How to Play in 5 Minutes
Nukes is a 2–3 player strategy game played on a board of hexagonal regions. You command armies across varied terrain, build fortified bases, and threaten opponents with nuclear strikes, all while managing a precarious supply of hostages that is simultaneously your resource and your countdown timer.
1. Platoons are fluid. Tokens have no fixed type. The number of units in a region determines the platoon type: 1 = Infantry, 2 = Artillery, 3 = Airborne, 4+ = Base. This changes constantly as units join or leave regions, and it governs movement, combat, and terrain safety.
2. Hostages are your engine. You hold your opponents’ tokens. Each turn you must return 1–3 of them to their owner’s forces on the board. This earns you moves, but also reinforces your enemy. Your hostage supply is finite. When it runs out, you lose.
The Core Loop
- Return 1–3 hostages to regions where their owner already has units, earning one move per token returned. You choose which of your units to move.
- Move your platoons. Infantry chains through same-biome terrain. Artillery fires in straight lines over occupied regions. Airborne drops exactly two regions away and can slingshot through friendly Airborne or Bases.
- Attack by moving into an enemy region, but only if you have strictly greater strength than the defender.
- Capture enemy units as hostages instead of destroying them, sacrificing your own units to do so.
- Build Bases (4+ units in one region) to convert units into isotopes and unlock additional nuclear strikes.
- Win by destroying or occupying an opponent’s city, or outlasting everyone else.
Nukes was designed around a single question: what if every aggressive move also strengthened your opponent? The hostage mechanic creates this tension. You need to return tokens to move, but every return reinforces the enemy. The game rewards players who find the tipping point between building momentum and over-extending.
Components
| Item | Qty | Notes |
|---|---|---|
| Hex Tiles | 44 | Each is a region. Biohazard printed on the reverse. |
| Tokens | 75 | 25 per player in 3 distinct colours. |
| Bookmark Reference Cards | 3 | One per player. See the Quick Reference section of this rulebook. |
| Rulebook | 1 | This document. |
Tokens
There are 25 tokens in 3 different colours for a total of 75 tokens. Depending upon where those tokens are located or how many are placed together, they can represent:
- Hostages – tokens belonging to you that are owned by someone else
- Isotopes – tokens belonging to you that are not on the board
- Units – tokens belonging to you that are on the board
- Bases – 4 or more units within a single region on the board
A Platoon is a unit or group of units that move as one:
- Infantry – 1 unit moving from a single region on the board
- Artillery – 2 units moving from a single region on the board
- Airborne – 3 units moving from a single region on the board
- Nukes – 1 unit emerging from a Base that has spent at least 1 isotope
Hex Tiles by Biome
| Biome | Count | Colour |
|---|---|---|
| Fields | 13 | Light green |
| Forests | 9 | Dark green |
| Mountains | 7 | Grey |
| Water | 7 | Light blue |
| Deserts | 5 | Yellow |
| Cities | 3 | Light red |
Setting Up the Board
Building the Board
The board uses 37 of the 44 tiles and can be built three ways:
- Symmetrical: A pre-agreed mirrored layout. Visit moddable.games/tool/nukes for templates.
- Pre-defined: All players agree on a specific arrangement before play begins.
- Drafted: Each player places their City at the board edge first. Randomly choose a starting player who picks the central region. Players then alternate placing tiles adjacent to their city, the central region, or any already-placed tile.
2-Player Tile Counts
| Biome | Per Side | Total |
|---|---|---|
| Fields | 5 | 10 |
| Forests | 4 | 8 |
| Mountains | 3 | 6 |
| Water | 3 | 6 |
| Deserts | 2 | 4 |
| Cities | 1 | 2 |
| Centre | — | 1 |
3-Player Tile Counts
| Biome | Per Side | Total |
|---|---|---|
| Fields | 4 | 12 |
| Forests | 2 | 6 |
| Mountains | 2 | 6 |
| Water | 2 | 6 |
| Deserts | 1 | 3 |
| Cities | 1 | 3 |
| Centre | — | 1 |
★ The central region may be any biome except a City. It is chosen by the first player (drafted) or agreed upon (symmetrical/pre-defined). 36 tiles are split evenly between sides; the centre tile is the 37th.
Starting Positions
- Place your City tile at the edge of the board, equally spaced from all other cities and the central region.
- Place 4 of your tokens in your city as starting units.
- Place 1 token beside the board as your starting isotope.
- In a 2-player game: take all 20 of your opponent’s tokens as hostages.
- In a 3-player game: take 10 tokens from each other player as hostages (20 total).
Victory Conditions
The game ends immediately the moment any condition below is met. No further turns are taken.
- Destroy an opponent’s city via a Nuke strike or a Meltdown on their city hex.
- Establish a Base on an opponent’s city by moving 4 or more of your units onto their city tile.
- Outlast all opponents by being the last player with hostages to return and units on the board.
Elimination
A player is eliminated when either of the following occurs independently:
- Hostage Attrition: You have no hostages to return at the start of your turn. Your city is immediately destroyed and all your units removed from the game.
- Total Annihilation: You have no units left on the board at any point. All your tokens everywhere (on the board and held as hostages by others) are immediately removed from the game.
When a player is eliminated, any of their tokens held as hostages by surviving players are also removed from the game immediately. Surviving players lose that portion of their hostage supply. The two remaining players continue normally.
Turn Structure
Turns proceed clockwise. Each turn has three phases, always in this order.
Phase 1: Return Hostages
You hold your opponents’ tokens as hostages in your supply. When you return a hostage, you take one of your opponent’s tokens from your own supply and place it on a region where that opponent already has at least one unit, physically joining that region and potentially upgrading its platoon type. Returning hostages earns you moves, but directly strengthens your enemy’s forces. This tension is the engine of the game.
- You must return between 1 and 3 hostage tokens each turn. At least 1 is mandatory.
- Each token goes to a region where that token’s owner already has units present. You cannot return a token to an empty region or to one of your own regions.
- The returned token physically joins that region, increasing the unit count. A 2-unit Artillery may become a 3-unit Airborne. A 3-unit Airborne may become a 4-unit Base, with all consequences that follow.
- You may return no more than 1 token per region per turn.
- The number of tokens returned equals the number of moves earned this turn.
- If you have no hostages to return, your city is immediately destroyed and you are eliminated.
Phase 2: Move Units
- You earn one move per hostage returned, between 1 and 3 moves total.
- Moves are optional. You may use fewer than you earned. Only return as many hostages as moves you actually need; every returned token costs you.
- You may move a maximum of 3 units in total per turn. Valid combinations: 1 Airborne (3 units), 1 Artillery + 1 Infantry, or up to 3 Infantry.
- Each move is: moving a platoon into any empty region, into a region containing friendly units, or attacking an enemy-occupied region.
- The same unit(s) cannot move more than once per turn, except within an Airborne Slingshot. This includes units that changed platoon type mid-turn: if Infantry moves into a region and becomes part of an Artillery (2 units), that Artillery cannot then move. None of the units in the destination region may move again that turn.
Phase 3: End-of-Turn Resolution
After all moves and combat are resolved, any units resting in restricted terrain they cannot safely occupy are destroyed. Only the final resting position matters for destruction. If a platoon’s movement path legally passes through a restricted region (see each unit type’s movement rules for what they can and cannot pass through) and ends in a safe region, no penalty applies.
Nuke blasts and Meltdowns destroy units immediately when triggered, not at end of turn. Everything else (a platoon stranded in terrain it cannot safely occupy) is resolved during Phase 3 only.
Units & Platoons
Platoon type is determined solely by the current unit count in a region. This fluidity is fundamental: platoons change type as units join or leave regions.
If 1 unit (Infantry) moves into a region containing 2 units (Artillery), those 3 units are now Airborne, with all of Airborne’s permissions and restrictions. At end of turn, a region with 3 units in water is Airborne (safe). Two units in water is Artillery (destroyed). Always ask: how many units are here, and what platoon does that make?
Chains freely through same-biome terrain. Blocked by friendly Infantry/Artillery and all enemy units. Passes through friendly Airborne, Bases, and Cities. Cannot safely rest in water or desert.
Jumps in straight lines over occupied regions. Multiple hops and pivots possible. Cannot safely rest in water. Cannot attack from a forest.
Must move exactly two regions. Cannot land adjacent. Slingshots through friendly Airborne or Bases for extended range. Cannot safely rest alone in mountains.
Launched from a Base. Destroys target (Biohazard) and all units in target + 6 surrounding regions immediately. Must jump over at least one region.
Forms immediately when a 4th unit joins a region. Provides support bonuses to passing platoons and enables isotope production.
Maximum 9 units. Each time you add units to your own Base, convert 1 unit to an isotope (once per event). Provides +1 combat strength to platoons passing through or over it en route to an attack.
Infantry: Movement & Rules
Infantry reaches every connected field hex in one move with no distance limit. Adjacent mountains are also reachable as a final step into a different biome. The mountain with a red mark has no adjacent field and cannot be reached.
Infantry can move into a friendly Artillery region (tokens merge). It cannot move through it. Mountains seal the corridor: the fields beyond the Artillery are unreachable.
- Same-biome chaining: Infantry may travel through any number of connected regions sharing their starting biome in a single move, with no distance limit. At the end they may optionally step into one adjacent region of a different biome.
- Blocked by friendly Infantry and Artillery: Infantry cannot pass through any region containing your own Infantry or Artillery. Your own Artillery blocks your own Infantry just as firmly as an enemy would. Enemy units of any type block Infantry.
- Bridges: Your own Airborne, Bases, and Cities count as any biome for infantry chaining and may be passed through freely. An Airborne on a mountain connects two field regions on either side of it as if the mountain were also a field.
- Restricted terrain: A region ending the turn with 1 unit (Infantry) in water or desert is destroyed at Phase 3 resolution. Infantry cannot transit through water or desert unless friendly units already in that region will raise the combined count to a safe platoon type.
- Combat bonus: Each friendly Base infantry passes through en route to an attack adds +1 to combat strength. The starting Base does not count.
Artillery: Movement & Rules
Four jump attempts from the same position. Enemy Infantry and own Airborne are valid stepping stones. An empty intermediate prevents any jump. Enemy Airborne blocks the jump despite the hex being occupied.
Artillery arrives at the friendly Base (gold border). From the Base it can reach 8 destinations: the Base itself, 5 adjacent hexes (excluding where it came from), and 2 hexes beyond the friendly infantry via continued jumps.
- Straight-line jumps: Artillery moves by jumping to the directly opposing region across a hex axis. Intermediate regions must contain units at the moment of the jump. Units placed there earlier in the same turn count.
- Multiple jumps: Artillery can chain multiple jumps in one move, using each occupied region as a stepping stone.
- Direction changes (pivots): When artillery jumps over your own Airborne or a Base, it may change to any new hex direction and continue from there. From the pivot point, artillery may: land on the pivot Base or Airborne itself; land on any hex adjacent to the pivot point (empty or friendly, where units merge via fluid rules); or jump over any occupied hex adjacent to the pivot point to land beyond it. Multiple pivots are permitted in one move.
- Enemy blockers: Artillery cannot jump over enemy Airborne or enemy Bases. It can jump over enemy Infantry and enemy Artillery.
- Forest: Artillery starting in a forest cannot attack that turn. It may still move to any unoccupied region or join a friendly platoon.
- Water: A region ending with 2 units (Artillery) alone in water is destroyed at Phase 3. Cannot pass through water unless friendly units already there will raise the count to a safe platoon type.
- Combat bonus: Each friendly Base passed over en route adds +1. The starting Base does not count.
Airborne: Movement & Rules
Airborne lands exactly 2 steps away in any direction. The path need not be straight. Adjacent hexes cannot be landed on. Mountains without a friendly Base cannot be passed through or landed in.
All valid destinations shown across the full slingshot chain, from start directly, or via either Base as a launch point. Each Base may only serve as a launch point once per chain.
- Exactly two regions: Airborne moves in two steps, each to an adjacent region. The two steps can go in any direction; there is no requirement to move in a straight line. The only restriction is that the final landing region cannot be directly adjacent to the starting region. Any region that is two steps away via any path, and not adjacent to the start, is a valid landing spot.
- Mountains: Airborne cannot pass through a mountain region as an intermediate step unless one of your own Bases is already present there. Airborne cannot safely rest alone in mountains (destroyed at Phase 3). Landing on a mountain with any friendly units present is safe, since the combined count (3+) always forms a Base.
- Biohazard: Airborne can pass over Biohazard regions as an intermediate step. Airborne cannot end its turn in a Biohazard region (destroyed at Phase 3).
- Enemy blockers: Airborne cannot pass over regions containing enemy Infantry or enemy Artillery. It can pass over enemy Airborne and enemy Bases freely.
- Slingshot: If Airborne lands on a region containing your own Airborne or a Base, it may immediately launch again. Declare the entire chain at once. Each intermediate Airborne or Base may only serve as a launch point once per chain. Every leg must obey the “exactly 2, not adjacent” rule. The entire chain counts as only 3 units toward the turn's maximum. Slingshotting is the only way for Airborne to end its turn on a region adjacent to where it started.
- Combat bonus: Each friendly Base slingshot over en route adds +1 to combat strength.
Nukes: Movement & Rules
Nuke hops over the infantry, pivots at the friendly Airborne, then can reach the green-highlighted regions. Enemy Airborne blocks the path beyond. Targeting the enemy Airborne (strength 3) requires 3 isotopes to exceed its strength, and your own Airborne is in the blast radius.
The target hex becomes Biohazard. All units in the target and its 6 surrounding hexes are destroyed. The surrounding hexes themselves remain unchanged. Five enemy units eliminated, but 3 friendly Airborne units caught in the blast radius are also destroyed (gold X).
- Requires a Base: A nuke can only be launched from a region containing one of your Bases. The Base remains after launch.
- Must jump at least once: A nuke must cross over at least one occupied intermediate region. It cannot fire into an adjacent hex.
- Isotopes: Before firing, place at least 1 isotope from your supply into the target region. You may place multiple; each adds +1 to nuke strength beyond the base of 2.
- Strength: Starts at 2 (nuke unit + 1 isotope minimum). Add +1 per additional isotope placed in the target. Add +1 per friendly Base passed over en route.
- Movement: Same jump rules as artillery. Direction changes at your own Airborne or Bases. Can jump over enemy Infantry only; cannot jump over enemy Artillery, Airborne, or Bases. Biohazards block movement (treated as empty for jump purposes and cannot be jumped over).
- Legal targets: Any region except empty water and biohazard regions. Empty land regions and your own units are valid targets.
- Enemy targets: Your nuke strength must strictly exceed the defender’s strength to target an enemy-occupied region.
- Blast effect (immediate): Target region becomes Biohazard permanently. All units on the target region and all units in the 6 surrounding regions are destroyed immediately, including your own. The surrounding regions do not change biome.
- No hostage capture. A nuke only destroys.
Bases: Full Rules
- A Base forms immediately when a 4th unit joins a region, mid-turn during Phase 2.
- Maximum 9 units. Voluntarily moving your own platoon into a full Base is illegal. If an opponent returns a hostage to your full Base, the Meltdown rule applies.
- Isotope conversion: Each time you add units to your own Base (including the move that forms it) you may immediately convert 1 unit into an isotope. Triggers once per event: two separate moves adding to bases in one turn means two conversion opportunities. Does not trigger when an opponent returns a token to your Base.
- Bases provide +1 combat strength to your platoons passing through or over them en route to combat. Units starting their move from within a Base do not receive this bonus.
- Bases also provide +1 defensive strength to your units in any adjacent region that is attacked. Plain units adjacent to a defender do not provide this bonus; only Bases do.
- A Base cannot move, but any number of units may leave, including all of them, leaving the region empty.
Cities: Full Rules
- Cities act as Bases for movement purposes only regardless of unit count. Infantry can pass through freely (Cities count as any biome for infantry chaining), Artillery and Nukes can change direction when passing over, and Airborne can slingshot from them.
- With fewer than 4 units: no combat adjacency bonus.
- With 4 or more units: a real Base is present, providing all normal Base combat bonuses.
- The pass-through combat bonus (+1 for platoons moving through or over) does not apply to units beginning their move from within that city.
Meltdown
A Meltdown occurs when a hostage token is returned to a region already at its maximum capacity of 9 units. This is a legal and intentional offensive tactic.
Target hex: Converted to Biohazard immediately. All units on the target hex are destroyed immediately.
Surrounding hexes: Completely unaffected. Units in the 6 surrounding regions are not destroyed and those hexes do not change biome.
This is the key distinction from a Nuke, which destroys units in all surrounding hexes too.
- Triggered during Phase 1 (Return Hostages), not during Phase 2.
- The destruction is immediate, not delayed to Phase 3.
- The return that triggers a Meltdown still counts as one of your 1–3 returns. You still earn a move from it.
- All units on the target hex are destroyed immediately.
- If a Meltdown destroys a City, that city’s owner is eliminated and the player who triggered the Meltdown wins (city destruction is a victory condition).
Combat
A platoon may only move into an enemy-occupied region if it can win. You must have strictly greater strength than the defender. A tie is not sufficient to attack.
Calculating Strength
The origin region counts toward the surrounding bonus if it is adjacent to the target and still has units in it after the platoon departed.
Plain units in adjacent regions do not give the defender a bonus — only Bases do. This asymmetry is intentional — it rewards building Bases near contested territory.
- The surrounding bonus for the attacker is calculated relative to the target region’s 6 adjacent hexes.
- If the attacker wins, all defending units in the target region are destroyed and removed from the game by default. The attacker occupies the region.
Capturing Hostages
Instead of destroying enemy units, you may capture them as hostages, adding to your supply and extending your opponent’s time in the game (while extending your own).
- For each point of excess strength (beyond what was needed to win), you may capture one of the defender’s units instead of destroying it.
- To capture one enemy unit, you must sacrifice one of your own units from the attacking platoon or from an adjacent region that contributed support strength.
- The attacker chooses which specific enemy units to capture versus destroy.
- You may capture up to your total excess strength, limited by the number of physical units in the defending region. You may also choose not to capture at all.
Attacker strength 5 vs defender strength 3 (Artillery with +1 Base adjacency bonus, so 2 physical units in the region). Excess strength is 2. The attacker may capture up to 2 units, but only 2 physical units exist, so both can be captured. Each capture costs one of the attacker’s own units. The attacker sacrifices 2, captures 2 as hostages, and occupies the region with their remaining forces.
Biomes
Each region belongs to one of seven biome types. Terrain restrictions apply based on the platoon type the units form, not how they arrived. A region with 3 units in water is Airborne, which has no water restriction. Always evaluate the unit count.
No restrictions for any platoon type. Completely open — safe to move through and end turns in freely.
Artillery starting its move here cannot attack this turn. It may still move to any unoccupied region or join a friendly platoon.
Airborne cannot pass through or end here unless a friendly Base is also present in this region. Infantry and Artillery can move through and end here safely.
A region ending the turn with 1 token (Infantry) here is destroyed at Phase 3 resolution. Cannot transit through without your Airborne or Base already stationed in that region.
A region ending the turn with 1 token (Infantry) or 2 tokens (Artillery) here is destroyed at Phase 3 resolution. Cannot transit through without support. Nukes cannot target empty water.
Created by a Nuke or Meltdown. No unit may end its turn here. Only Airborne may pass through or over. Treated as empty for artillery and nuke jumps.
Starting positions. Act as Bases for movement regardless of unit count. With 4+ units, a real Base is present providing normal combat bonuses.
Terrain Restriction Summary
| Platoon (Token Count) | Water | Desert | Forest | Mountain |
|---|---|---|---|---|
| Infantry (1) | Destroyed alone; needs support to pass | Destroyed alone; needs support to pass | No restriction | No restriction |
| Artillery (2) | Destroyed alone; needs support to pass | No restriction | Cannot attack from here; may still move | No restriction |
| Airborne (3) | No restriction | No restriction | No restriction | Cannot pass or end without Base present |
| Nuke | Cannot target empty water | No restriction | No restriction | No restriction |
A platoon can transit through a restricted terrain region if friendly units already stationed there raise the total unit count above the danger threshold. For example, Infantry (1 unit) can safely end in desert if friendly Artillery (2 units) is already there. Combined they form Airborne (3 units), which has no desert restriction. Any friendly presence that changes the platoon type to a safe one counts as support.
Variants
Each variant modifies one aspect of the base game. All other rules remain identical to standard Nukes.
- Siege — Own-supply recruiting replaces the hostage economy
- Asymmetric Powers — Per-player Power Cards drawn at setup
- Fallout — Spreading Biohazard tiles shrink the board over time
