
Nukes ‘R’ Us is a charming and addictive strategy game that’s essentially an enhanced digital version of the classic board game Risk, with a dangerous nuclear twist.

Developed by Oliver Pape (of the Constellation Megasus Team) and released under Conmeg in Germany, 1993, it lets up to 5 players (human or AI) battle for world domination in hotseat multiplayer – ideal for passing the controller around with friends or challenging the computer solo.
The core gameplay will feel instantly familiar to Risk fans: conquer territories on a world map, build armies, attack neighbors, and fortify your borders. But the standout feature is the addition of nuclear bombs – powerful weapons that can devastate large areas but risk escalating into mutual destruction. This adds real tension and strategic depth, forcing you to weigh aggressive plays against the potential for apocalyptic fallout. The Amiga’s colorful palette shines on the clean world map interface, with territories clearly marked by color and army counts. Controls are straightforward (mouse-driven menus for deployment, attacks, and special actions), making it easy to pick up even if you’re new to the genre. Games can be quick skirmishes or lengthy campaigns, and the replayability is high thanks to variable AI difficulty and player counts. Graphics are simple but effective retro pixel art – no fancy animations, just functional design that keeps the focus on strategy. Sound is minimal (basic effects and beeps), but the real joy comes from outsmarting opponents and that satisfying “one more turn” pull.
In a sea of flashy Amiga action titles, Nukes ‘R’ Us stands out as a thoughtful, underrated gem for strategy lovers. It’s proof that great ideas don’t need big budgets, and the nuclear mechanic gives it an edge over plain Risk ports. If you’re into turn-based conquests or retro board game adaptations this gem is for you.
The video is only a demonstration, not an actual longplay.
HERE THE MANUAL thanks to Amiga Mega buddy, with one of the largest channel about Amiga Videogames and not only, petsasjim1
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## Game Turn Rules
### 1. Deployment Phase
When it’s your turn, begin by deploying your armies onto your territories. Before placing your final army, you can:
– Exchange cards (three identical territories or three different) for bonus armies.
– Purchase nuclear weapons.
Atomic weapons divide into missiles (range) and warheads (effect). There are three classes of each.
Missile ranges: neighboring country | next continent | global.
Weapons can be bought individually (specify missile base location) or as a missile+warhead combo (discounted).
Payment uses armies, so buy first, then deploy remainder. Cheapest weapon costs 54 armies—wait for card trades to accumulate enough.
### 2. Attack Phase
Attack countries using conventional armies or nuclear weapons.
**Nuclear Attack**: Click target country, then select warhead. Computer auto-selects nearest/economical missile. No nearby missile = no launch.
**Conventional Conquest**:
1. Left-click target country.
2. Right-click your attacking armies (1-3 dice max).
3. Final click on target: right=continuous attack | left=single roll.
### 3. Fortification Phase
After all attacks, click Move symbol (bottom-right corner).
– Left-click destination country.
– Right-click source country.
Requirement: Both must connect through your controlled territories only.
End Turn button (same area) passes to next player.
### 4. Final Evaluation
Displays winner’s coat of arms (by points) plus game statistics: lost/won countries, lost/destroyed armies, etc. Five colored bars represent each player. Click any stat icon to show numerical values below bars.
**Standard Risk rules apply**: Control all 42 territories to win. Cards traded at turn start (4, 6, 8, 10, 12, 15 armies escalating). Largest armies placed first from trades.







