'Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle..'
– John F. Kennedy
Twilight Struggle China Card
4.1 Twilight Struggle has ten turns. Each turn represents between three and five years, and will involve six or seven normal card plays by each player. At the beginning of the game, each player receives eight cards from the Early War deck. At the beginning of turn 4, the Mid War deck is shuffled into the draw pile and the players’ hand size. Twilight Struggle: Turn Zero is a new mini-expansion that lets players explore alternate starting situations for the two superpowers. What if Chiang's forces had held on in southern China? What if Churchill's Tories had won re-election in 1945? And what if the Western Allies had crossed the bridge too far, and reached Berlin first? Twilight Struggle: Turn Zero is a new mini-expansion that lets players explore alternate starting situations for the two superpowers. What if Chiang's forces had held on in southern China? What if Churchill's Tories had won re-election in 1945? Balance with Turn Zero and Promo packs? Posted by 2 years ago. If you play with all optional cards, US should get 2 additional influence to balance things up, correct? What if you play with TZ and/or the promo packs? Should the US still receive additional influence to balance things?
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.
Components (original edition):
- 228 full colour counters
- 22'x34' full colour map
- 103 event cards
- 2 six-sided dice
- 1 24-page rulebook
- 2 full colour player aid cards
Components (2009 Deluxe edition and after)
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Twilight Struggle Online
- 260 full colour counters
- 22'x34' mounted map with revised graphics
- 110 event cards
- 2 six-sided dice
- 1 24-page rulebook
- 2 full colour player aid cards
TIME SCALE: approx. 3-5 years per turn
MAP SCALE: Point-to-point system
UNIT SCALE: Influence markers
NUMBER OF PLAYERS: 2
DESIGNER: Ananda Gupta & Jason Matthews
MAP, CARD, & COUNTER ART: Mark Simonitch
A deluxe edition, published in 2009 includes the following changes from the basic game:
- Mounted map with revised graphics
- Two double-thick counter sheets with 260 counters
- Deck of 110 event cards (increased from 103)
- Revised rules and player aid cards
- Revised at start setup and text change for card #98 Aldrich Ames
Upgrade kit for the owners of the previous version includes the following:
- Mounted Map with revised graphics
- New card decks
- Updated Rules & Charts