"Now the trumpet summons us again—not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are—but a call to bear the burden of a long twilight struggle [...]"
- John F. Kennedy, Inaugural Address
TWILIGHT STRUGGLE is a card-driven board game simulation of the Cold War. It has been called a game of
crisis management; dealing with them yourself, creating them for your opponent, and their proper timing. There is a extensive blog about the game,
Twilight Strategy.
This is that site's article on starting out play. This page could help you decide if it's for you. ("Do you enjoy games that are extremely tense and nerve-wracking?") Here's a YouTube video on how to play it.
And, although I suggest learning to play with a physical set, the online multiplayer wargaming client Warroom
has a Java Twilight Struggle client/server program available. There is also
a VASSAL module, but it currently doesn't work with VASSAL 3.2 or later. There's a lot more on the game after the break....
Twilight Struggle is currently at the top of
BoardGameGeek's massive rated list of over 60,000 games.
One player plays the United States, the other the U.S.S.R. Through ten turns they play event cards, which represent various happenings in the world. Each turn, both players have a hand of cards, and they must play almost all of them, whether the event is good for them or bad.
There is also a variable tracked by the game that measures world tensions called DEFCON (DEFense CONdition), that can go up and down between 5 (best) and 1 (extremely bad). If DEFCON ever drops to 1, the player whose turn it is sparks a nuclear war and immediately loses the game. The thing is, some cards give your opponent opportunity to act, and if
he can drop DEFCON to 1 on
your turn,
you lose. This is called
DEFCON suicide, and its causes are at times subtle.
The board is a map of the world. Through their actions, each side tries to gain
influence in various countries of the world. Their main objective in this is to gain
control. A superpower has control of a country if they have X more Influence Points in that nation than the other side, where X is that country's
stability value. The U.K. has the highest stability, of 5, while weak nations like Lebanon, Nicaragua or Nigeria have a value of 1. The higher the stability, the harder it is to gain control, but the easier it is to keep it.
Some of those cards that players must play are
scoring cards, one for each region of the world. In the Early War, the scored regions are Europe, Asia and the Middle East. In Mid-War, added to those is Africa, Central America, South America and a special card for Southeast Asia. When a scoring card comes up, each side earns
victory points depending on how much of the region they control, most notably, of how many
battlefield countries they have compared to the other side. Score is counted using a two-sided scoring track; at the start, the game score is 0, in the middle. When the US earns points the score marker is moved one way, and when the USSR earns points it goes the other way. Thus,
every point earned by one side is a point lost by the other, the two players each pulling the scoring marker their way kind of like a tug-of-war. If one side ever gets to 20 points in its direction, it immediately wins the game.
On their turn, players play one card less than they had at the start of the turn; if they start with eight, they must play seven. The last card is "held," kept for the next turn. There are three kinds of cards: US cards, USSR cards, and neutral cards. So, a player will frequently have all three kinds of cards in his hand at the start of the turn. If you play a card "for" your side, or a neutral card, then you either play it for the
event, which is described on the card and is something good for you, or for its
Operations Points, or "Ops." However, when you play a card belonging to the other side,
both happen: you get to play the Ops points on the board, but the other player gets his event. Remember what I said above about DEFCON.... (Scoring cards are neutral, but have no operations value; they are always played for the event, and also
must be played that turn, they cannot be "held.")
Ops points can be used to
buy Influence, to
stage a Coup, or to make
realignment rolls. Influence bought is simply placed, one Op per point, in any nation you have Influence in or adjacent to same, spread out however you like; however, if the other side already has control of that country, it costs 2 Ops to buy one point. A Coup involves a die roll, and can be staged in any nation your opponent has Influence in: roll the die, add the Ops value of the card, and compare to
twice the nation's Stability, if you roll over remove the difference in enemy Influence, and any excess becomes your own Influence added in. But... Coups in Battleground Countries lower DEFCON by one level. Realignment rolls don't come up often, for they are even more random than Coups, never add Influence to a country, and also can result in you losing influence yourself, but you can make one roll per Operations point in any nation in which your opponent has influence. Further note: Low DEFCON levels also restrict the players from staging Coups or Realignments in some regions.
Events are a variety of things, most of which are some way of placing your influence on the board or removing that of your opponent. Many cards, once played for their Event, are removed from the game, while others will come up again after the deck runs out and is reshuffled. There are 103 of these in a typical game. Here's a selection (all the cards are linked
here):
COMECON (3 Ops, USSR): Add 1 USSR Influence to each of 4 non-US-controlled countries of Eastern Europe.
FIVE YEAR PLAN (3 Ops, US): USSR player chooses one card in his hand randomly; if it's a US event, it triggers immediately, if not it's simply discarded.
FIDEL (2 Ops, USSR): US loses all Influence in Cuba, then USSR gains enough Influence for control.
BLOCKADE (1 Op, USSR): Unless the US immediately discards a card with an Operations value of 3 or more, remove all US Influence from West Germany.
Containment (3 Ops, US): All Operations Cards played by the US this turn receive +1 to their Operations value (up to 4).
OLYMPIC GAMES (2 Ops, Neutral): The player who plays this is sponsoring the Olympics. The other player can choose to either participate or boycott. Participating means both players roll a die, with the sponsor getting +2 to his roll, and whoever rolls highest gets 2 VP. Boycotting lowers DEFCON by 1 and gives the sponsor 4 Ops to spend as he wishes. But really, Olympic Games is a fiendish trap:
since they give your opponent the opportunity to raise tensions on your turn, playing this Event means losing the game if DEFCON is 2.DECOLONIZATION (2 Ops, USSR): Add 1 USSR Influence to any 4 countries in Africa and/or Southeast Asia.
CUBAN MISSILE CRISIS (3 Ops, Neutral): DEFCON goes to 2,
and any Coups by your opponent will lose them the game. But the event may be canceled at any time if the USSR removes 2 Influence from Cuba, or the US removes 2 Influence from West Germany or Turkey.
QUAGMIRE (3 Ops, USSR): On the US's next Action Round, instead of playing it must discard a card worth at least 2 Ops and then roll 1-4 (on a six-sided die) to end the effect. If it fails, do it again the next round, again and again until 1-4 is rolled. If the US is out of cards worth at least 2 Ops it cannot play cards
at all but must still roll each round until 1-4 comes up until the event ends.
KITCHEN DEBATES (1 Op, US): If the US controls more Battleground Countries than the USSR, it gets 2 VP, and the US player gets to poke the USSR player in the chest.
MISSILE ENVY: Your opponent must choose one of the cards from his hand that has the highest Ops value. If that card has your event or a neutral one, it occurs then and there; if it's an opponent's event, you get the Ops to play and the event doesn't happen. The opponent gets Missile Envy in return, but must play it for Ops in his next round. There is a slight danger for DEFCON suicide when playing it though.
FLOWER POWER (4 Ops, USSR): The USSR gets 2 VP every time the US plays a "War" card.
OPEC (3 Ops, USSR): The USSR gets 1 VP for controlling each of: Eqypt, Iran, Libya, Saudi Arabia, Iraq, Gulf States or Venezuela.
PANAMA CANAL RETURNED (1 Op, US): Add 1 US Influence to Panama, Costa Rica and Venezuela.
CHERNOBYL (3 Ops, US): The US designates one Region; for the rest of the turn, the USSR cannot buy Influence there.
WARGAMES (4 Ops, Neutral): If DEFCON is 2, spot the opponent six Victory Points and
end the game immediately.
THE CHINA CARD (4 Ops, Neutral): A special card, this isn't part of anyone's hand but resides on the table in front of its owner. At the start of the game this is the USSR. On the posessor's turn, instead of a card from his hand he can choose to play The China Card instead; its Event text is to play it as a 4 Ops card, unless all the points are spent in Asia in which case the player gets
5 Ops. Then the card is given to the other player and put on the table face-down, unavailable for play; at the start of the next turn, it's turned face-up again. Not only is it a powerful play, but since it's used instead of a hand card it means the player can get away with holding an extra card at the end of the round, useful for delaying harmful events. In final scoring, having this card is worth 1 VP.
Sometimes, while you're playing, you'll end up with a card you want to
dump, not play at all. A scant few cards let you discard other cards, but the main way to do this is to
SEND IT TO OUTER SPAAACE. That is, play it to the Space Race track. You're allowed to do this once per turn, if the card is worth 2 Ops or more (3 Ops later), and this prevents any enemy Event on the card from triggering. There are other benefits (and VPs) that come from advancing in the Space Race too, but they end once the other player catches up to you. Spaced cards get discarded, so they could turn up again later, "on reentry," once the deck gets reshuffled....
At the start of each turn, each player picks one card from his hand to "headline" the turn, and plays it face-down. Both players then turn the card over at once; the Event on the one with the higher Ops value happens first, then the other. Ideally you'll pick an Event that will happen over the whole turn, or creates a crisis your opponent must react to. One US card,
Defectors, has as its only effect, if played as a headline, the cancelation of the USSR headline. Even if DEFCON is 3 at the start of the Headline phase, if both players play a DEFCON lowerer, it could still result in nuclear war.
At the start of the game the deck consists of the "Early War" cards. After three turns, a much larger deck, the Mid War cards, are shuffled in. After turn seven a small set of Late War cards are added. These cards serve to modify the nature of the game as it continues, as well as the cards that get excluded from the deck due to Event play.
To win the game:
At the end of ten turns, each region is scored one more time, and the winner is the player with more points.
Alternatively, when the Europe is scored, if a player controls
all five European Battleground Countries,
and more of Europe than the opponent, he immediately wins. This even applies during final scoring.
You also win by causing DEFCON to drop to 1 during your opponent's turn, or by being ahead by seven points and playing Wargames for its Event.
One interesting thing about the game is that it's far from perfectly symetrical. There are many US events that the US doesn't get, and vice versa. The USSR gets to go first in the Action Phases of every turn, while the US gets to go last. The USSR has a small advantage overall, especially in the first turns, and should try for an early win. The US, however, gets better events in the Late War, and had the advantage if the game goes to term.
Twilight Strategy has two detailed, annotated playthroughs on the site, which make for surprisingly entertaining reading:
#1 (Turn 10 win by USA from Wargames)
#2 (Turn 8 win by USSR from 20-point lead)