by Jim Di Crocco III
Designed by Dana Lombardy
NORAD is a low-complexity game depicting a Russian manned bomber attack over the North Pole, opposed by the North American continental defense network of fighters and missiles. Players 2 (solo variant supplied)
Components
A later version was released by the Mishler Game Company in 1978 in a ziploc bag with substantially the same components, plus a cover sheet. Counter Manifest
Russian units
NORAD units
Collector’s Value All the issue games in Conflict magazine are long out of print and are sought after by collectors. For some reason, the price commanded seems to vary with the playability of the game: for example, Alamo and Rifle-Musket, the two games that came out with issue #3, were overly simple and bland designs that were not well received and are not hot items today. Meanwhile, games like NORAD or Jerusalem are expensive and uncommon items. Boone gives low, high and average prices of 7/15/11.75 at auction and 6/60/ 18.88 for sale. Player’s value This is a simple game of bluff and counter-bluff. The Russian player enters and moves his 30 bomber units, real and fake, over several turns while the American player, who has previously deployed his 22 real and fake units (fighters face up, decoys and missiles face down) on most of the 30 American cities marked on the map, waits for his units to get in range (six squares and zero respectively for fighters and missiles). No dice are involved. Fighters and bombers (real or decoy) cancel each other out one for one, while decoys on either side are removed when exposed. When a bomber moves over a city and survives, it is flipped to reveal a mushroom cloud and the Russian player scores a number of points (a low of 5 for taking out hellholes like Dallas, a high of 9 for New York City or Chicago). The Russian objective is to take out 100 points worth of cities, while the American player wins if he can destroy enough bombers to prevent this. Playing time would be at most one hour. Play is not particularly subtle except in the deployment of decoys. Adding more NORAD decoys and deploying fighters face down might increase the unpredictability and tension. Support Material “Of course, in a strict sense, it’s impossible for a game dealing with a campaign that never happened, to be historically accurate, but NORAD is accurate in that it gives you a ‘feel’ of what it must be like to be in the ‘war room’ beneath the Pentagon, the White House, or wherever it may be buried ... it plays very well, is tense, fast, great fun” Tyrone Bomba in Panzerfaust 60. “It is, of course, not a detailed, ‘realistic’ simulation. It is a simple, playable game. As such it is a near-classic.” Don Lowry in Campaign 89. A solitaire variant is described on the map, while the magazine contained designer’s notes and suggestions for four variants:
Other games on this subject ICBM (Mayfair 1981), reviewed in Simulacrum 13 Nuclear War, Nuclear Destruction, and numerous expansions (Flying Buffalo Games 1976-90s), Ultimatum (Yaquinto 1979) Code Ri-Yan, a game about the last chilly gust of the Cold War in November 1983, was designed by Bruce Costello and was to have run in Command magazine. It is now titled First Strike and he is attempting to find a replacement publisher for it. Other games by this designer 4th Reich (TFG 1985), Alien Contact (Phoenix 1983), Cromwell (SDC 1974, Conflict 8), Dunkerque 1940 (SDC 1972), Battle for the Factories (Nova, 1982), Fire on the Volga (Nova 1984), Guerre a Outrance (SDC 1972,, Conflict 1), Kamikaze (in F&M 31), Khalkin-Gol (SDC 1973, Conflict 5), Streets of Stalingrad (Phoenix 1980). Back to Simulacrum Vol. 4 No. 3 Table of Contents Back to Simulacrum List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by Steambubble Graphics This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history articles and related magazines are available at http://www.magweb.com |