The unique nature of this game is the notion of three of four players cooperating for the elimination of one player (the US). The game has an interesting dynamic of the US player being outnumbered 3:1 in military strength but steadily being reinforced by laser relay towers which each have a 60% chance to destroy an enemy unit anywhere on the board each turn. The rules of combat also favor the defender. Also, the invaders must place their reinforcements, which arrive on an even basis over the first few turns and then run out entirely, in their own invasion zones, which are sometimes far from the front, while the U.S. never runs out and can often be reinforced right at the front. The American player receives reinforcements by drawing two cards per turn, which sometimes specify for partisans or military forces to appear behind enemy lines. Others allow the U.S. to reconstruct shattered units from the dead pile in home cities, while all invading units are permanently out of play when lost in combat. The result is a game that - if played well by all players - will result in a very close contest. There are 30 cities represented on the board and the invaders must capture, and hold until the end of an entire turn, 18 or more of them to win the game. This allows the U.S. one round to counterattack and recapture after all the invaders have played a round and temporarily achieved their goal of 18.