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Box Cover Art by Rafał Zalewski for Red Menace (2nd Edition)
Boxed Proof of Red Menace: just received it from the printer today and looks great!
Example of aircraft counters.  The design is printed directly on the laser cut counters and there appears to be no soot residue from the laser cutting process.  These are nice and chunky counters, slightly thicker than VPG for comparison.
Red Menace (1st Edition) Box Cover
My version of the Flights Chart

Red Menace (2013)

Players
1
Best: 1
Playing time
60–60 min
Age
0+
6.80
Average rating
50
Ratings
1.73/5
Weight
#20516
BGG rank
Outside top 5,000
Designer:R. Brent Ward
Publisher:White Dog Games +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 5, Interaction 2, Complexity 3.5, Theme 5
Strategy7.0
Luck5.0
Interaction2.0
Complexity3.5
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameModern WarfarePrint & PlayAviation / FlightHexagon GridSolo / Solitaire Game

Overview

Note: the 2nd Edition is now available as Print-On-Demand at The Game Crafter: https://tinyurl.com/redmenace2

A PNP version (with VASSAL module) is also available at Wargame Vault: https://tinyurl.com/pnprm2

Number of Players: One Playing Time: 60-90 minutes Age: 12+ Complexity: 5 (out of 10) Solitaire Suitability: High Unit Scale: Groups, with some Squadrons; Soviet Air Divisions. Time Scale: 1 to 1.5 hours per game turn Map Scale: 500 miles per hex Designer: R. Brent Ward Developer: Barry Kendall

Red Menace is a solitaire wargame pitting the strategic nuclear and defensive forces of the United States, Canada, and the United Kingdom against those of the Soviet Union and its client state, Cuba, in 1959. The game focuses primarily on the role of strategic bombers, but other types of supporting aircraft such as Interceptors, Airborne Early Warning aircraft, and Aerial Refueling Tankers are also represented.

The term "Red Menace" was used during the Cold War by the U.S. because it was believed that thousands of Soviet bombers could be unleashed at a moment's notice. This turned out not to be true as the Soviets had several hundred bombers at best, and many had significant range limitations. The game is not meant to be an accurate simulation of the actual capabilities of the strategic forces involved, but rather reflects what the governments and citizens of the U.S., Canada, and the UK believed could happen.

Each turn consists of fifteen phases played in order from drawing random events, deploying and moving Soviet flights, intercepting flights, submarine operations and more. Reference sheets are included to make tracking the game progress easier. Decisions for the Soviet units are made by the game system using random events and dice. The player simply moves the Soviet bombers towards their assigned targets. Scenarios are included with various starting positions, targets, and actions for Soviet, United States, and United Kingdom bombers.

The game complexity is easy, but optional rules are included to make it more challenging. The winner of a scenario is determined by the points scored from attacking the opponent's cities. Points are awarded by a random chit draw after each successful attack. A typical scenario requires fifty points to win.

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