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2 Minutes to Midnight

Out of stock
HPS-PID01001
Earn 104 Bandit Bucks when you order this product!
$104.89
Number of Players 1-2
Playtime 60-420 Min
Suggested Ages 14+
Designer(s) Stuart Tonge
Publisher Plague Island Games

2 Minutes to Midnight is a fresh design using a chit-pull system to explore the cold war in 5-year turns beginning in 1946 and running for 9 turns to 1990.

The scale and depth of the game is unrivaled by any other game on the market for this historical period – this is a detailed simulation of the cold war covering military, economics, politics, and trade, all in a playable package that hides the complexity and lets you focus on the strategy. A typical scenario runs 1-3 hours up to 6-7 hours for the full campaign game.

The game is highly asymmetrical - the US has presidential elections & national debt to worry about, while the Soviets must attempt to achieve their 5-year plan and navigate freedom (or lack thereof) within the Soviet Union itself, with the risk of the whole Communist system coming crashing down if you reform too quickly.

The primary resource is money, which can be used to:

  • Influence a country, making it pro-US or pro-USSR or changing its government type (Communist, Democratic or Authoritarian).
  • Invest and create trade opportunities, benefiting the economy.
  • Research technology
  • Recruit spies
  • Strengthen strategic forces (SLBM, ICBM, Stealth bombers)
  • Dispatch armies into civil wars or proxy wars or send arms & advisors..
  • Calm down an angry populace (and the Russians can use the KGB for this purpose as well)

The deck also comes with around a dozen events per turn which, when pulled, may trigger - or may not - some of those that do not trigger go back into the deck for next turn and some are gone forever. This means that you aren't exactly sure what's going to happen in each game – you can’t load a particular country because you know something is going to happen, because there are very few fixed events. The point of the events is to add friction - you’re never in total control and will have to react to changing events.

Technology is represented by a technology tree including nuclear weapons, armed forces, the space race, computing and industry and for the Soviets agricultural progress.

The military is covered in three areas - nuclear, which prevents aggression against your nation; Conventional - which provides options to be more aggressive; Navy - boosting intelligence gathering and gives the ability to invade from the sea, as well as hunting enemy strategic missile submarines.

Spies are dispatched by players to try and instigate coups or stamp them out, and for the Soviets to infiltrate and steal western technology. The CIA will be busy security those secrets and keeping advanced trade items away from the Soviets.

Lastly, there is an intelligence track - a high intel capability from U2 spy planes, satellites or submarines give more ability to influence the events as they come out and react quicker than your opponent.

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