Twilight Struggle Deluxe Edition

Designer: Ananda Gupta
Publisher: GMT (2009) English edition.
Categories: Award: International Gamers AwardGenre: Two Player GamesMechanic: card hand managementMechanic: card-driven battleTheme: PoliticsTheme: Treachery
Players: 2 -2 Ages: 12 +
Time: ~ 180 - 240 mins Availability: In Stock (In Stock. Usually ships in 1-2 Business Days)
Price: $46.95 CND  

From Board Game Geek:

In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing. Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources? Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab- Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.





Average Score
9.00
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10 "Visitor Review" by J.R. Dundas

I have a game collection in excess of 1,600 games, and this game is my favourite. It is a card driven game about the cold war that is a cross between a Euro game and a war game. The rulebook is easy to digest and the playtime is less than 3 hours. The Deluxe Edition has components that are equal to any Euro game. A must have for children of the 60's.


9 "Great Theme" by Kirt P.
For a time in history that captured the hopes and fears billions, you would think that there would be more games on this theme - COLD WAR.

This offering from GMT is a great tug-of-war struggle for control of various regions of the world from 1945-1990, and is divided into three eras: Early, Mid, and Late War. Although there is overlap between the three, the cards are masterfully crafted to allow seamless play from one era to the next.

There are other considerations besides swaying regions to your philosophical leanings. The Space Race, Military Actions, and the DEFCON Chart all serve to keep you diverse in your strategic choices.

The ONLY weakness with this game would be that when someone CONTROLS Europe during a scoring round, the game ENDS. Sometimes this makes the game turn into a slugging match on the continent, with the rest of the world largely ignored. If one player decides to focus on Europe early on, he forces his opponent to do the same, or risk a loss.

I recommend this game whole-heartedly, and encourage people who play the first time NOT to give up if the rules are a bit heavy. Once you get the mechanics down pat, it becomes a very enjoyable stroll through the Cold War, with little risk of nuclear holocaust.


8 "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.