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* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the [=VPs=] net difference between them (if any) to the side that managed to get a higher number. Basically, the most reliable way for any superpower to secure an advantage is to have a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) relative to the opponent's, but if that's not the case, [=VPs=] can still be earned from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in all regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the [=VPs=] net difference between them (if any) to the side that managed to get a higher number. Basically, the most reliable way for any superpower to secure an advantage is to have a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) relative to the opponent's, but if that's not the case, [=VPs=] can still be earned from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in all ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the [=VPs=] net difference between them (if any) to the side that managed to get a higher number. Basically, the most reliable way for any superpower to secure an advantage is to have a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) relative to the opponent, but if that's not the case, [=VPs=] can still be earned from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in all regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the [=VPs=] net difference between them (if any) to the side that managed to get a higher number. Basically, the most reliable way for any superpower to secure an advantage is to have a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) relative to the opponent, opponent's, but if that's not the case, [=VPs=] can still be earned from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in all regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the [=VPs=] net difference between them (if any) to the side that managed to get a higher number. Basically, the most reliable way for any superpower to secure an advantage is to have a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) over the opponent, but if that's not the case, [=VPs=] can still be earned from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in all regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the [=VPs=] net difference between them (if any) to the side that managed to get a higher number. Basically, the most reliable way for any superpower to secure an advantage is to have a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) over relative to the opponent, but if that's not the case, [=VPs=] can still be earned from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in all regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the Victory Points net difference between them (if any) to the side that managed to get a higher number due to either having a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) or benefiting from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the Victory Points [=VPs=] net difference between them (if any) to the side that managed to get a higher number due number. Basically, the most reliable way for any superpower to either having secure an advantage is to have a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) or benefiting over the opponent, but if that's not the case, [=VPs=] can still be earned from more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in ''all'' all regions; a unique case when the bipolar balance becomes relevant on a worldwide scale. scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the Victory Points net difference between them (if any) to the side that managed to get a higher number, most commonly due to it having a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]), but also not rarely from only more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Applying the trope's labels, the US and the USSR are the A and B, engaged in a zero-sum struggle for Cs/Ds in each of the six regions on the board. The results of said struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award the Victory Points net difference between them (if any) to the side that managed to get a higher number, most commonly number due to it either having a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]), but also not rarely total[[/note]]) or benefiting from only more minor factors that are a favorable ratio of controlled battlegrounds and control over countries adjacent to the enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, automatic scoring occurs synchronously in ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged as a result of the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for Cs and Ds in each of the six regions on the board. The results of said fight are crucial, as they are taken into account by scoring cards, which award a Victory Points difference to the superpower with the better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc[[/note]]. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged as a result of from the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Using Applying the trope's terminology, labels, the US and the USSR are the A and B, engaged in a zero-sum fight struggle for Cs and Ds Cs/Ds in each of the six regions on the board. The results of said fight struggle are crucial, as they are taken into account by scoring cards, which compare the superpowers' performances in a certain region and award a the Victory Points net difference between them (if any) to the superpower with the side that managed to get a higher number, most commonly due to it having a better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, total[[/note]]), but also such secondary not rarely from only more minor factors as the that are a favorable ratio of controlled battlegrounds, battlegrounds and control over countries adjacent to the hostile superpower, etc[[/note]]. enemy superpower. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous automatic scoring is carried out automatically occurs synchronously in ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged as a result of the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for Cs and Ds in each of the six regions on the board. The results of said fight are crucial, as they are taken into account by scoring cards, which award a Victory Points difference to the superpower with the better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc[[/note]]. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' could would hardly have become an iconic game about the Cold War if it had not conveyed so well the bipolar balance of power that emerged as a result of the confrontation between the two nuclear superpowers, essentially one of that era's integral aspects. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for Cs and Ds in each of the six regions on the board. The results of said fight are crucial, as they are taken into account by scoring cards, which award a Victory Points difference to the superpower with the better status (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]) in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc[[/note]]. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it did not convey so well one of the integral aspects of the era, which was the bipolar balance of power resulting from the confrontation between the two nuclear superpowers. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for Cs and Ds in each of the six regions on the board. The results of said fight are essential, as they are taken into account by scoring cards, which award the Victory Points difference to the superpower with the better status in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc.[[/note]] (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]). Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions, a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it did had not convey conveyed so well one of the integral aspects of the era, which was the bipolar balance of power resulting from that emerged as a result of the confrontation between the two nuclear superpowers.superpowers, essentially one of that era's integral aspects. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for Cs and Ds in each of the six regions on the board. The results of said fight are essential, crucial, as they are taken into account by scoring cards, which award the a Victory Points difference to the superpower with the better status in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc.[[/note]] (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]). total[[/note]]) in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc[[/note]]. Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions, regions; a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it did not convey so well one of the integral aspects of the era, which was the bipolar balance of power resulting from the confrontation between the two nuclear superpowers. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for Cs and Ds in each of the six regions on the board. The results of said fight are essential as they are taken into account by scoring cards, which award the Victory Points difference to the superpower with the better status in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc.[[/note]] (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]). Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions, a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it did not convey so well one of the integral aspects of the era, which was the bipolar balance of power resulting from the confrontation between the two nuclear superpowers. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for Cs and Ds in each of the six regions on the board. The results of said fight are essential essential, as they are taken into account by scoring cards, which award the Victory Points difference to the superpower with the better status in the region where the scoring takes place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc.[[/note]] (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]). Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions, a unique case when the bipolar balance becomes relevant on a worldwide scale.
Is there an issue? Send a MessageReason:
None


* BalanceOfPower: ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it did not convey so well one of the integral aspects of the era, which was the bipolar balance of power resulting from the confrontation between the two nuclear superpowers. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for C's and D's in each of the six regions on the board. The results of said fight are essential as they are taken into account by scoring cards, which award the Victory Points difference to the superpower with the better status in the region where the scoring takes place (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]). Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions, a unique case when the bipolar balance becomes relevant on a worldwide scale.

to:

* BalanceOfPower: ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it did not convey so well one of the integral aspects of the era, which was the bipolar balance of power resulting from the confrontation between the two nuclear superpowers. Using the trope's terminology, the US and the USSR are the A and B, engaged in a zero-sum fight for C's Cs and D's Ds in each of the six regions on the board. The results of said fight are essential as they are taken into account by scoring cards, which award the Victory Points difference to the superpower with the better status in the region where the scoring takes place place[[note]]it should be noted that not only status is of importance, but also such secondary factors as the ratio of controlled battlegrounds, control over countries adjacent to the hostile superpower, etc.[[/note]] (from worst to best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]). Given the turn-based nature of the game, scorings are always done one at a time and never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in ''all'' regions, a unique case when the bipolar balance becomes relevant on a worldwide scale.
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* BalanceOfPower: A crucial part of the game and the reason scoring cards exist. The game designers were able to accurately convey the bipolar balance of power that resulted from the confrontation between the two superpowers and thus was an integral part of the Cold War. In each of the six regions, superpowers have their own status depending on the number of countries they control and their belonging to either battlegrounds or non-battlegrounds. Statuses can range from No Presence[[note]]a superpower has no control over any country in the region[[/note]] or Presence[[note]]a superpower controls at least one country in the region[[/note]] to Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]] or even Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]. Scorings, which take place to give superpowers [=VPs=] according to the status they have achieved, are conducted in one particular region after another as their respective scoring cards are received and played, with the exception in the form of Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in all regions - a unique case when the balance of power becomes gameplay-important on a global, worldwide scale. However, this does not mean that you cannot define it at any other time to understand how the game is going - just look at the location of the marker on the VP track and the ratio of pro-American/pro-Soviet battlegrounds.

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* BalanceOfPower: A crucial part ''Twilight Struggle'' could hardly have become an iconic game about the Cold War if it did not convey so well one of the game and integral aspects of the reason scoring cards exist. The game designers were able to accurately convey era, which was the bipolar balance of power that resulted resulting from the confrontation between the two superpowers nuclear superpowers. Using the trope's terminology, the US and thus was an integral part of the Cold War. In USSR are the A and B, engaged in a zero-sum fight for C's and D's in each of the six regions, superpowers have their own regions on the board. The results of said fight are essential as they are taken into account by scoring cards, which award the Victory Points difference to the superpower with the better status depending on in the number of countries they control and their belonging region where the scoring takes place (from worst to either battlegrounds or non-battlegrounds. Statuses can range from best, these are No Presence[[note]]a superpower has no control over any country in the region[[/note]] or region[[/note]], Presence[[note]]a superpower controls at least one country in the region[[/note]] to region[[/note]], Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]] or even control[[/note]], and Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]. Scorings, which take place to give superpowers [=VPs=] according to total[[/note]]). Given the status they have achieved, turn-based nature of the game, scorings are conducted in always done one particular region after another as their respective scoring cards are received at a time and played, with the exception in the form of never simultaneously, except during Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in all regions - ''all'' regions, a unique case when the bipolar balance of power becomes gameplay-important relevant on a global, worldwide scale. However, this does not mean that you cannot define it at any other time to understand how the game is going - just look at the location of the marker on the VP track and the ratio of pro-American/pro-Soviet battlegrounds.
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* BalanceOfPower: A crucial part of the game and the reason scoring cards exist. The game designers were able to accurately convey the bipolar balance of power that resulted from the confrontation between the two superpowers and thus was an integral part of the Cold War. In each of the six regions, superpowers have their own status depending on the number of countries they control and their belonging to the battlegrounds and non-battlegrounds. Statuses can range from No Presence[[note]]a superpower has no control over any country in the region[[/note]] or Presence[[note]]a superpower controls at least one country in the region[[/note]] to Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]] or even Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]. Scorings are done in one particular region after another as their respective cards are received and played, with the exception in the form of Final Scoring: if the winner has not been determined within ten turns of the game, simultaneous scoring is carried out automatically in all regions - a unique case when the balance of power becomes gameplay-important on a global, worldwide scale. However, this does not mean that you cannot define it at any other time to understand how the game is going - just look at the location of the marker on the VP track and the ratio of pro-American/pro-Soviet battlegrounds.

to:

* BalanceOfPower: A crucial part of the game and the reason scoring cards exist. The game designers were able to accurately convey the bipolar balance of power that resulted from the confrontation between the two superpowers and thus was an integral part of the Cold War. In each of the six regions, superpowers have their own status depending on the number of countries they control and their belonging to the either battlegrounds and or non-battlegrounds. Statuses can range from No Presence[[note]]a superpower has no control over any country in the region[[/note]] or Presence[[note]]a superpower controls at least one country in the region[[/note]] to Domination[[note]]a superpower has more battlegrounds and countries in total (with at least one non-battleground) within the region under its control[[/note]] or even Control[[note]]a superpower controls all battlegrounds of the region and more countries in it in total[[/note]]. Scorings Scorings, which take place to give superpowers [=VPs=] according to the status they have achieved, are done conducted in one particular region after another as their respective scoring cards are received and played, with the exception in the form of Final Scoring: if the winner has not been determined within the ten turns of the game, simultaneous scoring is carried out automatically in all regions - a unique case when the balance of power becomes gameplay-important on a global, worldwide scale. However, this does not mean that you cannot define it at any other time to understand how the game is going - just look at the location of the marker on the VP track and the ratio of pro-American/pro-Soviet battlegrounds.
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** Iran tends to be a hot spot at the very beginning before becoming an ordinary Middle East region battleground as the game moves forward. The US starts the game with one[[note]]or more if playing with a pro-US influence handicap[[/note]] influence in the country, having no other influence from Israel to Australia and thus being essentially isolated in Iran. This vulnerability alone makes having control over said 2-stability country one of the top priorities for both sides during Turn 1. For the US, Iran provides a good chance to fight for Domination in the Middle East and the ability to reach Pakistan and India faster than the USSR, which, due to geographic proximity, could otherwise do so. Accordingly, for the USSR, the immediate knocking out of a competitor from Iran guarantees virtually unhindered expansion into a whole bunch of important (especially during the Early War) countries. Whoever prevails, by the Mid War, the entire value of controlling Iran comes down to Iran itself.

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** Iran tends to be a hot spot at the very beginning before becoming an ordinary Middle East region battleground as the game moves forward. The US starts the game with one[[note]]or more if playing with a pro-US influence handicap[[/note]] influence in the country, having no other influence from Israel to Australia and thus being essentially isolated in Iran. This vulnerability alone makes having control over said 2-stability country one of the top priorities for both sides during Turn 1. For the US, Iran provides a good chance to fight for Domination in the Middle East and the ability to reach Pakistan and India faster than the USSR, which, due to geographic proximity, could otherwise do so. Accordingly, for the USSR, the immediate knocking out of a competitor from Iran guarantees virtually unhindered expansion into a whole bunch number of important valuable (especially during the Early War) countries. Whoever prevails, by the Mid War, the entire value of controlling Iran comes down to Iran itself.
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** Iran tends to be a hot spot at the very beginning before becoming an ordinary battleground of the Middle East region as the game moves forward. The US starts the game with one[[note]]or more if playing with a pro-US influence handicap[[/note]] influence in the country, having no other influence from Israel to Australia and thus being essentially isolated in Iran. This vulnerability alone makes having control over said 2-stability country one of the top priorities for both sides during Turn 1. For the US, Iran provides a good chance to fight for Domination in the Middle East and the ability to reach Pakistan and India faster than the USSR, which, due to geographic proximity, could otherwise do so. Accordingly, for the USSR, the immediate knocking out of a competitor from Iran guarantees virtually unhindered expansion into a whole bunch of important (especially during the Early War) countries. Whoever prevails, by the Mid War, the entire value of controlling Iran comes down to Iran itself.
** It's hard to find a more illustrative example than "Vietnam Revolts" in the entire deck, as timing is everything for this 2-ops Soviet card. Arguably the best possible Turn 1 headline for the USSR, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, however, the card is much less likely to be played since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.

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** Iran tends to be a hot spot at the very beginning before becoming an ordinary battleground of the Middle East region battleground as the game moves forward. The US starts the game with one[[note]]or more if playing with a pro-US influence handicap[[/note]] influence in the country, having no other influence from Israel to Australia and thus being essentially isolated in Iran. This vulnerability alone makes having control over said 2-stability country one of the top priorities for both sides during Turn 1. For the US, Iran provides a good chance to fight for Domination in the Middle East and the ability to reach Pakistan and India faster than the USSR, which, due to geographic proximity, could otherwise do so. Accordingly, for the USSR, the immediate knocking out of a competitor from Iran guarantees virtually unhindered expansion into a whole bunch of important (especially during the Early War) countries. Whoever prevails, by the Mid War, the entire value of controlling Iran comes down to Iran itself.
** It's hard to find a more illustrative example in the entire deck than "Vietnam Revolts" in the entire deck, as timing is everything for this - a 2-ops Soviet card.card for which timing is everything. Arguably the best possible Turn 1 headline for the USSR, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, however, the card is much less likely to be played since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.
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** Iran tends to be a hot spot in the very beginning before becoming an ordinary battleground of the Middle East region as the game moves forward. The US starts the game with one[[note]]or more if playing with a pro-US influence handicap[[/note]] influence in the country, having no other influence from Israel to Australia and thus being essentially isolated in Iran. This vulnerability alone makes having control over said 2-stability country one of the top priorities for both sides during Turn 1. For the US, Iran provides a good chance to fight for Domination in the Middle East and the ability to reach Pakistan and India faster than the USSR, which, due to geographic proximity, could otherwise do so. Accordingly, for the USSR, the immediate knocking out of a competitor from Iran guarantees virtually unhindered expansion into a whole bunch of important (especially during the Early War) countries. Whoever prevails, by the Mid War, the entire value of controlling Iran comes down to Iran itself.

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** Iran tends to be a hot spot in at the very beginning before becoming an ordinary battleground of the Middle East region as the game moves forward. The US starts the game with one[[note]]or more if playing with a pro-US influence handicap[[/note]] influence in the country, having no other influence from Israel to Australia and thus being essentially isolated in Iran. This vulnerability alone makes having control over said 2-stability country one of the top priorities for both sides during Turn 1. For the US, Iran provides a good chance to fight for Domination in the Middle East and the ability to reach Pakistan and India faster than the USSR, which, due to geographic proximity, could otherwise do so. Accordingly, for the USSR, the immediate knocking out of a competitor from Iran guarantees virtually unhindered expansion into a whole bunch of important (especially during the Early War) countries. Whoever prevails, by the Mid War, the entire value of controlling Iran comes down to Iran itself.
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** It's hard to find a more illustrative example than "Vietnam Revolts" in the entire deck, as timing is everything for this 2-ops Soviet card. Arguably the best possible Turn 1 headline for the USSR, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, though, the card is no longer used that often since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.

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** It's hard to find a more illustrative example than "Vietnam Revolts" in the entire deck, as timing is everything for this 2-ops Soviet card. Arguably the best possible Turn 1 headline for the USSR, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, though, however, the card is no longer used that often much less likely to be played since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.
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** It's hard to find a more illustrative example than "Vietnam Revolts" in the entire deck, as timing is everything for this 2-ops Soviet card. Arguably the best Turn 1 headline for the USSR of all possible, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, the card is not even played by the USSR that often since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.

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** It's hard to find a more illustrative example than "Vietnam Revolts" in the entire deck, as timing is everything for this 2-ops Soviet card. Arguably the best possible Turn 1 headline for the USSR of all possible, USSR, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, though, the card is not even played by the USSR no longer used that often since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.
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** It's hard to find a more illustrative example than "Vietnam Revolts" in the entire deck, as timing is everything for this 2-ops Soviet card. Arguably the best Turn 1 Headline for the USSR of all possible, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, the card is not even played by the USSR that often since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.

to:

** It's hard to find a more illustrative example than "Vietnam Revolts" in the entire deck, as timing is everything for this 2-ops Soviet card. Arguably the best Turn 1 Headline headline for the USSR of all possible, this event allows you to take over the Southeast Asia subregion with ease. On Turn 2, the effect of "Vietnam Revolts" may still come in handy depending on the board situation. On Turn 3, the card is not even played by the USSR that often since either the US has already fortified all the points of interest in the subregion, such as Thailand and Laos/Cambodia, or the USSR itself has already gained control of them through "Decolonization", "De-Stalinization", or coups. After "Southeast Asia Scoring" has been played, "Vietnam Revolts" stands close to being a complete joke.

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