All major Nukes rulebook updates and gameplay changes.
v0.9.3 – Official rulebook (2026-05-20)
Focus: Aligns with the published NUKES rulebook v0.9.3 on Moddable.Games.
Movement
- Artillery: May jump over enemy infantry and enemy artillery; cannot jump enemy airborne or enemy bases.
- Airborne: May pass over enemy airborne and enemy bases; blocked by enemy infantry and artillery. May pass through empty biohazards.
- Nuke paths: May jump own units or enemy infantry only (not enemy artillery, airborne, or bases).
Economy & nukes
- Setup: 4 units on board + 1 starting isotope (no free nuke in inventory).
- Harvest removed: Nukes launch from a base using isotopes from supply; convert 1 unit → 1 isotope when you add units to your own base (5+ after merge).
- Hostage returns: Bolstering an opponent’s base does not grant them isotope conversion (FAQ).
Earlier HTML-edition features (Meltdown, Total Annihilation, optional moves, biohazard routing) remain in effect — see v0.9.2-html.
v0.9.2-html – HTML rulebook alignment (2026-05-20)
Focus: Aligns the app with the expanded web rulebook (Meltdown, Total Annihilation, optional moves, biohazard routing). Superseded for canonical links by v0.9.3 on rules.moddable.games.
- Total Annihilation: Zero board units → immediate elimination (hostages removed everywhere).
- Meltdown: Hostage return to a 9-unit region biohazards that hex only; earns a move.
- Optional moves: Up to one move per hostage returned; fewer moves allowed.
- Biohazards: Artillery/nukes may route through empty biohazards; nukes may strike biohazard hexes; platoons still cannot end on biohazards.
- Phase 3: End-turn summary labels terrain cleanup as end-of-turn resolution.
v0.9.2 – Transit combat (2026-04-14)
Focus: Official v0.9.2 clarification on cities: combat strength from passing through or over bases/cities now implemented; your starting city does not add that transit bonus when you begin the attack there.
- Shared module
js/combatTransit.js (browser + Node) for infantry, artillery, and airborne paths.
- Server move validation matches client combat strength (including transit).
v0.9.1 – Rulebook Update (2026-03-01)
Focus: Updated to the v0.9.1 official Nukes rulebook: tighter platoon restrictions, no HQ/General, cleaner combat and harvest rules.
Player count & board
- 2–3 players only (removed 4–6).
- Fixed 37-hex, 3-ring board.
- 4 units at start; 20 hostages total.
General / HQ removed
- No General; 1 unit on a base is shown as Infantry.
- Nukes launch from any base with 4+ units and an isotope.
- Launching a nuke removes 1 unit from the base.
Combat & terrain
- Removed terrain bonuses (Forest/Mountain, Field/Desert).
- Cities now count for defender support even with <4 units.
Platoon restrictions
- Infantry cannot pass through Infantry or Artillery (any player).
- Artillery can only jump over your own units.
- Airborne can only pass through your own units.
- Nukes can only jump over your own units.
Victory & other changes
- Removed “capture all Nukes” as a win condition.
- Harvest allowed from any base, including the starting city.
- Added in-game Rules Reference panel for platoon/biome tables.
v0.3.0 – v0.7.1 Official Rulebook (2025-11-04)
Focus: Implements the major changes from the v0.7.1 rulebook – terrain-based combat bonuses, tightened movement, and biohazards.
Combat system
- Added terrain bonuses:
- Forest/Mountain: defender +1 strength.
- Field/Desert: attacker +1 strength.
- Defender base support now only comes from bases (4+ units).
- UI shows detailed strength breakdown in combat prompts.
Movement
- Infantry: move freely within same biome, then 1 step into a different biome; cannot end alone in water or desert; own Airborne/Bases act as biome bridges.
- Artillery: explicit “cannot end alone in water”; cannot end on biohazards (see v0.9.2-html for step-through routing).
- Airborne: cannot pass through or end on mountains; can pass through, but not end on, biohazards.
Biohazards & destruction
- Regions with >9 units are destroyed and become biohazards.
- Added `destroyed_regions` table and API for destroyed regions.
- v0.7.1: Infantry/Artillery/Nukes could not pass through biohazards; Airborne pass only. Updated in v0.9.2-html.
Invalid placement cleanup
- 1 unit alone in water or desert → destroyed at turn end.
- 2 units alone in water → destroyed.
- 3 units alone in mountain → destroyed.
v0.2.1 – Staging System & Setup (2025-10-30)
Focus: Adds turn staging on the client and refines starting token/hostage distribution.
Turn staging
- Active-turn staging for hostage returns and movement.
- “Confirm Turn” applies all staged actions in order.
- Shortcuts:
Z undo last action, X clear all staged actions.
Setup & hostages
- Token distribution based on players and board size (rings).
- Hostages per opponent and total tokens now follow a table.
- First player’s first turn: must return a hostage if possible.
v0.2.0 – v0.6.2 Official Rulebook (2025-10-13)
Focus: Complete overhaul to match the v0.6.2 official Nukes rulebook.
Combat
- Replaced unit-specific capture rules with a strength-based system:
- Attacker strength = moving units + adjacent friendly regions.
- Defender strength = units in target region.
- Attack only allowed if attacker strength > defender strength.
- Excess strength can be spent to capture hostages by sacrificing attackers.
Movement
- Reworked Infantry, Artillery, and Airborne movement to match v0.6.2.
- Added slingshot mechanic for Airborne (chainable jumps).
- Introduced tighter restrictions on movement paths and blocking.
Elimination & limits
- Player elimination when you have no hostages to return (with a first-turn exception).
- 10+ units in a single region destroys that region.
- Max 9 units per region enforced in placement and movement.
v0.1.0-alpha – Initial Alpha Release (2025-10-11)
Focus: First playable version of Nukes.
Core gameplay
- Multiplayer hex-based map with 2–6 players.
- Two-phase turn structure: Hostage Return → Movement.
- Five biome types: Water, Fields, Forests, Mountains, Deserts.
- Real-time sync via WebSocket and session persistence.
Units & combat
- Infantry, Artillery, Airborne, Base, General, and Nukes as token stacks.
- Original combat rules with support and terrain-based restrictions.
- Terrain validation and basic destruction rules at turn end.
For the full, raw changelog used by developers, see CHANGELOG.md in the repository.