Missile Crisis
Difficulty: ★★★☆☆
For the next 3 turns (i.e., yours, the oppositions, then yours), all shots count as grenades. For these 3 turns, you cannot gain any additional shots (e.g., from other country abilities or rebound shots) nor remove any additional cups (e.g., from bounce shots). One use.
Country | Interactions/technicalities with other countries |
---|---|
n/a | 6-cup variation: no change |