History TabletopGame / TwilightStruggle

22nd Nov '17 7:18:10 PM nombretomado
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* CubanMissileCrisis: An in-game card that can be used by either player. Sicking it on your opponent means DEFCON immediately goes to two and they are not allowed to coup anywhere on the board, or else it will start nuclear war and s/he will automatically lose. There's also an escape clause mirroring what happened in RealLife - he may cancel the card by forfeiting two influence in certain countries (Cuba for the Soviets, West Germany or Turkey for the US).
26th Oct '17 5:44:53 PM Drago_13
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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]].

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* ActuallyFourMooks: Several "countries" on the board are actually several countries being represented as one space: Spain/Portugal and Benelux (Belgium, the Netherlands, and Luxembourg) 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]].
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,

to:

* 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]].
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