2 Minutes to Midnight
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Board Game

2 Minutes to Midnight

By Stuart Tonge · Art by Carl Huber, Christine Ridgway

2 Minutes to Midnight is a Cold War strategy board game covering the years 1946 to 1990, played in 5-year turns. Players control the United States or the Soviet Union, competing through military power, economics, politics, and technology. The game is highly asymmetrical: the US must manage presidential elections and national debt, while the Soviets pursue five-year plans and risk collapse if reforms go too far. A scenario runs 1–3 hours, with the full campaign lasting 6–7 hours. Money is the central resource, used to influence nations, invest in trade, recruit spies, research technology, and build military strength. Each turn, around a dozen events may or may not trigger: some reappear in future turns, others vanish forever. This unpredictability forces players to adapt to a constantly shifting Cold War landscape. A technology tree models the arms race, space race, and computing advances, while military systems cover nuclear deterrence, conventional forces, and naval power. Intelligence gathering through U-2s, satellites, and submarines allows faster reactions to events, while spies conduct coups, suppress unrest, or steal technology. Every decision pushes the world closer to stability—or nuclear brinkmanship. 2 Minutes to Midnight captures the full sweep of the Cold War, from rebuilding after WWII to the brink of nuclear confrontation. Living clarifications / errata here: Errata / Clarifications Living Post

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Players1–2
Playtime60–420 min
Age14+
Year2022
  • Wargame
  • Modern Warfare
  • Political
  • End Game Bonuses
  • Open Drafting
  • Dice Rolling
  • Simulation
  • Income
  • Sudden Death Ending

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EN edition · Ships from Canada · In stock

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$90.54

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