Icon |
Name |
Type |
Effect |
sheet |
=A= |
|
|
|
|
|
Ace Pilot |
Special |
Extend a bomber's capacity by 50%. |
6 |
|
Aircraft Carrier |
Special: Installation |
Bombers in flight don't count. |
8 |
|
Alien Abductions |
Top Secret |
Lose 15 M; maybe save 12M |
6 |
|
Allied Missile Shield |
Special: Installation |
You can intercept weapons not aimed at you. |
16 |
|
Antimatter Bomb |
warhead |
Kills 6 M + a card + extra |
9 |
|
Anti-Submarine Warfare |
Special |
Kills a sub. |
1 |
|
Apocalypse Whenever |
Special |
End the world at will. |
7 |
|
Arms For Hostages |
Top Secret |
Swap a warhead for people. |
7 |
|
Arms Race |
Secret |
You and an enemy try to draw the best card. |
15 |
|
ASAT |
Special |
Interceptor for space systems. |
14 |
|
Asymmetric Warfare |
Top Secret |
Your enemy must fend off an insurgency. |
15 |
|
AWACS |
Special: Installation |
Improves all interceptors you fire |
11 |
|
B52 StratoFortress |
Bomber |
carries 200 Megatons |
5 |
|
Battleship |
Special: Installation |
roaming damage source |
8 |
|
Blackout |
Secret |
Lose turns, gain people |
10 |
|
Blogs Gone Wild! |
Secret |
Randomly expose command lines |
5 |
|
Bobble |
Special |
Total immunity for one turn. |
7 |
|
Breadbasket |
Special: Installation |
Gain people each turn. |
8 |
|
Bride of Supergerm |
Top Secret |
Tends to kill 9M, but damage wanders. |
1 |
|
Bunker |
Special: Installation |
Protect one installation |
17 |
|
Bunker Buster |
Warhead |
Attack an installation during a nuclear detonation. |
11 |
|
Caterpillar Drive |
Special: Installation |
Your subs are harder to kill. |
11 |
|
Celebrity Chase |
Secret |
Enemy loses one turn. |
1 |
|
Chemical Warhead |
Warhead |
Average kills 20M but damage wanders |
4 |
|
C.M.D.F. |
Special |
Shrink one warhead |
11 |
|
Coattails |
Special |
If an enemy benefits from Propaganda, so do you. |
13 |
|
Congressional Oversight |
Special: Installation |
You can discard up to 3 cards but risk losing a turn. |
16 |
|
Corporate Takeover |
Special |
Seize an installation |
12 |
|
Coup d'Etat |
Top Secret |
Various random effects as an enemy's government collapses |
10 |
|
CRM-114 |
Special: Installation |
You can reorder your command line each turn. |
16 |
|
DEFCON 1 |
Special |
Immediately respond to a nuclear attack on you. |
13 |
|
Deja Vu |
Special |
Resurrect any previously-used Special card |
10 |
|
DEW Line |
Special: Installation |
Reduce damage from enemy nukes |
8 |
|
Dial-a-Yield |
Warhead |
Adjustable-size bomb |
10 |
|
Dong Feng |
Missile |
Very large (200 Mt) "stealth" missile |
9 |
|
Down the Rabbit Hole |
Top Secret |
You gain 5M or enemy loses 10M |
2 |
|
EMP Warhead |
Warhead |
enemy loses turn, maybe missile in flight |
2 |
|
Enhanced Neutron Bomb |
Warhead |
Chance to take up to 9 of the enemy's cards. |
3 |
|
Expose |
Special |
When an enemy throws away a Propaganda, everyone else gets people. |
13 |
|
Extreme Prejudice |
Secret |
Lose 1 turn. |
6 |
=F= |
|
|
|
|
|
Fail-Safe |
Special |
A bomber launch is followed immediately by detonation |
9 |
|
False Orders |
Special |
Force an enemy sub to attack someone else. |
13 |
|
Faulty Inventory Control |
Special |
Reduce the size of an enemy's warhead |
13 |
|
FB-111 Switchblade |
Bomber |
Rapid-fire bomber |
10 |
|
F.M.A.D. |
Special |
resuable anti-bomber system |
9 |
|
Free Trade Agreement |
Special: Installation |
You can trade a card per turn with one nation |
17 |
|
Go Fish |
Secret |
Demand a card from an enemy |
12 |
|
GPS Scrambler |
Special |
bombers hit random target |
3 |
|
Gravitational Slingshot |
Special |
Instead of losing a turn, you gain one. |
15 |
|
Guns or Butter |
Top Secet |
You give up one warhead, one weapon, or 1M. |
2 |
|
Hack Attack |
Special |
Enemy command line is randomized. |
4 |
|
Hardening |
Special |
You are immune to EMP, solar flares |
5 |
|
Hawking Bomb |
Warhead |
random-yield warhead |
7 |
|
Heck's Hex |
Top Secret |
Make every player attack one nation for one turn. |
7 |
|
Hijack! |
Special |
Commandeer an enemy bomber |
14 |
|
Horrible Black Void |
Top Secret |
10 M citizens vanish |
11 |
|
Hubbert Peak |
Top Secret |
All bombers have a chance of crashing. |
12 |
|
Incendiary Bomb |
Special |
destroy cards over three turns |
9 |
|
Inertial Guidance |
Special |
Riase the chart level on one attack |
5 |
|
Inflight Refueling |
Special |
Bomber persists even if non-warheads are turned up. |
1 |
|
Istribitel Sputnikov |
Warhead |
Upgraded killer satellite |
6 |
|
Itchy Trigger |
Special |
A missile launch is immediately followed by detonation. |
2 |
|
J.A.S.S.M. |
Warhead |
cruise missile launchable by bomber |
10 |
|
Jedi Power |
Secret |
A host of random mystic powers |
12 |
|
Judgment Day |
Top Secret |
The wicked are punished and the virtuous rewarded. |
16 |
=K= |
|
|
|
|
|
Kanban |
Special: Installation |
You now replace Secrets immediately. |
14 |
|
Karmic Enforcer |
Special |
When someone tries to make you lost your turn, you get to do it to them instead. |
17 |
|
Kessler Syndrome |
Secret |
Orbital debris field has a chance of destroying space systems. |
6 |
|
Lawyers, Guns, and Money |
Top Secret |
Your intervention in a neutral country has random outcome. |
17 |
|
Leaflets |
Special |
Allows a bomber to utilize Propaganda in wartime. |
5 |
|
Let's You and Him Fight |
Top Secret |
Two enemies lose turns. |
1 |
|
Life on Mars |
Secret |
You gain 1M from everyone but lose 1d6M to flu. |
3 |
|
Lunar Base |
Special: Installation |
Throw Moon rocks at your enemies. |
8 |
|
Manchurian Candidate |
Top Secret |
Take over an enemy for one turn |
15 |
|
Mars Attacks! |
Top Secret |
Rampagng saucers can only be stopped by nukes or germs. |
16 |
|
May Day |
Secret |
Draw four new weapons or warheads |
15 |
|
Microwave Mishap |
Top Secret |
Kill 10 Million enemy. |
6 |
|
Mineshaft Gap |
Secret |
Gain 3 M people for 1d3 turns. |
15 |
|
Mir |
Special |
Limited space platform |
6 |
|
Misdirection |
Special |
Steal people during a population transfer |
11 |
|
Missile Gap |
Top Secret |
Play a Prisoner's Dilemma with an enemy. |
7 |
|
MK Ultra |
Special |
One propaganda card playable during war. |
1 |
|
Mother-in-Law of Supergerm |
Top Secret |
Fast-moving killer virus. |
15 |
|
Moving Day |
Secret |
You and enemy swap seats |
4 |
|
Murphy's Law |
Special |
Change any d100 result to 01. |
11 |
|
Multi-Staging |
Special |
Allows one missile to accept up to three warheads |
4 |
|
Nanotech Nightmare |
Top Secret |
Converts population into cards |
1 |
|
Neutron Bomb |
Warhead |
Eliminate people and cards |
6 |
|
Obsolete Computers |
Secret |
Enemy must play four cards in his/her command line. |
2 |
|
Ogre |
Top Secret |
Roving cybertank |
17 |
|
Ohio SSBN |
Submarine |
A "bomber of the sea". |
12 |
|
Olympics |
Secret |
You and a random nation receive people. |
6 |
|
Operation: Paperclip |
Secret |
Enemy must surrender one weapon or warhead to you. |
2 |
|
Orbital Defenses |
Special |
Reloadable interceptor |
7 |
|
Overload |
Special: Installation |
Atomic cannon is enhanced |
3 |
=P= |
|
|
|
|
|
Paratroopers |
Warhead |
Deployed from bomber, with various damage options. |
14 |
|
Partisans |
Special: Installation |
Do damage behind enemy lines. |
17 |
|
Peace Breaks Out |
Top Secret |
World peace enforced for two turns. |
3 |
|
Police State |
Special |
Renders propaganda useless but you lose people to re-education. |
3 |
|
Population Explosion |
Special |
Convert people into megatonnage. |
4 |
|
Pop-Up Missile |
Missile |
One-shot space platform |
13 |
|
Prescience |
Secret |
You see your next five d100 rolls. |
9 |
|
Project Babylon |
Special: Installation |
You can fire things into space without a launcher. |
17 |
|
Project HAARP |
Special: Installation |
You use geophysical warfare to random effect. |
17 |
|
Project Hephaestus |
Missile |
Detonate a nuke at the Earth's core. |
16 |
|
Project Orion |
Special: Installation |
Use one warhead to launch another. |
15 |
|
Psychokinesis |
Special: Installation |
Change the order of the dice in a d100 roll once per turn. |
16 |
|
Pyrokinetics |
Special: Installation |
Once chance per turn to destroy a card from an enemy's hand. |
15 |
|
Quantum Computers |
Top Secret |
You draw one extra card per turn. Chance of explosion. |
4 |
|
Reality TV |
Secret |
You loses 5M people. |
1 |
|
Rebuilding from the Rubble |
Special |
Resurrect one installation |
12 |
|
Reunification |
Top Secret |
Average your hand with an enemy nation. |
14 |
|
Rocket Base |
Special: Installation |
Missiles in flight don't count. |
8 |
|
SAGE |
Special: Installation |
Interceptors have a chance of being re-usable |
10 |
|
Sakharov Effect |
Special |
You receive 20% of the (fictional) kills due to an enemy nuclear test. |
2 |
|
Sealed Border |
Special |
You are immune to involuntary population transfer. |
3 |
|
Seawolf H-K |
Submarine |
hunter-killer submarine |
12 |
|
Shall We Play a Game? |
Top Secret |
Random extra attack |
7 |
|
Shutdown |
Secret |
Your government collapses. |
14 |
|
Singularity |
Top Secret |
Network transcends |
9 |
|
SLAM |
Missile |
Nuclear-powered cruise missile |
10 |
|
Sleeper Cell |
Special |
You have a chance to detonate a nuke without using a delivery system. |
16 |
|
Sneak Attack |
Special |
Force it to be your turn. |
5 |
|
Sonobuoy |
Warhead |
Reveals subs |
11 |
|
Space Marines |
Missile |
Take over one space-based system. |
14 |
|
Spy Plane |
Special |
roving intelligence gathering |
5 |
|
Spy School |
Special: Installation |
You can recover used spies. |
13 |
|
Suitcase Nuke |
Special |
Detonate a 10 Mt warhead on your enemy without a delivery system. |
6 |
|
Survivalists |
Secret |
"Spare" people to absorb some of the blow from nukes. |
11 |
|
Sweeping Away the Last Remnants of the Old Republic |
Secret |
You discard non-warfare cards and redraw |
17 |
|
Terminal Phase
Active Guidance |
Special: Installation |
Your missiles sometimes dodge interceptors |
13 |
|
Theater Defenses |
Special |
Interceptor for non-interceptable warheads (subs, space platform, etc.) |
3 |
|
Them |
Top Secret |
You lose 10M. |
2 |
|
The Swarm |
Top Secret |
Wandering cloud of killer bees |
7 |
|
Time Bandit |
Special |
Steal another player's turn. |
14 |
|
Timequake |
Secret |
Player order is reversed for one turn. |
3 |
|
Tit-for-Tat |
Special |
In response to a warhead played on you, you may immediately play the same warhead from your hand. |
2 |
|
Total Mobilization |
Secret |
Extra people and, possibly, extra cards. |
4 |
|
Twist of Fate |
Special |
Re-roll one die roll. |
4 |
|
University Labs |
Special: Installation |
Chance of drawing an extra card |
9 |
=V= |
|
|
|
|
|
V-3 Supercannon |
Special: Installation |
Cannon can attack any nation but must be pre-targeted |
16 |
|
Valkyrie |
Special |
Harvest the dead after a Scret |
9 |
|
Volcano |
Top Secret |
Lava kills your citizens and those of your neighbors |
12 |
|
War College |
Special |
Your nukes do extra damage. |
8 |
|
Weather Control Satellite |
Warhead |
Chance to kill 4M or 10M every turn. |
4 |
|
Wild Weasel |
Special |
Reduces damage level on the spinner/chart |
5 |
|
Wolf Pack |
Special: Installation |
Subs can carry up to 40 Mt. |
8 |
|
WOPR |
Special |
Roll dice three times and keep the result you like |
13 |
|
XF-85 Goblin |
Warhead |
Fighter escort stops interceptors |
10 |
|
XX Committee |
Special |
Negate a Spy and punish its user. |
12 |
|
Zombie Bomb |
Special |
Recover "dead" bodies from the warhead you just played. |
1 |