Twilight Struggle Review
Twilight Struggle Review

Twilight Struggle Review

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Designed by Ananda Gupta, Jason Matthews

Release Year: 2005 Complexity: High

  👥  2 Players   ⏰  120-180 min   💸 ~$50   🔗  Buy

Overview

In Twilight Struggle, two players relive the tension of the Cold War over 2-4 hours, taking on the roles of the U.S.A. and U.S.S.R. as they vie for influence across the globe. It is a tug of war that can either end prematurely if one side pulls far enough ahead, or progresses through the mid and late war to final scoring. As players play cards from their hand each turn, they will need to consider the timing of triggering specific events and strategically prioritize their actions on the map to make the most of the scoring opportunities throughout the game.

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Game Feel

At the heart of Twilight Struggle is a tense card-driven system that consistently presents you with agonizing decisions. This is primarily because each card can be used for its operation points or its event, but if the card has an event belonging to your opponent, it automatically triggers when you use the operation points. Since you are required to play all but one card from your hand during each round, you will often be forced to trigger abilities that are very good for your opponent. The key question becomes, when do I trigger them and how do I mitigate the impact?

Using operation points is extremely flexible, allowing you to add influence in any country within your reach, attempt realignment rolls to reduce enemy influence, or make a coup attempt for a chance to swing the influence of a country in your favor. With so many options, how do you focus your efforts? The key is found in the scoring cards that are shuffled into the deck. At the beginning of the game, only the Europe, Middle East, and Asia scoring cards are in the deck, so you know those are the areas to prioritize. But the shuffle of the deck has a huge impact on the order they are scored. You might have one of the scoring cards in your hand, which means you know that region will need to be scored this round. However, if you just start placing influence in those countries, your opponent will likely deduce that you are holding the scoring card and follow suit. There is a tense balance between improving your position in a region and not tipping your hand as to which scoring card you are holding.

Several other game systems feed into this tense interplay between you and your opponent. The Space Race track allows you to burn one card per round without triggering the opponent’s event while also gaining points and abilities for progress. The DEFCON track restricts actions as the risk of nuclear war increases, with the ultimate consequence of an instant loss if nuclear war is reached on a player’s turn. The Required Military Operations track pushes players to take a minimum amount of military actions according to the current DEFCON status, or sacrifice points to their opponent. All of these considerations feed back into the tough decisions of which cards to play, when to play them, and how to use your operation points.

FAQ

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Player Counts - Twilight Struggle is two-player only and especially shines with a consistent gaming partner.

Abstract vs. Thematic - The theme comes through extremely strong as the various historical events on cards trigger, as well as the constant feeling of tension that the mechanisms evoke.

Luck vs. Skill - Any game with shuffled cards and die rolls is going to have luck, but in Twilight Struggle it is completely outweighed by strategy and tactics. There are players active in organized competitive play for the game that would no doubt wipe the floor with us casual players.

Multiplayer Solitaire vs. Highly Interactive - It doesn’t get more interactive than this. Everything your opponent does affects you, and you are constantly trying to anticipate and outmaneuver your opponent.

Short Setup vs. Long Setup - For such a long and deep experience, Twilight Struggle has a fairly quick setup. It is mostly seeding the map with the initial influence tokens and making some pre-game decisions about a few additional influence allocations.

Easy to Teach vs. Hard to Teach - Teaching the rules for a player to start playing is actually not too difficult. What makes the rules teach a little harder is how to help a new player understand some of the strategic nuances that you need to know upfront to avoid major game-ruining blunders. It is great if both players have the same level of experience and can explore the game together, but if a more experienced player is introducing it to someone new, it is a tricky balance to set up the player for success while not prescribing too many strategic considerations.

Low Setup Variability vs. High Setup Variability - While most of the influence on the initial map is the same from game to game, the shuffling of those initial early war cards and where the 3 scoring cards fall has a massive impact on the direction of the game from the very beginning, enough so that we lean more towards the setup variability being high.

Things to Like

✅  Brilliant Strategic Card Play - At the beginning of each round, you look at a fresh hand of cards and a flood of strategic considerations start running through your head. Do I have any scoring cards? What are the odds my opponent has scoring cards? Which card might be best to play in the headline phase for its event? Do I have high-value operation point cards that will help me swing control, or do I have a weak hand where I just need to cut my losses and survive the round? How bad are the events belonging to my opponent? Which makes sense to commit to the Space Race or even just hold onto as my one unplayed card this round? The way the card play works, particularly with the triggering of opponent events, creates such a rich strategic landscape that ties directly into the current state of the map, and the satisfying tension remains high throughout the entire game.

✅  Deck Randomization Keeps Decisions Fresh - And that brilliant card system will always remain fresh and present new situations due to the randomization of the cards. Every hand is a unique puzzle and one that is further distinguished by the implications of the current state of the game board. As all the scoring cards enter play in the Mid War, tracking which ones are still in play and which are included in a reshuffled discard pile has a huge impact on how you prioritize your efforts across the globe.

✅  Epic and Escalating Game Progression - That moment when the Mid War deck is added in round 4 carries an overwhelming feeling of scale as suddenly the areas of importance have expanded from Europe, the Middle East, and Asia to the rest of the world. There is an epic game arc as you continue to fight battles on more and more fronts, influence spreads across the map, and new mid and late-war events are added to the deck. While the stakes are always high as you can lose the game right away in the early war, the difference between the scope of strategy at the beginning of the game and the end really makes for a satisfying escalation.

✅  Perfect Blend of Theme and Mechanisms - Every mechanism in Twilight Struggle serves the theme, and every thematic element is boiled down into an evocative mechanism. It is one of the best examples of balancing strong theme and solid mechanisms while keeping the rules elegant and intuitive.

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Things to Dislike

❌  Lack of Card Memorization Can Be Punished - While the strategic considerations of remembering specific cards can be a pro as players become more experienced, for the average casual player it is a bit of a deterrent to suffer drastic negative consequences simply because you didn’t know a certain card was in the game. The most obvious example is the late-war card “Wargames” that allows a player to instantly win if the DEFCON is at level 2 and they have the victory point marker at least 7 points to their side. You simply need to know that card exists to avoid a very unexpected and unsatisfying ending to your game. There are other examples, such as cards that remove all influence from a country, that apply here. It can be a bummer to invest a bunch of operation points in an area just to have an event that you forgot about remove it all in one fell swoop.

❌  Die Rolls Can Have Big Impact - While most of the actions you take in Twilight Struggle are not resolved using dice, there are some key actions (namely, realignment rolls and coup attempts) and events that have you roll a single die to determine the result. The results on a single die roll can vary drastically, and there is no doubt that a bad die roll can have a massive swing on the impact of a given action. This is actually very thematic, as so much of actual war is unpredictable and not by the odds, but in such a strategic game it can still have some sour moments when a player consistently rolls poorly or gets extremely lucky on a key die roll.

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Our Ratings

Ryan (20 Plays) - 9.5 Daniel (21 Plays) - 9

🎬 Watch Extended Final Thoughts

Is It For You?

If you don’t like a constant feeling of tension as you engage in direct conflict, or you don’t have a consistent partner willing to play a three-hour war game with you, then Twilight Struggle may not be for you. 👎

But if you want an epic head-to-head game that is filled with agonizing tradeoffs and meaningful decisions, enjoy direct competition over control of regions, and want a deep game that will reward repeated play, you will be hard-pressed to find a better option than Twilight Struggle. 👍

🛒  Check Out Twilight Struggle on Amazon