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* TheCoup: An action a superpower can initiate with ops. Coups count towards military operations (to placate the hawks in one's camp that want to stand tough against those communists/capitalists), and those in battlegrounds degrade the DEFCON meter and push the world closer to nuclear war.

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* TheCoup: An action a superpower can initiate with ops. ops or with certain events. Coups count towards military operations operations[[hottip:*:except for "Junta"]] (to placate the hawks in one's camp that want to stand tough against those communists/capitalists), and those in battlegrounds degrade the DEFCON meter and push the world closer to nuclear war.
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* TheCoup: An action a superpower can initiate with ops. Coups count towards military operations (to placate the hawks in one's camp that want to stand tough against those communists/capitalists), and those in battlegrounds degrade the DEFCON meter and push the world closer to nuclear war.
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** The Seventies: Oil shortages? Oh yeah.

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** The Seventies: TheSeventies: Oil shortages? Oh yeah.

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** 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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** Also invoked in the ''{{Wargames}}'' "''{{Wargames}}''" card, which has the outline of a rook on it. It even has the famous "How about a nice game of chess?"



* FollowTheLeader: ''Twilight Struggle'' is by no means the first card-driven board game created (the concept had been around for at least a decade prior to its introduction) or even the first one published by GMT Games, but the success and popularity of this game means similar games almost inevitably get compared to it. This is especially true if the game in question shares the same publisher, one of its creator, or a not-strictly-military theme.



* GuideDangIt: What do you mean, Grain Sales etc. can trigger nuclear war?!

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* GuideDangIt: What do you mean, Grain Sales "Grain Sales" etc. can trigger nuclear war?!
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* PuppetState: In-universe accusations aside, the card "Puppet Governments" gives the US one influence in three countries that don't have influence from either superpower yet. As this is a Mid-War card and the vast majority of countries in Latin America and Africa are low-stability, the US usually ends up placing the influence in such countries, giving the player either outright control of a country like Zaire or close to it.

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* PuppetState: In-universe accusations aside, the card "Puppet Governments" gives the US one influence in three countries that don't have influence from either superpower yet. As this is a Mid-War card and the vast majority of countries in Latin America and Africa are low-stability, the US usually ends up placing the influence in such countries, countries (higher-stability countries are usually the first ones targeted, thus disqualifying them from this card), giving the player either outright control of a country like Zaire or close to it.
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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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* PuppetState: In-universe accusations aside, the card "Puppet Governments" gives the US one influence in three countries that don't have influence from either superpower yet.

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* PuppetState: In-universe accusations aside, the card "Puppet Governments" gives the US one influence in three countries that don't have influence from either superpower yet. As this is a Mid-War card and the vast majority of countries in Latin America and Africa are low-stability, the US usually ends up placing the influence in such countries, giving the player either outright control of a country like Zaire or close to it.
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* PuppetState: In-universe accusations aside, the card "Puppet Governments" gives the US one influence in three countries that don't have influence from either superpower yet.
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A computer adaption was announced in November 2010, which is confirmed to still be in the works.
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* NonstandardGameOver: Triggering World War III, which means your side immediately loses.
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* RiskStyleMap: Countries are grouped into regions (Europe[[hottip:*:further divided into Eastern and Western]], Asia[[hottip:*:with a Southeast Asia subregion]], Middle East, Central America, South America, and Africa). Individual countries border each other via lines drawn on the game board rather than strictly by geography (i.e., Chile and Bolivia physically border each other in real life but do not border each other in the game owing to [[WarOfThePacific historical animosity]]). Borders come into play chiefly when playing a card for ops for influence (you can only place influence in a country where you already have influence or a country bordering it) or realignment (controlling neighboring countries gives you a +1 to your roll) - some card events also take borders into account (i.e., rolls for war cards have a -1 for each neighbor of the target your opponent controls).

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* RiskStyleMap: Countries are grouped into regions (Europe[[hottip:*:further divided into Eastern and Western]], Asia[[hottip:*:with a Southeast Asia subregion]], Middle East, Central America, South America, and Africa). Individual countries border each other via lines drawn on the game board rather than strictly by geography (i.e.(e.g., Chile and Bolivia physically border each other in real life but do not border each other in the game owing to [[WarOfThePacific historical animosity]]). Borders come into play chiefly when playing a card for ops for influence (you can only place influence in a country where you already have influence or a country bordering it) or realignment (controlling neighboring countries gives you a +1 to your roll) - some card events also take borders into account (i.e., rolls for war cards have a -1 for each neighbor of the target your opponent controls).
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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 (i.e., 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 (i.e., Italy or South Korea falling under Soviet control early on).

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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 (i.e.(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 (i.e.(e.g., Italy or South Korea falling under Soviet control early on).
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[[IThoughtItMeant Has nothing to do]] with the rivalry between [[{{Twilight}} Team Edward and Team Jacob]], nor with [[WesternAnimation/MyLittlePonyFriendshipIsMagic Twilight Sparkle]][[hottip:*:Whether she would be intrigued or horrified by the basic premise of the game remains to be seen]].

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[[IThoughtItMeant Has nothing to do]] with the rivalry between [[{{Twilight}} Team Edward and Team Jacob]], nor with the game TwilightImperium, nor with [[WesternAnimation/MyLittlePonyFriendshipIsMagic Twilight Sparkle]][[hottip:*:Whether she would be intrigued or horrified by the basic premise of the game remains to be seen]].
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''Twilight Struggle'' is a card-driven board game for two players which covers the entire Cold War. One player plays the United States and the other plays the Soviet Union. In each turn, both players are dealt a hand of cards, and then play them one at a time, alternating. The object of the game is to spread your superpower's influence into as many countries of the world as possible. By doing this, you score victory points when regions are scored, the timing of which is determined by cards. Cards are divided into three groups: Early War, Mid War, and Late War. This ensures that events like Fidel Castro's coming to power in Cuba, OPEC's founding, Chernobyl, etc. will happen in their historical era.

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''Twilight Struggle'' is a card-driven board game for two players which covers the entire Cold War. One player plays the United States and the other plays the Soviet Union. In each turn, both players are dealt a hand of cards, and then play them one at a time, alternating. The object of the game is to spread your superpower's influence into as many countries of the world as possible. By doing this, you score victory points when regions are scored, the timing of which is determined by cards. Cards are divided into three groups: Early War, Mid War, and Late War. This ensures makes it more likely that events like Fidel Castro's coming to power in Cuba, OPEC's founding, Chernobyl, etc. will happen in their historical era.
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Sorry, didn\'t know it goes under YMMV


* PlayerPreferredPattern: The vast majority of games will see the Soviet player coup Iran on his first action round of the first turn - with a strong card or a decent roll of the die it at least eliminates easy US access to South Asia, as well as take care of military operations requirements early for the Soviets.
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* PlayerPreferredPattern: The vast majority of games will see the Soviet player coup Iran on his first action round of the first turn - with a strong card or a decent roll of the die it at least eliminates easy US access to South Asia, as well as take care of military operations requirements early for the Soviets.
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* [[GivingSomeoneThePointerFinger Giving Khrushchev The Pointer Finger]]: "Kitchen Debates" is a Mid-war card that awards the US player two {{VP}} if the US controls more battleground countries than the Soviets. It also tells the US player to poke the Soviet player in the chest.

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* [[GivingSomeoneThePointerFinger Giving Khrushchev The Pointer Finger]]: "Kitchen Debates" is a Mid-war card that awards the US player two {{VP}} VP if the US controls more battleground countries than the Soviets. It also tells the US player to poke the Soviet player in the chest.
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* [[GivingSomeoneThePointerFinger Giving Khrushchev The Pointed Finger]]: "Kitchen Debates" is a Mid-war card that awards the US player two {{VP}} if the US controls more battleground countries than the Soviets. It also tells the US player to poke the Soviet player in the chest.

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* [[GivingSomeoneThePointerFinger Giving Khrushchev The Pointed Pointer Finger]]: "Kitchen Debates" is a Mid-war card that awards the US player two {{VP}} if the US controls more battleground countries than the Soviets. It also tells the US player to poke the Soviet player in the chest.
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* [[GivingSomeoneThePointedFinger Giving Khrushchev The Pointed Finger]]: "Kitchen Debates" is a Mid-war card that awards the US player two {{VP}} if the US controls more battleground countries than the Soviets. It also tells the US player to poke the Soviet player in the chest.

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* [[GivingSomeoneThePointedFinger [[GivingSomeoneThePointerFinger Giving Khrushchev The Pointed Finger]]: "Kitchen Debates" is a Mid-war card that awards the US player two {{VP}} if the US controls more battleground countries than the Soviets. It also tells the US player to poke the Soviet player in the chest.
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* [[GivingSomeoneThePointedFinger Giving Khrushchev The Pointed Finger]]: "Kitchen Debates" is a Mid-war card that awards the US player two {{VP}} if the US controls more battleground countries than the Soviets. It also tells the US player to poke the Soviet player in the chest.
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* TheVietnamWar: Not explicitly, but there are several cards that serve to focus attention on Southeast Asia such as Vietnam Revolts and Decolonization for the Soviets (as well as the American equivalent of the latter in Colonial Rearguards). In addition, there is a Mid-War Southeast Asia scoring card that awards {{VPs}} for control of those countries, though unlike other scoring cards it is single-use.

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* TheVietnamWar: Not explicitly, but there are several The Quagmire card. The Soviet cards that serve to focus attention on Southeast Asia such as Vietnam Revolts and Decolonization for (and the Soviets (as well as the latter's American equivalent of the latter in Colonial Rearguards). Rearguards) serve to focus attention on SE Asia as a whole. In addition, there fact the region is set up to become a flashpoint because of the Mid-War Southeast Asia scoring card that awards {{VPs}} for control of those countries, card, which gives it sudden strategic importance, though unlike other scoring cards it is single-use.single-use.

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Yeah, that\'s not audacious.


* RefugeInAudacity: "Duck and Cover" is an Early War card in the game. It refers to the civil defense slogan that was taught to schoolchildren in TheFifties. Apparently if you duck the commie missiles might miss you. Also be sure to get under cover; a picnic blanket should provide an adequate shield from the blast, but to be extra careful use a wooden table.
** Given the inaccuracy of ICBMs on both sides and the relatively low yields of warheads during the early part of the Cold War (specifically before hydrogen bombs became widespread), huddling under a desk ''could'' have saved your life in such an event. Beyond about 3 kilometers from the blast site, the biggest threats from a nuclear detonation are skin burns from the heat, loss of vision from the brightness of the explosion, and falling debris. All of these can be mitigated if the populace is taught to take cover rather than stand around looking at what's going on (as what happened in Nagasaki - the local police all survived the atomic bomb on August 9th thanks to a cop from Hiroshima and were able to help afterwards).
** More practically, a more concerted effort to protect your own civilian populace from attack would fly in the face of the concept of Mutually Assured Destruction - it would suggest that you think you can survive a nuclear attack, thus making the thought of starting a nuclear war in order to utterly destroy the other side more tolerable and therefore more likely.
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* KnowWhenToFoldEm: Important to keep in mind so that you don't end up throwing good influence after a lost cause, or else your opponent can mop you up in the other regions.
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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 is not allowed to coup anywhere on the board, or else it will start nuclear war and he will automatically lose.[[hottip:*:There's even a lesser-known 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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* StiffUpperLip: The UK is the only country on the board with a stability of 5. With the way coup attempts are resolved, it is impossible for the UK (and only the UK) to lose any influence by coup attempt.

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* StiffUpperLip: The UK is the only country on the board with a stability of 5. With the way coup attempts are resolved, it is impossible for the UK (and only the UK) to lose any influence by coup attempt.attempt[[hottip:*:Coups of countries with 3 stability are rare (and those with 4 stability are unheard of), but it's not impossible for there to be a change in influence if a player decides to go for it.]]
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* StiffUpperLip: The UK is the only country on the board with a stability of 5. With the way coup attempts are resolved, it is impossible for the UK (and only the UK) to lose any influence by coup attempt.

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** Given the inaccuracy of ICBMs on both sides and the relatively low yields of warheads during the early part of the Cold War (specifically before hydrogen bombs became widespread), huddling under a desk ''could'' have saved your life in such an event. More practically, a more concerted effort to protect your own civilian populace from attack would fly in the face of the concept of Mutually Assured Destruction - it would suggest that you think you can survive a nuclear attack, thus making the thought of starting a nuclear war in order to utterly destroy the other side more tolerable and therefore more likely.

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** Given the inaccuracy of ICBMs on both sides and the relatively low yields of warheads during the early part of the Cold War (specifically before hydrogen bombs became widespread), huddling under a desk ''could'' have saved your life in such an event. Beyond about 3 kilometers from the blast site, the biggest threats from a nuclear detonation are skin burns from the heat, loss of vision from the brightness of the explosion, and falling debris. All of these can be mitigated if the populace is taught to take cover rather than stand around looking at what's going on (as what happened in Nagasaki - the local police all survived the atomic bomb on August 9th thanks to a cop from Hiroshima and were able to help afterwards).
**
More practically, a more concerted effort to protect your own civilian populace from attack would fly in the face of the concept of Mutually Assured Destruction - it would suggest that you think you can survive a nuclear attack, thus making the thought of starting a nuclear war in order to utterly destroy the other side more tolerable and therefore more likely.
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None

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* RiskStyleMap: Countries are grouped into regions (Europe[[hottip:*:further divided into Eastern and Western]], Asia[[hottip:*:with a Southeast Asia subregion]], Middle East, Central America, South America, and Africa). Individual countries border each other via lines drawn on the game board rather than strictly by geography (i.e., Chile and Bolivia physically border each other in real life but do not border each other in the game owing to [[WarOfThePacific historical animosity]]). Borders come into play chiefly when playing a card for ops for influence (you can only place influence in a country where you already have influence or a country bordering it) or realignment (controlling neighboring countries gives you a +1 to your roll) - some card events also take borders into account (i.e., rolls for war cards have a -1 for each neighbor of the target your opponent controls).
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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 (i.e., Arms Race, Kitchen Debates, Summit, etc.), as measured by the VP track.
** For the specific example of showdown-by-sports, you have the 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 1980 Moscow Olympics and 1984 Los Angeles games, the other country may choose to boycott them.
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"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..."
-JFK's inaugural address

''Twilight Struggle'' is a card-driven board game for two players which covers the entire Cold War. One player plays the United States and the other plays the Soviet Union. In each turn, both players are dealt a hand of cards, and then play them one at a time, alternating. The object of the game is to spread your superpower's influence into as many countries of the world as possible. By doing this, you score victory points when regions are scored, the timing of which is determined by cards. Cards are divided into three groups: Early War, Mid War, and Late War. This ensures that events like Fidel Castro's coming to power in Cuba, OPEC's founding, Chernobyl, etc. will happen in their historical era.

All cards (except scoring cards) have both an event and an operations number (ops for short). Some events are playable by both superpowers, others are associated with one or the other. If you play a card that has one of your opponent's events, the event happens anyway. Cards can be used to play the event or for ops. Ops can be used to directly place influence on the board (adjacent to where you already are), or for a coup attempt. This involves a die roll plus the ops value of the card; if you roll well enough, then you can replace an opponent's influence in a country with some of your own, or at least reduce his influence in the country. Some countries are more vulnerable to coups than others. Cards can also be played to advance on the space race, though generally only one card can be used on the space race per turn. The significance of this is that if you play a card with one of your opponent's events on the space race, the event does ''not'' happen. There are also scoring cards, such as "Asia Scoring". When this card is played, the player with the superior position in Asia will earn victory points ([=VPs=]).

Some countries are battleground countries. These are worth more points than non-battleground countries. Also, any coup attempt (regardless of success) in a battleground country reduces the DEFCON in the game. The DEFCON (which simulates Cold War tensions) can rise and fall during gameplay. For example, events like Nuclear Test Ban move DEFCON up (towards peace), while other events and coups in battleground countries push it down (towards nuclear war). As DEFCON drops, where you can do a coup attempt becomes restricted (for example, at DEFCON 3 coups in Europe and Asia are prohibited).

The points use a tug of war mechanic: Every time the Soviets score points, the VP marker moves in a negative direction. Every time the Americans score points, it goes in a positive direction. If it ever reaches -20 or +20, that is an instant win for the appropriate player. Controlling Europe is also an automatic win. Other than that, if DEFCON ever falls to 1, World War III starts and the game ends instantly. Whoever was the phasing player (the player whose card play was being resolved) when DEFCON hit 1 is blamed for the nuclear war and loses the game.

The game generally shows a tilt to the Russians in the early turns, as events in Asia and the Middle East will generally lead to an expansion of Soviet influence in those regions. The Mid War is wild and chaotic, with powerful events for both sides, and sees the Cold War spread to Africa and the Americas. Late War events, such as Chernobyl, Reagan's "Tear Down This Wall" speech and Solidarity, help the USA to expand its influence in Europe, especially in the key battleground state of Poland. This is counterbalanced by Aldrich Ames for the USSR.

In December 2010, ''Twilight Struggle'' became the highest-ranked game on BoardGameGeek, displacing ''Puerto Rico.'' It has also won several awards. Online play is popular, with tournaments being held annually.

[[IThoughtItMeant Has nothing to do]] with the rivalry between [[{{Twilight}} Team Edward and Team Jacob]], nor with [[WesternAnimation/MyLittlePonyFriendshipIsMagic Twilight Sparkle]][[hottip:*:Whether she would be intrigued or horrified by the basic premise of the game remains to be seen]].
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!!'''Tropes:'''
* AlternateHistory: The Early-Middle-Late division of cards means events go off roughly around the time they went off in RealLife (i.e., 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 (i.e., Italy or South Korea falling under Soviet control early on).
* ArabIsraeliConflict: Makes the US position in the Middle East tenuous until the Camp David Accords card is played.
* 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.
* BoringYetPractical: Getting influence onto the board using ops points.
** Not so boring when you use a card with your opponent's event on it, which must occur either before or after you place influence.
* ColdWar:
** TheFifties: The Early War is mostly the 1950s. Kids doing civil defense drills at school, communist influence spreading far over the horizon, some guy named Fidel down in America's lake...
** TheSixties: The Flower Power card, which penalizes the US for any "war" cards they may play, because you are supposed to make love and not war. Also there's a Vietnam War card (called Quagmire), and cards for both JFK's inauguration speech and for his assassination. There's also cards representing some more obscure 1960's events like the Ussuri River Skirmish.
** The Seventies: Oil shortages? Oh yeah.
** TheEighties: The Late War card with Reagan on it that cancels the effect of the above-mentioned hippies. Star Wars is in there too, as is Chernobyl.
* DefconFive: Used correctly; Defcon Five is the starting setting (i.e. "no danger"), while Defcon One instantly triggers WorldWarIII.
* ForeverWar: If the US player is struck with "Quagmire" (mirroring Vietnam), he must spend his next round wasting a card with 2 or more ops and rolling a die to get out of it - if the die roll fails, he has to do it again the following round (ditto for the Soviets with "Bear Trap" to mirror Afghanistan). A string of bad luck can render a player entirely impotent for a whole turn or more (especially if the player is also struck with Red Scare/Purge).
* GuideDangIt: What do you mean, Grain Sales etc. can trigger nuclear war?!
** So can Olympic Games (if you play it and your opponent boycotts, DEFCON falls by one. If it falls to one and nukes fly, it's the hosting country's fault.)
* HerrDoktor: "Captured Nazi Scientists" is an early war card that automatically moves your token one spot along the Space Race track.
* InSpiteOfANail: As mentioned above, the separation of the deck into Early War, Mid-War, and Late War serves to keep some resemblance to the RealLife sequence of events.
** Sometimes can lead to weird situations, such as a Soviet-backed North Korean invasion of a South Korea also controlled by the Soviets via influence placement.
* InstantWinCondition: Any time your opponent sets off nuclear war, or if you have control of Europe[[hottip:*:more controlled countries in Europe and all battlegrounds of France, Italy, Poland, and both Germanies]] when the Europe Scoring card is played, or if one side has a 20-point lead before the end of the 10th and final turn.
* IranIraqWar
* IronLady: ''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.
* TheKoreanWar
* [[LethalJokeCharacter Lethal Joke Card]]: The Early War US-only CIA Created card is only worth 1 op point, but if the Soviet player has it and doesn't treat it with care it can make him automatically lose[[hottip:*:The card's text explicitly gives the US player 1 op point, so if there is '''any''' Soviet influence in a battleground country in Latin America or Africa (i.e., Cuba post-Castro) and DEFCON is at 2, the US can coup there, force DEFCON to level one, and win automatically because it was the Soviet player who played it]]. Ditto for the Mid-War "Lone Gunman" card for the American.
* MiniGame: The space race functions a bit like this.
* {{NATO}}/WarsawPact: Present as cards in-game. Oddly enough, in order for NATO to become playable as an event either Warsaw Pact or Marshall Plan must be played first, when in RealLife it was the formation of NATO that spurred the establishment of the Warsaw Pact.
* NuclearWeaponsTaboo: Starting a nuclear war loses you the game, no questions asked, even if you did it by accident or were forced to by the cards you drew.
* RedScare: Can certainly feel that way for the US player early in the game, as the Early War cards as well as the fact that the Soviets start with the powerful China Card seem to give them an edge. Games with handicaps often give the US a couple of extra influence for balance; the Chinese Civil War variant (where the Soviet player must spend influence on China before it can utilize the China Card) can also serve to dull the edge.
** Also a card in the game (actually 1/2 of a name pair that smacks a -1 ops penalty on your opponent for a turn - the Soviet equivalent being called Purge)
* RefugeInAudacity: "Duck and Cover" is an Early War card in the game. It refers to the civil defense slogan that was taught to schoolchildren in TheFifties. Apparently if you duck the commie missiles might miss you. Also be sure to get under cover; a picnic blanket should provide an adequate shield from the blast, but to be extra careful use a wooden table.
** Given the inaccuracy of ICBMs on both sides and the relatively low yields of warheads during the early part of the Cold War (specifically before hydrogen bombs became widespread), huddling under a desk ''could'' have saved your life in such an event. More practically, a more concerted effort to protect your own civilian populace from attack would fly in the face of the concept of Mutually Assured Destruction - it would suggest that you think you can survive a nuclear attack, thus making the thought of starting a nuclear war in order to utterly destroy the other side more tolerable and therefore more likely.
* 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 also awards VP as well as special benefits, such as forcing your opponent to show his headline card first, if you're in the lead (at least until he catches up).
* TheVietnamWar: Not explicitly, but there are several cards that serve to focus attention on Southeast Asia such as Vietnam Revolts and Decolonization for the Soviets (as well as the American equivalent of the latter in Colonial Rearguards). In addition, there is a Mid-War Southeast Asia scoring card that awards {{VPs}} for control of those countries, though unlike other scoring cards it is single-use.
* WorldWarIII: With a twist -- whoever becomes responsible for triggering it loses automatically.
* YouLoseAtZeroTrust: What happens when you lose control of Europe -- you lose automatically the next time the score is calculated for that region. Pushing DEFCON all the way up to one (i.e. launching the nukes) will also lose the game for whichever player played the first card to trigger that chain of events.
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