A strategic card-driven board game based around historical events of the cold war 1945 - 1989. SteveKerr (USA+2) defeats peacetreaty (USSR) by 20 VP in T8.Things could not have went much worse for peacetreaty in this one. It all started in turn 4, when I knew they were holding CIA Created while having gotten an early De-Stal and Decol.
I drew Nixon and 5YP. Headlined Nixon, taking China vs. Junta and a battleground coup. USA then evented 5YP, pulling Decol.
Twilight Struggle Review - with the Board Game Knights. Board Game Breakfast: Episode 27 - You WILL play games, kid. Top 5 Introductory War Games - HAMTAG. Top Ten Strategic Two Player Games. The Dice Tower is dedicated to getting folks to learn about the wide world of exciting new board games. We do video reviews, and an audio show,.
The trap had been set. But USSR wriggled out of it, going under Bear Trap in AR6, being unable to discard CIA Created. Then in turn 5, due to a horrible combination of bad Bear Trap dice, scoring and low ops cards in hand, USSR only got 4 ARs.Things got back to normal after turn 5, but the board had basically flipped by that point.
However, I never felt like the game was in hand until very late. Peacetreaty definitely played very skillfully given what they had to deal with. Good game!. Hypocrism as USSR defeats MacroDS78 by 20 points in turn 4.A vicious and atypical game. Since he headlined EU scoring turn 1 I decided to play an Iran coup.
My VR headline turn 1 meant I kept early domination of Asia. A decol let me into every African battleground since he had to defend France from the South and a successful coup in Panama and South Africa meant I had full board access. I played into SA as a double threat when he was trying to deny Asia domination and therefore started filling up every scoring area on the map without any resistance.
Won in turn 4 with Africa scoring control for 11, and 2 extra cards giving 1 VP each, to take a 13 points in 2 ARs.Very tough to do anything about it for the USA!. MeTa11ic (USSR) defeats MarcoDS (USA+2) turn 6 via VP tracktough game for Marco, classic soviet steamroller where I rolled nearly all 6's and always seemed to play the perfect card at the right moment. A turn 1 headline of decol led to the USSR quickly getting a monster Asia, snagging 5 of the 6 battlegrounds and managing to score it turn 2. A 5YP of his Europe led to my opponent being behind in VP's until T6 when Asia scoring and a sequel SE Asia Scoring both came into my hand. These along with a plethora of other cards netted me enough VP's to push above 20.
Well played by Marco and I don't think there was much he could have done otherwise. MeTa11ic (USA+2) defeats Sirivanhoe (USSR) Turn 7 via VP trackMy opponent had some tough luck in the early war getting Purged twice, which saw the USA leave the midwar with a cozy 10vp lead. Despite a tough turn 4 where my opponent played a timely ABM treaty to keep south america from flipping blue, and flipped france to get a nice European domination which never scored thanks to OMIT, I never lost my VP lead.The game ended turn 7 when my Grain sales headline found Africa scoring which gave me the last 6 VPs needed to get to 20. Allegedly he was holding 5(!) scoring cards turn 7, which we unfortunately didn't get to see. MeTa11ic (USA+2) defeats timotht (USSR) in Final Scoring by 29 vp'sHard fought game that only started breaking hard for the US in turn 9. My opponent had a decent early war, scoring a very strong asia and ME, but a lack of destal led to the US securing SA control and a strong Africa which both scored well and kept me in the game in the midwar.Late in the game a T10 ar8 play of VOA was really what sealed it bringing both new world regions to US control this hemisphere remaining master of its own house and flipping africa. Well played to my opponent and I look forward to facing him again in the ITSL!.
SteveKerr (USSR) defeats hypocrism (USA+2) by 9 VP in Turn 8 with Wargames.I got a turn 1 De-Stal and a turn 2 Decol. That led to presence everywhere I needed to be. USA managed to squeeze into South America and Africa a couple times, but I got some lucky realigns to clear the area. He held Asia pretty tightly, and after an ops war in Pakistan, he won an Indo-Pakistani War, putting him at 16 influence in Pakistan.No turn 7 reshuffle in this one, and I ended up playing Blockade for ops twice and Junta for ops once. MeTa11ic (USSR) Defeats Hypocrism (USA+2) in TURN 5 via VP TRACK.Pretty straightforward game, the ussr had no T1 headline struggles being dealt soc govs, purge, VR, and decol.
Due to my oponent's opening setup for marshall i went for VR and quickly found myself with a monster position in Asia. A timely Nassar also led to a very strong middle east expansion.Early scorings of both Asia and the middle east put my opponent down in VP's to around -5, and the wombo-combo appearance of muslim revolution + middle east scoring + opec in turn 5 led to a massive swing in VP's that brought me just over the finish line.Well played to hypocrism,. MeTa11ic (USA+2) defeats thatssoreagan (USSR) turn 5 via VP trackComing out of the Earlywar this game had every sign of being a total red steamroller. My opponent had flipped panama via coup + inserted Fidel, held 5 middle eastern BGs to my 0, a strong Asia domination, and so many non-bg's in Europe that scoring domination was not possible.
The only bright spot was my constant spacing of all his Decards putting me in lunar orbit turn 3.Then, headline of turn 4, a miracle occurs. After a tough debate between a badly needed inf placing Ussuri, purge, or missile envy, I make what i considered to be the higher risk higher reward play of missile envy. I was not wrong in that assessment.Missile envy found bear trap, which put the USSR in a slightly awkward spot giving up the AR1 coup but still not really a problem. By the grace of playdek's coding my opponent rolls a 6 on his first bear trap roll, allowing me midturn event RSP. This proved fatal to his turn 4 as his lack of 3 oppers forced him to lose the entire turn to bear trap.
If you want a perfect score, you will not only have to complete the stage in record time, but find every coin. The two have to work together to cross pits of acid, navigate laser grids, leap large chasms, and survive other types of perilous traps and mazes in ever increasingly creative ways.Each level contains 75 coins for the player to snoop around for and collect. Shift happens game. They are also tall enough to wade through water without drowning. These coins are used to help determine the player’s final score for the level. Luckily, players can replay any level they have completed in time trials.
After 6 uncontested AR's to do what i wanted I had definitely improved my board position, and with knowledge that the opponent's hand was weak I definitely considered myself ahead, but still it was very playable for the reds.Turn 5 was what turned this game into a rout as the karma gods graced me with the best card I could have been dealt: SALT. A failed ar1 roll gave me the chance to repeat the punishment with a second round of RSP and my opponent was AGAIN forced to lose his entire turn to bear trap.
A forced Europe scoring coupled with an eventing of NTB gave me the last 4 vp's i needed for the win.
Twilight Struggle has been in the, and for much of that time rated at number one, pretty much since release in 2005. So what is it about a complex, three hour, two-player strategic victory point based war game about the political conflict of the Cold War which earns it such high ratings?For a start it is not the; the cards are nice, the board is a bit dry, the counters are solid but nothing special. It does not have the production value of some games, but those components are deeply thematic and in play really invoke the tensions of the cold war.It does not have a simple rule book: it’s 32 pages, though well written, illustrated, includes play examples, and details the many complex decisions which arise in play, decisions which mirror the real life events of the cold war, ones that perhaps Kennedy or Brezhnev faced.
It is all about the play! It’s tense, engaging, deep, challenging, and one wrong step could lead the thermonuclear war. Start that hot war and you lose. It is all about winning the cold war, playing the global political drama and coming out on top.At its simplest, Twilight Struggle is a card driven, area control, victory point game. In play one player takes the position of the USA, the other the Soviet Union. Every turn each player is dealt a number of cards which they play, in turn one by one. These cards are the heart of Twilight Struggle, they depict events which occurred during the cold war, and each one has a power rating.These drive all actions, but with each card it is possible to do various things, it could be used to enact the specific event on the card, or to expand political control through a coup or political realignment, to place control tokens, or it could be invested in the space race.
The specific event on the card can belong to one side or the other which adds a further factor to consider in play.The only other cards are scoring cards, these are covered later in this review. In each turn new cards are dealt and play continues. Barring any sudden death victory condition such as precipitating nuclear war, at the end of the game there is a final scoring round where all regions are scored. The winner is the player who is ahead on the victory track.To reach that win is anything but simple. Twilight Struggle - Looking DeeperThere is a mass of different things happening on the game board, all of which are determined by play of the cards. There are three decks of cards: early war, mid war and late war. Twilight Struggle starts with only the early war cards in play.
As you can see from the picture in the top left hand corner of each card is a star, red or white, or red and white, and in that star is a number. Red means it is a Soviet event card, white a USA event card and red and white is a generic event card. The number is a power rating.
Then there is the event associated with the card, described in the text. Playing and Winning Twilight StruggleTypically a turn starts with dealing each player a hand of cards, one more card than is required to be played, raising defcon by one and resetting the required military actions taken to zero.Players then select one card from their hand as a headline event, these events happen and if applicable are applied to the board. Then in turn players play one card taking actions as described, the event, or placing control markers, or a making a coup attempt and so on.Play continues until the required number of cards have been played at which point the turn ends, and the turn record marker is advanced one step. At the beginning of turn four the mid-war cards are shuffled into the deck, at the beginning of turn eight the later war cards are shuffled into the deck. After the conclusion of turn ten the game ends with one final scoring of all regions. How to WinAt the end of turn 10 there is a final scoring round of all regions. At the end of this the player who is ahead on the victory point track is the winner.
There are numerous other ways to win, these include:. Having Control of Europe when the Europe Scoring card is played. The opponent triggers nuclear war. Important – if nuclear war is triggered the phasing player loses. The phasing player is the player who played the card which triggered nuclear war. So if the phasing player is Soviet, defcon is two and he plays CIA created, (a USA card).
He places an influence token. The USA player then uses the card to carry out a coup in Venezuela, defcon drops to Nuclear War, and the USA wins because the phasing player is Soviet. If either player reaches 20 Victory Points. Tips and Tricks.
Twilight Struggle can feel very especially if a player gets a handful of their opponent’s cards. It is not random, it is about how the player uses those cards, and remember sometimes it is better to have opponent’s cards – at least there is some return on them.
As tempting as it is to keep defcon at two, this is not always a good idea especially in the Late War. There are sudden death conditions. If your opponent goes ahead early it is probably because more of his useful for scoring event cards came out. Those event cards are now gone from the game, the deck is now stacked in your favour. If your hand is full of your own cards consider playing them for anything other than the specific action. This way they are not removed from play and get shuffled back into the deck at a later stage. There is a lot to be said for stacking the deck, this is more important than knowing what every card does.
Although the game is complex and there is a lot going on, it is all visible on the board. The player aid cards help a great deal, and the turn sequence is neatly laid out on the game board. Final ThoughtsTwilight Struggle is not going to be for everyone. It is a three hour strategic two player game, longer and more complex than the likes of which is in the same family. The theme, the Cold war might look dry especially since play is all about politics and not war.Furthermore, it has a steep learning curve and for me even now, after having played this game a huge amount of times, I am still learning new tricks.
If however you are looking for a game that is deep and immersive, with endless replay-ability, which will remain challenging even when deeply familiar with the rules and possibilities, and will remain tense as the victory point track swings back and forth, then Twilight Struggle may be what you are looking for.So does a three hour two player strategic war game deserve the accolades and ratings? In my view, yes it does. Twilight Struggle is a masterpiece of tense and interactive play. Wanted a quick and easy game to get my daughter into (age 5) Ticket to Ride London was a great choice. Brilliant family game, she absolutely loves it and is already wiping the floor with me.Super efficient delivery and in top condition.Would definitely buy from here again.Wanted a quick and easy game to get my daughter into (age 5) Ticket to Ride London was a great choice. Brilliant family game, she absolutely loves it and is already wiping the floor with me.Super efficient delivery and in top condition.Would definitely buy from here again. Excellent service, was expecting a delay due to current circumstances but ordered on 14/4/20 it was dispatched on 15/4/20 and arrived 17/4/20.Amazing service, easy to order on line and wide selection to choose from.
Was recommended by family member and will order again from them.Excellent service, was expecting a delay due to current circumstances but ordered on 14/4/20 it was dispatched on 15/4/20 and arrived 17/4/20.Amazing service, easy to order on line and wide selection to choose from. Was recommended by family member and will order again from them.
Never had any problem ordering from Zatu. Placed an order this week, fully expecting it to be a long time before it was dispatched, given the lockdown.
But no, it's on it's way within two days! There is a global pandemic - people need to realise that normal service is a massive struggle at the moment. I'd have happily waited a week or more for my order to be dispatched. So I obviously hit the right day of the week and it was dispatched sooner. And I have seen announcements from Zatu on facebook about delays in processing orders during the lockdown, so really I don't see there's anything at all to complain about. Looking forward to my games which - Royal Mail willing and able - might get here before my birthday next week.Never had any problem ordering from Zatu. Placed an order this week, fully expecting it to be a long time before it was dispatched, given the lockdown.
But no, it's on it's way within two days! There is a global pandemic - people need to realise that normal service is a massive struggle at the moment. I'd have happily waited a week or more for my order to be dispatched. So I obviously hit the right day of the week and it was dispatched sooner. And I have seen announcements from Zatu on facebook about delays in processing orders during the lockdown, so really I don't see there's anything at all to complain about.
Looking forward to my games which - Royal Mail willing and able - might get here before my birthday next week.