Table feel
Moderate level of direct confrontation and strategic depth, with high interaction frequency but low emphasis on cooperation.
11:59 on the Doomsday Clock. DEFCON 1. Launch codes ready. Silos loaded and ICBMs armed. Nuclear War is imminent. Your president, still clinging to a dwindling hope of diplomacy, deep underground with you and a lucky few, shakes with anticipation. They all look to you. Kill or be...
Players
2
Time
3-5
Age
13+
Weight
1.25
Rating
6.22
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high interaction frequency but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with high interaction frequency but low emphasis on cooperation.
The game 11:59 has a high replayability score, indicating a high degree of variability, strategic depth, and adaptability to different player counts. The presence of expansions and moderate ease of learning further enhance its replay value.
The final luck score for 11:59 is 6. The game has a moderate randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning, resulting in a balanced mix of luck and strategy. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
11:59 on the Doomsday Clock. DEFCON 1. Launch codes ready. Silos loaded and ICBMs armed. Nuclear War is imminent. Your president, still clinging to a dwindling hope of diplomacy, deep underground with you and a lucky few, shakes with anticipation. They all look to you. Kill or be killed. Survive. Roll the dice and hope you have what it takes to defend a nation, your country, your home. 11:59 is a 2-Player micro dice game that requires lightning-quick decisions, dexterity and stamina. As a decorated General on the verge of war your mission is to either succeed through diplomacy or destroy your enemy’s bunker and VIPs before your enemy beats you to it. Each General controls two dice and a missile silo full of nuclear warheads while hidden in a bunker. Launch nukes, employ propaganda and fortify your bunker to become victorious. Do you have what it takes to win? MISSION: You must kill your enemy’s VIPs or collect 5 diplomacy gems. SETUP: You start the game with 2 VIP meeples, 2 chevron bunkers (stacked) and 1 nuke in the unloaded position (laying on side). The diplomacy gems & extra chevron bunkers are set in the center of the table within reach. HOW TO PLAY: You will roll 2 dice simultaneously and continuously (in real-time) with your enemy until you complete your mission. Roll 7 – If you roll 7 you may either earn 1 diplomacy gem (add 1 gem to your side of the table) or rebuild your bunker (add 1 chevron to your bunker stack) at the cost of 1 diplomacy gem (send 1 gem back to the table). Roll Doubles – If you roll Doubles you may load your nuke (place your nuke in the upright position), launch your nuke (lay your nuke on its side) to remove 1 enemy chevron bunker (send the chevron bunker to the table) or VIP (remove the VIP from play) if no chevron bunkers remain, or employ propaganda (send 1 of your enemy’s diplomacy gems to the table). Continue rolling until you’ve killed your enemy’s VIPs or acquired 5 diplomacy gems. -description from designer
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