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Twilight Struggle (Turns (action rounds (6 in turns 1-3, 7 in turns 4-10,…
Twilight Struggle
Turns
DEFCON
Deal cards
Headline
Higher
Ops Pts
Wins
US wins
Ties
Scoring Cards
O PTs
Can't Play China
action
rounds
6 in turns 1-3
7 in turns 4-10
USSR first
skip actions rounds if not enough actions
USSR goes first
Chk Op Status
penalize VPs
reveal held card
look for scoring cards
Flip China card
advance turn marker
shuffle & deal
turn 3 - add mid war cards
turn 7 - add late war cards
final scoring
turn 10 only
Card Play
Op Pts
if playing opponent event
card then event is played
uses
Placing
Influence
Markers
can be split up
in friendly country or
or adjacent to friendly
cannont be chained
costs
1 - friendly country
1 - uncontrolled
2 - enemy controlled
Realignment Rolls
Reduce enemy influence = your roll - opponent roll
roll modifiers
+1 for each adjacent country
+1 influence > opponents influence
+1 if superpower is adjacent
eligibility = check def con status
cost = 1 op pt per roll
Coup Attempts
change alignment
resolving
strength = dice roll + Op Pts
defense = country stability * 2
success
remove influence = dice roll - defense
add new influence = not enough influence to remove
eligibility = check def con status
cost = all of the op points
Space Race
Ops Pt > target space
1 attempt per turn
over rides
special cards
first in space
special cards
special abilities
cancelled when opponent reach space
1 - play 2 space cards
4 - opposing player reveals his headline card before playing your's
6 - ability discard held card
8 - play 8 actions per turn
events are not played
can't split between uses
Events
Post Events
asterisks are removed
underlines mean event is permamently effect
Recycled
Playing
if no effect
then event occurred
if event prohibited
then event occurred
if event prereq not fulfilled
then no event & add to discard
manadatory
player decides if Op Pts or Event occurs first
Adding
beginning of turn
subtracting
specialized event
End of Game :
Victory
20 Victory
Pts
Control Europe
Losing
DEFCON 0
holding
Scoring
Card at end of turn
DEFCON
increase
at start of a turn
decrease
coup attempt in
battle ground state
Victory
Pts
Adding
Scoring
Cards
Europe
Presence = + 3
Domination = +7
Control = vicatory
+1 per control battle ground country
+1 per control of adjacent country to opponent super power
presence & domination mutually exclusive
Asia
player w/ highest net score gets victory points
early war = Europe
Space Race
see space race
+1 holding china car at turn10
subtracting
def con - military op pts at end of turn
Military Op Pts
Adding
increased by card Ops Pts for coup attempt
subtracting
terms
countries
control = (your influence - opponents influence ) > stability nbr
stable = (your influence - opponents influence ) = stability nbr
battle ground = countries with red back ground
influence = at least one influence is present
uncontrolled = influence pts < stability
regions
presence = control of at least country in a region
domination = more countries & more battleground & at least one non battle ground
control = control of more countries & all battleground countries