
- BGG rank
- BGG #15,570
- BGG rating
- 6.6
Deterrence 2X62
- 2 players
- 20–30 min
- Complexity 2.3/5
- 2015

2012
Rules assistance for Deterrence
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Deterrence is a board game released in 2012 for 2 players, 45 minutes per game, and ages 14 and up. It was designed by Paulo Santoro and its main mechanics are Secret Unit Deployment and Chit-Pull System.
A Brazilian game that simulates the deterrence period of the cold war, by means of tile drawing. During the game the players alternate at drawing 3 tiles, revealing then to the opponent. Then, the player selects one and reveals one of the other 2 to the opponent, placing it in one of his/her main cities. During the game, players may decide to start a nuclear war, a situation of great responsability to the attacker in which, unless he his utterly succesful, he will be blamed, by the world and by history, as the destroyer of the world (therefore, losing the game). That means that the only way to win the game via attack is by destroying one of your opponent's cities, while having none of yours destroyed by the automatic countermeasures systems of the opponent. And, after the deterrence period, if neither nuclear power attacks, the winner is the one with the strongest economy, decided, also, by the tiles pulled. All in all, it is a game of deduction, where you must always evaluate your strength vs the possibility of being attacked by your opponent, and how strong you are economically. Will you be able to survive the deterrence?
Deterrence supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Deterrence is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Deterrence for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Deterrence has a complexity rating of 2.6 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Deterrence belongs to these categories: Deduction, Political, and Modern Warfare. Its main mechanics are Secret Unit Deployment and Chit-Pull System. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Deterrence are: Paulo Santoro. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Deterrence as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.