

The world is represented as an area movement system with countries (or groups of countries) represented by a box. The game board is a 34” x 22” space containing a representation of the world and a player mat for both the United States and Soviet Union. Inside the box we find the following components:
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The box art is in full color with relevant text in place. The prototype ships in a sample of how the final box will appear. For a playtesting copy it’s very well done. The playtesting prototype of 2 Minutes to Midnight arrived via post. But for now, let’s dim the lights and start the briefing… In a future episode, we’ll explore the games mechanics and assess the results of our experience playing the game. In this episode, we’ll crack the seal on the box and review the components of the game.

We received a playtesting prototype for review. You’ll deploy these tools across a card-driven game turn that mixes your actions between the actions of nations and actors around the world. Your chief weapons are economic coercion, covert espionage and not too subtle hammer of military force. In other words – everybody wants to rule the world.ĭesigned by Stuart Tonge, 2 Minutes to Midnight has two players assume the roles leading either the forces of United States or the Soviet Union in a struggle for global dominance. Their ultimate goal is to create a global community in which they are recognized as the dominant socio-political economic philosophy. Starting in the immediate aftermath of the Second World War, in a devastated global landscape, the players strive to expand their influence and rebuild nations shattered by war. Plague Island Games current project 2 Minutes to Midnight explores this period of history in the form of a game in which atomic weapons were still sought after and stockpiled, while the United States and Soviet Union compete for dominance using means that fell short of all out global thermonuclear war. The invention of the atomic bomb and the end of World War Two ushered in an era in which some weapons had become so destructive that it was impossible to rationalize their mass use, except as a form of deterrent. But in the latter half of the twentieth century, we saw that war did change.
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Ron Perlman’s narration in the Fallout game series usually opens and closes with the phrase “War never changes”. Touring the Crystal Palace: Unboxing “2 Minutes 2 Midnight.” Ray Garbee
