History TabletopGame / TwilightStruggle

21st May '17 2:59:36 PM nombretomado
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* ChessMotifs: As befitting a game set in the Cold War - as noted by the game's designers, entire countries are treated as little more than pawns in the grand game against the opposing superpower, with the occasional bishop in battleground countries like France and China acting as a rook or perhaps queen. In-game it's invoked in the "''{{Wargames}}''" card, which has the outline of a rook on it and includes the famous "How about a nice game of chess?".

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* ChessMotifs: As befitting a game set in the Cold War - as noted by the game's designers, entire countries are treated as little more than pawns in the grand game against the opposing superpower, with the occasional bishop in battleground countries like France and China acting as a rook or perhaps queen. In-game it's invoked in the "''{{Wargames}}''" "''Film/{{Wargames}}''" card, which has the outline of a rook on it and includes the famous "How about a nice game of chess?".
13th May '17 1:26:00 PM nombretomado
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* IronLady: ''[[TropeNamer The]]'' [[MargaretThatcher Iron Lady]] is a Late War card that wipes out any Soviet influence from the UK as well as neutralize the Socialist Governments card (allows the Soviet player to remove US influence from Western Europe). It also gives the Soviets one influence in Argentina thanks to the Falklands War.

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* IronLady: ''[[TropeNamer The]]'' [[MargaretThatcher [[UsefulNotes/MargaretThatcher Iron Lady]] is a Late War card that wipes out any Soviet influence from the UK as well as neutralize the Socialist Governments card (allows the Soviet player to remove US influence from Western Europe). It also gives the Soviets one influence in Argentina thanks to the Falklands War.
19th Apr '17 11:46:45 AM megarockman
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Added DiffLines:

* TurbulentPriest: The Mid-War "Pope John Paul II Elected" card for the Soviet player, the counterpart for Poland what De Gaulle is for France - remove 2 Soviet influence and add 1 US influence. Actually, the card is potentially more damaging than "De Gaulle", as its play also allows the Late War "Solidarity" event to happen (add 3 US influence in Poland).
16th Apr '17 2:37:53 PM nombretomado
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* TheSpaceRace: Operates as a safety valve in-game in that players can rid a card from their hand that would help their opponent each turn. If successful, it can also award VP as well as special benefits if you're in the lead, such as forcing your opponent to show his headline card first (until he catches up).
17th Mar '17 11:02:11 AM megarockman
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* LuckManipulationMechanic: The optional "Our Man in Tehran" card allows the US player to draw the top 5 cards in the draw deck, discard what they want, and shuffle the rest back (provided there is at least one US-controlled country in the Middle East). The alternate space race track also allows this for a player that reaches the "lunar landing" spot and the other hasn't gotten there yet - they may re-roll a coup attempt once per turn.

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* LuckManipulationMechanic: The optional "Our Man in Tehran" card allows the US player to draw the top 5 cards in the draw deck, discard what they want, and shuffle the rest back (provided there is at least one US-controlled country in the Middle East). The alternate space race track also allows this for a player that reaches the "lunar landing" sixth spot and the other hasn't gotten there yet - they may re-roll a coup attempt once per turn.
17th Mar '17 10:56:38 AM megarockman
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* LuckManipulationMechanic: The optional "Our Man in Tehran" card allows the US player to draw the top 5 cards in the draw deck, discard what they want, and shuffle the rest back (provided there is at least one US-controlled country in the Middle East).

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* LuckManipulationMechanic: The optional "Our Man in Tehran" card allows the US player to draw the top 5 cards in the draw deck, discard what they want, and shuffle the rest back (provided there is at least one US-controlled country in the Middle East). The alternate space race track also allows this for a player that reaches the "lunar landing" spot and the other hasn't gotten there yet - they may re-roll a coup attempt once per turn.
28th Nov '16 10:58:45 AM megarockman
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* AllYourBaseAreBelongToUs: As noted by the game designers, Central America and the Caribbean had historically been basically the United States' geopolitical private pond (the game starts with 1 US influence in Panama) - any serious Soviet sally into the region would be more a bigger black eye on US prestige than a bolster to Soviet prestige. As such, Soviet Control or Domination of Central America is worth a bit more in VP to the Soviet player than to the US player thanks to two of the region's three battlegrounds (Mexico and Cuba) being US neighbors (players get 1 extra VP at scoring for controlling each neighbor to the other superpower). Scoring Soviet Control isn't that uncommon thanks to a bunch of Soviet cards that are focused on the region ("Fidel", "Liberation Theology", "Che", "Ortega Elected in Nicaragua").

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* AllYourBaseAreBelongToUs: As noted by the game designers, Central America and the Caribbean had historically been basically the United States' geopolitical private pond (the game starts with 1 US influence in Panama) Panama and the US can always try to place influence into the region with ops via Mexico or Cuba) - any serious Soviet sally into the region would be more a bigger black eye on US prestige than a bolster to Soviet prestige. As such, Soviet Control or Domination of Central America is worth a bit more in VP to the Soviet player than to the US player thanks to two of the region's three battlegrounds (Mexico and Cuba) being US neighbors (players get 1 extra VP at scoring for controlling each neighbor to the other superpower). Scoring Soviet Control isn't that uncommon thanks to a bunch of Soviet cards that are focused on the region ("Fidel", "Liberation Theology", "Che", "Ortega Elected in Nicaragua").
28th Nov '16 10:55:06 AM megarockman
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* ActuallyFourMooks: Several "countries" on the board are actually several countries being represented as one space: Spain/Portugal in Europe, Laos/Cambodia in Asia, the Gulf States in the Middle East, and a bunch in Africa[[note]]West African States, Saharan States,

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* ActuallyFourMooks: Several "countries" on the board are actually several countries being represented as one space: Spain/Portugal in Europe, Laos/Cambodia in Asia, the Gulf States in the Middle East, and a bunch in Africa[[note]]West African States, Saharan States, SE African States[[/note]].
28th Nov '16 10:54:05 AM megarockman
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* AllYourBaseAreBelongToUs: As noted by the game designers, Central America and the Caribbean had historically been basically the United States' geopolitical private pond (the game starts with 1 US influence in Panama) - any serious Soviet sally into the region would be more a bigger black eye on US prestige than a bolster to Soviet prestige. As such, Soviet Control or Domination of Central America is worth a bit more in VP to the Soviet player than to the US player thanks to two of the region's three battlegrounds (Mexico and Cuba) being US neighbors (players get 1 extra VP at scoring for controlling each neighbor to the other superpower). Scoring Soviet Control isn't terribly uncommon thanks to a bunch of Soviet cards that are focused on the region ("Fidel", "Liberation Theology", "Che", "Ortega Elected in Nicaragua").

to:

* AllYourBaseAreBelongToUs: As noted by the game designers, Central America and the Caribbean had historically been basically the United States' geopolitical private pond (the game starts with 1 US influence in Panama) - any serious Soviet sally into the region would be more a bigger black eye on US prestige than a bolster to Soviet prestige. As such, Soviet Control or Domination of Central America is worth a bit more in VP to the Soviet player than to the US player thanks to two of the region's three battlegrounds (Mexico and Cuba) being US neighbors (players get 1 extra VP at scoring for controlling each neighbor to the other superpower). Scoring Soviet Control isn't terribly that uncommon thanks to a bunch of Soviet cards that are focused on the region ("Fidel", "Liberation Theology", "Che", "Ortega Elected in Nicaragua").
28th Nov '16 10:53:41 AM megarockman
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* ActuallyFourMooks: Several "countries" on the board are actually several countries being represented as one space: Spain/Portugal in Europe, Laos/Cambodia in Asia, the Gulf States in the Middle East, and a bunch in Africa[[note]]West African States, Saharan States,
* AllYourBaseAreBelongToUs: As noted by the game designers, Central America and the Caribbean had historically been basically the United States' geopolitical private pond (the game starts with 1 US influence in Panama) - any serious Soviet sally into the region would be more a bigger black eye on US prestige than a bolster to Soviet prestige. As such, Soviet Control or Domination of Central America is worth a bit more in VP to the Soviet player than to the US player thanks to two of the region's three battlegrounds (Mexico and Cuba) being US neighbors (players get 1 extra VP at scoring for controlling each neighbor to the other superpower). Scoring Soviet Control isn't terribly uncommon thanks to a bunch of Soviet cards that are focused on the region ("Fidel", "Liberation Theology", "Che", "Ortega Elected in Nicaragua").



** The "Turn Zero" expansion enables this to six different events that took place at the close of World War 2 (Yalta/Potsdam Conferences, VE Day, the founding of Israel, the 1945 UK elections, the Chinese Civil War, and VJ Day), which allows alternate starting influence set-ups to the board before the game even starts.
* BananaRepublic: The Mid-War Junta card grants two influence in Latin America as well as realignment rolls or a coup attempt - presumably success results in this trope happening in-universe.

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** The "Turn Zero" expansion enables this to six different events that took place at the close of World War 2 (Yalta/Potsdam Conferences, VE Day, the founding of Israel, the 1945 UK elections, the Chinese Civil War, and VJ Day), which allows alternate starting influence set-ups and possible rule changes (e.g., a very good result for the US in the "Chinese Civil War" event would make Taiwan a permanent battleground country, add three US influence to make it start US-controlled, and replace the "Formosan Resolution" card with a "Nationalist China" card - in-universe it's the result of the Nationalists under Chiang Kai-Shek getting very rapid US support and being able to hold on to the south part of the Mainland) to the board before the game even starts.
* BananaRepublic: The Mid-War Junta "Junta" card grants two influence in Latin America as well as realignment rolls or a coup attempt - presumably success results in this trope happening in-universe.



* DefconFive: Used correctly; DEFCON Five is the starting setting (i.e. "no danger"), while DEFCON One instantly triggers WorldWarIII and a game over to whoever started it (which isn't necessarily the one who actually brought it down that far). The DEFCON level also determines where on the map a player is allowed to perform aggressive actions like coups - the lower the level the more regions that are closed off.

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* DefconFive: Used correctly; DEFCON Five is the starting setting (i.e. "no danger"), while DEFCON One instantly triggers WorldWarIII and a game over to whoever started it (which isn't necessarily the one who actually brought it down that far). The DEFCON level also determines where on the map a player is allowed to perform aggressive actions like coups via ops - the lower the level the more regions that are closed off.
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http://tvtropes.org/pmwiki/article_history.php?article=TabletopGame.TwilightStruggle