Nuclear War: A Game of Chance
“When the carbon dioxide of inhaled air is greater than 30%, it will cause diminished respiration, fall of blood pressure, coma, loss of reflexes and anesthesia. When the carbon monoxide content of inhaled air exceeds 1.28%, it will be followed by death within three minutes. This is nuclear war.”
The War Game is a 1965 documentary-style TV film by criminally underappreciated director Peter Watkins. The film, funded by the BBC, aimed to depict the chilling effects of a nuclear strike on England, staging a scenario in the southeastern county of Kent. I’ve borrowed my opening quote from its narrator, Peter Graham, in which he describes in excruciating detail the immediate symptoms of a thermonuclear blast.
The whole film, borrowing examples from real historical catastrophes at Hiroshima and Nagasaki and Dresden, juxtaposes the extremity of the human cost of nuclear war with the self-important bloviation of political, military and even religious representatives of the time. This gives The War Game a particularly acerbic, satirical edge, exposing beneath the politicking, strategizing and propagandizing of Cold War-era leaders a frigid-seeming detachment from the lives they were playing with. It’s more of a dry, guttural laugh than a lighthearted giggle.
Nuclear War is an American card game, also from 1965. It was originally made by Douglas Malewicki, an aerospace engineer and inventor and was later sold to Rick Loomis, owner of Flying Buffalo. The game has seen a handful of expansions, including Nuclear Proliferation and Weapons of Mass Destruction. But the original is as simple as a deck of “Population” cards and a deck of “Nuclear War” cards, a board with a spinner on it, a set of dice and a paper placemat marked to hold the player’s cards. The game also comes with a “germ” symbol to denote whose turn it is in the game, which hosts between 2 to 6 players.
I was introduced to the original version of the game. It’s simple, unadorned and witty. Actually, it’s really darkly funny. I played it with a small crew of friends at an informal board game night. We’d already played more elaborate games like King of Tokyo and Incan Gold, each furnished with generally more modern and shinier bits and pieces. But for all their elegance, they didn’t really stick with me quite like Nuclear War, a game described to me by one of the hosts with muted praise. Where The War Game uses theatricality and brutal imagery to draw attention toward the greed and recklessness of world powers, Nuclear War actually succeeds in doing the opposite. It makes you embody one of those powers, and then it alienates you by turning its premise into a gamble.
“The main effect of exposure to severe radiation is to stop the renewal of the cellular lining of your intestine with the result that your body fluids flow straight out from the raw inside of your intestine and you literally dry out.”
The “Population” cards are pieced out in equal number according to how many players are present, but each card only represents a certain number of citizens, and each “major power” can end up with a different, sometimes even unfair, population toll. This means that no one starts at an equal footing, and that may influence strategy for the remainder of the game. What immediately stands out about this deck is the fact that your population number is effectively your “score”, since the goal of the game is to be the last power standing with the highest population. All is reduced to a number on a little white card, a number that’s supposed to represent farmers and doctors and activists and schoolchildren and radicalized grandmothers.
There are lots of other cute little touches that make Nuclear War both apt and incredibly morbid. At the beginning of each turn, each player must reveal any “secret” or “top secret” cards in their hand of nuke cards, and this can go one way or the other. Sometimes it spells disease, other times population defections of “Beatnik protesters” to or from my country. This, too, can create a somewhat random set of conditions that help inform whether I’ll want to maintain a state of peace, placing down propaganda cards or pre-emptive anti-missile or delivery system cards on my placemat, or set up a missile and prepare for state of war.
This revealing of secrets while obscuring of strategies creates a tense state of politicking and feigned diplomacy, and the placemat in itself creates an interesting dynamic. The first card on the mat is visible to players, and the next two are face-down, to be revealed in successive turns. That means I lock myself into a strategy two turns ahead, with limited maneuvering against fate once I’ve made my choice. I can, however, reveal “deterrent cards” in the hopes I might stave off attack, but nothing is ever really guaranteed.
What’s probably the most upsetting about Nuclear War is just how fun it is. The mindgames, the tactics and strategies made according to circumstance, the attempts to bluff and swagger between players, and the ever-looming presence of luck keep the game fast-paced and exciting. The effect of The War Game is visceral, by contrast. In it you’re made painfully aware of the spread of disease, the stagnancy of water, the erosion of the social contract, the consolidation of police power, the hunger riots, the tendrils of despair in the hearts of the blasts’ survivors, the delayed death creeping in the soil. And then moral abstractions about the “war of the just” uttered by an unnamed Anglican Bishop are mimicked by a television actor. It’s hard not to watch that and become angry at those powers for rigging this game.