![]() But beware! Overplay your hand in any of the three areas without holding back, and you may go over the brink into full nuclear war. during the Cuban Missile Crisis, players attempt to take control of the political, military and media situation and emerge with the most prestige at the end of three rounds. Playing the role of either the USSR or the U.S. “ 13 Days” offers a window into this process. Considering the suicidal damage of a full exchange, how can anyone make believable threats with nuclear weapons? concerns about North Korean and Russian threats mean that the terror of nuclear annihilation sadly remains present. ![]() “ Washington’s War” shows that warfare is fundamentally about domestic and international political support, and that given the right leadership and hit-and-run tactics, smaller players can run out the clock and prevail.Ĭontinued U.S. The problem is that the colonial player can move across the board like a fish through water and needs to do less to win. In “ Washington’s War,” the British player has a large army and purse, and the ability to bludgeon almost any colonist on the board – if only he could engage them. goliath would automatically win underestimates the advantages that invaded states have. For instance, the Trump administration has decided to take a very hard line with Iran, and there is an increased possibility of war. Wars between big global powers and smaller nations don’t always go the way planners expect. War games are popular with the boys." (Lee Russell, Office of War Information, 1944)
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