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.
Warhead
EMP Warhead

Card
Text

Takes the place of a 20 megaton warhead. Target loses his/her turn. An in-flight missile is lost on a roll of 01-75 on d100. Each neighbor has a chance (01-50) to lose a turn and a separate chance (01-50) to lose an in-flight missile..

Additional Notes and Information:
Originally this card was more spectacular but less effective: It caused spread lost turns by a chance that decreased by 25% as it spread, but it went both ways around the world and ended up causing most people to lose the same number of turns. So its usual effect was zero. The new card does a bit more, except in two-player or three-player games.

This falls under our "Special Warheads" House Rule.

EMP stands for "electromagnetic pulse", a burst of electromagnetic energy that results from explosions -- most noticeably, from nuclear ones. The pulse can couple to the components of electric circuits (all wires are antenna, after all) and cause damaging currents and voltage. In essence, an EMP blast can "fry" electronics and render modern devices useless.

I suppose my Linux partianship is showing, in that the symbol for computer failure is the Blue Screen of Death. It shows up on a bunch of other cards, including "Hack Attack".

-=-BhpG