History TabletopGame / TwilightStruggle

19th Apr '17 11:46:45 AM megarockman
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* 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.
28th Nov '16 9:54:33 AM megarockman
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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.
** Also invoked in the "''{{Wargames}}''" card, which has the outline of a rook on it. It even has 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.
** Also
queen. In-game it's invoked in the "''{{Wargames}}''" card, which has the outline of a rook on it. It even has it and includes the famous "How about a nice game of chess?"chess?".



* InternationalShowdownByProxy: On a broad level, the whole game is like this for the US and Soviet Union through control of countries or specific card events (e.g., Arms Race, Kitchen Debates, Summit, OPEC, etc.), as measured by the VP track.
** For the specific example of showdown-by-sports, you have the UsefulNotes/OlympicGames card, where the winner as determined by dice roll (host country gets +2 for home field advantage) wins 2 VP. Like what happened in the 1980 Moscow Olympics and 1984 Los Angeles games, the other country may choose to boycott them.

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* InternationalShowdownByProxy: On a broad level, the whole game is like this for the US and Soviet Union through control of countries or specific card events (e.g., Arms Race, Kitchen Debates, Summit, OPEC, etc.), as measured by the VP track. \n** For the specific example of showdown-by-sports, you have the UsefulNotes/OlympicGames card, where the winner as determined by dice roll (host country gets +2 for home field advantage) wins 2 VP. Like VP; like what happened in the 1980 Moscow Olympics and 1984 Los Angeles games, the other country may choose to boycott them.



* SwordOfDamocles: Some cards derive their most utility from the threat of their play rather than actually playing them. The biggest example is probably the Early-War "Warsaw Pact Formed" card, where the Soviets have the choice of either placing 5 Soviet influence in Eastern Europe (max 2 per country) or removing all US influence from ''four'' Eastern European ''countries''. That second option can be utterly devastating to any US attempt to break into Eastern Europe, but the card is single-use (once it's played it's out of the game) - as a result, if the US player gets it in his hand in the Early War he will usually play it and set off the event quick while he has little or nothing to lose, rendering it safer for him to make forays into Eastern Europe once that card is gone with Mid- and Late War events like "John Paul II Elected Pope" and "Tear Down This Wall".
** Other cards that can have this effect include "De Gaulle Leads France"[[note]]Removes 2 US influence and add 1 Soviet influence in France - US players frequently don't touch France if they don't know where this card is and the Soviet player isn't about to straight-up take it via ops because leaving it empty means only the 1 Soviet influence would get added if this card is played[[/note]] and "Blockade"[[note]]US loses all its influence in West Germany if it doesn't discard a card worth at least 3 ops - the US often sinks a lot of influence investment into West Germany to start and will often be forced to play conservatively by holding on to a 3- or 4-op card through a turn just in case the Soviet player challenges with "Blockade"[[/note]].

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* SwordOfDamocles: Some cards derive their most utility from the threat of their play rather than actually playing them. The biggest example is probably the Early-War "Warsaw Pact Formed" card, where the Soviets have the choice of either placing 5 Soviet influence in Eastern Europe (max 2 per country) or removing all US influence from ''four'' Eastern European ''countries''. That second option can be utterly devastating to any US attempt to break into Eastern Europe, but the card is single-use (once it's played it's out of the game) - as a result, if the US player gets it in his hand in the Early War he will usually play it and set off the event quick while he has little or nothing to lose, rendering it safer for him to make forays into Eastern Europe once that card is gone with Mid- and Late War events like "John Paul II Elected Pope" and "Tear Down This Wall". \n** Other cards that can have this effect include "De Gaulle Leads France"[[note]]Removes 2 US influence and add 1 Soviet influence in France - US players frequently don't touch France if they don't know where this card is and the Soviet player isn't about to straight-up take it via ops because leaving it empty means only the 1 Soviet influence would get added if this card is played[[/note]] and "Blockade"[[note]]US loses all its influence in West Germany if it doesn't discard a card worth at least 3 ops - the US often sinks a lot of influence investment into West Germany to start and will often be forced to play conservatively by holding on to a 3- or 4-op card through a turn just in case the Soviet player challenges with "Blockade"[[/note]].
28th Nov '16 9:49:28 AM megarockman
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* AlternateHistory: The Early-Middle-Late division of cards means events go off roughly around the time they went off in RealLife (e.g., the Early War Castro card will probably go off earlier than the Late War Chernobyl card), though events can be deferred to a later turn. The situation on the board will likely turn out this way to varying extents as the game progresses (e.g., Italy or South Korea falling under Soviet control early on).

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* AlternateHistory: AlternateHistory:
**
The Early-Middle-Late War division of cards means events go off roughly around the time they went off in RealLife (e.g., the Early War Castro card will probably go off earlier than the Late War Chernobyl card), though events can be deferred to a later turn. The situation on the board will likely turn out this way to varying extents as the game progresses (e.g., Italy or South Korea falling under Soviet control early on).



* CubanMissileCrisis: An in-game card that can be used by either player. Sicking it on your opponent means DEFCON immediately goes to two and he or she is 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).

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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 he or she is 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).



* NotTheIntendedUse: "Five-Year Plan" is a US card that forces the Soviet player to randomly pick one card from their hand - if it's a US event it goes off, otherwise it gets discarded. If played by the US as an event it can be quite troublesome for the Soviets, as a hand reduced by one card generally means all the cards being held must be played if they can't use The China Card (including ones that could cause the Soviet player to auto-lose). However, the Soviet player can use this (which, as a US event, must happen if the card is played from the Soviet hand) to their advantage if they also have a scoring card for a region that the US would stand to gain a bunch of VP from if scored (holding a scoring card at the end of the turn is an auto-win for the other player) - if this card and the US-favorable scoring card are the last two cards in the Soviet player's hand, they can play "Five-Year Plan" and the scoring card will by default be the card discarded without the event (i.e., the scoring) going off. The US can do something similar with "Aldrich Ames Remix", though in that case Soviet events can also be dodged that way.

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* NotTheIntendedUse: "Five-Year Plan" is a US card that forces the Soviet player to randomly pick one card from their hand - if it's a US event it goes off, otherwise it gets discarded. If played by the US as an event it can be quite troublesome for the Soviets, as a hand reduced by one card generally means all the cards being held must be played if they can't use The China Card (including ones that could cause the Soviet player to auto-lose). However, the Soviet player can use this (which, as a US event, must happen if the card is played from the Soviet hand) to their advantage if they also have a scoring card for a region that the US would stand to gain a bunch of VP from if scored (holding a scoring card at the end of the turn is an auto-win for the other player) - if this card and the US-favorable scoring card are the last two cards in the Soviet player's hand, they can play "Five-Year Plan" and the scoring card will by default be the card discarded without the event (i.e., the scoring) going off. The US can do something similar with "Aldrich Ames Remix", though in that case Soviet events can also be dodged that way.dodged.



** Other cards that can have this effect include "De Gaulle Leads France"[[note]]Removes 2 US influence and add 1 Soviet influence in France - US players frequently don't touch France if they don't know where this card is and the Soviet player isn't about to straight-up take it via ops because leaving it empty means only the 1 Soviet influence would get added if this card is played[[/note]] and "Blockade"[[note]]US loses all its influence in West Germany if it doesn't discard a card worth at least 3 ops - the US often sinks a lot of influence investment into West Germany to start and will often be forced to play conservatively by holding on to a 3- or 4-op card through a turn just in case the Soviet players challenges with "Blockade"[[/note]]

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** Other cards that can have this effect include "De Gaulle Leads France"[[note]]Removes 2 US influence and add 1 Soviet influence in France - US players frequently don't touch France if they don't know where this card is and the Soviet player isn't about to straight-up take it via ops because leaving it empty means only the 1 Soviet influence would get added if this card is played[[/note]] and "Blockade"[[note]]US loses all its influence in West Germany if it doesn't discard a card worth at least 3 ops - the US often sinks a lot of influence investment into West Germany to start and will often be forced to play conservatively by holding on to a 3- or 4-op card through a turn just in case the Soviet players player challenges with "Blockade"[[/note]]"Blockade"[[/note]].



* VariantChess: The most notable game variant is Chinese Civil War, where the Soviet player has to place influence in China to control it before the player can use The China Card (until the player does, they can't use "Red Scare" and if the Korean War breaks out the player's roll gets a -1 penalty). Later editions of the game also include a "Late War" start scenario, as that deck frequently doesn't get used (and worn) as often as the Early and Mid-War decks owing to automatic victories.

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* VariantChess: VariantChess:
**
The most notable game variant is Chinese Civil War, where the Soviet player has to place influence in China to control it before the player can use The China Card (until the player does, they can't use "Red Scare" and if the Korean War breaks out the player's roll gets a -1 penalty). Later editions of the game also include a "Late War" start scenario, as that deck frequently doesn't get used (and worn) as often as the Early and Mid-War decks owing to automatic victories.
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