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Board Games
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Recommended for Ages 14 & up
2-5 Players
180 minutes playtime
DEFCON 1 takes place during the cold war from 1950 to 1990. All cards and technologies are historically based.
Featuring different gameplay for each number of players:
2 players - Frontal Shock Game, nervous and tense.
3 players - Death Circle Game with secret objectives.
4 players - Semi Cooperation Game and Secret Objectives Game.
5 players - Secret Objective Game.
Each of the 5 aymmetrical blocs has its own strengths and weaknesses, through its own Technological tree, Mission and Objective cards, and even scalable pool of Units. Each player has Mission cards in their hands, and will gain rewards upon fulfilling each of them, bringing them closer to victory. As the DEFCON level decreases, depending on the actions of the players, new strategical options will become available like building nuclear bombs. There is also a Space Race which allows you to earn Influence and to add new Spatial Technologies on your Technological tree.
The game is played in 5 phases:
[0] Initialization: Refill your hand and collect resources (Oil, Uranium, Influence, R&D) depending on the zones under your control.
[1] R&D: With Research you may unlock Technologies. You may also invest in the Spatial Race.
[2] Political: With Influence, you have a possibility to Destabilise zones or take the Political control of the Destabilised zones.
[3] Production: Then, you may Produce available Units in zones you control that contain a Factory. You may also upgrade units.
[4] Atomic: If the DEFCON level has reached level 1, you may launch nuclear bombs (i.e. if you own the Technology).
[5] Warfare: Finally you may Redeploy units, Launch Attacks on Sea, Bombard, then Redeploy units, Launch Attacks on Land.
Designer(s):
Florian Dumont
Artist(s):
Board Game Geek Category(s):
Political
Wargame
Board Game Geek Mechanic(s):
Variable Player Powers
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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