Security Council

Game: Security Council

Publisher: Chou! Studios

Players: 3- 6

As the last remaining leaders of our old world after the final nuclear war. It is up to you to secure the future for our survivors. Discover humans lost power and ally carefully–everyone wants to rule, but there can only be 1 ruler.

The setup is simple, correlate the size of players with the amount of tiles. Shuffle and distribute the tiles out to create your board. Place the Defcon tile down and place the nuke on Defcon 5. Shuffle the remaining cards face down and will now be considered the draw deck. Take turns placing 3 troops and factories per player and prepare to begin. Security Council plays through 3 phases: the attack phase, the reinforcement phase, and the business phase. In the attack phase you can move your troops from tile to tile, can attack an opposing troop by rolling the die, or attack with a nuke. The Reinforcement phase uses food cards to earn troops where you can then place them on your factories and secure your defense. Business phase allows you to trade, produce, or be diplomatic with the card available in the game. Finally, when you’ve exhausted all the phases, draw a card and discard.

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I was a big fan of risk when I was growing up. Although I could only run through the game once every few months, I did have my fair share of risk gaming. Risk is a game of area control and troop attacking and troop reinforcement. Security Council follows a similar approach to risk by setting you up with area control and troop building throughout the game. Fans of risk will enjoy the experience with Security Council as it promises strategy, balance, and total annihilation. Personally, I was hoping for more content to be had during this hour long game. My group grew tired of relocating troops and anticipating the defcon tracker descending to 0. I was playing on an early prototype so our tiles were gray with a black border along the edges, I could say this was the culprit to us growing restless. There wasn’t much to look at and I felt the gray tiles were a bit jarring after a while. I do have to commend Daniel Chou on developing a tactical modular board game. It has balanced mechanics and flows from beginning to end with no hiccups. I am excited to see what CHOU! Studio has in store for us with this game.

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Joseph Nicholas

Founder and Editor-in-Chief of Indietabletop. Communication major. Favorite mechanics include: Bluffing and Deduction, modular boards, and action point allowance. Favorite video game genres are Rpgs, Puzzles games, and Sim/Tycoons.