GLOBAL THERMONUCLEAR WAR
1. GENERAL:
THIS IS A GAME. IT IS NOT INTENTED TO BE A REALISTIC SIMULATION
OF AN ACTUAL THERMONUCLEAR WAR. THE NUMBER OF WEAPONS, OPTIONS FOR THEIR
USE AND THE EFFECTS OF THE WEAPONS ARE GREATLY RESTRICTED. FOR EXAMPLE
THE EFFECTS OF FALLOUT, EMP, ANY LONG-TERM EFFECTS "NUCLEAR WINTER", ETC
ARE NOT CONSIDERED. CIVIL DEFENSE (WHICH COULD GREATLY REDUCE THE
DAMAGE) AND VARIOUS TARGETING OPTIONS ARE IGNORED.
2. PLAY:
2.1 ESCALATION:
2.2.1 EACH PLAYER SELECTS A WEAPONS SYSTEM TO DEVELOP. THE COST
OF THE SYSTEM MAY VARY A GREAT DEAL FROM THE ESTIMATE. IT IS EVEN
POSSIBLE THAT RESEARCH MAY NOT PRODUCE A USEABLE SYSTEM (YOU CAN TRY
AGAIN).
2.2.2 EACH PLAYER SELECTS A WEAPONS SYSTEM TO PRODUCE. COST AND
PRODUCTION FACILITIES WILL LIMIT THE NUMBER YOU CAN PRODUCE.
2.2.3 ESCALATION CONTINUES UNTIL ONE PLAYER STARTS THE CONFLICT.
EITHER PLAYER CAN START. IF THE U.S. STARTS, THE RUSSIANS WILL GET ONE
FINAL TURN BEFORE THE WAR STARTS (IN AN OPEN SOCIETY, THERE IS NO CHANCE
OF COMPLETE SUPPRISE).
2.2.4 NOTE: COMMAND AND CONTROL IS CRITICAL.
2.2 THE WAR:
2.2.1 EACH PLAYER CAN LAUNCH WEAPONS OR ORDER AIRBORNE
HEADQUARTERS ALOFT. AIR DEFENSE UNITS ARE ACTIVATED AUTOMATICALLY.
2.2.2 THE PROGRAM WILL ASK FOR THE NUMBER TO LAUNCH (1-9)
2.2.3 MURPHY'S LAW WORKS IN WAR TOO. ORDERS MAY NOT BE RECEIVED,
MAY NOT BE CARRIED OUT, EQUIPMENT MALFUNCTIONS,ETC.
2.2.4 PROGRAM WILL ASK FOR TARGET. ALL WEAPONS LAUNCHED IN ONE
TURN MUST BE AIMED AT ONE CLASS OF TARGET.
2.2.5 PROGRAM WILL TELL YOU HOW MANY WERE ACTUALLY LAUNCHED.
2.2.6 AT THE START OF EACH PLAYERS TURN, ANY LAUNCHES DETECTED
OR ANY ENEMY WEAPONS PICKED UP ON YOUR EARLY WARNING SYSTEMS WILL BE
DISPLAYED. ANY STRIKES WILL BE SHOWN AND THE TARGET DISPLAYED. NOTE
THAT WEAPONS CAN MISS OR MALFUNCTION.
2.2.7 EITHER PLAYER CAN QUIT AT ANY TIME.
3. COMMANDS:
1. LAUNCH SUBMARINE MISSILES
2. LAUNCH ICBM'S
3. LAUNCH CRUISE MISSILES
4. LAUNCH BOMBERS
5. LAUNCH AIRBORNE HQ
6. HELP (DISPLAY COMMANDS)
7. STATUS (DISPLAY CURRENT STATUS OF WEAPONS)
8. PASS
9. QUIT
4. TARGETS:
2. ICMB'S
4. BOMBER BASES
5. AIRBORNE HEADQUARTERS
6. UNDERGROUND HEADQUARTERS
7. AIR DEFENSE UNITS
8. ENEMY CITIES
5. TARGETING NOTES:
5.1 BALISTIC MISSILE SUBMARINES AND CRUISE MISSILES CAN NOT BE
TARGETED.
5.2 BOMBERS AND AIRBORNE HEADQUARTERS ARE ONLY VULNERABLE BEFORE
THEY ARE LAUNCHED.