Atari’s Missile Command
30m - 45m
2 - 5 Players
Ages 14+
Meeple on Board Rating
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As global tensions mount, leaders of powerful nations sit ready to defend their people or destroy their enemies. Alliances are formed, yet fragile. Deals made, but not always upheld. Diplomacy is just as important as strategic planning and procuring armaments. The missiles are at your command and the choice if yours: fire on your enemies or betray your allies in Atari’s Missile Command.
In Missile Command, 3 to 6 players venture into the world of the classic arcade game. Each player builds and deploys their supply of Missiles, Nukes and Interceptors on a mission to destroy as many enemy cities they can, while trying to protect their own.
Each round, the players can negotiate with each other, forging temporary alliances and truces, or trading funds and Missiles. Then, they secretly plot their attacks behind their Radar Screens. Finally, they reveal their attacks, and destruction rains down from the skies!
In the end, the player who can best protect their cities while destroying their opponents’ wins the game!
Ages | 14+ |
---|---|
Players | 2 Players, 3 Players, 4 Players, 5 Players, 6 Players |
Play Time | 30m – 45m |
Designer | Jonathan Gilmour, Violet Hargrave |
Mechanics | Secret Unit Deployment, Trading |
Theme | Video Game Theme |
Publisher | IDW Games |
JPUrecords
This game is loads of fun. With the right group you can go deep with mind games and shenanigans. Great fun, but it’s one where you get what you put in.
Vysetron
Requires a group that'll get into it and actually fight, but when it sings it siiiiiings. Unapologetically mean and loose with it. I dig its style and Olatka-esque approach to balance, which is to say "fuck it, fun is more important".
Cthulhu1
This game has a wickedness to it that I love -- The diplomacy combined with wave after wave of missile attacks leads to lots of laughs and vows of revenge. It is exactly what I hoped it would be.