
2005 · Wargame
Twilight Struggle
A two-player simulation of the geopolitical contest between the United States and the Soviet Union from 1945 to 1989. Players use a shared deck of event-driven cards to place influence, conduct coups, and move limited units across a world map divided into regions. Cards can be played for operations points or for historical events that trigger specific effects; managing hand resources and timing events is the core decision space. Additional subsystems track the Space Race and nuclear tension, and certain escalations can end the game immediately. Turns represent several years of Cold War history and resolve political, military, and ideological struggles for global dominance.
- Joueurs
- 2
- Temps de jeu
- 120–180 min
- Âge
- 13+
- Complexité
- 3,6 / 5
À propos du jeu
- Auteurs
- Publisher
Extensions
Les voir dans Ludoya
Twilight Struggle: Turn Zero2015
Twilight Struggle: Turn Zero and Promo Packs2017
Twilight Struggle: Promo Deck2015
Twilight Struggle: "Referendum NATO" Promo Card2012
Twilight Struggle: "Anni di Piombo" Promo Card2011
Twilight Struggle: "Pakt Bagdadzki" and "Stan Wojenny" Promo Cards2013
Twilight Struggle: "Финляндизация" Promo Card2019
Twilight Struggle: "Gladio" Promo Card2011
Twilight Struggle: Blame Canada Promo Card2019
Twilight Struggle: Regime of the Colonels Promo Card2016
Twilight Struggle: The Cold War Movies2024Se joue avec
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- Parties enregistrées
- 450
- Joueurs
- 2h 25m
- Partie moyenne
- 374
- Dans des collections
- 28
- Dans des listes de souhaits
- 1
- Précommandé
8,1/10
sur 191 avis Ludoya
Vic Granell9,0 Amazing assymmetric game where many cards favour both you and your opponent. However, it takes quite a few plays to remember what cards are yet to be played, which is extremely relevant to your plays. It can be thus very imbalanced between experienced players and newbies.
José [ホセー]9,0 Flowchart available
BWizard9,4 [c] (15x) GAMING EXPERIENCE: :star::star::star::star::star::star::star::star::star::star: (5x) DEPTH / WEIGHT: :star::star::star::star::star::star::star::star::star::star: (5x) LUCK: :star::star::star::star::star::star::star::nostar::nostar::nostar: (10x) REPLAYABILITY: :star::star::star::star::star::star::star::star::star::star: (6x) MECHANICS: :star::star::star::star::star::star::star::star::star::star: (6x) PLAYER INTERACTION: :star::star::star::star::star::star::star::star::star::star: (3x) SCALABILITY (PLAYER COUNT): :star::star::star::star::star::star::star::star::star::star: (2x) LENGTH: :star::star::star::star::star::star::star::star::nostar::nostar: (2x) CLARITY OF RULES: :star::star::star::star::star::star::star::nostar::nostar::nostar: (6x) COMPONENT QUALITY: :star::star::star::star::star::star::star::star::nostar::nostar: [/c] Best Game Ever! :thumbsup: With translated, edited, printed cards, player aids and rulebook. (I made all of this.)
Questions de règles
Réponses tirées du livret par l'assistant de règles de Ludoya.
If I play a card for Operations but the event belongs to my opponent, does their event still happen?
Yes — playing a card for Operations that has an opponent-only Event still triggers that Event and your opponent implements it; the phasing player chooses whether the Event happens before or after the Operations (see pages 4–5).
Do Realignment rolls count toward the required Military Operations each turn?
No — Realignment rolls cost 1 Operation point each but are not considered Military Operations for the turn’s required Military Operations total (see pages 6 and 7).
Can I place Influence anywhere, or do new markers have to be adjacent to my existing influence?
Influence markers must be placed with or adjacent to friendly markers that were in place at the start of your Action Round (except when placed by Events), although you may always place markers in any country adjacent to your superpower space (see pages 5–6).
If I attempt a Coup in a battleground country, does that affect DEFCON and could it make me lose the game?
Yes — any Coup in a Battleground country degrades DEFCON one level, and if DEFCON is degraded to 1 the phasing player who caused it immediately loses the game (see pages 6 and 7).
In the Headline Phase, which Headline Event resolves first when both players reveal a card?
The card with the higher Headline Value (Operations value) resolves first; scoring cards count as Headline Value 0 and always resolve second, and ties are resolved with the US Headline Event going first (see page 4).
If I play an opponent’s asterisked Event for Operations but that Event can’t occur, is the card removed from the game?
If the opponent’s Event cannot occur because a prerequisite hasn’t been met, the Event does not occur and an asterisked card is returned to the discard pile (not removed); however, if the Event is triggered and simply produces no effect it is still considered played and would be removed if asterisked (see pages 4–5).
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