Twilight Struggle

Over Christmas break, my son (home from college) and I have played a half dozen or more games of Twilight Struggle, the #1 rated game on Boardgame Geek that refights to US-USSR cold war from the 1950's to the 1980's.   There is a good reason for that ranking - it is a very enjoyable game to which he and I have become addicted.

I mentioned it before Christmas, and after playing it once made a couple of comments that I want to revise.  I had said I remembered it to be "complex."  Actually, for a wargame, the rules are quite simple (no zone of control rules, line of sight, tracing supply, movement costs over terrain, etc etc.).  Basically, each turn you play a card from your hand.  You may either take the effects of the event on the card, or you may take one of four actions using the operations points on the card (sometimes, if the event benefits your opponent, you have to take the event and the operations points).  Your goal is to gain influence over countries and regions, which in turn translates into victory points.

The cards are divided into early, mid, and late-game cards that are staged into the game.  This helps avoid anachronisms like Solidarity union forming in Poland in 1950.  It also creates a setting where the Russian has early advantages, while the US has late advantages.  This really befuddled me for a number of games as I played as Russian against my son, and lost more than I won despite the general sense in the playing community that the game (until recently revised) is a bit unbalanced in favor of the Russian.  The problem is that my play style in wargames tends to be methodical and defensive, and to win at Russia you have to open with an RTS-like rush and gain the largest possible lead before the Americans come back in the end game.  I finally routed the Americans in the last game when I finally got more aggressive.

The game's complexity comes not from a lot of rules but from three sources:

1) dealing with complexity of scoring possibilities, as while there are only a few types of actions one can take, there are a hundred locations on the map where one can take those actions.  The scoring dynamics causes focus of both players to shift around the world, sometimes in Asia, sometimes in Latin America, sometimes in Africa, etc.  The cards ensure that no region is ever "safe" (for example the combination of John Paul II's election and Solidarity can turn a strong Soviet position in Poland into a total mess.

2) getting rid of or minimizing the impact of events that benefit your opponent.  The latter adds a lot of the flavor of the game.  On average, half the event cards in your hand help you, and half help your opponent.  If a card helps you, you can take either the op points or the event, but not both.  This is sometimes a tough choice in and of itself, made more complicated by the fact that unused events get recycled and can come back later, when they might be more or less useful.  But if the card has an opponent event on it, you generally (with a few exceptions) have to take the op points AND trigger an event favorable to your opponent.  Managing the latter consumes a lot of the mental effort of the game, and really helps give the game its Cold War flavor of jumping from crisis to crisis.

3) the interaction of the cards.  Like most card-driven games, there are a near infinite number of card interactions.  This means that there are almost always certain card pairings where the resulting net effect is unclear.  We had to keep our iPad nearby locked into a web site of the game maker that includes rulings on each card.  Since the game is now 6+ years old, we never encountered a situation where a clear ruling was not available.

Anyway, we think the game absolutely deserves its #1 rating.  Highly recommended.

 

4 Comments

  1. 3rdMoment:

    I should really try this game, although I don't do many two-player games.

    I really think that when you're after a multi-player game you should give Agricola another chance. Of all the games I've played it's my favorite. It has a great mix of strategy and tactics, and the cards guarantee that the game is never the same. It's one of the few games where the correct move on a given turn is almost never obvious. It was also the #1 game on BoardGame Geek for several years, and (as with Twilight Struggle) there was a good reason for that ranking. It's all about using your limited moves efficiently; there is never enough time to do all the things you want to do, so you can't waste even one move.

    You do have to play more than once to get into it, though...during the first game you can be pretty lost.

  2. John David Galt:

    You might also like the card-driven WW1 game Paths of Glory. Check it out on BoardGameGeek.

  3. JP:

    You may also like 1960: The Making of the President. Its by the same designer of Twilight Struggle, and uses that same "good for me, good for him" car mechanic. One player plays the Nixon election team, the other Kennedy's, and your battling for electorial college votes in the 50 states.

  4. Ananda Gupta:

    Well, by ONE of the same designers ;)

    I am very glad you are enjoying the game!