Sei sulla pagina 1di 4

Heating up the Cold War

Fighting the Twilight Struggle


by Steve Carey

The post-WWII "Cold War" between the draws Romanian Abdication, he would
West and the East was not characterized probably not want to place Influence into
by major military campaigns, but instead that country since the event would grant
reflected intrigue and influence being him full control.
exerted throughout the world.
Appropriately, GMT's latest card driven
game (CDG), Twilight Struggle (TS),
STRUGGLE
THE COLD WAR, 1945-1989
Don't overlook the possibility of your
opponent popping out the Europe Scoring
01,_
covers this noteworthy period in history card during the first Headline if he has the
without showcasing massive armies or setup advantage, so you probably want to
surging fleets on the map. While this is the ensure at-start parity in the region with
first published effort from co-designers your discretionary influence.
Jason Matthews and Ananda Gupta, they
have obviously learned their lessons quite "There was little choice... but
well because TS is a smooth, highly for the United States to assume global
interactive, incredibly tense, quick playing, responsibilities... planning a postwar
and very enjoyable game. By taking a world in which democracy and
macro, geopolitical view of the long capitalism would be secure."
`struggle', TS takes a complex conflict
and makes it playable with ease. Headline Phase
Part of the fun of the game is springing
Indeed, Twilight Struggle is the easiest Hungary has a central position a nice card on your opponent during the
to learn CDG published to date, but let's as it connects to four other countries. Headline Phase. No player is going to want
face it it is not easy managing a super- Yugoslavia offers access to Italy, while have 'Red Scare/Purge' (to reduce all your
power through one crisis after another. also buffering Greece and protecting cards by one Ops) headlined on them for
So let's take a look at some basic aspects Hungary. Czechoslovakia can be important the whole turn. Indeed, there are a lot of
of play, while also providing some strategy because it is adjacent to two battleground great plays that can be made as a headline,
tips, to assist all you would-be Presidents countries, namely East Germany and but that thought brings to the forefront
or Premiers out there. Poland (it also can protect Hungary). one of the key principles of TS:
Don't overlook split Austria which "Know where you are in danger".
"The disproportionate burden the Red connects to three battleground nations.
Army had borne in defeating Hitler gave the Also, Finland can be a contested nation To avoid danger, players must make
USSR a moral claim to substantial, perhaps because like Austria it is both West & East, constant situational assessments through-
even preponderant, influence in shaping the but often player priorities lie elsewhere. out the game. This is especially crucial
postwar settlement. It was at least as easy to during the Headline Phase, and is even
believe, in 1945, that authoritarian The US would also have three more acute for the US player because
communism was the wave of the future remaining points, which can be divided the Soviets get to play first during the
as that democratic capitalism was." between France (but watch out for De subsequent action rounds. For example,
Gaulle!) and Italy (two Influence needed making a play such as 'CIA' (to reveal the
Setup for control). If you feel that you can Soviet hand) is usually a sound headline
In most cases, the USSR will want to spare a point, Turkey is an attractive strategy for the US. Not only is viewing
spend three starting Influence to control alternate site as it threatens Romania but the Soviet hand at the start of the turn
Poland while the US will want to control more importantly connects to the Middle obviously beneficial, with that one Ops the
West Germany with four of their starting East (Syria), which may be crucial if the US can perform a Coup on a battleground
Influence. After that, how to spend your US gets booted out of that region. If country somewhere and thus degrade
remaining points is not as obvious. you want to be conservative, put three DEFCON a level. This could prevent
Influence in Italy to better secure the USSR from attempting a Coup or
For the remaining three Soviet that key battleground nation. Realignment in an important area of
Influence, generally one point can be
the map.
dispersed to each of three different Remember rule 3.1 that allows both
Eastern European locales. players to examine their initial card hands What if it is Mid War and your
before allocating their Free Influence, opponent dominates the Middle East?
which may steer players in a certain You both know the Scoring card for that
(NOTE all quotes are from John Lewis

direction. For example, if the USSR player
Gaddis' excellent book, The Cold War: Region is due to come up again (and you
A New History (Penguin Press, 2005) don't hold it). A fine headline play would
Strategy Tips for Twilight Struggle
be The Voice of America' which allows advantage as the USSR can get the jump There can be a certain bluff element to
the US to remove four Soviet influence on the US. For example, since DEFCON TS, but both sides have so many pressures
from non-European countries. Such an automatically increases one level at the and objectives and a constant lack of
event/action during the Headline Phase start of each new turn, this could give the resources to accomplish them all that it is
could thus restore the balance of power USSR opportunity for a Coup in a somewhat unusual for a player to have
in the region before its scoring card gets battleground country located in a region spare resources to conduct bluffing
played by the Soviet player, saving you that would then be closed (due to maneuvers. Plus it's often better to look
precious VPs. DEFCON dropping a level) to the US ahead and use spare Ops in regions where
right after the Soviet play. you know Scoring cards are forthcoming
It rarely makes any sense to play an (e.g., early Influence plays in Africa before
opponent's event during your Headline Let's say a turn ends at DEFCON 2, the Mid War shuffle).
Phase because you would sacrifice the Ops but increases to DEFCON 3 at the start of
from the card. It's a very risky call for any the new turn. By going first, the Soviets Placing Influence will be the most
Soviet player to headline a US event while could use the first action to conduct a common action in the game. It is impor-
expecting his opponent to headline Coup against a US controlled Iran (Middle tant to gain control of countries as it forces
`Defectors'. When you have a handful of East battleground). DEFCON would your opponent to pay double (2 Ops) to
enemy events, play them during the Action lower to 2 after the attempt. Since Level 2 force their way in. If your opponent has his
Phase and use the resulting Ops to improve also prevents Coups (and Realignments) in sights on your territory, add extra
your board position. the Middle East, the US player could not Influence and he will have to pay 2 Ops
follow suit with his own Coup or Realign- per Influence until your control is finally
Be very cautious in playing Scoring ment in a Soviet controlled battleground broken. Countries that become controlled
Cards as headline events since they go in that region (or a battleground country tend to stay controlled in TS, Coups and
second and an enemy headline can literally anywhere else on the board for that matter, Realignments not withstanding. If you
change the balance of power in an entire since doing so would lower DEFCON to can't outright control a nation, placing just
region. I was involved in one game where one and cause the game to go BOOM!). one Influence in a country allows you to
the US had domination in a lightly place points into adjoining nations starting
contested Africa and so played its Scoring Another key principle of TS is: next turn, thus expanding your reach.
card in the Headline Phase. But the USSR "Every action by your opponent must be
player headlined 'Portuguese Empire weighed for its potential threat level". Coups are the dagger strike for any
Crumbles', which caused domination to If the USSR player creates 'South African would-be world dominator. They can
change hands in region. So in a snap, Unrest', and follows that event with quickly turnaround control of a region, can
things went from a +4 US VP advantage `Decolonization' (and so spreads even affect the DEFCON track (when at-
to a -4 VP Soviet advantage... more Soviet influence into Africa), be tempted in battleground countries), and
an 8 VP turnaround! wary of the imminent arrival of the Africa also provide you with much-needed
Scoring card. Likewise, if your USSR Military Ops (even when the Coup fails).
Make sure by being clever during the opponent bypasses events such as 'Warsaw If both you and your enemy have Influence
Headline Phase that you are not exposing Pact Formed' or 'Comecon', it may very in a country, an unsuccessful Coup will
yourself to harm elsewhere, and that you well indicate that he does not have the not cause you to lose any points there, so
don't leave a better headline card sitting in Europe Scoring card and is focusing his don't hesitate to give it a try.
your hand. I've also seen occasions where attention elsewhere.
a player was dealt a great hand, but because What's that you have no Influence in
of a poor headline choice they ended up a certain region that you'd like to get into?
having to play their cards defensively, or Try a Coup! If you succeed in knocking
even lost the contest to an opponent's auto out enemy Influence and placing any of
victory because they were in danger and your own, on the next turn you can start
did not immediately address the situation. to spread the tentacles of your empire via
Influence placed in adjoining countries.
"Victory in World War II brought no If you manage to roll well, you may even
sense of security, therefore, to the victors. gain control of the target country.
Neither the United States, nor Great Britain,
nor the Soviet Union at the end of 1950 Coup attempts are an essential weapon
could regard the lives and treasure they had in your arsenal, especially against those
expended in defeating Germany and Japan lower (1 or 2) Stability-rated countries.
as having made them safer: the members of
the Grand Alliance were now Cold War Realignments probably won't be used
adversaries." that often, but when the circumstances are
right they can be very decisive. Consider
Action Rounds when Fidel gains control of Cuba the US
As mentioned, the Soviets go first in player should not panic, he should Realign!
each action round. This is a significant By virtue of the adjacent United States of
Heating up the Cold War - Fighting the Twilight Struggle
America, the US player can counter the +1 as many of the indicated countries as
DRM for those 3 Soviet influence in Cuba. Sequence of Play possible. However, if he holds such a
And if the US player can control Nicaragua A. Increase DEFCON Status card till later on, when such scoring
and/or Haiti, each country would give him B. Deal Cards positions hopefully improve, he could be
the advantage in a Realignment roll with losing out on some needed VPs now and
their +1 DRMs. The more surround C. Headline Phase later may never come to pass. Generally
support you have via controlled countries, D. Set Required Military Operations speaking, it's not worth it to hold a good
the better chance that your Realignments card for the perfect time when you can
E. Action Rounds
will succeed. make better use of the card now. Simply
F. Check Military Operations Status stated, the on-board situation can change
Recall that a successful Realignment G. Reveal Held Card (Tournament only) too rapidly, and benefits can then be
does not allow a player to place his own reduced or even lost.
H. Flip The China Card
Influence, but may cause him to lose
Influence (if any) when unsuccessful. I. Advance Turn Marker One of the intriguing aspects of TS is
Thus, it's often not worth it to plant J. Final Scoring (after Turn 10 only) the fact that enemy events still occur
Influence into a target country prior to a during your Ops play of their cards, and
Realignment just for the +1 drm if you and Hungary." this is where the Space Race is prominent.
roll bad and your opponent rolls well, you Besides gaining some VPs and special
can lose big. Military Operations abilities, the Space Race is most note-
worthy because it allows both sides to
Note that while restricted by DEFCON dump enemy cards without triggering the
(just as are Coups), Realignments attempts This is one area where players can really
event. But those non-played enemy events
themselves do not affect the DEFCON shoot themselves in the foot (and arm, and
may eventually come back to haunt you
track. torso, and head...well, you get the idea).
later in the game, so it may be best to get
By failing to perform necessary Military
the removable enemy events out of the
So, Realignments are a flexible tool in Operations (basically Coups and War
deck now, as painful as that may be.
your bag of tricks, and are best used where Events), players can easily sacrifice VPs to
you have support (i.e., control adjacent their opponents at the end of a turn. Over
And consider this when you are dealt
nations) and have no Influence present the long haul, it can be devastating (if not
enemy event cards, you can often minimize
(i.e., nothing to lose) in the target country. lethal) to ignore Military Operations. With
their effect whereas if your opponent held
so much going on around the map, it's not
the same card, he would maximize the
Switching gears for a moment, be too difficult to overlook your Military
effect. Here's a simple illustration: the US
careful of playing cards just for their event Operations Track and get caught short.
player holds the 'CIA Created' card and
VPs. In some cases, the cards are removed If you don't conduct Military Ops, at least
plays it as his first action (or headline, as
from the deck when the event occurs. In try to manipulate the DEFCON track to
mentioned above) to reveal the Soviet hand
other cases, the VPs depend on a die roll reduce your liability events such as
for the entire turn. But when the USSR
and you may play the card for nothing if `Cuban Missile Crisis' and the wonderful
player has the card, he plays it as his last
you fail. If a 2 Ops card can be used to `How I Learned to Stop Worrying' are
action of the turn to basically nullify its
break enemy domination of a region quite useful to this effect.
effect and also remove it from the game.
when a Scoring card still remains to be And when you do play an enemy event,
That takes us to another key Twilight
played, many times it would be a better you decide if the event or your Ops use
move to go for Ops rather than risking a
Struggle principle: "Neglecting your
occurs first again, this is a matter of
Military Operations is a sure-fire recipe
die roll for 2VPs. timing to your best benefit.
for disaster".
So remember another one of TS's keys: "Non-Alignment provided a way So instead of distressing about a bad
"On-board need overrides VP greed." in which the leaders of the third world hand when too many enemy events are
states could tilt without toppling: the idea dealt to you, instead think about what your
Never assume that the enemy is was to commit to neither side in the Cold opponent could do if he held such hand!
conducting an action or playing an event War, but to leave open the possibility of
without due purpose. Constantly monitor- such commitment." Scoring Cards can be both a blessing
ing the balance of power in scoring regions and a curse they cannot be held, and
especially those with Scoring Cards still Holding Cards when played you lose an opportunity to
unplayed is absolutely vital. In TS, it Usually a player will want to hold an improve your board position that round.
is very easy to get caught up in the - enemy card to prevent its event from Get too many Scoring cards over the
excitement, so don't allow yourself benefiting his opponent, or to hold one of course of a few turns, and that could be a
to get distracted. his own events until its effect can be fully serious problem. Otherwise, it is of course
realized. In TS: "Timing is everything". nice to control the timing of a scoring card
"The Anglo-French-Israeli invasion If we assume that the USSR player holds though this advantage is somewhat offset
took place at the end of October, 1956, `OPEC', logic dictates that he maximize by the mandated play requirement. If it
just at the height of the crisis over Poland the card's scoring potential by controlling looks like you're losing grasp of a region
Strategy Tips for Twilight Struggle
Balance
whose Scoring Card you possess, consider- Like in games covering the Pacific War play his big early events (e.g., `NATO'
ing playing it early in the turn to minimize in World War II, the US player will usually or 'Marshall Plan') as Ops at the onset
the VP damage. This also opens up the be under the gun at the onset of a game of to strengthen his board position, and the
rest of the turn to focus your resources Twilight Struggle but he should never give events can always kick in later. t ut don't
elsewhere. up. Early War events do favor the Soviets, forget that South Korea is at risk from the
and the US is in real jeopardy of losing the `Korean War', and any support (-1 drm)
`Mao had launched the Cultural game before the halfway point (Turn 5). By that Japan or Taiwan can give can be
Revolution, in the summer of 1966, as yet the end of Turn 3, if the US can be -7 VP or decisive.
another of his periodic maneuvers to better, he has a very good chance of going the
eliminate potential rivals. 'I love great distance (10 turns). Mid War will stretch the Having said all the above, it's still
upheavals', he chuckled at the time." resources of the USSR, and Late War will apparent from many reports that newbies
find the Soviets desperate to maintain should play the Soviets first until they
China necessary presence become more comfortable and confident
'China' is a unique card by possessing in Europe. Indeed, if the US can survive with system and strategy.
it, you deny it to your opponent. The the initial Soviet onslaught (be especially
temptation is always there to play powerful mindful of a USSR control Europe Note that Automatic Victory can't
'China' when you get into a pinch (and strategy), he has the upper hand over the occur once the game is over and End Game
believe me, there will be a plethora of long haul. When the Late War cards kick Scoring ensues. It doesn't matter what
pinches in this game!), but it may be best in, they can give the US the outright order you score the regions in, or if one
to play your regular hand and save 'China' advantage in controlling Europe (and thus side exceeds the +/- 20 VP level. Whoever
for a true emergency. Consider when the winning the game outright). has the VP advantage after all regions are
US player holds 'China' on the final tallied will be the winner, simple as that.
Action Round of the turn, and DEFCON One imperative for the US is to keep the
is at 4 while the US Military Operations USSR out of Central and South America as "The Cold War could have produced a
Track is still at 0. Playing the 'China card long as possible. Cuba potentially is worth hot war that might have ended human lift on
for a Coup can save you 4 VPs and that's three VPs all by its lonesome anytime Central the planet. But because the fear of such a war
something worthy of serious consideration. America is scored. So the US player should turned out to be greater than all of the
think twice about playing 'Fidel' if he holds differences that separated the United States,
'China' also can be an insurance card the card better to send Fidel into Space the Soviet Union, and their respective allies,
for a USSR player who has a card (or two) (insert your own appropriate joke here). there was now reason for hope that it would
taken from his hand (via events like 'Five Chances are that the USSR will eventually never take place."
Year Plan' or `Grain Sales'). Instead of get into the area (a Soviet Coup in Panama
being compelled to play a detrimental is a ripe early opportunity, or a Mid War Conclusions
enemy event, 'China' can be substituted `Junta'), but the longer the Reds are kept Because of the great variety of card
instead and the harmful card could still out, the better. And when the 'Fidel' event plays, and a conflict that spans the globe,
be held. does occur, the best US response is usually Twilight Struggle possesses almost infinite
to attempt a quick Realignment to knock replayability. Thus, an article such as this
But the Soviet player should not rely him down (or better yet, out). can only reveal the tip of a proverbial
too heavily on fickle 'China' once the Mid iceberg in preparing players for the
War deck kicks in. With cards like 'Nixon' The greatest early danger for the US, other marvelous gaming journey to come.
and the 'Ussuri Incident', the US can than a quick-start Soviet all-out European This design remarkably captures the
swipe the 'China' card right out from Blitz, will likely be in the Middle East. Israel is psychological nature of the struggle, and
under the Soviet player's nose. Of course, very fragile, and it is certainly possible for the every contest will be a learning experience.
a 'Cultural Revolution' can pluck the card US to have no Influence in the Middle East
back from the US player just as easily. at all at some point. This can be disastrous if And what a fun experience it will be.
And don't forget that the US loses the timing allows the Mid East Scoring card to play Though it was published at the tail end of
`Formosan Resolution' event effect after under such circumstances. It could even end 2005, Twilight Struggle stands head-and-
he plays 'China'. the game if it comes up soon again after the shoulders above a fine crop of games that
first reshuffle and the situation isn't remedied. were released throughout the year. I am so
Perhaps the best use of 'China' is Needless to say, it is very important for the impressed with it, that leads to my last
playing the card for 5 Ops in the region US to at least maintain presence in the Middle comment regarding the game:
just prior to Asia scoring. That's a East.
powerful combination which can spell "Twlight Struggle would be my selection
a significant difference in VPs. Indeed, being shut out in any region for 2005 Game-of-the-Year".
during scoring is potentially devastating,
"Stalin's goal, therefore, was not to and must be avoided whenever possible
restore a balance of power in Europe, but The US player should be inclined to
rather to dominate that continent as
thoroughly as Hitler sought to do."

Potrebbero piacerti anche