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Expansion for Nuclear Escalation
Nuclear War Booster Packs
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- Published
- 1994
- Reach
- Niche (via base game)
- Players
- 2–6
- Play time
- 60 min
- Weight
- Not enough ratings yet
- Ratings
- 0
- Card Game
- Expansion for Base-game
- Modern Warfare
- Negotiation
How it plays
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Main mechanics
- Hand management
- Direct conflict
- Hand management: Timing which card to spend is the core puzzle.
- Direct conflict: Players attack each other head-on.
Full publisher description
This 47-card expansion for Nuclear War is packaged in 8-card booster packs. The cards appear different numbers of times on the press sheet, giving different levels of rarity , and the boosters are more or less random. They are packed in clear plastic, with a cover/proof of purchase card (40 of the proof of purchase cards can be sent in for a free Supergerm T-shirt). The new cards are mostly Secrets (20) and Specials (19), with three new sizes of Propaganda, four new sizes of Warhead, and one new Delivery System. To incorporate this expansion into an existing Nuclear War / Escalation / Proliferation deck while preserving the existing balance of card types and strengths requires using a bunch of the new Propaganda and Warhead cards; to preserve the proportion of delivery systems, you either have to use a lot of the Delta Clipper or scavenge some extra regular delivery systems (perhaps a use for the ads/jokers from Nuclear War , or some of the blanks available from Flying Buffalo). A full set of the Booster cards is included in Nuclear Destruction . Though that set of cards has alternate artwork and text for many of the cards.
How this expansion changes the base game
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