Scenario

Cold War - March 1947

The Truman Doctrine commits America to containing Soviet power, and the wartime alliance hardens into rivalry. The United States holds an atomic monopoly. The Red Army holds Eastern Europe. From Berlin to the Aegean, the world splits into two camps.

This is the scenario where the war you don't fight decides the game.

52
Nations & Colonies
1
Atomic Power
πŸ‡ΊπŸ‡³
Live UN + Veto
44
Years Of Arc

The starting state

March 1947. What is true on turn one:

The two camps

Every country starts assigned to a bloc - or conspicuously not.

Western Bloc

United States

The largest economy on earth by a distance, a 20-carrier navy, and the only atomic arsenal. The strategic problem is not capability - it is deciding what containment actually costs and where to spend it.

Soviet Bloc

USSR

Enormous land power and a satellite belt across Eastern Europe, against a shattered domestic economy and no bomb. Time is the resource: close the atomic gap before the gap decides something.

Western Bloc

United Kingdom

Victorious, broke, and holding an empire it can no longer afford. Every colony is an asset on the balance sheet and a liability in the field.

Western Bloc

France

Rebuilding at home while fighting to hold Indochina, Algeria and West Africa. The choice between reconstruction and empire is the whole campaign.

Soviet Bloc

Poland Β· Czechoslovakia Β· Hungary

Occupied, aligned, and not necessarily willing. Playable, and the most interesting seat in the scenario if you like governing against the current.

Soviet Bloc Β· Independent-minded

Yugoslavia

In the bloc on paper, with its own army and its own ideas. Historically the first to walk. You can make that happen sooner, or never.

Contested

India

Starts as a colony months from independence, and is a UN member from the outset. The prize of the non-aligned world - and the reason both blocs need a foreign policy that is not just guns.

Contested

North & South Korea

Two states on one peninsula, three years before either has a functioning army. The flashpoint that turned the Cold War hot, sitting on the board from turn one.

Three arcs, forty-four years

The scenario carries scripted historical checkpoints across three eras. They fire on schedule if nobody changes the conditions - and they don't if you do.

1947 - 1953 Β· The Iron Curtain Descends

Truman Doctrine, Marshall Plan, the Berlin blockade, the Soviet atomic test, Korea, and the armistice. The decade where the rules get written.

1955 - 1975 Β· Brinkmanship and Thaw

The Warsaw Pact, Suez, and the long middle where both sides learn what they are willing to risk.

1979 - 1991 Β· The Long Decline

The end state - if you get there, and if it still looks anything like the one in the books.

How you win

Outright conquest of the other superpower is on the table, and it is the hard road. The other path is the one the Cold War was actually fought over:

Conquest

Take the Soviet Union as America, or the United States as the USSR. Total, unambiguous, and extremely expensive.

Bloc dominance

Paint the map. Win when your bloc's share of active countries crosses the threshold - which means recognition, aid, coups, decolonisation and UN votes are your primary weapons, not divisions.

Why it plays differently

WW2 rewards mobilisation. WW3 rewards magazine depth and air dominance. The Cold War rewards neither, because the main event is a war neither side wants to start.

Try the Cold War scenario

Free browser demo. Pick Cold War 1947 from the start menu. Take either superpower - or one of the countries caught between them.

Play Free Demo

Or read more: the WW2 scenario Β· how espionage works Β· all scenarios