Cold War Game:
Brief Overview:
Groups will attempt to navigate their nations through a simulated scenario closely mirroring the period of the Cold War. Groups will be using points earned every turn to manage a variety of categories such as Regional Influence, Nuclear Weapons, Economy, Industry and Technology, Propaganda and Political Influence among others. Both groups will be competing on a global scale.
Turn or Round:
A turn or round consists of receiving, exchanging, investing or spending points. Points can spent on purchasing cards that would represent national investments in stated categories. Each card represents a category and has its own cost, and each group must decide how to spend their turn points in the most suitable way with the possibilities being any of the following:
Categories for Point Expenditure, Benchmarks and Trade:
Oppression and Control 1.5 points
Propaganda & Political Influence 1 points
Military 3.5 points
Domestic Economy 2 points
Alliances 2 points
Industry & Technology 2.5 points
International Trade 2 points
Nuclear Facility 4 points
Regional Influence 4 points
Espionage 3 points
Nuclear Weapon Development 4 points
W.M.D. 3 points
Both countries will receive points at the beginning of the game and at the start of every subsequent round. The US will receive 1.5 more points than the USSR every turn.
Benchmarks:
In each category there is a benchmark that a nation can eventually reach, if benchmark is reached in 3 categories then the group receives 1/4 of the total value of each benchmark along with their regular turn points. So if a benchmark of 8 is reached in Regional Influence and Nuclear Weapons as well as a benchmark of 6 for Economy then at the start of the next turn the group receives 2 points each for Regional Influence and Nuclear Weapons benchmarks, plus 1.5 points for the Economy benchmark, adding up to a total of 5.5 extra points for the next turn that can be added to that nation’s Turn Points.
Furthermore, once a benchmark in any particular category is reached, it’s cost also goes up slightly, meaning that the nation must now spend more to develop that category, but this also means that more that is invested, the more return a nation will receive when three more benchmarks are reached increasing a nations Turn Points as the game proceeds.
Choosing Your Nation:
The USSR:
Points awarded every turn:
Regional Influence:
The USSR has a significant geographic advantage over the US due to its location spanning Europe and Asia and close proximity to the Middle East, thereby automatically giving it full Regional Influence on ?# of its bordering nations, and partial Regional Influence on a 3 other nations.
Industry and Technology: The vast size of the USSR provides it with countless resources needed to support its industrial and technological sectors thereby giving the USSR 1 point towards this category.
Total Points Awarded Every Turn: point
Mandatory expenditure of points per turn:
Spend at least 2 points every turn on Oppression and Control seeing as the Communist party must maintain their control.
Spend at least 1 point on maintaining Economy seeing as there is no private sector.
Spend at least 1 point on maintaining Agricultural productivity seeing as utilizing Farm Collective System.
The USA:
Points awarded every turn:
Economy:
The liberal market economy of the United States gives it a distinct advantage economically as it supports private business fostering highly competitive markets thereby providing strong foundations in the industry and technology sectors, which in turn help to create a strong and stable economy. This economic strength awards the US the first benchmark economically, and half a benchmark for International Trade.
Industry and Technology: The vast size of the US provides it with countless resources needed to support its industrial and technological sectors thereby giving the US 1 point towards this category.
Total Awarded Every Turn:
Mandatory expenditure of points per turn:
Spend at least 1.5 point on Propaganda & Political Influence seeing as public opinion must be influenced to make national decisions.
Spend at least 2 point on Regional Influence due to distance of US from heart of Europe.
Saving Points:
Countries are advised to save points in order to purchase:
Geographic and Strategic Threats:
Price of Influence and the advantages of establishing Regional Influence: National Price of Influence: Every nation on the globe has a number from 1-6 assigned to it. These numbers are that nation’s Price of Influence or PI, and that is the amount of points a playing nation must spend in order to declare influence over this target nation.
So if the PI of Australia is 4, then a playing nation must spend 4 of its points in order to claim influence over Australia and declare an increase Regional Influence.
Different nations around the world have different Influence prices depending on their geographic/strategic location. The nations with the highest values are generally those that border your own nation, or those that possess a unique geographic, strategic position or are known to possess an important resource.
3 successful claims of + 1 nations add ?# of Regional Influence
3 + 2 nations add ?#
3 + 3 nations add ?#
3 + 4 nations add ?#
3 + 5 nations add ?#
The more nations under a nations influence the better as a greater influence earns groups more Turn Points. The more nations of the same Influence Price a nation possesses, the more Turn Points groups are awarded.
Nations that are bordering you and that are purchased by your enemy, and not contested by you, reduce the amount your nations Regional Influence Points by 1 point every turn.
Nuclear Threat: Groups may use their saved points to purchase the right of placing a nuclear weapon on any nation already under your influence thereby gaining you bonus regional influence status/points every round. A maximum of 4 warheads may be placed on any nation. (4 points per warhead plus proximity points depending on distance from homeland:1-3 point range) ???
Indirect Conflict – can occur if both playing nations are competing for the PI of a given nation and neither nation withdraws their claim. If this occurs then a state of Indirect Conflict is established and both nations must commit 2.5 military points and 1 Economy point every turn until one of the nations chooses to withdraw, or else this conflict can persist as long as both nations can afford. When a nation withdraws after a state of Indirect Conflict has begun, then they must lose a point in each of the following categories:
Propaganda
Military
Economy
Regional Influence.
(Total points lost to defeated nation: 4 points)
The nation that did not withdraw, gains 1 point in all of the following:
Propaganda
Alliance
Trade
This nation also receives 2 points towards Regional Influence.
(Total points awarded to winner: 5 points)
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