
- BGG rank
- BGG #10,215
- BGG rating
- 7.0
World War II: Pacific Theater of Operations
- 1–4 players
- 360 min
- Complexity 4.1/5
- 1991

1985
Rules assistance for Superpowers at War
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.
Superpowers at War is a board game released in 1985 for 2 players, 120 minutes per game, and ages 12 and up. It was designed by Douglas Niles and David "Zeb" Cook and its main mechanics are Dice Rolling and Hexagon Grid.
The SUPERPOWERS AT WAR game presents two hypothetical regimental level campaign scenarios set in West Germany following the hypothetical outbreak of a conflict between NATO and Warsaw Pact countries. The Drive on Munich Scenario is set in an early phase of the conflict. The Warsaw Pact player must capture Munich and drive back the NATO forces in southern West Germany. A variety of NATO forces have gathered to stop the onrushing Soviet and Czech forces. The Across the Rhine Scenario begins at a later stage in the conflict, with the assumption that the Warsaw Pact has broken through the “forward defense” lines of NATO. The Warsaw Pact player tries to move his substantial forces over the Rhine River and into the open country beyond, while retreating NATO units stream onto the map, trying desperately to evade the closing Soviet pincers and to fight a successful delaying action. The game is played in a series of double impulse game turns, during which the initiative (first move and attack) may pass from player to player. Movement and attacks are halved in the second impulse. The ground scale is 4 kilometers per hex, with each game turn representing about 24 hours. The Game Map: The Drive on Munich map covers the area from the Austrian border to Munich. The Across the Rhine map covers the area from the Ruhr to Belgium. A hexagonal grid has been superimposed on each map to regulate movement; each hex has an identity number. GAME PARTS: • One 22 " * 32.5 " game map • One counter sheet of 200 cardboard playing pieces • One 16-page rule booklet • One six-sided die (not included in magazine version) • One game box (not included in magazine version) (from the rulebook)
Superpowers at War 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 Superpowers at War is 120 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 Superpowers at War for ages 12 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.
Superpowers at War has a complexity rating of 2.8 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.
Superpowers at War belongs to these categories: Wargame and Modern Warfare. Its main mechanics are Dice Rolling and Hexagon Grid. 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 Superpowers at War are: Douglas Niles and David "Zeb" Cook. 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 Superpowers at War 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.