
- BGG rank
- BGG #7,583
- BGG rating
- 7.4
The Next War: Modern Conflict in Europe
- 2 players
- 360 min
- Complexity 4.2/5
- 1978

Rules assistance for World War 3: 1976-1984
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
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Answers come from the official rulebook, with the page to check.
World War 3: 1976-1984 is a board game released in 1975 for 2 players, 360 minutes per game, and ages 12 and up. It was designed by Jim Dunnigan and its main mechanics are Hexagon Grid.
World War 3- 1976-1984, is a simulation on an army/fleet level scale of a hypothetical, world-wide, conventional conflict at the height of the cold war (1976-1984). The simulation is primarily of land and naval conflict with the secondary influence of air forces. The game covers five years in seasonal (quarterly) turns. Optional rules allow Players to choose from several levels of complexity. With the increased number of small scale conflicts throughout the world had come increased tension and strain in relationships between the Soviet Union and the United States. Each superpower felt it necessary to choose sides in the local, "conventional" wars that proliferated in the late 1970's, until each felt small pressures from all directions. Eastern Europe, the Middle East, the Asian sub-continent, Southeast Asia, Africa and Central America were involved to various degrees, in conflict. Then, one side (we're not saying which) began to feel its position slipping, as its favored side in war after war became threatened, with the scale of the conflicts ever more violent. Warnings and violent talk were followed by the commitment of the first conventional land forces by a superpower. This was followed immediately by an even greater commitment from the other side, and the war of escalation was on. The Soviet Union struck first in Europe, and overran Germany and France in a matter of weeks. Italy and the smaller countries of Western Europe were cowed into submission, and Leftist regimes came to power in each of them. However, with the larger Gross National Product, and thus, with the larger capacity to make war, the United States was in a better position to wage a prolonged war. The United States struck back in outlying areas, consolidating its gains in areas that, without a sufficient fleet, the Soviet Union could not maintain proper contact with. Of course, the question of decisive victory was quite impossible. Because the war had "crept up" upon the superpowers, there had been no nuclear exchange, and, so far, the threats to resort to nuclear warfare had remained unfulfilled. But, if either power should become directly threatened, the possibility that it would use nuclear weapons would become a near-certainty. Thus, both sides kept their military goals small. The United States hoped to use its greater war making capacity to wear down its opponent, while the Soviet Union attempted to use its overwhelming strength to achieve lightning victories in short campaigns. As the futility of the war became apparent, and the populations and their economies began to show signs of fatigue, the war gradually wound down to a sort of "cold war" stalemate, and, although there were thousands of miles of front lines, the unofficial orders of the frontline troops were not to provoke the enemy. And because of this unsatisfactory, but inevitable resolution, the responsible parties in the governments of both superpowers were overthrown, allowing for a gradual withdrawal of troops from the battlefields across the globe. This game is a simulation of a hypothetical conflict. It is played on a map that is a simplified terrain reproduction of the entire world. A grid of hexagons printed over the map is used to regulate movement much as the squares on a chess board. The pieces in the game represent the actual military units which might take part in such a conflict. The large numbers on the pieces indicate the relative strengths of these units. Each Player maneuvers his pieces on the map to engage those of the enemy. Battles take place when units are adjacent to enemy units. The total relative strengths of the units involved are compared. The attacking Player consults a simple probability table (the Combat Results Table) to determine the outcome of each battle. Then the other Player moves his units and conducts attacks. The game proceeds this way (for a specified number of turns) as the Players try to achieve the objectives set forth in the rules. No prior knowledge of history or military tactics is required to play the game — just a little ingenuity and common sense. World War 3 is basically a two-Player game (an Optional Rule provides for an independent Red Chinese command). Each Player moves his units and executes attacks on Enemy units in turn, attempting to fulfill the conditions .of victory. To move from one hex to another, each unit expends a portion of its Movement Allowance. Naval Transport and Amphibious Movement allows the transfer of land units across bodies of water. Combat is resolved by comparing the Combat Strength Points of opposing units and expressing the comparison as a difference (differential) between Attacker and Defender. A die is rolled and the outcome indicated on the appropriate (Land or Naval) Combat Results Table is applied to the units involved. Rules and map are similar to Dunnigan's (Global War: The War Against Germany and Japan, 1939-45) game. Game Scale: Game Turn: 3 months Hex: 500 miles / 804 kilometers Units: Army/Fleet Game Inventory: One 22 x 34" four color mapsheet or Two 17.5 x 22.5" mounted mapboards (Designer box version) Three dual-side printed countersheets (600 1/2" counters) One 16-page World War 3 rulebook Two dual-side printed player air cards One 6-sided die One counter storage tray (Designer box version) Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 6 hours
World War 3: 1976-1984 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 World War 3: 1976-1984 is 360 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 World War 3: 1976-1984 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.
World War 3: 1976-1984 has a complexity rating of 3.3 out of 5 from BoardGameGeek players, which makes it a medium-weight 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.
World War 3: 1976-1984 belongs to these categories: Wargame and Modern Warfare. Its main mechanics are 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 World War 3: 1976-1984 are: Jim Dunnigan. 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 World War 3: 1976-1984 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.