US20190099659A1
2019-04-04
16/152,162
2018-10-04
A resource management board game where 3 or more players: gather materials to build nuclear weapons, amassing as many as possible while maintaining relationships with their allies, neutralities, and enemies; stave off nuclear attacks from the aforementioned, and complete their randomly chosen objectives. Players will have to make deals and deceive others to achieve their goals, bluffing their way into partnerships, making friends of enemies and vice versa, before a Doom Counter reaches Midnight. A method of playing the aforementioned game is also disclosed.
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A63F3/00075 » CPC main
Board games; Raffle games; Types of board games War games
A63F2003/00182 » CPC further
Board games; Raffle games; Characteristics of game boards, alone or in relation to supporting structures or playing piece; Boards having particular shapes, e.g. hexagonal, triangular, circular, irregular Four-sided game board
A63F3/00176 » CPC further
Board games; Raffle games; Characteristics of game boards, alone or in relation to supporting structures or playing piece Boards having particular shapes, e.g. hexagonal, triangular, circular, irregular
A63F3/00 IPC
Board games; Raffle games
This is a perfection of U.S. Provisional Application Ser. No. 62/568,168, filed on Oct. 4, 2017, the disclosure of which is fully incorporated by reference herein.
This invention relates to board games, strategy games and/or card games. It is a game designed to simulate the steps countries need to take for preventing (or causing) a nuclear conflict. It is to be made and sold under the trademark: 5 Minutes To Midnightâ˘, or 5MtoM, for short. The rules call for both a basic, or âQuick Playâ version and a more detailed, intensive/extended or âAdvanced Playâ version.
It is a primary purpose of the invention to involve multiple players in a card-driven game. 5MtoM, is a resource management game where players have to gather the materials to build nuclear weapons, amassing as many as possible while maintaining relationships with their allies, neutralities, and enemies, staving off nuclear attacks from the aforementioned, and completing their randomly chosen objectives. Players will have to make deals and deceive others to achieve their goals, bluffing their way into partnerships, making friends of enemies and vice versa, plot and plan out their every move while keeping everyone else in the dark as they vie for world domination before the Doom Counter or âDoomsday Clockâ reaches BOOM! (Midnight)
It is another purpose of this invention for keeping players in the âmixâ of still winning the game, even after their country has been turned into a Wasteland (per the directions below).
This purpose is met, at least in part, by providing the game board, country card and playing cards shown in the accompanying photographs AND by following the game rules described in greater detail below.
The objects, advantages and features of this invention will be more readily appreciated from following detailed description, when read in conjunction with the accompanying photographs and drawings in which:
FIG. 1A shows the top cover to the box for one embodiment of the playing game;
FIG. 1B shows the box bottom;
FIG. 2A shows a top view of the game board country map with cardholders indicated and the Doom Counter along the lower left side;
FIG. 2B shows a first alternative game board with fictional (rather than real) countries on a hexagonal grid for player tile placements thereon;
FIG. 3A shows the front (left side) and rear (right side) for one representative player card, in this case Australia (left side) and its Wasteland equivalent (right side) with the detailed player information therefor;
FIGS. 3B1 and 3B2 shows the fronts to 16 representative country cards for use with the game as described below;
FIGS. 3C1 and 3C2 show the rear sides to the 16 country cards of FIGS. 3B1 and 3B2 if/when those countries get made into their respective Wastelands;
FIG. 4 shows 10 representative Objective cards for use with the game described below;
FIG. 5 shows 10 representative Conspiracy-Political cards for use with the game described below; and
FIG. 6 shows 10 representative Resource cards for use with the game.
What follows are the Rules, Instructions, etc. for the Advanced Play version of this board game. For QuickPlay, see the underlined, italics suggestions for shortening game play time. It is intended for 3-7 players, ages 12 and up! Suggested playtime is roughly 60-90 minutes.
5 Minutes to Midnight⢠is a geopolitical tabletop game about deals, deception, and dropping nukes . . . curiously not dissimilar to real life.
The world is in chaos. Stock markets have crashed. The global currency, the âSwindlâ is hyper-inflating, natural resources like radioactive Nukonium are dwindling, and all the old political alliances have fractured apart. The governments left standing are locked in a global cold war. The arms race to see who can stockpile the most nuclear warheads while feebly holding onto their sovereignty . . . is ON.
Players take turns mining resources, negotiating with other countries, or launching nuclear warheads. Players earn points by completing objectives specified by their âObjective Cards,â The player with the most points when the world ends, wins!
1. Place the Game Board in the center of the playing area. Gather one of each Nation Token & scramble them facedown or put them into the box top. Each player chooses two Nation Tokens at random, and picks one country from those two to play for the game. Players may consult the Nation Cards to compare stats.
2. Assemble the Doomsday Clock and set it to â11:45.â
3. Distribute a âWasteland Objectives Cardâ to every player.
4. Each Player should gather her country's GDP resources as indicated on the Nation Card. Players place their Nation Token on their starting âWill of the Peopleâ, and a Warhead Token on their starting silo, rocket side up (if applicable). Once every player has their GDP resources, add the âMilitary Deploymentâ resource cards equal to the number of players plus one into the Resource Deck. Shuffle the Resource Deck and place it on the designated spot on the game board.
5. Shuffle the. Red Doomsday Cards and place them in the Doomsday Dossier. Place the Doomsday Dossier next to the Doomsday Clock.
6. Shuffle the Objective Cards well, and deal 4 to each player. Remember to keep your Objectives hidden from other players! Place the remaining Objective Card deck on the designated spot on the game board.
7. Each player draws 2 Action Cards from the Action Deck (discard and replace any âPLAY NOWâ cards you receive by drawing again until you have 2 Action Cards that do not say âPLAY NOWâ). After each player has their starting Action Cards, shuffle the Action Deck & place it on the designated spot on the game board.
8. Place the Negotiation Clock on its designated spot on the game board. You are now ready to play 5 Minutes to Midnightâ˘
5 Minutes to Midnight⢠is played in rounds. A round is comprised of two phases: the player phase and the Warhead phase, A round is complete when both phases have concluded. The player with the most Nuclear Warheads in their GDP goes first. In the event there is more than one nation-player with the same number of nukes, the player with the most Swindl goes first. If there is still a tie, the older of the tied players goes first. If both players are exactly the same age born at exactly the same time, write in to us. We don't believe you. Play continues clockwise for the duration of the game, unless a card's instructions specify otherwise.
Player Phase: Each player takes a turn that is comprised of two actions. Players may not skip an action unless otherwise directed to do so by a card's instruction. During their turn, a player may do any 2 of the following actions: Draw, Play, Attempt Diplomacy, Build, or Proliferate.
You can perform the same action more than once per turn, but you cannot perform the same action to the same player more than once per turn (ex: if you play an action card against China, you cannot play another action card against China in the same turn. You may perform any other action with China in the same turn, however).
As long as another player's Military mini is in a player's nation, the occupied nation may not draw resources, even if they are not the intended occupants (such as in the example of shared borders, or a player âpassing throughâ a nation's borders on the way to another nation). Occupied nations may still acquire resources through Diplomacy or Action Cards. If a player's military mini is in a. space that shares their own borders with another nation, they may still draw from the resource deck, whereas the nation sharing their borders in that space may not.
You can multiply your gains by having multiple military minis in the same target nation, even if they're not in the same space! A successful coin toss multiplies your resource gain by the number of military minis in your target nation! But be careful . . . an unsuccessful coin toss, and all your military minis in that nation go back home!
There are three types of negotiation: Trade, Alliance, & Defense Treaty. Players may use one or both turn actions to attempt Diplomacy with another player. The player asks their diplomat: â[Nation], are you amenable to a/an [type of negotiation]?â The diplomat may say yes or no. If they say no, that turn action is done. As soon as a player asks to negotiate, before they are told yes or no, a non-involved party starts the Negotiation Timer (120 seconds). A diplomatic negotiation may now commence.
Players may NOT hold multiple of the same type of Diplomatic Negotiation with the same player in the same turn, though they may hold multiple negotiations with the same player in the same turn. If a player attempts a Diplomatic Negotiation and is denied, they may attempt to open another Diplomatic Negotiation with the same player, but that would use both their turn actions, even if denied twice.
A common trade deception is to shake hands on a trade, and then pass a different resource! Remember: Action Cards cannot be traded, but you can negotiate for another player to use an Action Card on your behalf!
If a defending nation forgets or declines to ask for an Emergency Treaty, they may not ask out of turn again until another warhead is launched at them. If they ask for an Emergency Treaty before starting the negotiation timer, they must pay the Resource Card tax, but they lose a turn and do not get to ask for an Emergency Treaty.
In all types of Diplomatic Negotiation, once the parties have agreed on the terms, the deal must be sealed with a public handshake before the terms are executed.
If a deal is not reached and/or the negotiation is not officially closed by the time the Negotiation Timer expires, both parties to the negotiation must discard a completed objective with the lowest point value, and draw a new objective card. If they have no completed objectives, they must still draw a new objective card and put it into their hand.
There is no rule requiring players to honor the agreed upon terms. Players may be honest, deceptive, or non-participatory at their discretion. The only exceptions are the creation of an alliance and the transfer of Warheads.
The other players NOT involved in a Diplomatic Negotiation are permitted to try and influence a negotiation through âtable talkâ such as calling other players liars, claiming that a player is close to satisfying a big objective, etc. However, as they are not in the negotiation, they CANNOT make offers, counter-offers, or promises.
Players are encouraged to banter, make deals, work in tandem, lie, backstab, or employ subterfuge and misdirection throughout gameplay. Just remember, there can only be one âLast Nation Standingâ so play smart.
If you have reached the maximum number of minis allowed, players may still acquire additional Military resources (of any faction) through trade, but they will not be able to build more (a reserve) if their total number of minis meets or exceeds the maximum.
Pro tipâwhen discarding resources, mix up the Swindl⢠& Nukonium⢠to make it easier to reshuffle the deck!
If you are targeting a specific nation's warhead, you may strike any of their live warheads with that nation's warhead token on top, even one that was launched after yours!
At any point during player phase or warhead phase, a player may place completed Objective Cards face up, even if the terms to satisfy the objective happened on someone else's turn. If another player challenges the Objective and the majority of players agree the objective was not properly satisfied, the Objective is discarded, and two new Objective Cards are drawn.
At any point during her turn, a player may change an allied nation to an unallied or rival nation, change an unallied nation to a rival nation, or change a rival nation to an unallied nation. Players may NOT create an alliance as a free action. Alliances can only be made in a Diplomatic Negotiation. Players may only initiate an alliance shift with another player once per player phase, however if a player declares an alliance shift with another player, the other player is still free on their turn to declare an alliance shift with that original player.
| Opposing Player Shifts Alliance to: | Your Shift as a Free Action: |
| Unaligned | No shift, Unaligned, Rival |
| Rival | Unaligned, Rival* |
| *You may not remain Allied with a Rival Nation. |
After every player has taken their turn, all warheads on the game board are moved one grid space by the player(s) who launched them, unless otherwise specified by card text.
Warheads move one grid space at a time during warhead phase, unless otherwise specified.
Once all warheads have been moved, resolve any Fallout or Strike damage, and that completes the Warhead Phase. The next round begins in the same order as the previous round. (See: Fallout & Strike Damage herein).
Each nation player starts with a number of nuclear Warheads. Throughout the game, they may want to build more Warheads, get rid of Warheads, or launch Warheads.
Once per turn, a player may launch a warhead at another player's nation or military minis. Be careful, though: any time a warhead is launched, the Doomsday clock ticks closer and closer to midnight.
Players may use one or both turn actions to reprogram one of their live warheads. They may only reprogram their warhead, unless otherwise specified by a card or âNation Special.â
If you are targeting a specific nation's warhead, you may strike any of the live warheads with that nation's warhead token on top, even one that was launched after yours!
Players can defend against a Warhead by launching an intercepting warhead. This is called a âCounterstrike.â
Unless otherwise stated by card text, every time a warhead successfully strikes a nation, even if it doesn't strike its intended target, the launching player loses â1 Will.
FOR QUICKPLAY: Launching a Counterstrike is a free action at the start of your turn. It still advances the Doomsday Clock, but it does not end your turn or cost a turn action.
The Doomsday Clock advances one âminuteâ whenever a warhead is successfully launched. The dock advances regardless of the intent of the warhead (launch of aggression vs. defensive launch vs. counterstrike).
When the Doomsday Clock strikes 11:55, (â5 Minutes to Midnightâ˘â), the Doom Dossier is unlocked. Whichever player caused the clock to strike 11:55 (or the last player who took their turn opens the Doom Dossier and removes the Doomsday Deck, placing it on its designated spot on the board. The Doomsday Deck may now be drawn from during the player phase. The Doomsday Deck is treated like the other decks and follows the rules of the âdrawâ action. Unless otherwise stated on the card, Doomsday Cards may not be discarded, stolen, or passed to another player. Doomsday Cards can only leave the player's hand if played or traded with affirmative consent from all parties involved. Unlike the regular decks, players may not discard undesirable Doomsday Objectives unless expressly permitted to do so on the face of a given card. They must remain in the player's hand until completed or the game ends. Unless otherwise explicitly stated, the Doomsday Deck is excluded from any condition that would allow players to look at the cards of a deck during gameplay.
Once a player loses all their Will of the People (Will=0), they turn into a Wasteland, creating new conditions and challenges.
The Wasteland may still build and deploy military invaders (now called âmaraudersâ), however there are a few key differences:
If a player becomes a wasteland while they have military forces actively deployed, they must recall all infantry and tank forces to any âsiloâ space within their borders, but warships stay where they are (since no their movement is restricted).
If a Wasteland is successfully struck by a warhead, the Wasteland discards one resource card.
The game ends when any of the following occur:
At the end of the game, players add up the points from all their completed Objective Cards, remaining Warheads (1 Warhead=1 point), and Will of the People (1 Will=1 point). The player with the highest point total wins.
| # of Completed Objective Cards | ||
| # of Players | Needed to End the Game | |
| 3 players | 6 | |
| 4 players | 6 | |
| 5 players | 5 | |
| 6 players | 5 | |
| 7 players | 4 | |
At the time this game was invented, the real doomsday clock was 2.5MtoM. Assuming you haven't been massacred by nuclear hellfire, what is the doomsday clock today?
Referring now to the accompanying photographs and drawings, FIG. 1A shows the box top to this board game. Note the numerous references to its title: â5 Minutes to Midnightâ with the main title section using an analog clock face with its clock hands set at 11:55.
FIG. 1B shows a representative board game box bottom (or reverse of FIG. 1A). To the right of a brief game summary is a photograph showing two relatives of one of the co-inventors playing the game.
FIG. 2A is a top plan view of a first embodiment of playing board 10 for the game which, in this case, is a world map showing 16 real countries (abbreviated) that are the countries to be considered for game players. On the far left edge of this playing board 10, there is a doom counter 20 showing a score keeping chip 30 at point â6â on the countdown clock, if you will. In alternate versions, this sliding scale timer/counter could be replaced with a standard analog-shaped clock face, possibly numbered from 1 to midnight, with the countdown rendered with a clockwise rotation.
Also, on this board 10 are areas in which to place for players to draw from stacks of action cards 40, resource cards 50 and objective cards 60. The board 10 further includes a place for storing any and all used cards, at discard pile 70. Preferably, there is a hexagonal overlay across the nations of this board 10 like that seen more clearly in FIG. 2B below for a culmination of fictional country/players.
FIG. 2B is a first alternative playing board 110 under consideration with a plurality of hexagon-shaped spaces 112 for playing tiles 114. This version uses fictional rather than real countries on its world map with plans to add a clock counter (digital or analog) and drawing cards adjacent the playing board 110 or directly on another variation of this alternative playing board.
FIG. 3A shows a set of detailed playing parameters for a representative country card, in this case, for the player who chooses to play as Australia (AUS). On the left side of FIG. 3A is the main playing information for regular country card 200 that includes is abbreviation 210, nation flag 212 nation description 214 allied/friendly nation token indicator 216, unaligned/neutral nation token indicator 218, rival/enemy nation token indicator 220, bonus points token indicator 222 and âspecial abilityâ block 224 about the card's perimeter. In addition, this card will contain specifics for that country's game play, including but not limited to: a natural resources number 228, starting resources (or GDP) indicator 230, current number of warheads in inventory 232, number of warhead slots (or silos) available 234 and cost-to-build chart (or military spending table) 236.
On the right side of FIG. 3A, information is included on the reverse 300 of card 200 if that country player (in this case, AUS) was nuked and made into a Wasteland 310 with its own wasteland flag 312. Commonalities with the card front include: a wasteland bonus points token indicator 322, wasteland âspecial abilityâ block 324, wasteland natural resources number 328, wasteland silos indicator (all empty in this case) 334 and a marauder (rather than military) spending table 336.
FIGS. 3B1 and 3B2 are photographs depicting the fronts to the 16 country player cards for one preferred embodiment of this game board. They include particular player information for, 3B1: Australia, Brazil, Canada, China, France, Germany, India and Japan; along with, 3B2: Mexico, the Middle East, North Korea (PRK), Russia, South Korea, Great Britain (the UK), the United States and South Africa (ZAF). Note how each country card includes particular indicators for that country's number of nukes (with a stockpile count, there above) and Will of the People counter,
FIGS. 3C1 and 3C2 are photographs depicting the fronts to the 16 country player cards for this same preferred embodiment if those respective 16 countries were nuked and turned into their respective Wasteland equivalents. Note how for each of these Wasteland equivalents, the country's Nuke count is emptied (or zeroed out) and they cannot act according to any Will of the People counter cards.
FIG. 4 shows 10 representative Objective cards for use with a first preferred embodiment of this game. FIG. 5 shows 10 representative Conspiracy-Political cards for use with the first preferred embodiment of this game described below. FIG. 6 shows 10 representative Resource cards for use with the same first preferred embodiment.
Having described the game of this invention above, it is to be understood that it may be otherwise embodied in the scope of the appended claims.
1. A board game in which a plurality of players: (i) gather materials to make their own pretend nuclear weapons, (ii) establish or maintain relationships with their allies, neutralities or enemies; (iii) stave off pretend nuclear attacks from other players; and (iv) complete their randomly chosen objectives before a counter reaches midnight signaling an end to the game, said board game comprising:
a. a flat world map with a plurality of real or fictional countries, which each player adopting one of the plurality of countries for their game persona;
b. a playing card for each of the real or fictional countries on the world map, each playing card having: (i) a first side with information on at least: that country's number of pretend nuclear warheads at a start of the game; that county's hit points, called âwill of the peopleâ; and which other countries are allies and enemies of that country or neutral thereto; and having (ii) a second side showing how that country may continue playing after being rendered a wasteland during play by another country's pretend nuclear warhead;
c. a set of playing cards from which players may draw on their turn, said playing cards including at least one of: an action card, a resource card and an objective card; and
d. a counter for simulating a movable doomsday clock to encourage player negotiations around a nuclear war scenario or preventing such a war.
2. The board game of claim 1, which further includes at least one of: an Assassination Action card and a Blight Action card.
3. The board game of claim 1 in which players take turns: (a) mining for pretend nuclear resources, (b) negotiating with other players or (c) launching pretend nuclear warheads at another player.
4. The board game of claim 3 wherein during negotiating step (b), a player may elect to trade with, create an alliance with or establish a treaty with another player.
5. The board game of claim 4 wherein the treaty with another player may be a defense treaty or an emergency treaty.
6. The board game of claim 3 wherein step (c) further includes another player's ability to launch a counterstrike.
7. The board game of claim 1, which further includes a plurality of infantry, tank or warship military invasion miniatures.
8. A board game in which three to seven players: (i) gather materials to make their own pretend nuclear weapons, (ii) establish or maintain relationships with their allies, neutralities or enemies; (iii) stave off pretend nuclear attacks from other players; and (iv) complete their randomly chosen objectives before a doom counter reaches midnight signaling an end to the game, said board game comprising:
a. a flat world map with up to sixteen real or fictional countries, which each player adopting one of the up to sixteen real or fictional countries for their game persona;
b. a playing card for each of the real or fictional countries on the world map, each playing card having: (i) a first side with information on at least: that country's number of pretend nuclear warheads at a start of the game; that country's hit points, called âwill of the peopleâ; and which other countries are allies and enemies of that country or neutral thereto; and having (ii) a second side showing how that country may continue playing after being rendered a wasteland during play after being hit by another country's pretend nuclear warhead;
c. a set of playing cards from which players may draw on their turn, said playing cards including: an action card, a resource card or an objective card, each of said players electing to either: (i) mine for pretend nuclear resources, (ii) negotiate with other players or (iii) launch pretend nuclear warheads at another player;
d. a counter for simulating a movable doomsday clock to encourage player negotiations around a nuclear war scenario or preventing such a war; and
e. a plurality of infantry, tank or warship military invasion miniatures.
9. The board game of claim 8 wherein during negotiating step (c)(ii), a player may trade with, create an alliance with or establish a treaty with another player.
10. The board game of claim 9 wherein the treaty may be a defense treaty or an emergency treaty.
11. The board game of claim 8 wherein launch step (c)(iii) further includes another player's ability to launch a counterstrike.
12. A method of playing a board game in which a plurality of players: (i) gather materials to make their own pretend nuclear warheads, (ii) establish or maintain relationships with their allies, neutralities or enemies; (iii) stave off pretend nuclear attacks from other players; and (iv) complete their randomly chosen objectives before a counter reaches midnight signaling an end to the game, said method of playing comprising:
(a) providing a a flat world map with up to sixteen real or fictional countries, which each player adopting one of the up to sixteen real or fictional countries for their game persona;
(b) providing each player with a plurality of Nations Tokens (face down) from which to blindly select two Nations Tokens,
(c) letting each player see which two Nations Tokens they selected before allowing them to pick therefrom which real or fictional country they will be adopting as their game persona;
(d) providing each player with a two-sided card for the real or fictional county they have adopted, each playing card having: (i) a first side with information on at least: that country's number of pretend nuclear warheads at a start of the game; that country's hit points, called âwill of the peopleâ; and which other countries are allies and enemies of that country or neutral thereto; and having (ii) a second side showing how that country may continue playing after being rendered a wasteland during play after being hit by another country's pretend nuclear warhead;
(e) distributing to each player their starting GDP resources as set forth on their nation's two-sided card;
(f) shuffling a deck of Doomsday Dossier cards, placing the shuffled deck adjacent a Doomsday counter clock and setting the counter clock at 11:45 for the start of the game;
(g) shuffling a deck of objective cards, dealing four Objective cards to each player and placing a remainder of the objective cards, face down, on a designated objective card area on the flat world map; and
(h) shuffling a deck of action cards, allowing each player to draw two action cards which do not say âPLAY NOWâ, and placing a remainder of the action cards, face down, on a designated action card area on the flat world map.
13. The method of claim 12 wherein players take turns: (a) mining resources to build their pretend nuclear weapons; (b) negotiating with other players; or (c) launching their pretend nuclear warheads.
14. The method of claim 12 wherein players earn points by completing objectives specified on their originally dealt or subsequently drawn objective cards, said player with the most earned points winning when the counter clock reaches midnight to end the game.
15. The method of claim 12, which further comprises:
(i) each player taking a turn, each turn consisting of two actions selected from the group consisting of: (a) drawing one card from the objective card deck, the action card deck or the resource card deck on the flat world map; (b) playing an action card or a resource card; (c) playing a military invasion miniature to increase the player's resource production; (d) attempting diplomacy; (e) building a military or a nuclear warhead; (f) proliferating by launching or reprogramming a nuclear warhead; or (g) skipping one of the two actions per turn if instructed by a card to do so.
16. The method of claim 15 wherein the military invasion miniature in step (c) is selected from the group consisting of: an infantry miniature, a tank miniature, an airship miniature and a warship miniature.
17. The method of claim 15 wherein attempting diplomacy step (d) includes negotiating a trade with another player, creating an alliance or establishing a defense treaty or an emergency treaty.
18. The method of claim 15, which further includes a player's ability to launch a counterstrike.
19. The method of claim 12 wherein the action cards further includes at least one of: an Assassination card and a Blight card.
20. The method of claim 12 wherein a player may continue playing after being rendered a wasteland after being hit by another player's pretend nuclear warhead.