Nuclear War Expansion Cards
Created by Bernard HP Gilroy and students
(c) 2005 Gilroy. Free for non-profit use.
More information (including a consolidated list) is available.
Secret
Arms Race

Card
Text

You and an enemy are locked in an arms race. Four separate times, you and he/she draw a card from the deck. Whoever draws the higher card (see below) may, at his/her option, keep it by discarding a different card from his/her hand. In the event of a tie, both may keep their cards. Any card not taken is reshuffled into the deck.

Hierarchy:
  • Weapon system (high max payload beats low payload)
  • Warhead (high megatonnage beats low megatonnage)
  • anti-missile system (all types considered equal)
  • installation (all types considered equal)
All other cards have no value and cannot be kept. (I.e., no Secrets or Specials)


Additional Notes and Information:

Yes, I know that this allows a wimpy Polaris to trump an awesome 100 Megaton warhead. Too bad -- missiles are intrinsically more photogenic than bombs, and this is a PR exercise. :)

I fully expect that I've missed a few types of cards. We'll add them as they arise.

-=-BhpG 2005 0619