Twilight Struggle is the world's greatest game of pain and risk management, themed around the appropriately chosen topic of the historical contest between two superpowers — The United States and the Soviet Union.
The game is played out on a simplified political map of the world, which shows a set of countries divided into six regions: Europe, Asia, Middle East, Africa, South America and Central America. The countries are the map spaces which the players seek to influence and control, whilst the regions define the boundaries within which majorities are checked for scoring purposes. The entire game, including scoring, is played out via cards. The players get a handful of 8 for the early turns, and then 9, and each turn will play out their hand consecutively one card at a time, alternating between each other and with the Soviet player going first. One card is always chosen at the start of the turn as a Headline, these are revealed simultaneously, and one card can normally be held over on the interturn.
Cards serve three roles. Some are scoring, and simply say that the balance of control is checked in a certain region and players collect points accordingly. Nothing else happens and the side that actually plays the scoring card doesn't receive any advantage, besides having some control on the timing and the knowledge that a certain region is up for scoring this round. Scoring cards, for this reason, may not be held over for next turn. Other cards have a dual function: they are a source of action points, which can be expended on the standard actions available to players, and cards are themselves events which affect the game state in some way. This is where it gets fun. Events have a "loyalty", they can be Soviet, US or neutral. Now, for neutral and loyal events the player can choose how to use them -- for the event, or for action points. An event loyal to other side, however, will always happen if the card is used for its action points.
To give an example, here is one of the game's nastiest Soviet events:
If I, as the US player, play this -- I will get 2 action points, but the Soviets will get to place 4 influence. As you might imagine, placing 1 influence normally costs 1 action point, so already this event sets me back more that it advances my agenda. It's actually even worse -- normally placing influence is governed by adjacency, we are playing on a map, after all, and you can't just plonk down influence in a random country in Africa because you feel like. Except, with this card, you can.
Now, the deck is about 35% Soviet and US, and about 30% neutral, so you get to see the opposing side's cards a lot. With all of them, you must make painful choices. This goes right against all the guidelines for modern game design, and indeed for many people it kills the fun entirely. It also what makes the game great, but you have to have a fairly realistic and robust mindset to appreciate this approach. Numbers growing by themselves and giving you that "accomplishment" feeling this isn't.
Let's briefly cover the standard actions for the sake of the following write-up. Placing influence you are already familiar with, for 1 action point you can place 1 point of influence in any uncontrolled country adjacent to a country where you already have influence. Once your influence reaches the country's "stability rating", normally ranging 1-3, you gain control of that country. Control has two functions: one is scoring, the other is blocking -- placing a point of influence in a controlled country costs 2 action points.
The other two standard actions manipulate influence that is already placed. Re-alignment (rarely used) lets you expend 1 action point to choose a country and take an opposed die roll with your opponent. Whoever rolls less, after some modifiers, has to remove the difference in influence points from the targeted country. Re-alignment strictly reduces influence and is relatively rarely used. Coups are the last standard action, are more fun and frequently used. All action points from a card are targeted to one country, where the opposing side has at least 1 influence points, and which now experiences a coup. The active players rolls a die and adds the card's actions point value to the roll, then subtracts double the target country's stability rating and gets to change the influence by the resulting amount. You will see this happening very soon in practice, so I won't dwell on it too much.
Finally, cards can be discarded towards the space program. This is a safety valve and the only way to get rid of a card, if it holds an event that you don't want to trigger. Normally only one card per turn can be spaced, but developing the space program gives access to various perks, including the ability to space two cards per turn. Decolonization, for example, will be getting spaced.
Let's get to the game!
The game is played out on a simplified political map of the world, which shows a set of countries divided into six regions: Europe, Asia, Middle East, Africa, South America and Central America. The countries are the map spaces which the players seek to influence and control, whilst the regions define the boundaries within which majorities are checked for scoring purposes. The entire game, including scoring, is played out via cards. The players get a handful of 8 for the early turns, and then 9, and each turn will play out their hand consecutively one card at a time, alternating between each other and with the Soviet player going first. One card is always chosen at the start of the turn as a Headline, these are revealed simultaneously, and one card can normally be held over on the interturn.
Cards serve three roles. Some are scoring, and simply say that the balance of control is checked in a certain region and players collect points accordingly. Nothing else happens and the side that actually plays the scoring card doesn't receive any advantage, besides having some control on the timing and the knowledge that a certain region is up for scoring this round. Scoring cards, for this reason, may not be held over for next turn. Other cards have a dual function: they are a source of action points, which can be expended on the standard actions available to players, and cards are themselves events which affect the game state in some way. This is where it gets fun. Events have a "loyalty", they can be Soviet, US or neutral. Now, for neutral and loyal events the player can choose how to use them -- for the event, or for action points. An event loyal to other side, however, will always happen if the card is used for its action points.
To give an example, here is one of the game's nastiest Soviet events:
If I, as the US player, play this -- I will get 2 action points, but the Soviets will get to place 4 influence. As you might imagine, placing 1 influence normally costs 1 action point, so already this event sets me back more that it advances my agenda. It's actually even worse -- normally placing influence is governed by adjacency, we are playing on a map, after all, and you can't just plonk down influence in a random country in Africa because you feel like. Except, with this card, you can.
Now, the deck is about 35% Soviet and US, and about 30% neutral, so you get to see the opposing side's cards a lot. With all of them, you must make painful choices. This goes right against all the guidelines for modern game design, and indeed for many people it kills the fun entirely. It also what makes the game great, but you have to have a fairly realistic and robust mindset to appreciate this approach. Numbers growing by themselves and giving you that "accomplishment" feeling this isn't.
Let's briefly cover the standard actions for the sake of the following write-up. Placing influence you are already familiar with, for 1 action point you can place 1 point of influence in any uncontrolled country adjacent to a country where you already have influence. Once your influence reaches the country's "stability rating", normally ranging 1-3, you gain control of that country. Control has two functions: one is scoring, the other is blocking -- placing a point of influence in a controlled country costs 2 action points.
The other two standard actions manipulate influence that is already placed. Re-alignment (rarely used) lets you expend 1 action point to choose a country and take an opposed die roll with your opponent. Whoever rolls less, after some modifiers, has to remove the difference in influence points from the targeted country. Re-alignment strictly reduces influence and is relatively rarely used. Coups are the last standard action, are more fun and frequently used. All action points from a card are targeted to one country, where the opposing side has at least 1 influence points, and which now experiences a coup. The active players rolls a die and adds the card's actions point value to the roll, then subtracts double the target country's stability rating and gets to change the influence by the resulting amount. You will see this happening very soon in practice, so I won't dwell on it too much.
Finally, cards can be discarded towards the space program. This is a safety valve and the only way to get rid of a card, if it holds an event that you don't want to trigger. Normally only one card per turn can be spaced, but developing the space program gives access to various perks, including the ability to space two cards per turn. Decolonization, for example, will be getting spaced.
Let's get to the game!