I played Twilight Struggle twice last night. This is the latest entry in the "Card Driven Series" that includes Paths of Glory, Wilderness War and We the People.
At this point I take "Card Driven Game" with a super-sized fry bucket grain of salt. In Twilight Struggle, there are no leaders, no troops, no manuever. There are fronts, but the board system has been replaced with El Grande-style area control. Unlike traditional wargames, both sides can have units in the same space. Units (called 'influence') sit there. Each country has a stability number, and if you exceed your opponents influence by the stability, you control the country.
A fair chunk of the cards trigger scoring for a region (Europe, Asia, etc). You use a formula to figure out your status in the region (None, Presence, Domination, Total Control) and get get bonus points for certain items. Most points come from 'battleground' countries, which are just the important ones that were historically fought over.
Victory points are a zero sum track, from +20 (US Victory) to -20 (Soviet). Whenever you earn VP, you just slide towards your end.
The board play is pretty simple. You play cards for operations to add influence to countries. The designers specifically model the domino theory ... you can only influence countries adjacent to those you have influence on. You can also spend OPs to try and whittle away your opponents influence. This is a battle, except you don't need any troops! [In fact, it's safer not to have it, as either side could lose influence]. Finally, you can sponsor a coup, which can transfer influence from your opponent to you.
The board play doesn't feel like a wargame, but like a Euro. I'm not sure I like it, compared to the heftier CDGs. The card play impresses me, for several reasons:
- The Headline Phase -- Here each player plays a card simultaneously as an event. Many of the other CDGs see players just spending ops. This forces a minimum amount of events. Additionally, they are played simultaneously, adding uncertainty.
- If you play an opponent's event you get the OPs, but the event triggers. Maybe 1/3rd of the cards are specific to one side; this happens often. So many events occur, but the beneficiary can't control the timing. A good idea. Players can discard one card a turn to fund the space race, which allows you to get rid of a nasty event you don't want to play.
- The fact that the scoring cards are in the deck means that you can't play the final action then score between turns. (No "last licks"). I suspect the board play required this, but it's still nice.
The game uses a shared deck, with some early, middle and late cards. So remember cards (once you know the decks) is probably necessary to play well.
There's a bit of chrome, in particular subsytems for military operations and triggering nuclear war. The brinkmanship does mean that careless play can loose instantly. But Twilight Struggle is light, the rules take about 15 minutes. Two games took a total of three hours.
I had fun; but both games saw Fast Soviet Victories, one during the beginning of Turn 4, one at the end of Turn 6. A full game lasts ten turns. I've seen reports that many new players can't figure out how to survive long enough to see the pendulum swing back with the mid to late deck. But others say the game is roughly 50/50. No matter the overall balance, it seems fair to say that it's harder for novices to play the US. If there really are balance issues, it's easy enough to handicap (bid for sides).
I like the duration (a game that goes the distance will probably be under three hours, playable in an evening with a filler on the side). There's more chaos than would be acceptable in a longer game, but each player has plays a fair mix of operations, their events, and opponents events. Managing their timing appears critical.
I'm hoping to play again, and I'll get the chance. So I'm pleased. The CDGs I listed above are better games in theory. But those sit unplayed, the victims of a tight schedule.