I played Twilight Struggle three times last week! And in each game the bluebird of happiness left a little gift on my shoulder.
Once was clearly my fault. I played a new player and we took sides randomly. I should have taken the US. I don't particularly believe that the game is pro-Soviet, but they are probably easier to play (in the opening, anyway).
The second game highlighted my concern about the neutral cards. I got Red Scare/Purge on T1, then again on T4. At this point, my opponent was down 10+ Opps, and has had worse luck on the space race. Game called.
My third game was the most interesting, in that it went the distance (I lost on T10). But my opponent was frustrated constantly dealing with a handful of my events. [I like that part of the game]. Afterwards we discussed several issues with the game, including it's historic accuracy. It's certainly baffling that Vietnam isn't a battleground, at the very least.
One opponent said that the real problem was the granularity of luck. Either you make a space race or miss it. Each coup roll is big. I'm not sure I agree. Even in Titan (where you through lots of dice) there are significant breakpoints where a slight change in the result can have long reaching implications. Now, you could certainly argue that the space race should have less luck (or a different system entirely where your roll depends on the opps you spend), but I'm not sure that the granularity matters.
There are now a dozen or so 'real' CDGs (as compared to games like Manifest Destiny), and the design of the card system (as compared to the board system). Here are the design issues I see:
- Single deck, or one deck per player?
- All the deck at the start, or incrememntal additions & deletions?
- How to handle going first/last each turn? [Letting one player go last, and then having a VP phase, can introduce problems].
- How to balance operations with events to grant historic feel?
I'm not sure there's a 'right' decision. The strength of the CDG is that you can take a similar base system and hide the complexity in the cards. In reality, the rules are still plenty complex. Twilight Struggle is simple enough, but if I break open another CDG, I'll spend an hour (or more) skimming the rules. And I do want to play them. There are great ideas in the system -- the fog of war, tons of historic feel (right or wrong), and nice replay values. But the downsides are showing, too. The game space is so wide that flaws appear despite playtesting. [I'm thinking of Here I Stand, where you have a large deck reshuffled every turn, giving lots of potential hands. I think that Twilight's issues (smallish deck you run through 3 times a game) show up quickly, so I can only assume that the designers don't consider it a serious issue].
What would I like to see in CDGs? Let's start a wishlist:
- Since cards can break the rules, you shouldn't need too many. (This depends on the genre. A straight wargame needs less rules than a multi-faced struggle. Many of the rules in these games are too keep players 'on the rails').
- There should be no 'key cards' that wildly swing the game depend on who gets them. Some cards will invariably be better than others, but the variance should be lower. A generally useful card is the ideal. Cards useful in fewer situations should be powerful when said situation occurs.
- Cards should be balanced so that the decision to use it for Operations or an Event is meaningful.
- Each position should be interesting to play. [I'm thinking of Prussia in The Napoleonic Wars, here].
- The card deck shouldn't have such a complicated structure that it is necessary to have spreadsheets of card flow to truely understand the game [I'm thinking of WWII: Barbarossa to Berlin's invasion cards].
- Players should have some hand management abilities, but not too much. In general, I think that the play 6 out of 7 (or 8) cards makes for tense choices.
And this is all before you get to the board play. Am I putting the cart before the horse? Probably. I'm sure there are other design criteria I'm forgetting. Any ideas?
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