Cover of the game The Manhattan Project 2: Minutes to Midnight – Kickstarter Mini-expansion

The Manhattan Project 2: Minutes to Midnight – Kickstarter Mini-expansion

Minion Games · Board game · 2017
Ludopedia
— Ludopedia
BoardGameGeek
6.6 BoardGameGeek
Players
2–5 · best 4
Play Time
90–150 min
Weight
Weight 3.0/5
Year
Year 2017
Minimum age
Minimum age 13+
Buy
— rating Ludopedia
6.6 rating BoardGameGeek
Our Verdict
FOR GENRE FANS

This mini-expansion brings some much-needed strategic spice for those who have exhausted the base game's possibilities. With new nations and buildings, it increases interaction and player aggression without complicating the rules. It's essential content for anyone seeking more tactical depth and a bit of sabotage.

Highlights
  • New nation abilities
  • Increased player interaction
  • Adds strategic depth
  • Easy to integrate
Keep in mind
  • May increase analysis paralysis
  • Increases "take that" factor
  • Limited content (mini-expansion)
Rules manual not indexed yet Upload the PDF rulebook to ask questions about this game with AI.

About the game

What you do in a play session

If you are already a fan of The Manhattan Project 2: Minutes to Midnight, this mini-expansion is the extra spice needed to heat up the nuclear arms race on your table. Originally released via Kickstarter, it doesn't radically change the base game, but it introduces strategic elements that can turn the tide if used at the right moment. The pack adds five new buildings and two new nation cards, Brazil and South Africa, each with unique abilities that force players to rethink their worker placement and espionage tactics.

The new buildings, such as the Military HQ and the Stock Exchange, open up interesting ways to interact with opponents. The Military HQ, for instance, is a goldmine for those who enjoy espionage, allowing actions that can really rattle your rivals. The Stock Exchange brings a more aggressive economic dynamic, allowing for the manipulation of building costs, which is perfect for those who love a well-placed "take that" move. The University and the Embassy also add layers of flexibility, ensuring that long-term planning must be constantly adjusted as new threats emerge.

The new nations are the highlight for those who love engine building. South Africa allows for resource management focused on nukes, granting victory points for clever trades, while Brazil offers an agile economy to buy or sell fighter squadrons and decoys. It is an addition that doesn't drastically increase playtime, but it raises the level of interaction and strategic depth. If your group has already mastered the base game and wants a bit more "chaos" and tactical options, this mini-expansion is a solid investment to keep your sessions fresh and competitive.

Best player count

BGG community vote

2–5 players
2 OK
3 REC
4 BEST
5 REC

Where to Buy

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Game details

Mechanics, categories, families and credits

Families

Crowdfunding: Kickstarter Game: The Manhattan Project Theme: Retro
Publisher Minion Games
Designer Brandon Tibbetts
Artist Clay Gardner, James Colmer

Community

Data from BoardGameGeek

312owners
21wishlist
7want to play

Frequently Asked Questions

Quick answers before you buy

5 questions
Does this expansion change the rules significantly?
No, it just adds new building and nation options, keeping the core game flow intact.
How many players can use the new nations?
They work for any player count, as long as you are using the standard base game rules.
Is it worth buying if I only play with 2 people?
Yes, the new interaction options, especially the espionage ones, make the duel much more intense.
Do I need any other expansion to use this?
No, it is directly compatible with the base game The Manhattan Project 2.
Are the new nations balanced?
Yes, they offer different strategies but remain within the power level of the original nations.

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