Ultimatum: A Game of Nuclear Confrontation (1979) Yaquinto Publishing
Let your nukes fly over the North Pole as the Russians take on the Americans!
"A game of Nuclear Confrontation".
One player plays the Soviet Union and the other the United States.
Each player invests in nuclear weapons technology, world "crisis" regions, and nuclear and anti-nuclear weapons (Missiles, Bombers, SSBNs, Interceptors, and ABMs).
Units are deployed on the board, leaving some vulnerable to "first strike" nuclear attacks.
Crisis areas are won by allocating factors to them and causing a confrontation in which each player picks a warfare type (Tac-Nuc, Conventional, Guerrilla, Political/Social, or Economic).
Players may decide to launch a direct nuclear attack on the the other player, attempting to destroy the enemy cities with missiles or bombers while defending his own with ABMs and interceptors.
Victory is determined partly by how much population a player has left after a nuclear war, and partly by how much enemy population has been destroyed and/or crisis regions won.
Nuke: The Last Game on Earth (1984) New Earth Games
World Powers battle for control of the world using forces that include modern day tactical and nuclear weapons.
But watch out! Launch too many missiles and the Earth is plunged into a dark and cold Nuclear Winter!... No one wins.
Exciting strategies with thought-provoking results.
Includes beginner's rules (Easy to Play) and Advanced rules which include such variations as - EMP Effect and a "Doomsday" Time Limit.
Players command conventional armies, ocean fleets, intra and inter-continental weapons to make combinations of land, sea and airborne attacks.
Players attempt to occupy the most territories and control the World's population, resources and technology.
However, launching NUKES destroys territories thereby reducing the relative value of the victory. Could you survive? Would you want to?
(From the writer) This game is like playing risk with nuclear weapons. Once one player goes nuclear, it's a "MAD" game (mutual assured destruction). The real value of the game is in showing that nobody wins in a nuclear exchange.
After the Holocaust: The Nuclear Devastation of America – Recovery and Reunification (1977) SPI Games
Focus on survivial and recovery in the US in a strategic overview post nuclear war.
After the Holocaust is an economic, military, and political simulation of events in the United States, twenty years after a large-scale thermonuclear exchange with the Soviet Union.
The game is ten turns long, and is designed for four players, each of whom controls a different region of North America and part of Canada.
These regions are the Northeast, the Midwest, the Southwest, and the Far West. It is reminsicent of the works of Stafford Beer and Proyecto Synco.
Each game turn consists of five distinct rounds.
The first is the Production Round, which includes a basic production phase, a secondary production phase, and a mobilization phase.
Second is the Trade Round.
Third is the Consumption Round, during which a player expends food points, expends consumer points, calculates and declares social status, and provides military supply for any combat units under his control.
Fourth is the Military/Political Round, which begins with the political placement phase, followed by initial military movement, secondary military movement, combat, and elections.
The fifth and last round of the game turn is the Finance Round, which includes the political disassociation phase, the stockpile/labour reallocation phase, industrial investment phase, taxation, the industrial capacity adjustment phase, the industrial labour reallocation phase, and finally, the depreciation and shrinkage phase.
In addition, immediately before the fourth and eighth game turns, the Population Growth Cycle occurs during which the labour population of each region increases by 10%.
Inside the Box:
Two 17” x 22” hard-backed hexagonal grid Map Boards (with Turn Record Track, Terrain Key, Four Regional Sets of Six Economic Sector Tracks, and Abbreviated Turn Sequence incorporated)
400 ½” cardboard Counters
One 8½” x 11” Rules Booklet (with Scenario Instructions included)
Four 11” x 17” back-printed, folded combined Charts and Tables Sheets (each with an Initial Resources Chart, Food Table, Secondary Production Costs Table, Trade Transport Movement Point Cost Chart, Strike Table, Political Control Table, Subversion Table, Terrain Effects Chart, Combat Results Table, Unemployment Table, Starvation Table, Stockpiling Cost Chart, Investment Chart, Corruption Table, Depreciation Table, Shrinkage Table, Research and Development Table, Tax Table, and photocopy masters for Tax Forms
Eight 8½” x 11” perforated, back-printed sheets of Game Money (144 pieces)
Two small six-sided Dice
One 20 compartment plastic counter tray