Diplomacy until somebody loses their temper
Douglas Malewicki’s Nuclear War originated in 1965. Flying Buffalo acquired its publishing license in 1972. Players control populations and use propaganda or nuclear attacks against their opponents. A player eliminated by nuclear attack can unleash final retaliation, potentially taking others along.
Victory can disappear in the fallout
The retaliation rule is central to the appeal. Destroying an opponent can set off a chain of destruction, making apparent victory precarious. A successful attack can create the circumstances for another player’s last attack.
The game’s value lies in interaction around the table and dark satire rather than detailed military simulation. Its unpredictability helps produce memorable incidents, while limiting the control available to a player who prefers tightly planned strategy.
Battleward verdict
Nuclear War is a strong example of how one memorable mechanism can define an entire game. It suits a group willing to enjoy its grim humor and sudden reversals. Winning becomes awkward when the prize is radioactive rubble.
Sources and review basis
A research-based retrospective of the early game, drawing on the sources listed below. Battleward has not conducted a personal playtest. Assessments of strengths, limitations, and suitability are editorial judgments. Later editions are distinguished where relevant.
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