Stack of effectiveness cards
Stack of disarm cards
Stack of apocalypse cards
Tokens to track positions
1.) Players roll to determine who goes first. Highest number wins, gameplay goes counter-clockwise. Lowest roll becomes the nuclear armed nation.
2.) All players (incl. nuclear nation) place their tokens on start and the nuclear token on "Neutral"
The goal is to prevent the nuclear armed country from launching their nukes by using diplomacy. As you play cards, they affect the nuclear token, pushing it closer to apocalypse or disarmament.
Effectiveness determines how effective you are in using your country. It also keeps the game balanced by disallowing some cards being played in the beginning.
1.) Roll the D20 and go the number of spaces it says. If you land on the proper square (Diplomatic countries = 'D', Nuclear country = 'A'), take the appropriate card. If you're on the opposing square, see rule #4.
2.) Each card has a description written on it. The required effectiveness to play the card is stated in the top right corner.
3.) Every time you play a card, it will 'tap' your effectiveness.
EX: A player has two total effectiveness and plays a card that costs one effectiveness. That player only has one effectiveness left to use this round. 'Tapped' effectiveness returns after one round.
4.) It costs one effectiveness to draw your card from an opposing faction's space.
EX: Nuclear country lands on a 'D' space. They must pay one effectiveness to draw an 'A' card.
*You may only play cards anytime during your turn, unless the card is special.
**Card trading is prohibited unless a special card dictates otherwise.
***Players may not reveal their hands to anyone else unless a special card dictates otherwise.