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Manhattan Project: Chain Reaction Card Game

Manhattan Project: Chain Reaction Card Game

The world is again threatened with war! As the War Minister of your small nation, you have been tasked with confronting aggression by developing atomic bombs for your country. Your spies have stolen the needed technology, but you need to acquire the materials and personnel to get the job done before your rival nations do. Once someone has built 10 kilotons of bombs, the final round will finish, and the player with the most bomb points will win, their nation?s survival assured!

To do this, you will be playing cards representing the training and use of teams of laborers, scientists, and engineers to complete various plans, until you have assembled enough bombs to win!

The Manhattan Project Board Game

The Manhattan Project Board Game

A power struggle at the beginning of an atomic age. A revolutionary new technology. Who will use it to build the deadliest arsenal and become the world's dominant superpower?

The Manhattan Project is a low-luck, mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not "nuke" each other, but conventional air strikes are allowed against facilities.

The game features worker placement with a twist; There are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).

An espionage action allows a player to activate and block an opponent's building, representing technology theft and sabotage.

The Manhattan Project Board Game: 2 Minutes To Midnight

The Manhattan Project Board Game: 2 Minutes To Midnight

Minutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.

20 years after the end of The Manhattan Project, the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the "Nuclear Triad:" strategic bombers, ballistic subs, and land-based ballistic missiles.

Each player represents one of the superpowers in the arms race. At staged intervals, scoring is conducted in one of 4 categories:

  • Strategic Bombers
  • Ballistic Submarines
  • ICBMs
  • Short-range missiles deployed to third world nations

    In addition to earning points for deploying nukes during the scoring rounds, players can also earn defensive bonuses for mitigating the risks imposed against them.

    The game ends after all of the scoring events have been completed. The player with the most points is the winner.

    To help along the way, you will recruit 4 different kinds of workers:

  • Laborers, which operate your buildings
  • Spies, which operate your opponents' buildings for your gain
  • Politicians, which produce tax revenue and gain control over third world nations
  • Generals, which deploy your bombers, subs, and overseas missiles

    You will also construct and operate 6 different kinds of buildings:

  • Factories, which produce submarines and aircraft
  • Research Facilities, which allow you to improve your position in 5 different technology tracks
  • Reactors, which produce nukes
  • Silos, which are armed with ICBMs
  • Test Sites, which allow you to detonate nukes in your own territory for points
  • ABM Launchers, which earn defensive bonuses against various threats
  • The Manhattan Project Board Game: Second Stage Expansion

    The Manhattan Project Board Game: Second Stage Expansion

    The Manhattan Project: Second Stage consists of four small expansions that can be added to the base game individually or together:

  • Nations 2 works like the previous Nations expansion, with each player getting one card to represent a country and gain a special power. Seven new countries and powers are represented.
  • Rocket Technology allows you to build a rocket factory when taking the "Design Bomb" action. Rockets work exactly like bombers - but fighters provide no defense against them.
  • H-Bomb Technology upgrades the "Design Bomb" action, allowing a player to return an available bomb to the bottom of the deck in order to acquire an H-Bomb card. To build an H-Bomb, however, the player needs Lithium Deuteride, which comes from new cards that work similar to Mines.
  • Personalities adds seven roles to the game based on real individuals who contributed to the Manhattan Project. Each time you retrieve your workers you will select a different role. Each role will grant you persistent benefits until the next time you retrieve.