Balance of Power (1990 Edition): Chris Crawford's Cold War Strategy Game
Legacy titleYear: 1990 · Developer: Mindscape · Publisher: Freeware release · Designer: Chris Crawford · Platform: DOS · Theme: Political, Apocalypse Now, Epic
Chris Crawford designed the original Balance of Power in 1985, and its most famous feature isn’t a feature at all. It’s an ending screen. Push the United States and the Soviet Union into direct nuclear war, at any point, for any reason, and the game stops. Both sides lose. There’s no comeback, no negotiated settlement, no partial credit for having played well up to that point. Crawford wanted a strategy game where escalation was a real cost rather than a spectacle, and that single design choice is still what people remember about it four decades later.
The 1990 edition, the one covered here, is a Windows-era update built on that same skeleton. You take the presidency of one superpower, the Soviet general secretariat if you’d rather play the other side, and spend each in-game year managing crises as they surface across the globe. Support a friendly government too openly and a rival client state destabilizes somewhere else. Ignore a coup and you lose ground you’ll spend the next several turns trying to win back. None of it plays out in real time; it’s closer to a diplomatic chess match, one where your opponent is reading your moves just as carefully as you’re reading theirs.
What actually separates the 1990 release from Crawford’s 1985 original is scope, not structure. Eighteen new countries were added, bringing the total roster to eighty, which meaningfully changes how crowded the map of potential flashpoints feels turn to turn. A new multipolar mode lets client states go to war with each other on their own initiative, independent of anything the superpowers do, which means you’re no longer the only actor capable of starting trouble. And in direct response to player complaints that the original was punishing for newcomers, this edition adds a Crisis Advisory Board: an in-game panel that walks you through what’s actually happening in a given flashpoint before you commit to a response.
That last addition says something honest about how Balance of Power was received the first time around. It wasn’t just praised, it was found genuinely difficult to parse, and Crawford’s team apparently took that seriously enough to build a whole advisory system rather than write it off as players not getting it. Few strategy designers of the era bothered admitting a learning-curve problem existed, let alone patched one.
Crawford was reacting against something specific when he built the original game, and the 1990 edition never softened that intent. Plenty of early-1980s software treated nuclear conflict as just another high-score opportunity, arcade-style missile-defense games included, where a “win” simply meant the player’s side survived with more cities standing than the other side. Balance of Power refused that framing outright. There is no surviving-better outcome once missiles actually fly. Both players lose, identically, and the game ends without ceremony. That’s a genuinely unusual thing for a commercial strategy title to insist on, then and now, and it’s part of why the design still gets cited decades after most of its 1980s contemporaries were forgotten.
Crawford’s reputation extends well past this one title, for what it’s worth. He wrote The Art of Computer Game Design in 1984, one of the first serious attempts to treat game design as a subject worth writing a book about, and he was central to organizing the informal gathering of designers that eventually grew into the Game Developers Conference. Balance of Power sits in that same intellectual lineage: a game built around a political argument as much as a set of mechanics, willing to punish the player for the one mistake that, in Crawford’s view, shouldn’t have a workaround.
You don’t need to share Crawford’s politics to find the design compelling. You just need to sit through one game where a client-state crisis spirals faster than expected, and watch how quickly “managing influence” turns into “avoiding the one outcome that ends everything.”
How to run it today
The 1990 edition was built for early Windows releases, but the surviving, freely circulating copy runs as a DOS-compatible package today. DOSBox handles it without any special configuration; mount the game folder, launch the executable, and the interface behaves as it did on period hardware.
Compatibility: DOS (via DOSBox) · Controls: Mouse-driven menus, keyboard for text prompts · Setup difficulty: Low
Legal status
Chris Crawford is still active and has spoken publicly, over the years, about his early games; this 1990 edition is explicitly distributed as freeware rather than under any commercial license. Mindscape, the original publisher, was absorbed into other companies long ago and no longer exists as an independent entity. Nothing here points to an active rights dispute. The freeware distribution and the absence of any enforcement history make this one of the more straightforward cases in this catalog: freely circulating, with no known conflict attached to it.
If you liked this, try
Balance of Power (1985 edition), Crawford’s original release and the game this one expands on; Global Dilemma: Guns or Butter, another Cold War-era political simulation from the same period; and Conflict: Middle East Political Simulator, which narrows the same kind of crisis management down to a single, volatile region.
Frequently asked questions
What is Balance of Power about?
You play the US or Soviet president managing regional crises during the Cold War, gaining influence over client states without ever letting a confrontation escalate into direct nuclear war.
What changed in the 1990 edition compared to the 1985 original?
The 1990 edition adds 18 new countries for a total of 80, introduces a multipolar mode where nations can go to war on their own initiative, and adds a Crisis Advisory Board to help newer players interpret unfolding events.
Why is losing by starting a nuclear war treated as automatic?
Designer Chris Crawford built the ending in deliberately: if the superpowers go to full nuclear war, the game ends immediately and both players lose, no matter how the rest of the match was going. It was meant as a statement, not just a rule.
Can I still play Balance of Power today?
Yes. The 1990 edition was distributed as freeware and runs in DOSBox without much fuss.
Who designed Balance of Power?
Chris Crawford, a designer better known today for his later writing on interactive storytelling and for helping start what became the Game Developers Conference.