Mutual Assured Destruction on the Kitchen Table
by Andrew MacLeod
Though not a "simulation game" in the traditional
wargame sense, Twilight Struggle is an excellent
portrayal of the tensions of the Cold War.
Although both card driven and making occasional
use of a die roll, it is amazing how much thought
is required before a player can safely make a
decision. "Safely"? Well, actually, there are
very, very few guarantees in this game your
knowledge of your opponent's cards is (once in a
blue moon) limited, and most of the time, it's
non-existent. On your turn, you play a card either
for the historical event it portrays, or for the
operation points it holds. The operation points
can be used to spread your ideology around the
globe, force nations to re-consider alignments,
launch coups, or attempt to gain prestige in the
space race. The problem is, if you use the ops
points, and the event on that card is of use to
the opponent, the enemy gets to use that
event....to your detriment! And just playing
recklessly and blindly won't work: at worst, you
could trigger a nuclear war, which results in
immediate victory for your OPPONENT!
I doubt there will ever be a strategy guide
published for Twilight Struggle, since the card
draw and dice rolls add an unnerving degree of
uncertainty to the game. There are wise and
foolish things that a player can do, most
definitely, but the game really boils down to a
herculean effort of maintaining balance with your
opponent (at least), and to continually engage in
damage control. "Twilight Struggle: The Game of
Uncertainty Management", one could say.
The negatives? It's hard at a glance to tally up
who's in control of what region at any time some
sort of a control chart would have been nice. And
the gameboard (although not unattractive, and
certainly workable) is made with a fairly cheap
cardboard type of material.
View Twilight Struggle Deluxe Edition
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