GAME DETAIL
The Long Telegram: Balance of Terror, Chapter I
Lead Washington or Moscow in a turn-based Cold War political strategy game. Govern from a desk of urgent cables, uncertain intelligence, and rival historical advisers. Fight for influence abroad while managing the domestic factions, budgets, and purges that determine your survival at home.
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Spring, 1946. The war is over. The peace is already in trouble.
A cable is waiting on your desk. An ally wants aid. Coal miners are threatening to strike in the middle of reconstruction. Your advisers each have an answer, and each answer is different. The intelligence reports leave just enough room for doubt.
You have the power to do something. You do not have the power to do everything. Every move abroad has a cost, and every promise at home has someone waiting to collect.
And in the other capital, your rival is sitting at a desk just like yours, reading reports about you that are no more reliable than your own. You aren't fighting the enemy. You're fighting your picture of the enemy.GOVERN FROM THE DESK
The Long Telegram: Balance of Terror, Chapter I is a turn-based Cold War strategy and political simulation game spanning the critical years from Spring 1946 to Winter 1952. Answer incoming cables, weigh uncertain estimates, draft your orders, and read the seasonal dispatches to see what your decisions set in motion across the globe.
Two Asymmetric Home Fronts: Take Truman's chair in Washington or Stalin's chair in Moscow. In Washington, wrangle Congress, organized labor, business, and public opinion to protect your political capital. In Moscow, navigate the Party, the Red Army, rival power centers, and ministries whose reports conceal as much as they reveal—where you decide who is demoted, investigated, or arrested, and every purge costs you something with the men who remain.
Eight Advisers, Eight Visions of the Cold War: Consult Kennan, Acheson, LeMay, and Wallace in Washington, or Molotov, Beria, Litvinov, and Konev in Moscow. Each historical adviser brings a distinct doctrine, priority, and definition of victory. Decide whose judgment deserves your trust—and when to overrule them.
Intelligence You Have to Judge: Act on incomplete information. Cross-check estimates and intercepts before committing scarce budgets, covert aid, or military posture, and watch how a crisis in one nation spills over into its neighbors.
The Bomb Changes Everything: Navigate the transition from conventional exhaustion to nuclear deterrence. War can break out before the Soviets test the bomb; after that, the calculus shifts—and no superpower can leverage a weapon it cannot yet deliver.
WAYS TO PLAY
The 1946–1952 Campaign: Guide your superpower season by season from the first cracks in the Grand Alliance through reconstruction, espionage, limited war, and the brink of World War III. Later historical cables dynamically adapt to what you have actually done.
Historical Case Files: Jump straight into focused, shorter crisis scenarios designed to test your command of the desk, including Iran (1946) and Berlin (1948).
The Red Phone (Two-Player Sealed Orders): Play Washington against Moscow with a friend. Each player seals their seasonal orders at their own desk, trades sealed packets over any messaging app or email, and watches both desks resolve the season's consequences together.
History at Your Elbow: Optional historical context and primary-source notes sit behind every major event for players who want to compare their choices against what actually happened.
Built to Be Read: Designed for long strategy sessions with text scaling up to 150%, a high-contrast Clear Light desk mode, reduced motion settings, and a color-blind-friendly blue/orange map palette.
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|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
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