Our Verdict
HIGHLY RECOMMENDED
Gamers chasing atomic dominance will love this expansion, adding 7 nation cards with unique powers and deep worker placement tactics.
Highlights
- Open Drafting dynamics
- Variable Player Powers
- Air‑strike immunity
Keep in mind
- Longer playtime
- Moderate complexity
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About the game
What you do in a play session
The Nations expansion introduces 7 cards that turn each player into a global power—Britain, China, France, Germany, Japan, the Soviet Union, or the USA—in the frantic race to build the atomic bomb. Each card acts as a “building” that is immune to air strikes and espionage, ensuring each nation’s unique identity and strategy throughout the game. The Open Drafting mechanic lets players choose their cards from an open pool, while Take That creates direct tension, allowing each choice to involve resource swaps. Combined with Worker Placement and Variable Player Powers, each nation has a distinct playstyle, placing workers in strategic spots to gain bonuses reflecting their history and technology. The result is a 2‑to‑5 player, 120‑minute game of diplomatic and industrial competition set in World War II. If you love deep strategy games with historical themes and want to try different approaches for each country, this expansion will surprise you.
The design keeps the simplicity of the base game while adding layers of decision-making that require attention to timing and worker allocation. Each nation’s “power” can change the dynamics each round, and the construction cards are essential for protecting operations. The expansion works well for both beginners and veterans, as it keeps the learning curve approachable but offers enough strategic depth to keep the game interesting. The only caveat is that the playtime can be a bit long for those who prefer quicker games.
In short, Nations is a solid add‑on that expands The Manhattan Project universe, bringing more variety and new strategies for those who already know the base game and want to deepen the historical and competitive experience.
The design keeps the simplicity of the base game while adding layers of decision-making that require attention to timing and worker allocation. Each nation’s “power” can change the dynamics each round, and the construction cards are essential for protecting operations. The expansion works well for both beginners and veterans, as it keeps the learning curve approachable but offers enough strategic depth to keep the game interesting. The only caveat is that the playtime can be a bit long for those who prefer quicker games.
In short, Nations is a solid add‑on that expands The Manhattan Project universe, bringing more variety and new strategies for those who already know the base game and want to deepen the historical and competitive experience.
Expansion for
Published additional content
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
2
REC
3
BEST
4
REC
5
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Czacha Games, Minion Games
Designer
Brandon Tibbetts
Artist
Sergi Marcet
Community
Data from BoardGameGeek
3,333owners
153wishlist
42want to play
Frequently Asked Questions
Quick answers before you buy
What is the average playtime with this expansion?
The game typically lasts around 120 minutes, which can be a bit longer with 5 players.
How many players can play?
The expansion supports 2 to 5 players, matching the base game’s range.
What is the game’s complexity?
The complexity is moderate; the Drafting and Variable Player Powers add decision layers, but the learning curve remains approachable.
What components are added?
The expansion adds 7 nation cards, each with a unique power, plus resource tokens and protection markers.
Who is this expansion for?
It’s perfect for those who already know The Manhattan Project and want more strategic variety, or for players who enjoy historical themes and diplomacy.
Does it introduce any new mechanics?
No, it expands on the existing mechanics of the base game—Worker Placement and Take That—without adding new core rules.
Are there any restrictions on using the cards?
Each nation card is unique and cannot be used by more than one player simultaneously, ensuring each country plays with its own identity.