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<aside> 🛠️ Designed by Ananda Gupta and Jason Matthews

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<aside> 📊 My Number of Plays at Time of Review: 16

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<aside> 👥 2 Players

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<aside> ⏱️ 180 Minutes

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Twilight Struggle is a deep and strategic tabletop simulation of the Cold War released in 2005 from designers Ananda Gupta and Jason Matthews. Two players go head-to-head as they take on the roles of the US and the USSR during the tense historical period from 1945-1989, jockeying for influence across the globe and making tactical decisions to turn the momentum of the war in their favor.

Gameplay Summary

Twilight Struggle is primarily a card-driven game, with players taking turns choosing cards from their hand to play. What makes this basic mechanic much more interesting is the fact that certain cards are better for one player or the other (US or USSR), and players inevitably will need to sometimes play cards that help the other player. Every card specifies an operations value (1-4), an event (famous historical headlines from the Cold War era), and then a color specifying if the event belongs to the US or the USSR, or if it is neutral. When playing a card, the player must choose to either use the operations points to take actions on the map, or play the card for the event. The big catch is that if you use a card that has your opponent’s event, it is forced to trigger. So if you have one of your opponent’s really powerful events, you will likely be forced to play it eventually (there are some ways to avoid it, which will be discussed later), so it all comes down to controlling the timing and mitigating the negative effects that it has on your position.

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There are a few ways that players can use operation points:

What does it mean to control a country? Another key mechanic in Twilight Struggle, both in providing historical realism as well as interesting gameplay, is that every country has its own stability value. A very stable country like the U.K. has a stability value of 5, while unstable countries like Nigeria and the Sudan have values of 1. To have control of a country, a player must have influence in that country that exceeds his opponent’s influence by at least the stability value. So if your opponent had 2 influence in the U.K., you would need 7 influence there to gain control. Controlling countries is crucial (especially in scoring which is described later), because it forces your opponent to pay twice the amount of operations points to place influence in that country. So naturally, an unstable country like the Sudan is much easier to swing control, because there is a smaller spread to overcome in placing influence.

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