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Deterrence box art

Deterrence

Players

2

Time

?-?

Age

14+

Weight

2.57

Rating

6.37

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game Deterrence has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is a lower emphasis on cooperation in the game.

Replay value

Deterrence has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may not be the easiest game to learn, it offers a rewarding and fresh experience each time it is played.

Luck profile

Deterrence has a moderate level of 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. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Deterrence strikes a good balance between luck and strategy.

Overview

A Brazilian game that simulates the deterrence period of the cold war, by means of tile drawing. During the game the players alternate at drawing 3 tiles, revealing then to the opponent. Then, the player selects one and reveals one of the other 2 to the opponent, placing it in one of his/her main cities. During the game, players may decide to start a nuclear war, a situation of great responsability to the attacker in which, unless he his utterly succesful, he will be blamed, by the world and by history, as the destroyer of the world (therefore, losing the game). That means that the only way to win the game via attack is by destroying one of your opponent's cities, while having none of yours destroyed by the automatic countermeasures systems of the opponent. And, after the deterrence period, if neither nuclear power attacks, the winner is the one with the strongest economy, decided, also, by the tiles pulled. All in all, it is a game of deduction, where you must always evaluate your strength vs the possibility of being attacked by your opponent, and how strong you are economically. Will you be able to survive the deterrence?

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Credits

Designers

1
Paulo Santoro

Artists

1
Marcelo Bissoli

Publishers

1
Ceilikan Jogos