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This spreadsheet uses VBA (Visual Basic for Applications) code to perform Click the worksheet tabs, located on the bottom status b
certain functions and, therefore, if prompted or otherwise, the user of this
spreadsheet must ensure macros are enabled.
This section provides a general overview regarding proper use of the Twilight Struggle Game Engine. It also includes a section dedicated to
functionality. For more specific explanations and examples, please click the Instructions worksheet tab located on
BASIC STEPS
EXAMPLE OF PLAY
GOD BLESS!
ocated on the bottom status bar of the spreadsheet, as indicated in the Instructions worksheet.
cludes a section dedicated to helpful tips & tricks as well as an example of play using the spreadsheet's
ons worksheet tab located on the bottom of the status bar of the spreadsheet.
EPS
dsheet (ex. click the top-right X button) and the player will be prompted to save and
ppropriate sections of the Mapboard before clicking the designated die rolling button.
light Struggle Deluxe edition, when Card Management is enabled.
utton on the Played Cards worksheet.
ed-in Player's hand of Cards. A player can view their Cards, select a Headline Card,
fic cards), etc. from their respective Superpower's hand of Cards.
o Europe ( 1st = USSR, 2nd = US ).
entered into a Country's Influence box will be added to the current value.
nce entered into a Country's Influence box will overwrite the current value..
the "Step 2: Select Action …" drop-down list in their Card Hand.
ed in the Game Log which will indicate the order in which they are to be played.
adline section (ex. HL) of the Played Cards worksheet and resolves their Card.
Card number manually into the Played Cards worksheet.
hould login and resolve their own Event for that Card (if necessary).
n Round section of the Played Cards worksheet and resolves their Card.
Card number manually into the Played Cards worksheet.
hould login and resolve their own Event for that Card (if necessary).
hould login and resolve their own Event for that Card (if necessary).
URN] button on the Played Cards worksheet to perform End Turn actions.
pping the China Card, etc.
d selecting/playing their Headline Card (see Step 2: Headline Phase above).
ICKS
ook" which will download and open the Adobe Reader format (.pdf) Deluxe Edition rule
sparate geographical locations. Please ensure both the Twilight Struggle Game Engine
e. uncompressed) onto an uncompressed drive and into the same folder. Please DO NOT
sed under that circumstance.
ex. Quagmire, Bear Trap, Defectors), enter the Card # "777" into the appropriate column
ative Regional breakdown, Probability data and Card Statistics for each Turn.
as well as players' Required Military Operations to avoid a VP penalty at Turn's end.
nds required for Presence, Domination and Control when compared with their opponent.
Rolls and Coup Attempts for specific Countries. The Card Statistics tab allows a player
s Events, Influence, etc. compared with their opponent.
Macro-enabled format (.xlsm) which will reduce the spreadsheet file size by ~50% and
enabled format (.xlsm) if one of the player's is using an earlier version than Microsoft
hic DEFCON restrictions, ensure the "DEFCON restriction for Realignment?" check box
ment Rolls regardless of the current DEFCON level.
the beginning of a Turn), click the [DEAL CARDS] button, located on the Played Cards
F PLAY
ESS!
This section provides explanations and examples on using the Twilight Struggle Game Engine. In most cases, an individual should be able to qu
of this spreadsheet. Therefore, it is recommended to briefly read through each section and use this guide as a reference. This spreadsheet is de
perform real-time calculations of a player's current status related to Countries, Card play and Scoring. It is my hope that, although this Game Eng
an invaluable part of your gaming experience.
Note: This spreadsheet supports Excel 2003 (or greater); users of Excel 2007 (or greater) will notice additional formatting, as shown in the Instructions work
MAPBOARD
Player Login
When prompted to login, select a Superpower, enter a Player Name, E-mail Address (if required) and Password (if desired)
logins will automatically populate the Player Name, as indicated on the Mapboard, and the E-mail Address (if applicable) wh
will be used to automate the sending of the Game Engine as an e-mail attachment. The Player Name, located on the Mapb
logged into the Twilight Struggle Game Engine. If desired, a player can login by clicking the [SWITCH PLAYER] button on th
Card Management
If Card Management is enabled, the game engine can handle all aspects of Card distribution (ex. dealing Cards, maintainin
etc.). Click the [DEAL CARDS] button on the Played Cards worksheet in order to randomly distribute Cards to each player's
Card Hand
If Card Management is enabled, a logged-in player can view his/her Cards by clicking the [CARD HAND] button on the M
directly to the Played Cards worksheet by clicking the Card Hand number beside a Card in a player's Card Hand.
A player clicks the Card Hand number "3" to play the "#8 - Fidel" Card to the Played Cards worksheet (Example 1).
Headline Events
If Card Management is enabled, players can select their Headline Cards by clicking the [CARD HAND] button on the Map
Select Action" section, choosing the "Select Headline Card" option from the drop-down list. In the "Step 3: Select Target"
down list and click the [GO!] button. After both players have selected their Headline Event, click the [GAME LOG] button o
enter in the Played Cards worksheet. If Card Management is enabled, a selected Headline Card MUST be played to the P
button, located in the player's Card Hand, or the [HL] button, located on the Played Cards worksheet, and then clicking th
A player chooses the "Select Headline Card" option, selects a Card and clicks the [GO!] button (Example 1). The US player clicks the [HEADL
their Headline Event by clicking the [HL] button (Example 2).
▼
▼
Card Actions
If Card Management is enabled, players can perform Card-specific actions by clicking the [CARD HAND] button on the M
Select Card" section, choosing the currently played Card in question. Alternatively, Card actions can be performed by sele
section. Exception: In order to resolve the "Our Man in Tehran" Event, it is necessary to select the Card from the drop-do
The US played the "#26 - CIA Created" Event and, therefore, the USSR player selects that Card in order to perform that Card's specific action
from the Discard Pile (Example 2).
► ►
Turn Track
The current Turn, Action Round and Space Race entries for both players are tracked based on the Cards entered into the P
It is the 4th Action Round of the 4th Turn and the US player needs to play a Card. The USSR player played a Card on the Space Race during the
Influence - Events
To place Influence as a result of an Event and "Add Influence mode" is enabled (checked), enter the positive or negative
into the indicated player's Influence box (i.e. left side for the US, right side for the USSR) on the Mapboard and the Influe
automatically. To place Influence as a result of an Event and "Add Influence mode" is disabled (unchecked), the number o
overwrite the current value. Important! Placing Influence in a Country, in this manner, does NOT account for whether tha
A player is adding Influence to "S. Africa" and removing Influence from "N. Korea" when "Add Influence mode" is enabled (Example 1). A pla
disabled (Example 2).
► ►
► ►
Controlling a Country
A player controlling a Country will have that player's side of the Country box (i.e. left side for the US, right side for the US
Influence - Operations
To place Influence as a result of playing a Card for Operations, select the target Country in the "Place Influence" section o
Influence box and click the [UPDATE] button. Important! Placing Influence in a Country, in this manner, will account for w
of available Operations will be affected by the OPS Modifier and will be reduced as Influence is added to countries. An "!"
added to the selected Country either because their is no Influence in, or adjacent to, the selected Country and/or it is rest
The US player selects "Italy" as the target Country, enters 2 Influence and then clicks the [UPDATE] button to add the resulting Influence into
► ►
The US player selects "Iraq" as the target Country, clicks the [ROLL DICE] button and then clicks the [UPDATE] button to remove the resulting
► ►
Coup Attempts
To perform a Coup Attempt as a result of playing a Card for Operations, select the target Country in the "Coup Attempt" sec
the [UPDATE] button. The amount of Operations will be affected by the OPS Modifier. If Die Roll Management is disabled, e
[ROLL DIE] button. The die roll, whether entered or otherwise, will be modified by the DIE Modifier after clicking the [ROLL
Attempts can NOT be performed for the selected Country due to either no opponent Influence in the target Country, the DE
selected Country is a Battleground Country, the DEFCON level will be reduced accordingly.
The USSR player selects "Iran" as the target Country, clicks the [ROLL DIE] button and then clicks the [UPDATE] button to add the resulting Inf
► ►
The US player selects the "Indo-Pakistani War", selects "India" as the target Country, clicks the [ROLL DIE] button and received a modified roll
► ►
Example 1: Rolling for a War Card
Game Status
DEFCON
Enter the DEFCON level into the DEFCON Status box and all Countries affected by the current DEFCON level will have t
The DEFCON level has been changed to "4" and the Europe Region's box has been higlighted in red (i.e. no Coup Attempts or Realignment r
► ►
Military Operations
To add or remove Military Operations points, enter the positive or negative number of Military Operations points, respectiv
Operations box on the Mapboard and the Military Operations in the player's Required Military Operations box will be calcu
A player adds "2" Military Operations points to the US Required Military Operations (Example 1). A player removes "2" Military Operations po
► ►
Example 1: Adding Military Operations points
► ►
Example 2: Removing Military Operations points
Victory Points
To add or remove Victory Points (VP), enter the positive or negative number of VP, respectively, into the appropriate playe
USSR) on the Mapboard and the VP score will be calculated automatically.
A player adds "2" US VP (Example 1). A player removes "1" USSR VP (Example 2).
► ►
► ►
The Chinese Civil War variant is enabled and the "#6 - The China Card" is unavailable for play (Example 1). The USSR player adds "2" Influen
(Example 2).
► ► ►
PLAYED CARDS
Playing Cards
To play a Card, enter the Card's number in the Card # box on the Played Cards worksheet.
The USSR player played the "#33 - De-Stalinization" Card in the 4th Action Round (Example 1).
A player changed the status of the China Card to "US - FACE UP" (Example 1).
►
Scoring Cards
If a Scoring Card is played, the player will be prompted to add the Victory Points (VP) to the Victory Point Track on the Ma
for the particular Scoring Card's Region on the Calculations worksheet to add VP to the Victory Point Track.
Events / Operations
To play a Card as an Event, select "Y" in the EV (Event) column of the Played Cards worksheet and/or to play a Card for O
Played Cards worksheet. If a Card is played with an opponent's associated Event, the player will be prompted whether he/s
In this case, players must select "Y" in both the EV and OPS boxes, in the indicated order, so as to resolve the Card. In som
automatically populated with the required values (ex. Scoring Cards, Headline Events, etc.).
The USSR player played the "#28 - Suez Crisis" Card for Operations (Example 1). The US player played the "#19 - Truman Doctrine" Card as an
Card for Operations and elected for the US Event to occur first. After the US player had resolved the Event, the USSR player performed the Car
The USSR player played the "#29 - East European Unrest" Card for placing Influence (Example 1).
The US player played the "#18 - Captured Nazi Scientist" Card as an Event and, therefore, selected "1" in the SR column in order to advance on
End Turn
To end a Turn, click the [END TURN] button which will check the Military Operations, reveal Held Cards (if enabled), flip the
action will complete all Turn-based Events that were in effect for that Turn.
s, an individual should be able to quickly review the visual examples in order to understand the proper use
s a reference. This spreadsheet is designed to provide a visual representation of game progress as well as
y hope that, although this Game Engine may seem intimidating at first, you will find it to be easy-to-use and
ur gaming experience.
tting, as shown in the Instructions worksheet, that is only available in the Excel 2007+ file format.
preadsheet, "TS_Game_Engine_v491.xls", and encrypted log file, "TS_Game_Engine_v491.log", are attached and
y subsequent logging will be written to a log file using the spreadsheet's new name.
OARD
ired) and Password (if desired) and click the [OK] button. After this initial setup, subsequent
E-mail Address (if applicable) when the desired Superpower is selected. The E-mail Address
yer Name, located on the Mapboard, will be highlighted to indicate which player, if any, is
SWITCH PLAYER] button on the Mapboard.
n (ex. dealing Cards, maintaining Card hands for each player, drawing / discarding Cards,
istribute Cards to each player's Card Hand.
[CARD HAND] button on the Mapboard or Played Cards worksheet. A Card can be played
n a player's Card Hand.
ARD HAND] button on the Mapboard or Played Cards worksheet and, in the "Step 2:
. In the "Step 3: Select Target" section, select one of the player's Cards from the drop-
click the [GAME LOG] button on the Mapboard worksheet to view the selected Cards to
e Card MUST be played to the Played Cards worksheet by clicking the [HEADLINE CARD]
worksheet, and then clicking the [HL] button.
1). The US player clicks the [HEADLINE CARD] button and plays the "#18 - Captured Nazi Scientist" as
[CARD HAND] button on the Mapboard or Played Cards worksheet and, in the "Step 1:
ctions can be performed by selecting the appropriate option in the "Step 2: Select Action"
elect the Card from the drop-down list of the "Step 1: Select Card" section.
o perform that Card's specific action (Example 1). A player retrieves the "16 - Warsaw Pact Formed" Card
Card on the Space Race during the 2nd Action Round (Example 1).
enter the positive or negative number of Influence to be added or removed, respectively,
on the Mapboard and the Influence in the player's Influence box will be calculated
bled (unchecked), the number of Influence entered into a player's Influence box will
s NOT account for whether that Country is enemy-controlled or not.
mode" is enabled (Example 1). A player is placing Influence into "Burma" when "Add Influence mode" is
► ►
or the US, right side for the USSR) highlighted in that player's color.
the "Place Influence" section of the Mapboard, enter the Influence to be added into the
n this manner, will account for whether a Country is enemy-controlled or not. The amount
ce is added to countries. An "!" (exclamation point) indicates that Influence can NOT be
elected Country and/or it is restricted as a result of an Event.
ATE] button to remove the resulting Influence from "Iraq" (Example 1).
untry in the "Coup Attempt" section of the Mapboard, click the [ROLL DIE] button and click
Roll Management is disabled, enter the die roll into the Die Roll box and then click the
odifier after clicking the [ROLL DIE] button. An "!" (exclamation point) indicates that Coup
ce in the target Country, the DEFCON level and/or restrictions as a result of an Event. If the
specific Space Race level / Card in the "Space Race / Cards" section of the Mapboard and
e Roll box and then click the [ROLL DIE] button. For War Cards, it may be necessary to
DIE] button. For other applicable Cards, select the Card in question, click the [ROLL DIE]
ary Operations points, respectively, into the appropriate player's Required Military
ary Operations box will be calculated automatically.
removes "2" Military Operations points from the USSR Required Military Operations (Example 2).
ively, into the appropriate player's VP box (i.e. left side for the US, right side for the
ublic of China" section and the "#6 - The China Card" will be unavailable for play while the
perations to be added into the China Influence box on the Mapboard and the Influence in
1). The USSR player adds "2" Influence to China and the "#6 - The China Card" is available for play.
CARDS
on the Mapboard. If a Card is played that allows a player to claim the China Card, the
e Victory Point Track on the Mapboard. If desired, a player may click the [ADD VP] button
ctory Point Track.
eet and/or to play a Card for Operations, select "Y" in the OPS (Operations) column of the
r will be prompted whether he/she would like the opponent's associated Event to occur first.
o as to resolve the Card. In some circumstances, the EV and OPS boxes will be
"#19 - Truman Doctrine" Card as an Event (Example 2). The USSR player played the "#25 - Containment"
the USSR player performed the Card's Operations (Example 3).
g the appropriate option in the TYPE column of the Played Cards worksheet.
d Cards worksheet and, if the Space Race attempt was successful, select "1" in the SR
nt that requires a player to advance in the Space Race, select the number of spaces in the
e Space Race Track on the Mapboard.
e SR column in order to advance one space on the Space Race Track (Example 1).
Held Cards (if enabled), flip the China Card and advance the Turn marker. In addition, this
USSR
1
US
Europe
HL
◄1st
US SELECTED? US 3 USSR 4
USSR USSR ?
4
HL
US US ? 21-5 Cntry BG
USSR US 1 0 U.K.
5 Canada 4 USSR 1 1
US
USSR
5
6
US
2
USSR 4+
7 US 4+
Western Europe
USSR SR 2nd: US = 7 INF
8 US SR
10-3 Cntry BG
US 0 0
UNITED STATES OF USSR 0 0
Japan
AMERICA
Central America Spain/Port.
Presence 1
Mexico 2 Domination 3
Control 5
Cuba 3 US 0 USSR 0
US Required
Military Operations 0 Colombia 1
Ecuador 2
STANDARD
MODE Brazil 2
Peru 2
GAME SEQUENCE
A- Improve DEFCON 10-4 Cntry BG
B- Deal Cards Bolivia 2 US 0 0
C- Headline Phase USSR 0 0
D- Action Rounds
1. Operations
a. Place Influence Chile 3 Paraguay 2 South America
b. Realignment Rolls Presence
c. Coup Attempts Domination
d. Space Race Control
2. Events US 0 USSR
a. Scoring Cards Uruguay 2
E- Check Military OPS
F- Reveal Held Card Argentina 2
Current Car
G- Flip The China Card Player
Modifier
H- Advance Turn Marker N/A
N/A
OPS
I- Final Scoring (Turn 10)
0 ►
▼
Place Influence (add Friendly INF, multiple Countries) Realignment Rolls (s
Canad Adj. Control 1
4 Canada N/A Canada 4 Adj. Super 1
► ► Influence 1
2 0 *Die Roll ►
Total 3
US
Western Europe INFLUENCE * Operations ► N/A ! * modified
* remaining Operations available for placing Influence ** remaining Operations (i.e. attempts)
Norway 4 Finland 4 USSR Required
Military Operatio
Sweden 4
1
USSR PLAYER
Denmark 3 1st: USSR = 6 INF
Eastern Europe
US PLAYER
5 3 REGIONA
Presence: Control 1 or
Benelux 3 W.Germany 4 Czechosl. 3 Domination: Control m
(at least 1 non-BG;
Control: Control more
all BG Countries
France 3 Austria 4 Hungary 3 Romania 3
UNION O
SOCIALIST
Italy 2 Yugoslavia 3 Bulgaria 3
Spain/Port. 2 Turkey 2
Greece 2
Lebanon 1 Syria
Tunisia 2
Algeria 2 Israel 4
Morocco 3
1 Iraq 3
Libya 2
Egypt 2
1
W.African S 2
Jordan 2 Gulf States
Saharan S. 1
Sudan 1
Saudi Arabi 3
Nigeria 1 Ethiopia 1
Ivory Coast 2
Somalia 2
Cameroon 1 Kenya 2
Africa
Presence 1 Zaire 1
Domination 4 ✘
Control 6
US 0 USSR 0 SE African 1
18-5 Cntry BG
Angola 1
DEFCON
th America
US
USSR
0
0
0
0
Zimbabwe 1
STATUS
2
5 5 PEACE (
Modifier
US USSR Nuc
N/A 1
DIE
Nuclear Wa The active play
0 0 ✘
DEFCON restriction
▼ ▼
Realignment Rolls (subtract Enemy INF, multiple Countries, multiple attempts) Coup Atte
Canad 0 Adj. Control
4 Canada US Canada 4 0 Adj. Super
► ► 0 Influence
2 0 3 ◄ Die Roll*
0 Total
USSR
Western Europe ** Attempt(s) ► N/A * modified
OPS
ning Operations (i.e. attempts) available for performing Realignment Rolls ** remaining Operat
USSR Required TURN TRACK
Military Operations 0 EARLY WAR MID WAR
1 2 3 4 5 6
USSR PLAYER
UNION OF SOVIET
Start 2/1 Race cards
per Turn
2/0 Headline
card first
SOCIALIST REPUBLICS
15-6 Cntry BG
US 1 0
USSR 1 1
PEOPLE'S REPUBLIC OF
Syria 2
Afghanistan 2 CHINA
1 Asia
Presence 3
Iran 2 Domination 7
Chinese Civil War
Control 9
1 Pakistan 2 US 3 USSR 4 3 Enable?
Thailand 2 Vietnam 1
Middle East 7-1 Cntry BG
Presence 3 US 0 0
Domination 5 USSR 0 0
Control 7
US 0 USSR 0 Malaysia 2
Southeast Asia
10-6 Cntry BG 1 VP each for Control of:
US 0 0 Burma, Laos/Cambodia,
USSR 0 0 Vietnam, Malaysia,
Indonesia, Philippines.
✘
Add Influence mode? 2 VP for Control of Thailand.
US 0 USSR 0
DEFCON
STATUS 5 Subregion of Asia
DIE
The active player has lost the game! The US SCORE USSR
Coup Attempt (subtract Enemy INF then add Friendly INF, single Country, single attempt)
Canad
N/A *DIE ROLL 4 Canada N/A Canada 4 STATUS
+ ► ►
2 0 0
* modified
OPS Western Europe ** Attempt(s) ► N/A
** remaining Operations (i.e. attempts) available for performing Coup Attempts
Summary
D WAR LATE WAR
7 8 9 10
Europe
21-5 US USSR
Cntry 1 1 1
BG 0 1 1
7 Action Rounds; 9 Cards 3 4 4
VP
Status: P P
REPUBLIC OF
S. Korea 3
HINA Africa
1 10-4 US USSR
Cntry 0 0 0
e Civil War Japan 4 4 0 0 0
BG
USA US VP 0 0 0
Enable? 1 Status:
Taiwan 3
South America
18-5 US USSR
Spe Cntry 0 0 0
Philippines 2
Specific Cards 2 0 0 0
BG
Shuttle Diplomacy Shu VP 0 0 0
1 <select country> Status:
Chernobyl
<select region>
Central America
10-3 US USSR
US Cntry 0 0 0
BG 0 0 0
Indonesia 1 1 VP 0 0 0
Status:
All Regions
All Regions
All 84-29 US USSR
US Scenario
Cntry 2 2
Standard BG 0 2
VP 6 8
Modifier
N/A
y, single attempt)
<not applicable>
STATUS
N/A
1-3
2 RANGE
! *OPS *ROLL
* modified (if applicable)
CARD PLAYED AS TYPE
TURN ROUND PLAYER
# NAME EVENT OPS EV OPS SR OPS
EARLY WAR
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
USSR
ONE
4
US
USSR
5
US
USSR
6
US
USSR
7
US
USSR
8
US
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
USSR
TWO
4
US
USSR
5
US
USSR
6
US
USSR
7
US
USSR
8
US
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
THREE
USSR
4
US
USSR
5
US
USSR
6
US
USSR
7
T 7
US
USSR
8
US
MID WAR
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
FOUR
USSR
4
US
USSR
5
US
USSR
6
US
USSR
7
US
USSR
8
US
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
USSR
FIVE
4
US
USSR
5
US
USSR
6
US
USSR
7
US
USSR
8
US
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
USSR
SIX
4
US
USSR
5
US
USSR
6
US
SI
USSR
7
US
USSR
8
US
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
SEVEN
USSR
4
US
USSR
5
US
USSR
6
US
USSR
7
US
USSR
8
US
LATE WAR
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
EIGHT
USSR
4
US
USSR
5
US
USSR
6
US
USSR
7
US
USSR
8
US
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
NINE
USSR
4
US
USSR
5
US
USSR
6
NINE 6
US
USSR
7
US
USSR
8
US
USSR
HL
US
USSR
1
US
USSR
2
US
USSR
3
US
USSR
TEN
4
US
USSR
5
US
USSR
6
US
USSR
7
US
USSR
8
US
FINAL SCORING
NOTES
► INF = Influence, RR = Realignment Rolls, CA = Coup Attempt, SR = Space Race, NA = <not applicable>
EARLY WAR
MID WAR
LATE WAR
FINAL SCORING
1 Asia Scoring BOTH 0
2 Europe Scoring BOTH 0
3 Middle East Scoring BOTH 0
4 Duck and Cover US 3
21 NATO*_ US 4
22 Independent Reds* US 2
23 Marshall Plan*_ US 4
32 UN Intervention BOTH 1
33 De-Stalinization* USSR 3
34 Nuclear Test Ban BOTH 4
35 Formosan Resolution*_ US 2
41 Nuclear Subs* US 2
42 Quagmire*_ USSR 3
43 SALT Negotiations*_ BOTH 3
44 Bear Trap*_ US 3
45 Summit BOTH 1
46 How I Learned to Stop Worrying* BOTH 2
47 Junta BOTH 2
48 Kitchen Debates* US 1
103 Defectors US 2
EARLY WAR
106 NORAD*_ US 3
On the US's next action round, it must discard an Operations card with a value of 2 or more and roll 1-4 on a die to cancel this Event. Repeat this Event f
is unable to discard an Operations card, it must either play a scoring card or continue rolling the die each action round until the Event is canceled. This E
Improve the DEFCON level by 2. For the remainder of the turn, both players receive -1 to all Coup Attempt rolls. The player of this card's Event may look
opponent and then place the drawn card into their hand.
On the USSR's next action round, it must discard an Operations card with a value of 2 or more and roll 1-4 on a die to cancel this Event. Repeat this Eve
If the USSR is unable to discard an Operations card, it must either play a scoring card or continue rolling the die each action round until the Event is can
Both player's roll a die. Each player receives +1 to the die roll for each Region (Europe, Asia, etc.) they Dominate or Control. The player with the highest
level by 1 (do not reroll ties).
Set the DEFCON level to any level desired (1-5). The player adds 5 to its Military Operations Track.
Add 2 Influence to a single country in Central or South America. The player may make a free Coup Attempt or Realignment rolls in either Central or Sout
If the US controls more Battleground countries than the USSR, the US player uses this Event to poke their opponent in the chest and receive 2 VP!
Exchange this card for your opponent's highest value Operations card. If 2 or more cards are tied, opponent chooses. If the exchanged card contains an
contains an opponent's Event, use the Operations value (no Event). The opponent must use this card for Operations during their next action round.
Degrade the DEFCON level by 1. Unless the #32 UN Intervention card is played as an Event on the US's next action round, the USSR receives 3 VP.
All Operations cards played by the USSR, for the remainder of this turn, receive +1 to their Operations value (to a maximum of 4 Operations per card).
Add 2 USSR Influence to Angola and the SE African States.
The USSR either adds 2 Influence to South Africa or adds 1 Influence to South Africa and 2 Influence to a single country adjacent to South Africa.
Add 2 USSR Influence to Chile.
The USSR receives 1 VP and adds 1 Influence to West Germany. This Event cancels the effect(s) of the "#21 - NATO" Event for West Germany only. Thi
Remove all US Influence from 2 of the following countries: Sudan, Iran, Iraq, Egypt, Libya, Saudi Arabia, Syria, Jordan. This Event cannot be used after t
Improve the DEFCON level by 1 and then conduct Operations using the Operations value of this card.
If the US has the "#6 - The China Card" card, the US must give the card to the USSR (face up and available to be played). If the USSR already has "#6 -
The USSR receives 2 VP for every US played "War" card (Arab-Israeli War, Korean War, Brush War, Indo-Pakistani War, Iran-Iraq War), used for Operat
by the "#97 - 'An Evil Empire'" Event.
The USSR receives 1 VP. If the "#32 - UN Intervention" Event is played later this turn, either by the US or the USSR, the USSR receives an additional 1 V
The USSR receives 1 VP for Control of each of the following countries: Egypt, Iran, Libya, Saudi Arabia, Iraq, Gulf States, Venezuela. This Event cannot
The US reveals their hand of cards for this turn. The USSR may use the Operations value of this card to conduct Operations.
Add 1 US Influence to each of any 4 countries in Africa and/or Southeast Asia.
Add 1 US Influence to Panama, Costa Rica and Venezuela.
The US receives 1 VP and adds 1 Influence to Israel, Jordan and Egypt. This Event prevents the "#13 - Arab-Israeli War" card from being played as an E
The US may add 1 Influence to 3 countries that do not contain Influence from either the US or USSR.
The US randomly selects 1 card from the USSR's hand (if available). The US must either play the card or return it to the USSR. If the card is returned, or
conduct Operations.
Remove 2 USSR Influence from Poland and add 1 US Influence to Poland. This Event allows the "#101 - Solidarity" card to be played as an Event.
All of the phasing player's Coup Attempts in Central and South America, for the remainder of this turn, receive +1 to their die roll. All of the opponent's Co
receive -1 to their die roll.
Add a total of 2 US Influence to any countries in Central or South America.
If the USSR has the "#6 - The China Card" card, the USSR must give the card to the US (face down and unavailable for immediate play). If the US alrea
Remove all USSR Influence from Egypt and add 1 US Influence to Egypt.
If this card's Event is in effect, subtract (-1) a Battleground country from the USSR total and then discard this card during the next scoring of the Middle E
Remove 4 USSR Influence from any countries NOT in Europe (removing no more than 2 Influence per country).
Add a total of 3 USSR Influence to any countries in Central America (adding no more than 2 Influence per country).
If the USSR has the "#6 - The China Card" card, the USSR must give the card to the US (face up and available for play). If the US already has the "#6 - T
(adding no more than 2 Influence per country).
The US may discard up to their entire hand of cards (including scoring cards) to the discard pile and draw replacements from the draw pile. The number
cards from the draw pile.
The US receives 1 VP for each US controlled Battleground country in Central and South America.
Presence: 1; Domination: 4; Control: 6; +1 VP per controlled Battleground country in Region; MAY NOT BE HELD!
If you are behind on the Space Race Track, the player uses this Event to move their marker 2 spaces forward on the Space Race Track. The player rece
Presence: 2; Domination: 5; Control: 6; +1 VP per controlled Battleground country in Region; MAY NOT BE HELD!
Remove all US Influence and add 2 USSR Influence to Iran. This card's Event requires the US to discard 2 cards, instead of 1 card, if the "#92 - Terrorism
Add 1 USSR Influence to Argentina and remove all USSR Influence from the United Kingdom. The US receives 1 VP. This Event prevents the "#7 - Socia
The US receives 1 VP for every 2 USSR Influence in Libya.
If the US is ahead on the Space Race Track, the US player uses this Event to look through the discard pile, pick any 1 non-scoring card and play it imme
The US may play 8 cards (in 8 action rounds) for this turn only. This Event prevents the "#61 - OPEC" card from being played as an Event.
Add 4 USSR Influence to Europe (adding no more than 2 Influence per country) unless the USSR is leading the US in VP and, therefore, the USSR may
Europe.
Remove all US Influence in Lebanon and remove a total of 2 US Influence from any countries in the Middle East.
Degrade the DEFCON level by 1 and the US receives 2 VP. The US may make Realignment rolls, using this card, only if South Korea is US controlled.
Improve the DEFCON level by 1 and the USSR receives 2 VP. The USSR may make Realignment rolls or add Influence, using this card, if the "#87 - The
Remove all US Influence from Nicaragua. The USSR may make a free Coup Attempt, using this card's Operations value, in a country adjacent to Nicarag
The player's opponent must randomly discard 1 card from their hand. If the "#82 - Iranian Hostage Crisis" Event has already been played, a US player (if
All US Realignment rolls, for the remainder of this turn, receive -1 to their die roll.
The US must designate a single Region (Europe, Asia, etc.) that, for the remainder of the turn, the USSR cannot add Influence to using Operations point
The US must immediately discard a card with an Operations value of 3 or more or the USSR may double the amount of USSR Influence in 2 countries in
Add 3 US Influence to East Germany. The US may make a free Coup Attempt or Realignment rolls in Europe using the Operations value of this card. Thi
The US receives 1 VP. This Event prevents / cancels the effect(s) of the "#59 - Flower Power" Event.
The US reveals their hand of cards, face-up, for the remainder of the turn and the USSR discards a card from the US hand.
The USSR receives 1 VP. Remove 1 US Influence from any 3 countries in Western Europe.
If the DEFCON level is 2, the player uses this Event to immediately end the game after giving their opponent 6 VP. How about a nice game of chess?
Add 3 US Influence to Poland. This card requires prior play of the "#68 - John Paul II Elected Pope" Event in order to be played as an Event.
Iran invades Iraq or vice versa (player's choice). Roll a die and subtract (-1) from the die roll for every enemy controlled country adjacent to the target of
VP and replaces all the opponent's Influence in the target country with their Influence. The player adds 2 to its Military Operations Track.
The US may play this card during the Headline Phase in order to cancel the USSR Headline Event (including a scoring card). The canceled card is place
round, the US gains 1 VP.
The US reveals all scoring cards in their hand of cards. The USSR player may add 1 USSR Influence to a single Region named on one of the revealed s
Add 1 US Influence to a single country adjacent to the U.K. if the U.K. is US-controlled but NATO is not in effect. Add 2 US Influence to a single country in
NATO is in effect.
Add 1 US Influence to a single country containing US Influence, at the end of each Action Round, if Canada is US-controlled and the DEFCON level mov
Quagmire" Event.
The USSR may perform a Coup Attempt, using this card's Operations value, against a non-Battleground country in Central America, South America or Af
Battleground country in Central America, South America or Africa, if the first Coup Attempt removed any US Influence from the target country.
If the US controls at least one Middle East country, the US player uses this Event to draw the top 5 cards from the draw pile. The US may discard any or
player, without triggering the Event(s). Any remaining drawn cards are returned to the draw pile and the draw pile is reshuffled.
The USSR receives 1 VP for each US Coup Attempt performed during the remainder of the Turn.
Add 2 US Influence to Saudi Arabia. This Event prevents the "#56 - Muslim Revolution" card from being played as an Event.
Enter this card into the Played Cards worksheet if a player is required to discard a card as a result of an Event (ex. Quagmire, Bear Trap, Defectors).
Central America South America
Stab. Control Stab. Control
Country Country
# US USSR # US USSR
Costa Rica 3 0 0 Argentina* 2 0 0
Cuba* 3 0 0 Bolivia 2 0 0
Dominican Republic 1 0 0 Brazil* 2 0 0
El Salvador 1 0 0 Chile* 3 0 0
Guatemala 1 0 0 Colombia 1 0 0
Haiti 1 0 0 Ecuador 2 0 0
Honduras 2 0 0 Paraguay 2 0 0
Mexico* 2 0 0 Peru 2 0 0
Nicaragua 1 0 0 Uruguay 2 0 0
Panama* 2 0 0 Venezuela* 2 0 0
Countries 10 0 0 Countries 10 0 0
* Battlegrounds 3 0 0 * Battlegrounds 4 0 0
Adjacent 2/0 0 0 Adjacent 0/0 0 0
Presence 1 0 0 Presence 2 0 0
Domination 3 0 0 Domination 5 0 0
Control 5 0 0 Control 6 0 0
VP 0 0 VP 0 0
Africa Asia
Stab. Control Stab. Control
Country Country
# US USSR # US USSR
Algeria* 2 0 0 Afghanistan 2 0 0
Angola* 1 0 0 Australia 4 1 0
Botswana 2 0 0 Burma 2 0 0
Cameroon 1 0 0 India* 3 0 0
Ethiopia 1 0 0 Indonesia 1 0 0
Ivory Coast 2 0 0 Japan* 4 0 0
Kenya 2 0 0 Laos/Cambodia 1 0 0
Morocco 3 0 0 Malaysia 2 0 0
Nigeria* 1 0 0 N. Korea* 3 0 1
Saharan States 1 0 0 Pakistan* 2 0 0
SE African States 1 0 0 Philippines 2 0 0
Somalia 2 0 0 S. Korea* 3 0 0
South Africa* 3 0 0 Taiwan(*) 3 0 0
Sudan 1 0 0 Thailand* 2 0 0
Tunisia 2 0 0 Vietnam 1 0 0
West African States 2 0 0 Countries 15 1 1
Zaire* 1 0 0 * Battlegrounds 6+ 0 1
Zimbabwe 1 0 0 Adjacent 1/2 0 0
Countries 18 0 0 Presence 3 3 3
* Battlegrounds 5 0 0 Domination 7 0 0
Adjacent 0/0 0 0 Control 9 0 0
Presence 1 0 0
VP 3 4
Domination 4 0 0 VP 3 4
Control 6 0 0 Southeast Asia
VP 0 0 VP 0 0
(*) if Taiwan as Battleground playing Formosan Resolution.
Europe Middle East
Stab. Control Stab. Control
Country Country
# US USSR # US USSR
Austria 4 0 0 Egypt* 2 0 0
Benelux 3 0 0 Gulf States 3 0 0
Bulgaria 3 0 0 Iran* 2 0 0
Canada 4 0 0 Iraq* 3 0 0
Czechoslovakia 3 0 0 Israel* 4 0 0
Denmark 3 0 0 Jordan 2 0 0
E. Germany* 3 0 1 Lebanon 1 0 0
Finland 4 0 0 Libya* 2 0 0
France* 3 0 0 Saudi Arabia* 3 0 0
Greece 2 0 0 Syria 2 0 0
Hungary 3 0 0 Countries 10 0 0
Italy* 2 0 0 * Battlegrounds 6 0 0
Norway 4 0 0 Adjacent 0/0 0 0
Poland* 3 0 0 Presence 3 0 0
Romania 3 0 0 Domination 5 0 0
Spain/Portugal 2 0 0 Control 7 0 0
Sweden 4 0 0
Turkey 2 0 0 VP 0 0
U.K. 5 1 0
W. Germany* 4 0 0
Yugoslavia 3 0 0 Final Scoring
Countries 21 1 1 VP
* Battlegrounds 5 0 1 Region
US USSR
Adjacent 1/3 0 0
Presence 3 3 3 Europe 3 4
Domination 7 0 0
Control WIN 0 0 Asia 3 4
VP 3 4 Middle East 0 0
Africa 0 0
Other Scoring Cards
VP
South America 0 0
Card
US USSR
Mid War
Central America 0 0
Alliance for Progress 0 n/a
Kitchen Debates 0 n/a China Card 0 1
OPEC n/a 0
Summit* 0 0 VP 6 9
VP 0 0
* based on Region Domination or Control before die roll.
VP 5 5
* automatically resets each player's Military Operations to 0.
US - Die Roll Frequency
Die Roll 1 2 3 4 5 6 Rolls
Freq. 0 0 0 0 0 0
% 0% 0% 0% 0% 0% 0% 0
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
1 2 3 4 5 6
Twilight Struggle Deluxe Edition Rules
▲ click link; Internet connectivity required
B. DEAL CARDS
China Card NOT counted towards total
Scoring Cards NOT forced held by Event
Turn 1-3 (Early War):
● 8 Cards MAX. (6 Action Rounds/Turn)
Turn 4-10 (Mid-Late War):
● 9 Cards MAX. (7 Action Rounds/Turn)
C. HEADLINE PHASE
Play Cards as Events (NOT China Card)
Order of Play:
Highest OPS = 1st
Tied OPS = US
Scoring Card = 2nd
D. ACTION ROUNDS
Turn 1-3 (Early War):
● 6 Action Rounds per Turn
Turn 4-10 (Mid-Late War):
● 7 Action Rounds per Turn
c. Coup Attempt (subtract Enemy INF then add Friendly INF, single Country, single attempt)
i. Target any Country w/ Enemy INF
ii. (Die roll + OPS) > (Stab.# x 2) = remove die roll diff. in Enemy INF then add Friendly INF
iii. Military OPS = Card OPS
iv. Battleground Country = -1 DEFCON
d. Space Race
1 Card/Turn per player
Card OPS >= OPS of next Space Race Track box
Roll die within range = VP + special ability (if indicated)
Special ability cancelled by Enemy at same Track level
I. FINAL SCORING
End of Turn 10 ONLY (Control of Europe = Automatic Victory)
Score ALL Regions (NOT Southeast Asia); add to current score
Player holding China Card = 1 VP
20+ VP NOT Automatic Victory
Final score = 0, game ends in draw
1), N.Korea(3), E.Europe(6)]
Israel(1), Iran(1), Australia(4), Philippines(1), S.Korea(1), Japan(1), W.Europe(7)]
RULE QUESTIONS:
Cards
Q. Which player should receive the first Card when dealing Cards at the beginning of a Turn?
A. The USSR player receives the first dealt Card and the dealer alternates between the players until each player has rec
Cards if that player requires more Cards than their opponent.
Free Coup Attempt or Realignment (Junta, Ortega Elected in Nicaragua, Tear Down this Wall)
Q. What is the meaning of a Card's Event that states the player may make Free Coup Attempt or Realignment rolls? Can
Status? Can a player perform a Coup Attempt in a Battleground Country if the DEFCON Status equals 2? Does perfo
Military Operations?
A. When a Card's Event states that a player may make Free Coup Attempt or Realignment rolls, it means the player may
restrictions imposed by the DEFCON Status. However, the requirement that a Coup Attempt in a Battleground Countr
mentioned in the Card's Event text, and, therefore, a player would lose the game if that player performed a Free Coup
when the DEFCON Status is equal to 2. According to the Rules, Free Coup Attempts do NOT count towards a player's
Headline Phase
Q. Can a player play a Card's Event during the Headline Phase that specifically instructs the player to use Operations po
during the Headline Phase?
A. Yes.
Q. Can a player play a Card's Event during the Headline Phase where that Card's prerequisites for the Event have NOT
A. Yes. The Card's Event would have no effect and, therefore, would NOT be removed from the game.
Held Cards
Q. If a player has more than one Card in their hand at the end of a Turn, does the player discard one or more Cards so th
have more than one Card in the final Action Round of a Turn if that player plays "The China Card" during their turn.
A. No. A Card can ONLY be discarded by an Event. A player draws enough Cards at the end of a Turn to bring that playe
current Turn (Turn 1-3 = 8 Cards, Turn 4-10 = 9 Cards). "The China Card" does NOT count towards the total number o
Q. If a player is required to play or discard particular Cards towards the end of a Turn, it is possible that a player would b
that Scoring Cards can NOT be Held. Does a Card's Event or the rule regarding Held Scoring Cards take precedence
A.
The requirement that a Scoring Card can NOT be Held takes precedence over a Card's Event (Exception: see the "A
For example, if a player has 2 Cards in their hand, one of which is a Scoring Card, and the player's opponent plays M
with the Missile Envy Card, leaving the player holding the Scoring Card and the Missile Envy Card. According to the M
Action Round. In this case, the Scoring Card MUST be played in the next Action Round, in violation of the Missile Env
the next Action Round that would NOT cause the player to hold a Scoring Card.
Military Operations
Q. Can Required Military Operations be greater than 5?
A. No. Military Operations that would result in the Required Military Operations value being greater than 5 are ignored.
Q. According to War Card Events (ex. Arab-Israeli War, Brush War, etc.), the player receives a set amount of Military Ope
the same as stated on the Card's Event even if the Operations value of the Card is modified?
A. Yes. The Military Operations are NOT determined by the Operations value of the Card but, rather, by the Military Oper
Operations
Q. Are ALL modifiers to a Card's Operations value applied in aggregate (i.e. added together) regardless of whether they
Event?
A. Yes.
Q. When a Card's Operations value is modified as a result of previous Card play, does this modification apply to Operatio
A. Yes. This also applies to a Card's Event that specifically states the player is to use the Operations points of the Card.
Scoring Cards (Asia Scoring, Europe Scoring, Middle East Scoring, South America Scoring, Central America Scor
Q. Does a player lose the game if they are holding a Scoring Card at the end of the Turn?
A. Yes. However, if a player wins the game prior to the end of a Turn in which they would have been holding a Scoring C
Q. Who wins the game if both players end the Turn with Held Scoring Cards?
A. The US player wins the game.
Q.
Can a Scoring Card be discarded from a player's own hand, as a result of that player playing a Card that allows the S
A. Yes. It is ONLY illegal to hold a Scoring Card and, therefore, a player is free to discard a Scoring Card if indicated by a
Q. Is Southeast Asia scored separately when the Asia Scoring Card is played?
A. No. The Countries of Southeast Asia are included when determining scores for the Asia Scoring Card. The Southeast
Southeast portion of Asia.
Space Race
Q. Do Card Events that affect a player's placement on the Space Race count as Space Race attempts for that player?
A. No.
Q. If a player has the Space Race ability to play 2 Cards on the Space Race per Turn (Animal in Space), can that player
Operations points to perform 2 Space Race attempts in a single Action Round?
A. No.
Q. When a player has the Space Race ability to discard one Held Card at the end of that player's Turn (Space Walk) and
player discard more than one Held Card from their hand?
A. No. The player chooses ONLY one Held Card to discard.
Q. If a player has the Space Race ability to discard one Held Card at the end of that player's Turn (Space Walk), can tha
A. No. Scoring Cards can NOT be Held and, therefore, can NOT be discarded in this manner.
War Cards (Korean War, Arab-Israeli War, Indo-Pakistani War, Brush War, Iran-Iraq War)
Q. What happens if a player has no Influence markers or ONLY their Influence in the applicable Country?
A. The player would receive 2 VP, if the player performed a successful die roll as specified on the Card, and would add M
Q. Does an adjacent enemy Superpower count as an adjacent enemy-controlled Country and, therefore, modifies the die
A. Yes. The US and USSR are considered adjacent controlled Countries for ALL purposes.
SPECIFIC CARD QUESTIONS:
Q. Are ordered Cards that are Held at the end of the Turn still ordered going into the next Turn?
A. No. This Card's effect does NOT extend into the next Turn.
Q. Can the US player be forced to hold a Scoring Card as a result of the order in which the Cards were placed?
A. No. The US player MUST play one or more Scoring Cards in the final Action Round(s) of the Turn regardless of the or
that Scoring Cards can NOT be Held.
Q. Can a US player who is under the effect of the Quagmire Card and who has had their hand ordered by play of the Ald
the Operations value requirement of the Quagmire Event, each Action Round, until the Quagmire Event ends or the o
A. Yes. However, if the Quagmire Event is cancelled before the ordered Cards are exhausted, the remaining Cards MUS
Q. In the following scenario, both this Card and the "Ask Not What Your Country…" Card is played simultaneously during
result of having the higher Operations value. Therefore, the US player's Cards are ordered first and then the US playe
discards their entire hand of Cards, does that mean the US player's Cards are no longer ordered and, therefore, the p
A. Yes. However, if the US player does NOT discard their entire hand of Cards, the remaining Cards must be played first
Cards. Also, as indicated on this Card, "The China Card" can NOT be played on this Turn regardless of how many Ca
Chernobyl (#94)
Q. Is the USSR player ONLY restricted to placing Influence in the designated Region when playing a Card for Operations
A. Yes. The USSR play may still perform Coup Attempts and play Card Events which add Influence to the designated Re
Q. If "The China Card" is passed to a player as a result of a Card's Event, is it immediately available for play and, therefo
A. Yes.
Q. Does this Card have an Operations value of 5 for Coup Attempt and Realignment rolls in Asia?
A. Yes. All Realignment rolls MUST be performed in Asia in order to use ALL 5 Operations points.
Q. Can I discard "The China Card" to cancel the Quagmire or Bear Trap Card Events?
A. No. "The China Card" can NOT be discarded if required by a Card's Event.
Q. If the USSR player plays this Card for Operations points, does the US player, using the Event, conduct Operations us
modified Operations value?
A. No. The US player receives the Operations value as indicated on the Card (unmodified).
Containment (#25)
Q. Does this Card's effect also apply to Scoring Cards?
A. No. Scoring Cards are NOT considered Cards for the purpose of performing Operations.
Q.
If the DEFCON Status changes to a level greater than 2, can the opponent now perform Coup Attempts during the Tu
A. No. Unless the Card is cancelled by removing the required Influence during the Turn, the opponent will lose the game
level.
Q. Can the player who can NOT perform a Coup Attempt without losing the game, according to this Card's text, still perfo
perform a Free Coup Attempt according to that Card's Event text (ex. Junta)?
A. No. This Card takes precedence over Card Events and Rules.
Q. If this Card is in effect against a player and that player performs a Coup Attempt in a Battleground Country, when the
to 1, does the player who performed the Coup Attempt win the game since the DEFCON Status was reduced to 1 whi
A. No. Any Coup Attempts by a player, that is affected by this Card's Event, will result in that player losing the game rega
Defectors (#103)
Q. If the US player plays this Card during the Headline Phase, does it cancel the USSR Headline Event regardless of the
A. Yes.
Q. If the USSR player plays this Card during the Headline Phase, does the Card cancel itself out and the US player does
USSR player's Action Round?
A. Yes. This Card explicitly states that the US player receives 1 VP ONLY if it is played during the USSR player's Action R
Q. Does the US player receive 1 VP if the USSR player discards this Card during the US player's Action Round?
A. No. This Card explicitly states that the US player receives 1 VP ONLY if it is played during the USSR player's Action R
Q. If this Card is played on the Space Race by the USSR player, does the US player receive 1 VP?
A. No. According to the Rules, a Card's Event does NOT occur when played on the Space Race.
Q. If this Card is played, as a result of a Headline Event, and takes effect BEFORE the USSR Headline Event, is the USS
A. Yes. However, if the USSR Headline Event takes effect BEFORE this Card, this Card has no effect and is discarded.
De-Stalinization (#33)
Q. Is the player restricted to re-allocating Influence to Countries that are adjacent to the Country in which the Influence is
Influence?
A. No. Influence that is added or moved as a result of a Card's Event are NOT subject to Rules regarding the placement
Q. If the USSR player plays this Card as Operations, during their Action Round, and, therefore, the US player performs th
hand, is the US player permitted to perform the Operations since there is no Card to be returned?
A. Yes.
Q. If the USSR player plays this Card as Operations, during their Action Round, and, therefore, the US player performs th
Card, which allows the player to set the DEFCON Status to any level, does the USSR player, being the phasing playe
Status to 1?
A. Yes.
Q. During the Headline Phase, the US player plays this Card simultaneously with the USSR player's Headline Card and
draws the Defectors Card, which permits the player to cancel the USSR Headline Event, can it be played immediately
A. Yes. However, this Card would ONLY cancel the USSR Headline Event so long as it is resolved BEFORE the USSR H
Junta (#47)
Q. Can a player perform multiple Realignment rolls using the Operations value of the Card (modified or otherwise)?
A. Yes.
Q. Does the player have to place the Influence BEFORE performing the Free Coup Attempt or Realignment rolls?
A. Yes.
Q. If the US player plays this Card for Operations points, does the USSR player, using the Event, conduct Operations us
Operations value?
A. No. The USSR player receives the Operations value as indicated on the Card (unmodified).
Q. Can a player be forced to hold a Scoring Card as a result of this Card's requirement that it be played for Operations p
A. No. This Card MUST be played in the next Action Round that would NOT cause the player to hold a Scoring Card.
Q. Is this Card exchanged with an opponent's Card BEFORE performing the exchanged Card's Event (if applicable) and
the Card's Event occurs?
A. Yes.
Q. If this Card is played and, as a result, the Card's Event received from the opponent's hand (if applicable) is unplayable
opponent's hand simply discarded?
A. Yes. Therefore, the ONLY effect is that the opponent MUST play this Card (Missile Envy) for Operations points in the
Quagmire (#42)
Q. If this Card is in effect, does the affected player discard a Card, perform the die roll and still play a Card during an Acti
A. No. The affected player ONLY discards a Card and performs the die roll during an Action Round in which this Card is
Q. Can an affected player play a Card in the same Action Round in which they performed a die roll that successfully canc
A. No. The affected player can ONLY perform normal actions during the NEXT Action Round after cancelling this Card's
Q. If an affected player no longer has any Cards in their hand that can be discarded, does this cancel the Card's Event a
Action Round?
A. No. The Card's Event is still in effect and the player still performs the die roll as indicated on the Card.
Q.
Can an affected player be forced to hold a Scoring Card at the end of a Turn since that player can ONLY discard a Ca
A. No. An affected player MUST play the Scoring Card, in lieu of discarding a Card, in the final Action Round of the Turn
Q. Does this Card affect the Headline Phase since the Card's Event can persist beyond the end of a Turn?
A. No. The affected player MUST play a Card as an Event DURING the Headline Phase and does NOT discard a Card O
Headline Phase.
Q. Does this Card subtract 1 Operations point from a Card played on the Space Race or subtract 1 from Required Militar
A. Yes. The effect of this Card is applied for ALL purposes when played as Operations.
Q. Does the US player choose the Battleground Country that the USSR player must exclude from Scoring?
A. Yes. This is significant to the US player for a USSR-Controlled Japan because, if the US player selected this Battlegro
in effect, the USSR player would also lose an extra point, for Scoring purposes, due to the fact that Japan is adjacent
Q. In the following scenario, the Asia Scoring Card is played, while this Card is in effect, and the ONLY Country that the U
Battleground Country). Is North Korea still considered Controlled by the USSR player for Scoring as "Presence" beca
a Battleground Country?
A. No. This Card removes the designated Battleground Country from consideration for ALL Scoring purposes, however, i
Controlled by a player for purposes other than Scoring (such as Card Events).
Q. Does this Card, when in effect, prevent the USSR player from having Control of the designated Region (assuming tha
Countries) for Scoring purposes ONLY?
A. Yes.
Summit (#45)
Q. Are the dice rerolled in the event of a tie?
A. No. In the event of a tie, this Card has no effect.
Terrorism (#92)
Q. Does this Card cause ONLY the US player to discard 2 Cards from its hand if the Iranian Hostage Crisis Card's Event
A. Yes.
U2 Incident (#60)
Q. Does the USSR receive an additional VP ONLY if the UN Intervention Card is played by the US player later in the Tur
A. No. The USSR player would receive an additional VP if the UN Intervention Card is played by either the US or USSR
UN Intervention (#32)
Q. Can this Card be played by itself as an Event?
A. No. This card MUST be played simultaneously with a Card that has the opponent's associated Event.
Wargames (#100)
Q. If this Card is played, do the players perform Final Scoring as well?
A. No. Final Scoring is ONLY performed at the end of Turn 10.
Q. Does this Card have no effect and, therefore, NOT removed from the game if the DEFCON Status equals a number g
A. Yes.
Q. Does the USSR player receive 3 VP, in the event that the US player does NOT play the UN Intervention Card, BEFOR
Action Round ?
A. Yes. The USSR player receives 3 VP at the very moment the US player does NOT play the UN Intervention Card duri
Q. If the USSR player is forced to reveal the Card to be played as the Headline Event (i.e. the US player is on the Man in
allows the US player to play the UN Intervention Card in the next Action Round, does the US player play this Card (UN
even though it specifically mentions in the Card's Event text that it can NOT be played in the Headline Phase?
A. No. The UN Intervention Card can ONLY be played in the first Action Round which is separate and distinct from the H
e Gameboard, Cards and Rules which include some specific changes or additions.
Editions of Twilight Struggle.
until each player has received their full hand of Cards. A player may receive consecutive
d to use the Operations points of the Card and reduces the DEFCON Status to 1 (i.e. the
als 2), does the phasing player (i.e. the player who played the Card for Operations) lose the
Realignment rolls? Can a player perform a Coup Attempt regardless of the DEFCON
s equals 2? Does performing a Free Coup Attempt count towards a player's Required
it means the player may perform this action, in the indicated Region, without regard for
n a Battleground Country reduces the DEFCON Status by 1 still applies, unless specifically
performed a Free Coup Attempt in a Battleground Country, unless mentioned otherwise,
count towards a player's Required Military Operations.
yer to use Operations points even though a player can NOT play a Card for Operations
or the Event have NOT been met and, therefore, that Card would have no effect?
one or more Cards so that they ONLY have one Held Card remaining? The player may
ard" during their turn.
a Turn to bring that player's hand up to the maximum number of Cards depending on the
wards the total number of Cards in a player's hand.
le that a player would be forced to hold a Scoring Card which would violate the explicit rule
Cards take precedence?
(Exception: see the "Ask Not What Your Country Can Do For You…" Card for details).
ayer's opponent plays Missile Envy, the opponent exchanges the highest Operations Card
Card. According to the Missile Envy Card's Event text, the card is to be played in the next
lation of the Missile Envy Card's Event text and the Missile Envy Card MUST be played in
er than 5 are ignored.
et amount of Military Operations for the Event. Are the Military Operations for these Events
her, by the Military Operations value specifically mentioned in the Card's Event text.
ardless of whether they come from different Events or from multiple plays of the same
ication apply to Operations for ALL purposes (ex. Coup Attempts, Space Race, etc.)?
ons points of the Card.
een holding a Scoring Card, that player still wins the game.
a Card that allows the Scoring Card to be discarded, rather than playing the Scoring Card?
ng Card if indicated by a Card's Event text.
ng Card. The Southeast Asia Scoring Card is a special Card Event that ONLY scores the
Space), can that player split the Operations value of a single Card and use the resulting
Turn (Space Walk) and that player has more than one Held Card in their hand, can that
e Card, and would add Military Operations as indicated in the Card's Event text.
s were placed?
Turn regardless of the order in which the Cards were placed so as to meet the requirement
dered by play of the Aldritch Ames Card, discard the earliest Card in the order that meets
mire Event ends or the ordered Cards are exhausted?
he remaining Cards MUST be played in the order in which they were placed.
d simultaneously during the Headline Phase. This Card (Aldrich Ames) is played first as a
st and then the US player may discard up to their entire hand of Cards. If the US player
red and, therefore, the player is free to play their new hand of Cards as desired?
ards must be played first AND in the ordered sequence BEFORE playing the newly drawn
ardless of how many Cards are discarded by the US player.
g the entirety of the Turn and, therefore, may be required to reveal any new Cards gained
, conduct Operations using the Operations value the USSR received as a result of a
n Round since the Card states this may occur "at any time"?
p Attempts during the Turn even though the Card indicates the player would lose the game?
onent will lose the game by performing a Coup Attempt regardless of the DEFCON Status
his Card's text, still perform a Coup Attempt if they play a Card that permits that player to
und Country, when the opponent is the phasing player, which reduces the DEFCON Status
us was reduced to 1 while the opponent was the phasing player?
er losing the game regardless of the phasing player or DEFCON Status.
and the US player does NOT receive 1 VP since the Card was NOT played during a
s Action Round?
USSR player's Action Round.
in which the Influence is being removed according to the Rules regarding the placement of
egarding the placement of Influence.
as Operations?
yer on the Space Race.or if the War Card's Event has been cancelled by another Card's
he US player performs the Event and randomly draws and chooses to return the Card to
n Round?
he US player performs the Event but the USSR player has no Cards remaining in their
ed?
he US player performs the Event and randomly draws the How I Learned to Stop Worrying
being the phasing player, lose the game if the US player chooses to reduce the DEFCON
er's Headline Card and this Card (Grain Sales to Soviets) is resolved first. The US player
t be played immediately to cancel the USSR Headline Event?
ed BEFORE the USSR Headline Event.
fied or otherwise)?
ealignment rolls?
he entirety of the Turn and, therefore, may be required to reveal any new Cards gained
, conduct Operations using the Operations value the US received as a result of a modified
n the player discard this Card (Missile Envy) in the next Action Round, as required by the
?
lue of this Card has been reduced by another Card's Event and, therefore, does NOT meet
played for Operations points in the next Action Round?
hold a Scoring Card.
Event (if applicable) and, therefore, this Card (Missile Envy) is in the opponent's hand when
applicable) is unplayable, due to the effect of another Card's Event, is the Card from the
agle/Bear has Landed box on the Space Race), does that player still play 8 Cards in 8
ancel the Card's Event and, therefore, the player may perform normal actions in the next
can ONLY discard a Card, with an Operations value of 2 or more, and perform the die roll?
ction Round of the Turn and, therefore, forgoes performing the die roll as well.
es NOT discard a Card OR perform the die roll. This Card's Event still applies AFTER the
t 1 from Required Military Operations when using the Card for Operations?
er selected this Battleground Country, when the Asia Scoring Card is played and this card is
t that Japan is adjacent to a US Superpower.
ONLY Country that the USSR player Controls in Asia is North Korea (which is a
ing as "Presence" because North Korea is ONLY eliminated from Scoring consideration as
d Region (assuming that player Controls more Countries and all the Battleground
R Influence?
tervention Card, BEFORE any effects resulting from the US player's played Card in that
No Coup/Realign in US Control
+1 US Inf (in 7, non-USSR Control)
Early/Mid: -1 USSR (from 3), Late: -2 USSR
(from 3)
Yugoslavia, Romania, Bulgaria,
Hungary, Czechoslovakia +US Inf = USSR Inf (to 1)
-USSR Inf (1 non-Control)
+1 US Inf (to 4)
US China Card = +4 US Inf (max 2 per)