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Closing notes
Introduction
Twilight Struggle is a great game.
And yes, it’s great fun to play and, like chess and
certain card games, has an extremely high replay
value.
Humble beginnings
I bought and then played the cardboard version for
the first time around 7 years ago.
Thank you!
https://tinyletter.com/tsbook
The Early War
It is readily apparent that the Early War phase,
consisting of Turns 1-3, is crucial to winning the
game.
Europe
As US:
As USSR:
Middle East
Threats
Yes, isn’t it tempting to get your guns out and have
your opponent taste some lead?
But wait.
Isn’t that Korean War a lot better for the USSR if it’s
still lurking somewhere out there? Your US opponent
will hesitate to take over South Korea, control of
which is especially valuable to them in Late War
thanks to Soviets Shoot Down KAL-007. At the very
least they will want to take Japan to tilt the odds in
their favor before making a move in South Korea.
Examples:
Space cards
Certain cards in the EW should be either sent to
space, or if possible kept until the reshuffle:
Regional access
This is such an important factor. If you take away
only one thing from this section, let this be it.
Card knowledge
To be honest, I’m not a fan of memorizing and card
counting. But this is crucial.
As US, it’s usually best to space it. If you can afford it,
carry it through to after the reshuffle and then space
it afterwards.
But just like the USSR, you might also want to use it
for its Ops, if you’re in a pinch.
Vietnam Revolts*
As US, you are just a little bit lucky if you get dealt
Korean War.
The only way to get the card out of the game, short of
the US player always being able to control it until the
end of the game, is by it being played by either side.
And then you want to at least control Japan, which is
costly either way.
Like all the war cards, this card tends to get weaker
as the game progresses. This tendency is exacerbated
by the characteristics of the neighboring countries.
For the US, given the right setup, this can be a fairly
safe way to spend 2 Ops.
COMECON*
As US, play it for the Ops unless giving the USSR the
lead in Europe would contest your
Domination/Control. If that’s the case, consider
spacing it.
De Gaulle Leads France*
As US, you have a bit more control if you get this card
in your hand. You can opt to space it, or try to take
France despite its effect. But keep in mind that it will
give the USSR access to France and Algeria, which is a
big advantage in itself.
Captured Nazi Scientist*
It’s great for the very first step on the track, and gets
better throughout the game. I don’t recommend
using this for the Ops, as chances are that your
opponent will get it later. And make sure you pay
attention to the probabilities, as the Space Track roll
requirements alternate between 1-3 (50%) and 1-4
(66.6%). So it’s better to play it in the first case.
Truman Doctrine*
There are only two ways that make this card shine
during Early War.
Containment*
Red Scare/Purge
Yes, you are spending 4 Ops that you might not be
getting back in full. But reducing the Ops your
opponent can put in at any one time is such a
powerful effect that it needs to be accounted for.
UN Intervention
As the US, the same holds for cards like We Will Bury
You and Lone Gunman.
This will help keep the USSR out of Africa and the
Americas.
Nuclear Test Ban
As the US, just play it for the Ops and keep it around
for later when you might actually need it.
Defectors
As for doing away with it, you can play it if you need
the Ops or space it if that is more conducive to the
situation. Either way is going to be fine.
The Cambridge Five
As the US, you can usually deal with this easily if it’s
in your hand. Just play any Scoring Cards beforehand
and take the almost free 2 Ops. The only thing your
opponent will know in that case is that you don’t have
any more scoring cards to play.
✵
This book was written using Google Docs.