David R. Moody - Jan 12, 2006 12:33 pm (#11888 Total: 11893) Tea and Cake or Death! Played Twilight Struggle, the new WeepyPoG game on the Cold War, last night with Joe Oppenheimer. WAAAAAY COOL! I was the godless commie Russians. Very interesting game. It starts around 1947-49 or so (China is already Communist when the game starts--the players represent the US and USSR, with China represented by a special Action Card held by the Russians at start. When they play the China Card, it passes to the US, who can use it beginning next turn, and so on. There's even a "Nixon Plays the China Card" card which gives the US VP if they hold the China Card at the time, or forces the Russians to give them the China Card, which is how it worked in our game, except I was forced to play it toward the end of the game, so it was more of a 'Reagan Plays the China Card' card.) and lasts until around 1989-90. There are cards for various Cold War events--Berlin Blockade, Korean War, Thatcher (Iron Lady card, which pisses off the Argentinians), election of John Paul II (reduces Russian influence in Poland, and allows play of the Solidarity card, which is even worse for the Russians), KAL 007, Liberation Theology (damned Jesuits!), Tear Down This Wall, Evil Empire, Iran-Contra, Camp David Accords, NATO, DeGaulle (which actually increases Soviet influence in France), Fidel, etc. The decks are divided into Early War, Mid War, and Late War, which come into play at various points in the game--thus you can't have Iran-Contra early in the game, for example. Game is 10 turns, with six or seven card plays per side each turn. You can play the cards as the event, or as Ops points. The map is of the world, with countries or groups of countries represented as little boxes. Lots of flags, making the game educational as well as fun. Some countries are purple--those are battleground countries, like Poland, the Germanies, Thailand, Cuba, etc.--and are worth more points for control. All countries have a Stability value, from 1 (unstable--most Third World countries are 1s and 2s) to 5 (UK, Canada, West Germany, etc.). That value is the number of influence markers you have to have in that country to control it, and also is used if you want to try a coup or realignment. You can use Ops to do that. In a nice touch, if you use a card with your opponent's event to do Ops, the event is still played (that forced me to play 'Nixon Plays the China Card' and 'Election of Pope John Paul II', both of which I played as Ops). Each player is also forced to play an event (the Headline phase) at the start of their turn, so there aren't the problems you see in other WeepyPoG games where cards end up being played as ops rather than events. You can also play cards to try to win the Space Race (a track on the map tracing out steps like Earth Orbit, Animal in Space, Space Walk, all the way up to Eagle/Bear Has Landed--event does not take place, but you can only do it once per turn). Scoring takes place at random times during the game. There are scoring cards for each region, which must be played on the turn they are drawn. So you never know for sure when you will get VP. There's also a DefCon level, from 5 to 1. It starts the game at 5, and gets pushed down toward 1 by coup attempts and various cards. If it gets to 1, nuclear war breaks out and the player who pushed it to DefCon 1 loses (though I think that's the time you play Nuclear War with all the population cards dealt out--'blackout', we used to call it). Cards, like 'Duck and Cover', can push DefCon back toward 5, and it also moves one toward 5 at the start of each turn. Anyway, I started by blockading West Berlin, forcing Joe to discard a 3 Ops card (simulating the airlift). Then we had at it. Blessed by some good cards, I took over SE Asia early on, and also got a good foothold in Africa when the Portugese pulled out (event card). I even got Austria to go (and stay) Communist, and installed Commie or Socialist regimes in France (which lasted most of the game, though I never got to use DeGaulle) and Italy (which did not last). Control fluctuated in southern Europe and the Middle East. I fell behind in the Space Race--even though I got Sputnik up first, and Laika, my captured scientists couldn't get a probe to the moon, despite several tries (I kept rolling badly). His Germans were better than my Germans. My bad dierolling continued in the turn I started both the Korean War (with the US not firmly in Japan yet) and an Arab-Israeli war (there can be more than one in a game, until Camp David Accords is played), and chunked the rolls on both. I did better in the two Indo-Pakistani wars, winning both, but Joe maintained a hold on Pakistan and even tried to get into Afghanistan. He also forced me into a quagmire, which tied me up for a round. But the march of Communism continued. In one turn, I got scoring cards for Africa and SE Asia and cleaned up in VP. Cuba, Mexico, Guatelmala, and Panama were all Communist, as was Chile (Allende card), and the VP track was at -16 VP (-20 and the USSR wins). It was looking bleak for Joe, though most of South America was friendly to the US, thanks to some Latin-American friendly cards he had played earlier. I also had a solid position in the oil states of the Mideast, thanks to Islamic revolutions. Then the tide turned. He successfully overthrew the government in Guatemala and installed friendly regimes in Mexico and Panama. The Camp David accords and the influence of Thatcher and Reagan (Iron Lady and Tear Down This Wall) united the Germanies and reduced my influence in Europe. He also hit me with European Unrest, further weakening the eastern bloc, and I was forced to use the JP II card, which ruined my position in Poland. He also made inroads from a now-friendly France into Algeria and the rest of Africa, shaking my hold there, and thwarted my attempts at influence in Japan and South Korea. And Reagan went to China, giving the US the China card (one VP at the end of the game). At least the Falklands War sent the Argentines into my camp, so I was able to balance him out in South America. When the dust cleared, neither of us had landed on the moon, and we had successfully balanced out influence all over the world except in Europe, where the crumbling of the Eastern Bloc gave him the win. Awesome game. If I had been more successful in the space race, or had won in Korea, maybe . . . . I just didn't have the cards to push over the top and secure the success of the workers' revolution. That, and Joe messed with Finland, forcing me to spend points I wanted to spend on controlling South Africa and subverting South Korea to regain control of Finland instead (important, as you get more VP for controlling countries adjacent to the enemy superpower). We will definitely play this one again, and I think I might even get a copy. Right up there with Wilderness War as the best card-based game I've ever played. At home, solitairing the campaign game from Savannah. Up to Turn 5, and just had a big storm. Also some minor skirmishing as the armies gather. Next target in Mike Lam's PBEM B-17 game is Steyr, in Austria.