@CWO:
@Gargantua:
You automatically get 1 free atomic bomb per turn. You place it in your capital.
Preferably safety-fused, to keep it from accidentally detonating before it’s moved out of the capital.
Hey, there’s another idea…unstable A-Bombs. This could be something for the other side to take advantage of. When one country gets the A-bomb tech, a country on the other side can roll once per turn for instability in the A-bomb, having it explode accidentally and damaging the owner rather than the target. As for who can roll for this, I guess you have to decide among yourselves, but this would only be ONE ROLL PER SIDE, not per country. So, if any country on the Allies side gets the A-bomb tech, then the Axis can roll once per turn for ALL THREE together, not individually, to see if the A-bomb is unstable.
For Example: Say USA develops the A-Bomb. Most likely they plan to use it on Japan, but they could just as easily use it against Germany or Italy too. So, Let’s say on Germany’s next turn since they are the first Axis country to go per round. If the Axis develop the A-Bomb, then the Allies would roll on Russia’s turn, since they are the first Allied country to go each round.
The way it works is the opposing side rolls 1 dice per round. A roll of 1-5 does nothing. A roll of 6 means that A-bomb was unstable and detonated by accident, blowing up the Allied country’s capital with their own A bomb. The Allied country then must skip 1 full round of play, from Weapons Development to Collect Income. All pieces currently on the map are frozen in place. They can defend like normal if attacked but can’t move or attack themselves. After the skipped round, lets call it the “Round of Recovery”, that player can play like normal, beginning with the money they had on hand before the A bomb exploded.