![]() ![]() The events are really the key to this whole system. But I think this mechanic suits the fact that this is above even operational level - this is a global simulation. Coups are the nearest thing you get to combat in this game and they’re abstracted down to the level of a single dice roll, which is why this can’t be classified as your average wargame. In a neat twist to the usual card system if you play an event associated with an opponent the event happens anyway, but you still get the operations value from the card. Events usually also change influence in specific countries but can also change other factors like victory points, the cards in your or your opponents hand and so on. The latter three are all played out through use of a dice roll. Ops can be used directly to add influence to countries, or to reduce your opponents’ influence (realignment rolls) or to try and do both at once through a coup, or to try and get a technological edge in the space race. Each round the players take turns playing a card which they may play either for its ops value or, if the event is associated with the side playing the card, the event. ![]() The cards each have an event on them, which is associated with the US, USSR or both, and a numerical operations value. ![]() The game spans ten turns, and each turn players are dealt a hand of cards. Players must also watch the DEFCON level, which degrades when military action is taken in battleground countries – if DEFCON drops to 1, the active player automatically looses! The game can also end early if one player makes it to 20 victory points. Regions (Europe, Africa etc) are “scored” when a scoring card is played – at this point the countries controlled by each player in the region are compared and the most powerful player will score some victory points. Some countries are designated as battleground countries where control is particularly important. If the amount of influence you have exceeds that of your opponents by the “stability number” of the country then you control it and it becomes more difficult for your opponent to overturn that control. The basic system of play is gaining influence in a country. However, I do think it’s valuable to summarise roughly how the card driven system works for people who’ve been living in a bunker for the past couple of years and haven’t heard anything about the game. Hopefully you either haven’t read it, or you’ve blanked it from your mind, or you’ve drunk enough moonshine in the intervening couple of years to destroy your long term memory.Īs always in my reviews I encourage anyone who’s interested in the game to download a copy of the rules rather than relying on a shaky and incomplete rules summary. But here’s the rub - I’ve reviewed this game in the past, and since the changes aren’t that substantial I’m going to be really lazy and re-use a lot of my previous work in this review. Having now played a few games with the extra cards - and indeed having played many games in the past with a variety of balancing mechanics - I thought it might be worth writing a review. So it should come as no great surprise that I leaped on the deluxe version like a starving vegetarian grabbing a handful of lentils. Indeed I believe I happened to mention this last week. Anyone who pays much attention to my articles will be well aware that Twilight Struggle is about my favourite game to play in the whole world. ![]()
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