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IMPORTANT!

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

Step 1: Initial Setup


Note: Once a player has completed the actions for their respective Superpower, close the spreadsheet (ex. click the top-rig
send the spreadsheet by e-mail (at the player's discretion).
1. Each player selects a Superpower, enters a Player Name and E-mail Address (optional; for PBEM only) then en
i. Each player will need to login to the spreadsheet in order to perform tasks that are specific to their Superpower (ex. v
ii. If a player has configured Outlook for sending/receiving e-mail, the E-mail Address will be used to automate the send
(optional; players prompted when closing spreadsheet) as well as send your opponent e-mail notifications of die rollin
iii. Each player will be required to enter their Password (if necessary) during Player Login in order to access their design
2. For one time only, provide answers to the prompts related to Tournament Mode, Card Management, Die Roll Ma
i. If Tournament mode is enabled, both players' Held Cards, at the end of each Turn, will be revealed in accordance with
ii. If Card Management is disabled, players will NOT be able to use the [CARD HAND] button on the Mapboard or Playe
### managed by the Game Engine.
iii. If Die Roll Management is disabled, players must enter their respective Die Rolls into the appropriate sections of the M
iv. If Optional Cards are indicated, the player's will be dealt the new Cards, included in the Twilight Struggle Deluxe editio
3. If Card Management is enabled, select a Player to login and click the [DEAL CARDS] button on the Played Card
i. Click the [CARD HAND] button on the Mapboard or Played Cards worksheet to view a logged-in Player's hand of Car
play Cards directly to the Played Cards worksheet, perform Card Actions (ex. discard specific cards), etc. from their re
4. Each Player logs in as their respective Superpower and enters their initial Influence into Europe ( 1st = USSR, 2
i. If the Add Influence mode? checkbox on the Mapboard is checked, the amount of Influence entered into a Country's I
ii. If the Add Influence mode? checkbox on the Mapboard is unchecked, the amount of Influence entered into a Country

Step 2: Headline Phase


1. If Card Management is enabled, each Player logs in and selects a Headline Card using the "Step 2: Select Actio
i. Once both Player's have selected their respective Headline Cards, the Cards will be revealed in the Game Log which
2. Each Player logs in, enters their designated Headline Card into their Superpower's Headline section (ex. HL) of
i. Each logged in Player can either play their Card directly from their Card Hand or enter the Card number manually into
ii. In the event that a Player triggers their opponent's Headline Event, the Player's opponent should login and resolve th

Step 3: Action Rounds


1. Each Player logs in, enters their designated Card into their Superpower's current Action Round section of the P
i. Each logged in Player can either play their Card directly from their Card Hand or enter the Card number manually into
ii. In the event that a Player triggers their opponent's Headline Event, the Player's opponent should login and resolve th

Step 4: Operations & Events


1. Once a Player has played a Card, that Player may need to resolve their Card by performing the indicated Opera
i. In the event a Player needs to perform Operations, choose the type of Operations (ex. Place Influence, Realignment
boxes, located at the bottom of the Mapboard, to resolve the Card.
ii. In the event that a Player triggers their opponent's Headline Event, the Player's opponent should login and resolve th

Step 5: End Turn


1. Once the Players have resolved all their played Cards during the Turn, click the [END TURN] button on the Play
i. This action will perform common End Turn actions such as checking Military Operations, flipping the China Card, etc.
2. Once the End Turn actions are complete, start a new Turn by each Player logging in and selecting/playing their

TIPS & TRICKS

Tip 1: Deluxe Edition Rule Book


There is an internet link on the Rules worksheet entitled "Twilight Struggle Deluxe Edition Rule Book" which will download a
book from the GMT Games website.

Tip 2: PBEM ( Play By E-Mail )


The Game Engine can be sent by e-mail, as an attachment, for game play between Players in disparate geographical locat
(ex. "TS_Game_Engine_v491.xls") and Log (ex. "TS_Game_Engine_v491.log") are extracted (i.e. uncompressed) onto an
execute the Game Engine directly from the compressed file as the Game Log can NOT be accessed under that circumstan

Tip 3: Card Placeholder


If a player is not permitted to play a Card to the Played Cards worksheet due to a Card's Event (ex. Quagmire, Bear Trap, D
as a Card Placeholder.

Tip 4: Game Summary


Click the [SUMMARY] button, on the Mapboard, for a game progress Overview including comparative Regional breakdown
The Overview tab shows a quick synopsis of the current game status (ex. VP, Space Race, etc.) as well as players' Require
The Regional tab allows a player to quickly determine the number of Countries and/or Battlegrounds required for Presence
The Probability tab shows the chances, as a percentage, of performing successful Realignment Rolls and Coup Attempts fo
to analyze their Card play, both in-game and post-game, based on the number of Cards played as Events, Influence, etc. c

Tip 5: File Format (.xls, xlsm, etc.)


If both player's are using Microsoft Office 2007 (or greater), the spreadsheet can be saved in the Macro-enabled format (.xl
result in significantly faster file loading and saving. Caution! DO NOT save the file in the Macro-enabled format (.xlsm) if on
Office 2007 as the file will be unusable by that player.

Tip 6: Realignment Rolls Variant


If both player's agree to use the optional rule that Realignment Rolls are NOT subject to geographic DEFCON restrictions, e
is unchecked on the Mapboard. In this case, countries in any Region can be targeted for Realignment Rolls regardless of th

Tip 7: Redealing Cards


If the players' want to have their Cards redealt (ex. if a player is dealt 2 or more Scoring Cards at the beginning of a Turn), c
worksheet, and the player will be prompted to have both players' Cards redealt.

EXAMPLE OF PLAY

Example 1: Initial Setup


Note: This example assumes Card Management and Die Roll Management enabled.
1. The USSR player logs into the spreadsheet.
i. The USSR player clicks the [DEAL CARDS] button on the Played Cards worksheet.
ii. The USSR player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
iii. The USSR player adds their initial Influence into Europe (ex. 4 INF to Poland, 1 INF to E. Germany, 1 INF to Yugoslav
iv. The USSR player closes the spreadsheet.

2. The US player logs into the spreadsheet.


i. The US player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
ii. The US player adds their initial Influence into Europe (ex. 4 INF to W. Germany, 2 INF to Italy, 1 INF to France).
iii. The US player closes the spreadsheet.
Example 2: Turn 1 - Headline Phase
1. The USSR player logs into the spreadsheet.
i. The USSR player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
ii. The USSR player selects #21 - NATO ( US Event; 4 OPS ) as an Headline Card by using the "Step 2: Select Action" d
iii. The USSR player closes the spreadsheet.

2. The US player logs into the spreadsheet.


i. The US player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
ii. The US player selects #25 - Containment ( US Event; 3 OPS ) as an Headline Card by using the "Step 2: Select Actio
iii. The US player views the Game Log by clicking the [GAME LOG] button on the Mapboard ( 1st = USSR; 4 OPS > 3 O
v. The US player closes the spreadsheet.

3. The USSR player logs into the spreadsheet.


i. The USSR player views the Game Log by clicking the [GAME LOG] button on the Mapboard ( 1st = USSR; 4 OPS >
ii. The USSR player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
iii. The USSR player plays #21 - NATO, by clicking the appropriate Card Hand number, to the Played Cards worksheet.
iv. The USSR player's #21 - NATO is cancelled as an Event (pre-requisities not met) and, therefore, no further actions ar
v. The USSR player closes the spreadsheet.

4. The US player logs into the spreadsheet.


i. The US player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
ii. The US player plays #25 - Containment, by clicking the appropriate Card Hand number, to the Played Cards workshe
iii. The US player's #25 - Containment is a persistent Event ( +1 OPS modifier for Turn ) and, therefore, no further action
iv. The US player closes the spreadsheet.

Example 3: Turn 1 - Action Round 1


1. The USSR player logs into the spreadsheet.
i. The USSR player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
ii. The USSR player plays #19 - Truman Doctrine ( US Event; 1 OPS ), by clicking the appropriate Card Hand number, t
iii. The USSR player, when prompted, elects to perform his/her Operations first by Placing Influence ( 1 USSR INF to Ira
iv. The USSR player closes the spreadsheet.

2. The US player logs into the spreadsheet.


i. The US player views the Game Log by clicking the [GAME LOG] button on the Mapboard.
ii. The US player performs the #19 - Truman Doctrine as an Event ( -1 USSR INF from Yugoslavia ).
iii. The US player views their hand of Cards by clicking the [CARD HAND] button on the Mapboard.
iv. The US player plays #24 - Indo-Pakistani War ( US Event; 2 OPS ) as Operations for Coup Attempt in Iran ( [Roll: 3 +
v. The US player closes the spreadsheet.

Example 4: Turn 1 - End Turn


Note: Each player continues playing and resolving Cards during the Action Rounds. Once all the designated Action Round
1. The US player clicks the [END TURN] button on the Played Cards worksheet.
i. The US player answers the prompts as necessary.
ii. The US player closes the spreadsheet.

2. The USSR player logs into the spreadsheet.


i. The USSR player begins a new Turn by selecting a Headline Card.

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

; for PBEM only) then enters a Password (optional; if desired).


to their Superpower (ex. viewing Card Hand, performing Card Actions, etc.)
sed to automate the sending of the Game Engine and Log in a compressed file
ail notifications of die rolling for PBEM fair play (ignored if Outlook not detected).
der to access their designated Superpower's Card Hand.
Management, Die Roll Management and Optional Cards (if applicable).
evealed in accordance with the official tournament rules for competitive play.
on the Mapboard or Played Cards worksheet; therefore, Cards can not be dealt 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).

ming the indicated Operations and/or Event.


e Influence, Realignment Rolls, Coup Attempt, etc.) and use the Operation section

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

ermany, 1 INF to Yugoslavia).

aly, 1 INF to France).


he "Step 2: Select Action" drop-down list in their Card Hand.

ng the "Step 2: Select Action" drop-down list in their Card Hand.


1st = USSR; 4 OPS > 3 OPS ).

d ( 1st = USSR; 4 OPS > 3 OPS ).

Played Cards worksheet.


efore, no further actions are required.

the Played Cards worksheet.


herefore, no further actions are required.

riate Card Hand number, to the Played Cards worksheet.


uence ( 1 USSR INF to Iran ).

Attempt in Iran ( [Roll: 3 + Ops: 3 = 6] - [Stab. (x2): 4] = 2 US INF to Iran ).

designated Action Rounds are complete, the Turn is ended.

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

PBEM ( Play By E-Mail )


The Twilight Struggle Game Engine can be sent via e-mail as an attachment for PBEM purposes. Ensure the Excel spreadsheet, "TS_Game_Engine_v491.
saved together for performing and tracking Turn execution. If desired, the spreadsheet can be renamed; however, any subsequent logging will be written to

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).

Example 1: Playing Card from Card Hand

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).


Example 1: Selecting Headline Event Example 2: Playing Headline Event

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).

Example 1: Performing Card-specific action

► ►

Example 2: Performing specific Card action

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

Example 1: Turn Track


Place Influence

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).

► ►

Example 1: Add Influence enabled

► ►

Example 1: Add Influence disabled

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

The US player controls "Australia" (Example 1).

Example 1: Controllling a Country

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

► ►

Example 1: Placing Influence


Realignment Rolls
To perform Realignment Rolls as a result of playing a Card for Operations, select the target Country in the "Realignment Ro
and, if necessary, click the [UPDATE] button. The amount of available Operations will be affected by the OPS Modifier and
Roll Management is disabled, enter the die rolls for the US and USSR into their corresponding Die Roll boxes and then clic
otherwise, will be modified by the applicable DIE Modifiers after clicking the [ROLL DICE] button. An "!" (exclamation point)
the selected Country either due to the DEFCON level and/or restrictions as a result of an Event.

The US player selects "Iraq" as the target Country, clicks the [ROLL DICE] button and then clicks the [UPDATE] button to remove the resulting

► ►

Example 1: Performing a Realignment Roll

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

► ►

Example 1: Performing a Coup Attempt

Space Race / Cards


To perform die rolling for the Space Race, War Cards and other applicable Cards, select the specific Space Race level / Ca
click the [ROLL DIE] button. If Die Roll Management is disabled, enter the die roll into the Die Roll box and then click the [R
select a target Country and the MOD (DIE Modifier) will be applied after clicking the [ROLL DIE] button. For other applicable
button and instructions will be provided.

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

► ►

Example 1: Changing the DEFCON level

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).

► ►

Example 1: Adding Victory Points

► ►

Example 2: Removing Victory Points


Variants

Chinese Civil War


To enable the Chinese Civil War variant, click the "Enable" checkbox in the "People's Republic of China" section and the
Chinese Civil War is in effect. To place Influence into China, enter the postive number of Operations to be added into the
the China Influence box will be calculated automatically.

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).

Example 1: Enabling the Chinese Civil War variant

► ► ►

Example 2: Adding Influence to China

Late War Scenario


To apply the Late War Scenario variant, select "Late War" in the Scenario section of the Mapboard and click the [APPLY]

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).

Example 1: Playing a Card

The China Card


If the "#6 - The China Card" is played, it will automatically change the China Card's status on the Mapboard. If a Card is p
player can click the China Card box on the Mapboard and select the appropriate option.

A player changed the status of the China Card to "US - FACE UP" (Example 1).

Example 1: Claiming the China Card

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

Example 1: Playing a Card for Operations

Example 2: Playing a Card as an Event

Example 3: Triggering an opponent's Event

Selecting Type of Operations


If a Card is played for Operations, a player can indicate the type of Operations by selecting the appropriate option in the T

The USSR player played the "#29 - East European Unrest" Card for placing Influence (Example 1).

Example 1: Selecting type of Operations


Space Race
To play a Card on the Space Race, enter the Card's number in the Card # box on the Played Cards worksheet and, if the S
(Space Race) column; otherwise, select "0" in the SR column. If a Card is played as an Event that requires a player to adva
SR column and the Space Race "marker" will advance the requisite number of spaces on the Space Race Track on the Ma

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

Example 1: Playing Card for the Space Race

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

on the Cards entered into the Played Cards worksheet.

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.

on to add the resulting Influence into "Italy" (Example 1).


Country in the "Realignment Rolls" section of the Mapboard, click the [ROLL DICE] button
ected by the OPS Modifier and will be reduced as Realignment Rolls are performed. If Die
ng Die Roll boxes and then click the [ROLL DICE] button. The die rolls, whether entered or
tton. An "!" (exclamation point) indicates that Realignment Rolls can NOT be performed for
ent.

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

DATE] button to add the resulting Influence to "Iran" (Example 1).

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]

button and received a modified roll of "5" (Example 1).


rrent DEFCON level will have their Regional boxes highlighted in red.

no Coup Attempts or Realignment rolls are permitted) (Example 1).

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.

apboard and click the [APPLY] button.

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

PACE RACE CARDS


USSR Presence 3
2 HEADLINE TRACK Domination 7
US
USSR SELECTED? Control WIN
3

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

Guatemala 1 Haiti 1 Domin. Rep 1


Morocco

El Salvador 1 Honduras 2 Nicaragua 1


Twilight Struggle W.African S
Game Engine v4.9.1
Costa Rica 3 Panama 2
Venezuela 2
1

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

U.K. 5 E.Germany 3 Poland 3

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 (

6 Botswana 2 No Coup Attemp


4
0 4 E
No Coup Attemp
3 Euro
Current Card S. Africa 3 No Coup Attemp
Action 2 Europe / A
1

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

6 Action Rounds; 8 Cards 7 Action Rounds; 9 Ca


US PLAYER

SPACE RACE TRACK


Earth Animal Man in Man in
REGIONAL SCORING Start Satellite in Space Space Orbit
Presence: Control 1 or more Countries 2 Ops, 1-3 2 Ops, 1-4 2 Ops, 1-3 2 Ops, 1-4
Domination: Control more Countries
(at least 1 non-BG; more BG Countries)
USSR X
Control: Control more Countries AND
all BG Countries
US X
2 Space Opponent

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?

3 India 3 Burma 2 Laos/Camb. 1

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

THE CHINA CARD


PEACE (No restrictions) USSR - FACE UP
No Coup Attempts or Realignment rolls:
Europe VICTORY POINT TRACK
No Coup Attempts or Realignment rolls:
Europe / Asia
No Coup Attempts or Realignment rolls:
Europe / Asia / Middle East
No
Eur
0 0 0
Nuclear War! Nuc Start Start

DIE
The active player has lost the game! The US SCORE USSR

DEFCON restriction for Realignment?

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

Lunar Eagle/Bear Space Space


Orbit Landed Shuttle Station
Asia
3 Ops, 1-3 3 Ops, 1-4 3 Ops, 1-3 4 Ops, 1-2 15-6 US USSR
Cntry 1 1 1
1 BG 0 1 1
VP 3 4 4
Status: P P
2/0
3/1 May discard
1 Held card 4/2 8 Action
Rounds Middle East
10-6 US USSR
US Cntry 0 0 0
N. Korea 3 3 BG 0 0 0
3 VP 0 0 0
3 Status:

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:

? ◄ OPS Southeast Asia


Australia 4 6-1 US USSR
Cntry 0 0
4 BG 0 0
VP 0 0

All Regions
All Regions
All 84-29 US USSR
US Scenario
Cntry 2 2
Standard BG 0 2
VP 6 8
Modifier

N/A

0 Space Race / Cards Req. Mil. Ops


▼ Earth Satellite VP n/a 0

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

5 Five Year Plan US 3

6 The China Card BOTH 4


7 Socialist Government USSR 3
8 Fidel* USSR 2
9 Vietnam Revolts* USSR 2
10 Blockade* USSR 1

11 Korean War* USSR 2


12 Romanian Abdication* USSR 1

13 Arab-Israeli War USSR 2


14 Comecon* USSR 3
15 Nasser* USSR 1

16 Warsaw Pact Formed*_ USSR 3


EARLY WAR

17 De Gaulle Leads France*_ USSR 3


18 Captured Nazi Scientist* BOTH 1
19 Truman Doctrine* US 1

20 Olympic Games BOTH 2

21 NATO*_ US 4
22 Independent Reds* US 2
23 Marshall Plan*_ US 4

24 Indo-Pakistani War BOTH 2


25 Containment* US 3
26 CIA Created* US 1
27 US/Japan Mutual Defense Pact*_ US 4
28 Suez Crisis* USSR 3
29 East European Unrest US 3
30 Decolonization USSR 2
31 Red Scare/Purge BOTH 4

32 UN Intervention BOTH 1
33 De-Stalinization* USSR 3
34 Nuclear Test Ban BOTH 4

35 Formosan Resolution*_ US 2

36 Brush War BOTH 3


37 Central America Scoring BOTH 0
38 Southeast Asia Scoring* BOTH 0

39 Arms Race BOTH 3

40 Cuban Missile Crisis* BOTH 3

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

49 Missile Envy BOTH 2


50 "We Will Bury You"* USSR 4
51 Brezhnev Doctrine* USSR 3
52 Portuguese Empire Crumbles* USSR 2
53 South African Unrest USSR 2
54 Allende* USSR 1
MID WAR

55 Willy Brandt*_ USSR 2


56 Muslim Revolution USSR 4
57 ABM Treaty BOTH 4
58 Cultural Revolution* USSR 3

59 Flower Power*_ USSR 4


60 U2 Incident* USSR 3
61 OPEC USSR 3
62 "Lone Gunman"* USSR 1
63 Colonial Rear Guards US 2
64 Panama Canal Returned* US 1
65 Camp David Accords*_ US 2
66 Puppet Governments* US 2

67 Grain Sales to Soviets US 2


68 John Paul II Elected Pope*_ US 2

69 Latin American Death Squads BOTH 2


70 OAS Founded* US 1
71 Nixon Plays the China Card* US 2
72 Sadat Expels Soviets* US 1
73 Shuttle Diplomacy_ US 3
74 The Voice of America US 2
75 Liberation Theology USSR 2

76 Ussuri River Skirmish* US 3

77 "Ask Not What Your Country…"* US 3


78 Alliance for Progress* US 3
79 Africa Scoring BOTH 0
80 "One Small Step…" BOTH 2
81 South America Scoring BOTH 0
82 Iranian Hostage Crisis*_ USSR 3
83 The Iron Lady*_ US 3
84 Reagan Bombs Libya* US 2
85 Star Wars* US 2
86 North Sea Oil*_ US 3

87 The Reformer*_ USSR 3


88 Marine Barracks Bombing* USSR 2
LATE WAR
89 Soviets Shoot Down KAL-007* US 4
90 Glasnost* USSR 4
LATE WAR

91 Ortega Elected in Nicaragua* USSR 2


92 Terrorism BOTH 2
93 Iran-Contra Scandal* USSR 2
94 Chernobyl* US 3
95 Latin American Debt Crisis USSR 2

96 Tear Down this Wall*_ US 3


97 "An Evil Empire"*_ US 3
98 Aldrich Ames Remix* USSR 3
99 Pershing II Deployed* USSR 3
100 Wargames* BOTH 4
101 Solidarity* US 2

102 Iran-Iraq War* BOTH 2

103 Defectors US 2
EARLY WAR

104 The Cambridge Five USSR 2

105 Special Relationship US 2

106 NORAD*_ US 3

MID 107 Che USSR 3


WAR
108 Our Man in Tehran* US 2
LATE 109 Yuri and Samantha* USSR 2
WAR 110 AWACS Sale to Saudis*_ US 3
ALL 777 < Card Placeholder > BOTH 0
Presence: 3; Domination: 7; Control: 9; +1 VP per controlled Battleground country in Region; +1 VP per country controlled that is adjacent to enemy supe
Presence: 3; Domination: 7; Control: Automatic Victory; +1 VP per controlled Battleground country in Region; +1 VP per country controlled that is adjacen
Presence: 3; Domination: 5; Control: 7; +1 VP per controlled Battleground country in Region; MAY NOT BE HELD!
Degrade the DEFCON level by 1. The US receives VP equal to 5 minus the current DEFCON level.
The USSR must randomly discard a card. If the card has a US associated Event, the Event occurs immediately. If the card has a USSR associated Even
without triggering the Event.
This card begins the game with the USSR. When played, the player receives +1 Operations to the Operations value of this card if it uses all its Operation
holding this card at the end of Turn 10.
Remove a total of 3 US Influence from any countries in Western Europe (removing no more than 2 Influence per country). This Event cannot be used aft
Remove all US Influence from Cuba. USSR adds sufficient Influence in Cuba for Control.
Add 2 USSR Influence to Vietnam. For the remainder of the turn, the USSR receives +1 Operations to the Operations value of a card that uses all its Op
Unless the US immediately discards a card with an Operations value of 3 or more, remove all US Influence from West Germany.
North Korea invades South Korea. Roll a die and subtract (-1) from the die roll for every US controlled country adjacent to South Korea. On a modified d
Korea with USSR Influence. The USSR adds 2 to its Military Operations Track.
Remove all US Influence from Romania. The USSR adds sufficient Influence to Romania for Control.
Pan-Arab Coalition invades Israel. Roll a die and subtract (-1) from the die roll for Israel, if it is US controlled, and for every US controlled country adjace
all US Influence in Israel with USSR Influence. The USSR adds 2 to its Military Operations Track. This Event cannot be used after the "#65 - Camp David
Add 1 USSR Influence to each of 4 non-US controlled countries of Eastern Europe.
Add 2 USSR Influence to Egypt. The US removes half, rounded up, of its Influence from Egypt.
Remove all US influence from 4 countries in Eastern Europe or add 5 USSR Influence to any countries in Eastern Europe (adding no more than 2 Influen
Event.
Remove 2 US Influence from France and add 1 USSR Influence to France. This Event cancels the effect(s) of the "#21 - NATO" Event for France only.
Move the Space Race Marker ahead by 1 space.
Remove all USSR Influence from a single uncontrolled country in Europe.
This player sponsors the Olympics. The opponent must either participate or boycott. If the opponent participates, each player rolls a die and the sponsor
(reroll ties). If the opponent boycotts, degrade the DEFCON level by 1 and the sponsor may conduct Operations using 4 Operations points.
The USSR cannot make Coup Attempts or Realignment rolls against any US controlled countries in Europe. US controlled countries in Europe cannot be
of either the "#16 - Warsaw Pact Formed" or "#23 - Marshall Plan" Event(s) in order to be played as an Event.
Add US Influence to either Yugoslavia, Romania, Bulgaria, Hungary, or Czechoslovakia so that it equals the USSR Influence in that country.
Add 1 US Influence to each of any 7 non-USSR controlled countries in Western Europe. This Event allows the "#21 - NATO" card to be played as an Eve
India invades Pakistan or vice versa (player's choice). Roll a die and subtract (-1) from the die roll for every enemy controlled country adjacent to the targ
receives 2 VP and replaces all the opponent's Influence in the target country with their Influence. The player adds 2 to its Military Operations Track.
All Operations cards played by the US, for the remainder of this turn, receive +1 to their Operations value (to a maximum of 4 Operations per card).
The USSR reveals their hand of cards for this turn. The US may use the Operations value of this card to conduct Operations.
The US adds sufficient Influence to Japan for Control. The USSR cannot make Coup Attempts or Realignment rolls against Japan.
Remove a total of 4 US Influence from France, the United Kingdom and Israel (removing no more than 2 Influence per country).
Early or Mid War: Remove 1 USSR Influence from 3 countries in Eastern Europe. Late War: Remove 2 USSR Influence from 3 countries in Eastern Euro
Add 1 USSR Influence to each of any 4 countries in Africa and/or Southeast Asia.
All Operations cards played by the opponent, for the remainder of this turn, receive -1 to their Operations value (to a minimum value of 1 Operations poin
Play this card simultaneously with a card containing an opponent's associated Event. The opponent's associated Event is canceled but you may use the
cannot be played during the Headline Phase.
The USSR may reallocate up to a total of 4 Influence from one or more countries to any non-US controlled countries (adding no more than 2 Influence pe
The player receives VP equal to the current DEFCON level minus 2 then improves the DEFCON level by 2.
If this card's Event is in effect, Taiwan will be treated as a Battleground country, for scoring purposes only, if Taiwan is US controlled when the Asia Scorin
The China Card" card.
The player attacks any country with a stability number of 1 or 2. Roll a die and subtract (-1) from the die roll for every adjacent enemy controlled country.
opponent's Influence in the target country with their Influence. The player adds 3 to its Military Operations Track.
Presence: 1; Domination: 3; Control: 5; +1 VP per controlled Battleground country in Region; +1 VP per country controlled that is adjacent to enemy supe
1 VP each for Control of Burma, Cambodia/Laos, Vietnam, Malaysia, Indonesia and the Philippines. 2 VP for Control of Thailand.
Compare each player's value on the Military Operations Track. If the phasing player has a higher value than their opponent on the Military Operations Tr
their opponent, and has met the "required" amount, on the Military Operations Track, that player receives 3 VP instead.
Set the DEFCON level to 2. Any Coup Attempts by your opponent, for the remainder of this turn, will result in Global Thermonuclear War. Your opponent
USSR removes 2 Influence from Cuba or the US removes 2 Influence from West Germany or Turkey.
US Operations used for Coup Attempts in Battleground countries, for the remainder of this turn, do not degrade the DEFCON level. This card's Event doe
Cuban Missile Crisis" Event).

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.

Required Military Operations


DEFCON STATUS = 5 US USSR
Military Operations 0 0

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

USSR - 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

TURN SEQUENCE: LEGEND:


A. Improve DEFCON Status INF = Influence
B. Deal Cards OPS = Operation Points
C. Headline Phase
D. Actions Rounds GAME SETUP:
1. Operations Early War Cards = 8 Cards/player)
a. Place Influence China Card (face up) = USSR
b. Realignment Rolls USSR INF (1st) = 15 [E.Germany(3), Finland(1), Iraq(1), Syria(1), N.Korea(3), E.Europe(6
c. Coup Attempts US INF (2nd) = 25 [Canada(2), Panama(1), UK(5), S.Africa(1), Israel(1), Iran(1), Australia
d. Space Race
2. Events VICTORY POINTS (from): VICTORY CONDITIONS:
a. Scoring Cards Card Events + Scoring Cards 20+ VP during gameplay (NOT Final Scoring = Hig
E. Check Military OPS Status Required Military Operations Europe Control (Europe Scoring Card or Final Sc
F. Reveal Held Card Space Race Enemy reduces DEFCON to 1
G. Flip The China Card
H. Advance Turn Marker
I. Final Scoring (Turn 10)

BEFORE ACTION ROUNDS

A. IMPROVE DEFCON STATUS


DEFCON < 5, +1 DEFCON
DEFCON = 1, Nuclear War; phasing player loses

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

1. OPERATIONS (ACTION ROUNDS)


ONLY Enemy associated Events occur when playing OPS (phasing player decides: OPS or Event 1st)
a. Place Influence (add Friendly INF, multiple Countries)
● To (or adjacent to) Country w/ Friendly Influence
● Country adjacent to Friendly Superpower
1 OPS = Friendly-Controlled, uncontrolled Country
2 OPS = Enemy-Controlled Country

b. Realignment Rolls (subtract Enemy INF, multiple Countries, multiple attempts)


1 OPS = 1 Realignment Roll
INF NOT added
i. Target any Country w/ Enemy INF
ii. Each player rolls a die, modified:
+1 adjacent country Friendly-Controlled
+1 adjacent to Friendly Superpower
+1 player w/ more INF in Country
iii. High roller removes die roll diff. in Enemy INF

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

2. EVENTS (ACTION ROUNDS)


Follow instructions on Card:

● Underlined_ = Permanent Event


● Starred* = Card removed
● Underlined_ + Starred* = Card removed if prevented by permanent Event

a. Scoring Cards (Regional; NOT Southeast Asia)


● Presence = Control 1 or more Countries
● Domination = Control more Countries (at least 1 non-Battleground) & more Battleground Countries than opponent
● Control = Control more Countries than opponent & all Battleground Countries
+1 VP per Friendly-Controlled Country adjacent to Enemy Superpower
+1 VP per Friendly-Controlled Battleground Country

AFTER ACTION ROUNDS

E. CHECK MILITARY OPERATIONS STATUS


Coup Attempts, War Events = Military Operations
Req'd Military OPS = DEFCON
Military OPS < DEFCON = Add diff. to Enemy VP

F. REVEAL HELD CARD


Held Scoring Card = Offending player loses
G. FLIP THE CHINA CARD
OPTIONAL to play China Card
Played = 1 Action Round + Passed to Enemy player (face-down)
Passed by Event = Playable by Enemy player (face-up)
China Card CAN NOT:
● be played during Headline Phase
● prevent play of Scoring Card
● be discarded by Event
● be forced to play by Card shortage or Event

H. ADVANCE TURN MARKER


Turn 4 (Mid War):
● Add Mid War Cards (draw pile; NOT discard)
Turn 8 (Late War):
● Add Late War Cards (draw pile; NOT discard)

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)]

(NOT Final Scoring = Highest Score)


Scoring Card or Final Scoring)
Countries than opponent
NOTE:
The following FAQ assumes the players are using the 2nd Edition (or greater) Twilight Struggle Gameboard, Cards a
Please refer to the appropriate Errata for changes/additions implemented from the 1st to 2nd Editions of Twilight Str

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.

Q. Can a player examine the Cards in the discard pile?


A. Yes. A player may perform this action at any time.

DEFCON Status (CIA Created, Lone Gunman, Grain Sales to Soviets)


Q. If a player uses a Card for Operations and, as a result of the Event, the opponent is instructed to use the Operations p
opponent performs a Coup Attempt in a Battleground Country while the DEFCON Status equals 2), does the phasing
game?
A. Yes. It is NOT advisable to play these types of Cards while the DEFCON Status is equal to 2.

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:

Aldrich Ames (#98)


Q. Once the effect of this Card has been applied, can the US player play the UN Intervention Card, if it is present in that
A. No. The UN Intervention Card MUST be played for Operations.

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

"Ask Not What Your Country Can Do For You…" (#77)


Q. Can this Card cause a player to hold Scoring Card(s), as a result of the draw, and, therefore, cause the US player to l
A. Yes! This Card is the exception to the Rule regarding a Card's Event causing a player to hold a Scoring Card.

Bear Trap (#44)


- see the Quagmire Card for details

Brezhnev Doctrine (#51)


- see the Containment Card for details.

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

China Card, The (#6)


Q. Is "The China Card" available to the USSR player for play at the beginning of the game?
A. Yes.

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. Can "The China Card" be played on the Space Race?


A. Yes.
Q. If the US player plays "The China Card" on the Space Race, does it cancel the Formosan Resolution Card's Event?
A. Yes.

CIA Created (#26)


Q. Does the USSR player have to reveal their hand of Cards, when requested, at any point during the entirety of the Turn
during that Turn?
A. No. The USSR player ONLY reveals their hand of Cards when this Card is played.

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.

Cuban Missile Crisis (#40)


Q. Can a player cancel this Card by removing the required Influence during the opponent's Action Round since the Card
A. Yes.

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

Five Year Plan (#5)


Q. Is the USSR player permitted to use this Card's Event to discard a Scoring Card?
A. Yes.

Flower Power (#59)


Q. Does the USSR player receive 2 VP for War Cards played by the US player as Events as well as Operations?
A. Yes. However, the USSR player does NOT receive 2 VP if a War Card is played by the US player on the Space Race.
Event.

Formosan Resolution (#101)


Q. If this Card is in effect, does Taiwan count as a Battleground Country for Final Scoring?
A. Yes. Every Region is scored as if its regional Scoring Card had just been played.

Grain Sales to Soviets (#67)


Q. If the USSR player plays this Card as Operations, during their Action Round, and, therefore, the US player performs th
the USSR player, does the US player perform the Operations during the USSR player's Action Round?
A. Yes. The Event is resolved just as if the US player had played the Card.

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.

Lone Gunman (#62)


Q. Does the US player have to reveal their hand of Cards, when requested, at any point during the entirety of the Turn an
during that Turn?
A. No. The US player ONLY reveals their hand of Cards when this Card is played.

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).

Missile Envy (#49)


Q. If a player is effected by both this Card and either the Bear Trap or Quagmire Card Events, can the player discard this
Bear Trap or Quagmire Card Events, since this Card meets the Operations value requirement?
A. Yes. The player MUST discard this Card in the next Action Round UNLESS the Operations value of this Card has bee
the Operations value requirement of either the Bear Trap or Quagmire Card Events.
Yes. The player MUST discard this Card in the next Action Round UNLESS the Operations value of this Card has bee
the Operations value requirement of either the Bear Trap or Quagmire Card Events.

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

North Sea Oil (#86)


Q. If this Card is played and the US player has "won" the Space Race (i.e. the player is on the Eagle/Bear has Landed b
Action Rounds for this Turn?
A. Yes.

Nuclear Subs (#41)


Q. Does this Card's effect (i.e. NOT affecting the DEFCON Status) apply to both Events and Operations played by the U
A. No. This Card ONLY applies to the use of Operations points by the US player and Events that alter the DEFCON Stat

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. Is this Card's Event cancelled at the end of a Turn?


A. No. The affected player MUST perform a successful die roll in order to cancel this Card's Event?

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.

Red Scare/Purge (#31)


Q. Does this Card subtract 1 Operations point from a Card's Event that provides Operations points?
A. No. Operations points received from a Card played as an Event are unaffected.

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.

Shuttle Diplomacy (#73)


Q. Does this Card affect Final Scoring during Turn 10?
A. No.

Q. Does this Card also affect Southeast Asia Scoring?


A. No.

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.

Truman Doctrine (#19)


Q. Does this Card mean NOT USSR-Controlled in Europe for the purposes of removing all USSR Influence?
A. No. This Card means NOT Controlled by either player.

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.

We Will Bury You (#50)


Q. Does the USSR player receive 3 VP ONLY AFTER the US player does NOT play the UN Intervention Card in the next
A. Yes. The USSR player receives 3 VP at the very moment the US player does NOT play the UN Intervention Card duri

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.

Central America Scoring, Southeast Asia Scoring)

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

empts for that player?

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

n (Space Walk), can that player discard a Scoring Card?

e Card, and would add Military Operations as indicated in the Card's Event text.

erefore, modifies the die roll accordingly?


rd, if it is present in that player's hand, as an Event?

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.

cause the US player to lose the game?


a Scoring Card.

ng a Card for Operations?


ce to the designated Region.

ble for play and, therefore, placed face-up?


solution Card's Event?

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.

e Event regardless of the Operations value of the USSR Headline Card?

and the US player does NOT receive 1 VP since the Card was NOT played during a

e USSR player's Action Round.

s Action Round?
USSR player's Action Round.

eadline Event, is the USSR Headline Event cancelled?


effect and is discarded.

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

Operations points in the next Action Round.

agle/Bear has Landed box on the Space Race), does that player still play 8 Cards in 8

rations played by the US player?


alter the DEFCON Status are unaffected.

ay a Card during an Action Round?


nd in which this Card is in effect.

oll that successfully cancelled this Card's Event?


er cancelling this Card's Event.

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

ng purposes, however, it is still counted towards the number of Battleground Countries

d Region (assuming that player Controls more Countries and all the Battleground

age Crisis Card's Event is in effect?

R Influence?

S player later in the Turn?


either the US or USSR player.

atus equals a number greater than 2 when played?

vention Card in the next Action Round?


N Intervention Card during the US player's Action Round.

tervention Card, BEFORE any effects resulting from the US player's played Card in that

N Intervention Card during the US player's Action Round.


S player is on the Man in Space box on the Space Race) and this Card is revealed, which
player play this Card (UN Intervention), if available and chosen, in the Headline Phase
Headline Phase?
e and distinct from the Headline Phase.
CARD AFFECTED REGION(S) SPECIFIC SUB-REGION / COUN
WAR
# NAME EVENT OPS 1st 2nd SUB-REGION
Early 27 US/Japan Mutual Defense Pact*_ US 4 ASIA

Early 35 Formosan Resolution*_ US 2 ASIA

Early 21 NATO*_ US 4 EUROPE


Early 23 Marshall Plan*_ US 4 EUROPE W. Europe

Early 29 East European Unrest US 3 EUROPE E. Europe

Early 22 Independent Reds* US 2 EUROPE


Early 19 Truman Doctrine* US 1 EUROPE
Mid 63 Colonial Rear Guards US 2 AFRICA ASIA SE Asia
Mid 76 Ussuri River Skirmish* US 3 ASIA

Mid 78 Alliance for Progress* US 3 C. AMERICA S. AMERICA


Mid 64 Panama Canal Returned* US 1 C. AMERICA S. AMERICA
Mid 70 OAS Founded* US 1 C. AMERICA S. AMERICA
Mid 68 John Paul II Elected Pope*_ US 2 EUROPE

Mid 73 Shuttle Diplomacy_ US 3 MID. EAST ASIA


Mid 65 Camp David Accords*_ US 2 MID. EAST
Mid 72 Sadat Expels Soviets* US 1 MID. EAST

Mid 74 The Voice of America US 2 SPECIAL

Late 83 The Iron Lady*_ US 3 EUROPE S. AMERICA


Late 96 Tear Down this Wall*_ US 3 EUROPE
Late 101 Solidarity* US 2 EUROPE
Late 84 Reagan Bombs Libya* US 2 MID. EAST
Late 86 North Sea Oil*_ US 3 SPECIAL

Late 94 Chernobyl* US 3 SPECIAL


Late 97 "An Evil Empire"*_ US 3 SPECIAL
Late 110 AWACS Sale to Saudis*_ US 3 MID. EAST
Early 30 Decolonization USSR 2 AFRICA ASIA SE Asia
Early 9 Vietnam Revolts* USSR 2 ASIA SE Asia

Early 11 Korean War* USSR 2 ASIA


Early 8 Fidel* USSR 2 C. AMERICA
Early 7 Socialist Government USSR 3 EUROPE W. Europe
Early 14 Comecon* USSR 3 EUROPE E. Europe
Early 16 Warsaw Pact Formed*_ USSR 3 EUROPE E. Europe
Early 17 De Gaulle Leads France*_ USSR 3 EUROPE
Early 28 Suez Crisis* USSR 3 EUROPE MID. EAST
Early 10 Blockade* USSR 1 EUROPE
Early 12 Romanian Abdication* USSR 1 EUROPE

Early 13 Arab-Israeli War USSR 2 MID. EAST


Early 15 Nasser* USSR 1 MID. EAST
Mid 52 Portuguese Empire Crumbles* USSR 2 AFRICA
Mid 53 South African Unrest USSR 2 AFRICA
Mid 75 Liberation Theology USSR 2 C. AMERICA
Mid 55 Willy Brandt*_ USSR 2 EUROPE

Mid 56 Muslim Revolution USSR 4 MID. EAST AFRICA

Mid 61 OPEC USSR 3 MID. EAST S. AMERICA


Mid 54 Allende* USSR 1 S. AMERICA

Mid 59 Flower Power*_ USSR 4 SPECIAL


Late 91 Ortega Elected in Nicaragua* USSR 2 C. AMERICA

Late 87 The Reformer*_ USSR 3 EUROPE


Late 99 Pershing II Deployed* USSR 3 EUROPE W. Europe

Late 82 Iranian Hostage Crisis*_ USSR 3 MID. EAST

Late 88 Marine Barracks Bombing* USSR 2 MID. EAST


Late 95 Latin American Debt Crisis USSR 2 S. AMERICA

Late 90 Glasnost* USSR 4 SPECIAL


Early 24 Indo-Pakistani War BOTH 2 MID. EAST
Early 102 Iran-Iraq War* BOTH 2 MID. EAST
Mid 38 Southeast Asia Scoring* BOTH 0 ASIA SE Asia

Mid 40 Cuban Missile Crisis* BOTH 3 C. AMERICA EUROPE


Mid 47 Junta BOTH 2 C. AMERICA S. AMERICA
Mid 69 Latin American Death Squads BOTH 2 C. AMERICA S. AMERICA
SPECIFIC SUB-REGION / COUNTRY OF EFFECT
EFFECT
COUNTRY
Japan +US Inf = Control
Asia Scoring: Taiwan = Battleground if US
Taiwan Control

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)

+1 US VP (for each US Control Battleground)


Panama, Costa Rica, Venezuela +1 US Inf (in each)
+2 US Inf (total)
Poland -2 USSR Inf, +1 US Inf
Mid. East | Asia Scoring: -1 USSR
Battleground (from total)
Israel, Jordan, Egypt +1 US Inf (in each), +1 VP
Egypt -USSR Inf, +1 US Inf
-4 USSR Inf (all regions exc Europe; max 2
per)
+1 US Inf (UK), +1 USSR Inf (Argentina), +1
UK, Argentina US VP
E. Germany +3 US Inf, free Coup/Realign (Europe)
Poland +3 US Inf
Libya +1 US VP (for each 2 USSR Inf)
US = 8 action rounds (for turn)

1 Region = No +USSR Inf using Ops (for turn)


+1 US VP
Saudi Arabia +2 US Inf
+1 USSR Inf (to 4)
Vietnam +2 USSR Inf, +1 Ops SE Asia (for turn)

S. Korea War (-US Inf w/ +USSR Inf, +2 VP, +2 Mil Ops)


Cuba -US Inf, +USSR Inf = Control
-3 US Inf (max 2 per)
+4 USSR Inf (max 1 per, non-US Control)
+5 USSR Inf (max 2 per) | -US Inf (from 4)
France -2 US Inf, +1 USSR Inf
France, UK, Israel -4 US Inf (max 2 per)
W. Germany -US Inf | discard 3 Ops card
Romania -US Inf, +USSR Inf = Control

Israel War (-US Inf w/ +USSR Inf, +2 VP, +2 Mil Ops)


Egypt +2 USSR Inf, -1/2 US Inf (round up)
Anglola, SE African States +2 USSR Inf (in each)
+2 USSR Inf (S. Africa) | +1 USSR Inf (in both
S. Africa, Angola, Botswana S. Africa & adj.)
+3 USSR Inf (max 2 per)
W. Germany +1 USSR Inf, +1 VP
Iran, Iraq, Egypt, Libya, Saudi
Arabia, Syria, Jordan, Sudan -US Inf (from 2)
Egypt, Iran, Libya, Saudi Arabia,
Iraq, Gulf States, Venezuela Control = +1 USSR VP (for each)
Chile +2 USSR Inf
+2 USSR VP (for US played War card; Event |
Ops)
Nicaragua -US Inf, free Coup adj. Nicaragua
USSR > VP = +6 USSR Inf | US > VP = +4
USSR Inf (max 2 per), no Coup in Europe
-1 US Inf (from 3)
-US Inf, +2 USSR Inf, discard 2 cards if #92
Iran Terrorism played
-US Inf (Lebanon), -2 US Inf (from 1; Mid.
Lebanon East)
x2 USSR Inf (in 2) | discard 3 Ops card
+1 Defcon, +2 USSR VP, Inf/Realign if #87
Reformer played
India, Pakistan War (-Inf w/ +Inf, +2 VP, +2 Mil Ops)
Iran, Iraq War (-Inf w/ +Inf, +2 VP, +2 Mil Ops)
--- One-Time Scoring Card ----
Cancel: -2 USSR Inf (Cuba), -2 US Inf (W.
Cuba, W. Germany, Turkey Germany,Turkey)
+2 Inf (in 1), free Coup/Realign
+1 Coup/Realign, -1 Coup/Realign (for turn)
ASSOCIATED CARD
(!) Required, (%) Prevents, (+) Allowed

#16 Warsaw Pact Formed (!) or #23


Marshall Plan (!), #36 Brush War (US-
controlled countries in Europe) (%)
#21 NATO (+)

#81 Solidarity (+)

#13 Arab-Israeli War (%)

#7 Socialist Government (%)


#55 Willy Brandt (%)
#68 John Paul II Elected Pope (!)

#61 OPEC (%)

#59 Flower Power (%)


#56 Muslim Revolution (%)

#21 NATO (+)


#21 NATO (France only) (%)
#21 NATO (W.Germany only) (%)

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