<title>Thread: Re: Nuclear War - Does 40th Edition Include the Expansions?</title>
	<description>Thanks for the confirmation.  I can't think what you would add to justify twice the price for this game.  It is fun, but twice the price for a metal case?&lt;br&gt;&lt;br&gt;I'll pass.  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Brad</description>
	<link>http://www.boardgamegeek.com/article/1903305#1903305</link>
	<pubDate>2007-12-04T04:46:29+00:00</pubDate>
	<dc:creator>andrews777</dc:creator>
</item><item>
	<title>Thread: Re: Nuclear War - Does 40th Edition Include the Expansions?</title>
	<description>Based on the ad copy it appears to include a few extras, but not the complete expansions.</description>
	<link>http://www.boardgamegeek.com/article/1903270#1903270</link>
	<pubDate>2007-12-04T04:14:45+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
</item><item>
	<title>Thread: Re: Nuclear War - Does 40th Edition Include the Expansions?</title>
	<description>No. Just the basic game.</description>
	<link>http://www.boardgamegeek.com/article/1902637#1902637</link>
	<pubDate>2007-12-03T22:30:27+00:00</pubDate>
	<dc:creator>Aging One</dc:creator>
</item><item>
	<title>Thread: Nuclear War - Does 40th Edition Include the Expansions?</title>
	<description>Does the 40th edition of Nuclear War include the expansion or is the extra cost just the metal box?  (I could do without a metal box to be honest, but my very old copies seem to have lost a few items.)&lt;br&gt;&lt;br&gt;Brad</description>
	<link>http://www.boardgamegeek.com/article/1902408#1902408</link>
	<pubDate>2007-12-03T21:25:47+00:00</pubDate>
	<dc:creator>andrews777</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The last two survivors watch the dial spin. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic262938_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/262938</link>
	<pubDate>2007-10-28T03:39:55+00:00</pubDate>
	<dc:creator>grantham</dc:creator>
</item><item>
	<title>Thread: Re: Question</title>
	<description>&lt;b&gt;Zacratorax wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Which there is a cheat sheet for now.&lt;br&gt;&lt;br&gt;I wonder if it is posted here?&lt;/i&gt;&lt;br&gt;&lt;br&gt;The Cheat sheet I believe doesn't include the interceptors from WMD.  If it's not here, it's fairly easy to find on Flying Buffalo's site.</description>
	<link>http://www.boardgamegeek.com/article/1746810#1746810</link>
	<pubDate>2007-09-26T20:48:02+00:00</pubDate>
	<dc:creator>Guantanamo</dc:creator>
</item><item>
	<title>Thread: Re: Interceptors</title>
	<description>Which there is a cheat sheet for now.&lt;br&gt;&lt;br&gt;I wonder if it is posted here?</description>
	<link>http://www.boardgamegeek.com/article/1746779#1746779</link>
	<pubDate>2007-09-26T20:39:57+00:00</pubDate>
	<dc:creator>Zacratorax</dc:creator>
</item><item>
	<title>Thread: Re: Interceptors</title>
	<description>Which there is a cheat sheet for now.&lt;br&gt;&lt;br&gt;I wonder if it is posted here?</description>
	<link>http://www.boardgamegeek.com/article/1746778#1746778</link>
	<pubDate>2007-09-26T20:39:49+00:00</pubDate>
	<dc:creator>Zacratorax</dc:creator>
</item><item>
	<title>Thread: Re: Question</title>
	<description>&lt;b&gt;gkizilis wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I must say the rules are one of the most poorly written I have seen&lt;/i&gt;&lt;br&gt;You're lucky then, there are much worse rules out there.&lt;br&gt;&lt;br&gt;The biggest problem we had was when merging Nuclear War, Nuclear Escalation and Nuclear Proliferation remembering/finding out what the Nuclear War interceptors were equivalent to.</description>
	<link>http://www.boardgamegeek.com/article/1745651#1745651</link>
	<pubDate>2007-09-26T13:56:34+00:00</pubDate>
	<dc:creator>Karlsen</dc:creator>
</item><item>
	<title>Thread: Re: Question</title>
	<description>Thank you all for the speedy and helpful replies. &lt;br&gt;&lt;br&gt;I must say the rules are one of the most poorly written I have seen, but it made sense to discard the missile after its use but not the bomber. I taught my group to play it like that. But when I went back at the rules, at no point does it say to discard the cards after an attack but it does say what happens to them if they come up in invalid combos. So I thought to make sure. The hand size was also puzzling because the rules say that each turn starts by a player picking one card from the deck.&lt;br&gt;&lt;br&gt;Again, my thanks to all of you who took time to reply and help out &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1745206#1745206</link>
	<pubDate>2007-09-26T06:49:08+00:00</pubDate>
	<dc:creator>gkizilis</dc:creator>
</item><item>
	<title>Thread: Re: Question</title>
	<description>I just pulled the Nuclear War, Escalation and Proliferation rules to make sure we haven't been playing wrong for the past 25 year.&lt;br&gt;&lt;br&gt;While, I've never felt these rules were written as poorly as others, I'll have to admit that compared to 'modern' rules they do lack a lot.  But, back then they made sense.  It doesn't come out anywhere and say a hand size at the beginning of a turn.  But, read the sent up.  Each player is dealt 9 cards.  (The secret/top secret phase is played emptying the hand of them and they are replaced)  So, we all have nine cards right?  The initial strategy setup now occurs.  Everyone puts their first two cards into the pipeline face down.  So, you have 7 cards in your hand and 2 face down, right?  &lt;br&gt;&lt;br&gt;So, now you are ready to begin:&lt;br&gt;&quot;Once the initial strategy has been determined, the owner draws a Nuclear War card from the center deck and places it into his hand.&quot;  At this point, that would make 8 cards in your hand and 2 cards face down.  &quot;He then places a third Nuclear War Card face down on the table behind the other two (thus making a further strategy decision) and turns up card #1.&quot;  Now there are 7 cards in your hand, two face down, and one face up on the table.  The face up card either gets executed or waits there for the card immediately following.  Those are then discarded.  At the end of your turn you should have 7 cards in your hand and 2 face down.  Once you started adding space platforms, subs, etc. that gets modified a bit as you might then end up with more face down cards.  (rule referenced is about 1 1/2 - 2&quot; down on the second column of the front page.)  &lt;br&gt;&lt;br&gt;Ok, it mentions 9 cards on the back of the page starting at the very bottom of the first column and continuing on to the top of the next column.  &quot;...if you discover after your turn that you do not have 9 cards in your hand (including face down ones on the table and any Deterrent force), you must wait until the next turn to draw replacement cards.&quot;&lt;br&gt;&lt;br&gt;So, at the end of your turn you should have 9 cards.  That's after you've drawn a card and played a card.  That means that at the VERY beginning of your turn (not during the secret/top secret round) you will really have 10 cards.&lt;br&gt;&lt;br&gt;At least that's how we've always read the rules.</description>
	<link>http://www.boardgamegeek.com/article/1744808#1744808</link>
	<pubDate>2007-09-26T01:12:40+00:00</pubDate>
	<dc:creator>Guantanamo</dc:creator>
</item><item>
	<title>Thread: Re: Question</title>
	<description>And hold onto the warheads you dropped from your bomber to help remember what you've dropped. </description>
	<link>http://www.boardgamegeek.com/article/1744712#1744712</link>
	<pubDate>2007-09-26T00:12:54+00:00</pubDate>
	<dc:creator>Curtis Anderson</dc:creator>
</item><item>
	<title>Thread: Re: Question</title>
	<description>&lt;i&gt;When you reveal a pair of delivery system - warhead and you resolve the attack, do you discard both the delivery system and the warhead, just the warhead or no cards? We played it that you discard both.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Discard both unless the weapon is a bomber and you haven't used all the payload capacity.&lt;br&gt;&lt;br&gt;&lt;i&gt;Also, do you always draw cards so you have a total of 9 cards (including the ones played on the table) at the beginning of your turn? Game says you draw 1 card a turn&lt;/i&gt;&lt;br&gt;&lt;br&gt;Always draw to nine including your down cards.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1744556#1744556</link>
	<pubDate>2007-09-25T23:04:07+00:00</pubDate>
	<dc:creator>davepanzer</dc:creator>
</item><item>
	<title>Thread: Question</title>
	<description>I had my first game of Nuclear War with my group and one thing is still not clear to me:&lt;br&gt;&lt;br&gt;When you reveal a pair of delivery system - warhead and you resolve the attack, do you discard both the delivery system and the warhead, just the warhead or no cards? We played it that you discard both.&lt;br&gt;&lt;br&gt;Also, do you always draw cards so you have a total of 9 cards (including the ones played on the table) at the beginning of your turn? Game says you draw 1 card a turn&lt;br&gt;&lt;br&gt;I wonder if anybody can help&lt;br&gt;&lt;br&gt;Thank you in advance</description>
	<link>http://www.boardgamegeek.com/article/1744470#1744470</link>
	<pubDate>2007-09-25T22:25:39+00:00</pubDate>
	<dc:creator>gkizilis</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Destroying the world - online style! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic201467_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/201467</link>
	<pubDate>2007-04-06T16:22:34+00:00</pubDate>
	<dc:creator>JayAdan</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Box front (higher quality) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic196812_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/196812</link>
	<pubDate>2007-03-21T22:57:23+00:00</pubDate>
	<dc:creator>boltongeordie</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The front of the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic164568_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/164568</link>
	<pubDate>2006-11-28T11:43:16+00:00</pubDate>
	<dc:creator>Ozvortex</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A more substantial spinner &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic154770_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/154770</link>
	<pubDate>2006-10-21T11:37:00+00:00</pubDate>
	<dc:creator>paulidale</dc:creator>
</item></channel></rss>