# Nuclear War Booster Packs ## General Info - **Year Published**: 1994 - **BGG Rating**: 6.6 - **BGG Rank**: — - **Players**: 2-6 (Best with: 5) - **Duration**: 60 min - **Weight**: 1.83 / 5 - **Designers**: Rick Loomis - **Artists**: Steven S. Crompton - **Publishers**: Flying Buffalo, Inc. (FBI) - **Categories**: Card Game, Expansion for Base-game, Modern Warfare, Negotiation, Political, Wargame - **Mechanics**: Hand Management, Take That ## Verdict If you love shaking up the table with sneaky cards, these boosters are the extra dose of chaos you need.More Secrets and SpecialsVaried rarity levelsFits into base deckNeeds careful balancingRandom pack distributionSome cards need substitutesRECOMMENDED ## Description The Nuclear War Booster Packs arrive as a 47‑card expansion sold in eight‑card packs. Each pack contains a random mix of cards, though some appear more often on the press sheet, creating different rarity levels. The cards are sealed in clear plastic and include a proof‑of‑purchase card; collectors who gather 40 of these can trade them for a Supergerm T‑shirt. Most of the new material consists of Secrets (20) and Specials (19), plus three new Propaganda sizes, four new Warhead sizes, and a new Delivery System. To integrate these boosters into an existing Nuclear War, Escalation or Proliferation deck, you need to keep the balance of card types: use several of the new Propaganda and Warhead cards, and to preserve the proportion of delivery systems either load up on Delta Clippers or recycle “regular” delivery cards from other sources, such as the ads/jokers from Nuclear War or the blanks from Flying Buffalo. The full set of booster cards is also included in the Nuclear Destruction supplement, albeit with alternate artwork and text. Gameplay-wise, the expansion strengthens Hand Management and the Take‑That style, offering more dirty tricks and late‑game swing opportunities. If you love causing nuclear chaos and enjoy tinkering with decks in an unpredictable way, these boosters add extra fuel to the mayhem already present in the base game. Just be ready for the randomness of the packs and the extra effort required to balance your deck before playing. ## FAQ ### How many cards are in each booster? Each pack contains 8 cards, making a total of 47 cards in the full set. ### What age range is recommended? The game is suitable for players 12 years and older, due to the nuclear theme and negotiation mechanics. ### Do I need all the cards to play? No, but to keep the original deck balanced you’ll want to use several of the new Propaganda and Warhead cards and adjust the Delivery Systems. ### How long does it take to build a deck with the expansion? Depending on your organization level, usually between 10 and 20 minutes to balance the cards. ### Is the base game Nuclear War required? Yes, the boosters are only supplements and need the base game (Nuclear War, Escalation or Proliferation) to function. ### Can I trade cards between boosters? Absolutely, the random nature of the packs lets you swap cards to complete what’s missing in your deck. ### Are there any rare cards worth hunting? Some high‑rarity Propaganda and Warhead cards are highly sought after by collectors.