Showing posts with label Twlight Struggle. Show all posts
Showing posts with label Twlight Struggle. Show all posts

Monday, March 5, 2007

Twlight Struggle and Evoking the Cold War

I'm going to take a different tack today, and focus more on elements I like about Twilight Struggle rather than giving you a plain-vanilla session report, although I should probably get at least a cursory one of those out of the way, as it leads in to what I want to discuss . . .

Eric and I played another game of Twilight Struggle Thursday - I was the Russians, and other than entertaining tidbits such as winning the Korean war (and taking over South Korea), turning Israel into a Communist stronghold in the middle-east (off-set by the back-and-forth battle over Egypt), and dominating Europe for much of the game, I got my behind handed to me, in no uncertain terms (US automatic victory - +20 VP - on turn 8, IIRC). I also had at least two of the WORST CASE hands of nothing but events for my opponent, which resulted in a two-turn VP swing on the order of 26 points or so (from -13 to +13 in two turns). And yet, I still enjoyed the game - in fact, I enjoyed this iteration more than our last effort, where in absolute terms I did much better.

That leads me into what I want to discuss - what is it about Twilight Struggle that made me enjoy a thorough beating more than a respectable showing?

A few things occur to me as important here:
  • Our first game ended with an anti-climatic loss of control of Europe, despite having done relatively well on the rest of the board, and while I saw this coming, it felt like there was little I could do about it within the game
  • In the first game, I must admit to having little idea what I needed to do in order to do well in the game - what the different actions in the game would cause to happen were largely opaque to me (this likely aggravated my first point about feeling a lack of control)
  • The second game, I can definitely point to mistakes I made throughout the game that led to the result - this is mostly a factor of the game play and "arc" becoming less opaque, and my understanding what was going on better than last time (even if my responses and actions weren't as effective in this game)
  • Both games had a definite element of "story" or narrative to them - by that, I mean that there were events and occurrences in both games that allow my imagination to go to work, and imagine what might have been rather than what actually was (witness my notes above about interesting situations occurring in our game - not much in the way of rules detail, but a lot in the way of "flavor")
I'm still a long way off from having a good grasp of how to do well at this game - I handed Eric several points over the course of the game by forgetting that I could use coups in non-battleground countries without affecting the DefCon level, and I definitely didn't play the Middle East very well, despite the entertainment of having taken Israel fairly early and holding it for the rest of the game.

On the whole, though, Twilight Struggle has that elusive element of "fun" about it - it engages my imagination, but does so by evoking events and situations that ring true. This "ring of truth" is important - especially for games like Twilight Struggle - in that the arc of events needs to feel like it makes sense, at the very least internally to the game, and ideally they make sense in general. The game structure of Twilight Struggle, which immerses you in the cold-war belief system, including the domino theory of geopolitics and the general perspective of the world as bi-polar (between the United States on one pole, and the Soviet Union on the other), definitely works to evoke an internally consistent "story" that also happens to feel like it could have been the way things went in the real world but for a few changes in the course of history.

I find that the games I like (speaking generally, now) are, indeed, those that have some element of narrative to them - barring some abstract strategy games I enjoy, most of my favorite games have at least a veneer of this element to them, even some of my favorite, thinly-themed Eurogames, have some portion of the game that my imagination can grab onto and develop a narrative about the events that occur (even if only inside the dark recesses of my own mind).

In short - OK, too late ;) - Twilight Struggle definitely does a good job of engaging my imagination, and even in cases where my performance on the board is less than ideal (as was the case in our game Thursday), the experience of playing outweighs whatever the outcome of the game might be. That being said, I'm definitely going for the victory in these games (little point in playing if I'm not - especially a game like Twilight Struggle that relies on the tension of your opponents actions to evoke the cold-war) - but I'm must admit that the final outcome is less important than whether the game engages my imagination in the course of it's internal narrative.

I'm not sure what we're playing next week - Eric has hinted at either Crusader Rex or Commands & Colors: Ancients, either of which I'm fine with. So - I'll see you next week with my thoughts on whatever we end up playing!

Sunday, March 4, 2007

Reagan Bombs Libya, Soviet Union Crumbles

I'm posting this from a Mexican restaurant in the Las Vegas airport. Had a coed softball tournament this weekend, and we didn't do too badly. Went 2-2 and got knocked out in our last game by a 26-25 score by a team that was probably a level or two above us. Our only other loss was in extra innings, so we made a pretty good showing.

Twilight Struggle

USSR: Tim
USA: Eric
Ambiance: Family Guy and American Idol (courtesy of Jodie), and the XM Fine Tuning stream.

Tim and I played Twilight Struggle again this week, this time at his request. As he wasn't all that sure about it last time, he wanted to play again to see if he likes the game or not. He was a bit ambivalent last time.

We decided to log the hands we were dealt as the game progressed. I also tracked who had the China card, the score at the beginning of the turn, cards held from the prior turn, and what was played for the headline. Forgot to log the DEFCON status each turn, but I can remember some of them. I'll mark the Soviet events with asterisks so you can get a quick feel for the relative ugliness of a given hand.

Turn 1 – Score 0
*Socialist Governments
*Arab-Israeli war
*Korean War
*Fidel - Headline
Duck and Cover
Formosan Revolution
Asia scoring
Middle East Scoring

Yuck. Two scoring cards, and I don't have the China card to spend in Asia. Headlined Fidel as Central America scoring doesn't come up for a long time, and it gives me time to mitigate damage there. Tim's not going to be able to exploit Fidel for a while as there are more critical things to work on. I believe I Space Raced Korean War, and Socialist Governments was discarded when Tim played blockade. Not a good start, but it could have been a lot worse.

Turn 2 – China Card – Score -6
*Decolonization
*Romanian Abdication
*De-Stalinization
Truman Doctrine
Indo Pakistani War
Red Scare/Purge – headline
Olympic Games
Containment

No scoring cards in my hand here, and I know Europe is coming. Headlined Red Purge to keep Tims ops down for the turn. This is one very noticeable change in the 2nd edition. Making Red Scare/Purge a 4 Ops card really makes you think twice about how you use it. Used the China card, and held Containment and Decolonization. Space Raced De-Stalinization. Things fell my way a bit this turn, and I was feeling somewhat okay about where I'd be when the Mid War started.

Turn 3 – Score -3
Held – *Decolonization
Held – Containment
US/Japan Mutual Defense Pact
Nato
Truman Doctrine
Nuclear Test Ban – headline
Red Scare/Purge
Olympic Games

You have to like being in the Early War and not drawing any Soviet cards. I think I even poked my nose into positive scoring territory. However, Europe was not going my way and Tim stretched his lead. The good part about it was that I knew European Scoring was not going to come up again for a long time. Held Decolonization again, and I didn't Space Race anything.

Turn 4 – China Card – Score -10
Held – *Decolonization
*Flower Power
*Arab-Israeli War
*Brezhnev Doctrine
Summit
ABM Treaty
Grain Sales to Soviets
Marshall Plan
Ussuri River Skirmish – headline

As I held the China Card here, I headlined Ussuri River Skirmish to get the influence in Asia. Taiwan was starting to become a hotly contested space (I think it ended with 9 influence to 7 in Tim's favor). Space Raced Flower Power and held Brezhnev until my last play of the turn. Using the China Card allowed me to hold the other Soviet events off until next turn. I used a lot of Ops points this turn working on the Middle East, SE Asia, and South America in that order. Didn't do much for events. Tim inched the score his direction.

Turn 5 – Score -13
Held – *Arab-Israli War
Held – *Decolonization
'Ask Not What Your Country Can Do for You...'
*Cultural Revolution
*Liberation Theology
*Muslim Revolution
*South African Unrest
Middle East Scoring – headline
Alliance for Progress

This was ideal for me. The Middle East was in good shape so I scored it in the headline. Tim's first play was Lone Gunman. I showed him a hand full of Soviet events, and promptly discarded them on my first play with Ask Not...

Discarded:
*Arab-Israeli War
*Decolonization
*South African Unrest
*Liberation Theology
*Cultural Revolution.

Drew:
*Quagmire
Puppet Governments
*De-Stalinization
South America Scoring
Nuclear Subs

I think I space raced Quagmire. South America started falling away from me, so I scored it before it could get much worse. I was starting to dominate the equator (Asia, Middle East, Central America) and Tim had the rest, for the most part. Africa was a bit of a tossup at this point. Score was a wash this turn with South America and effects balancing out the Middle East. I'm just trying to hang on until the Late war at this point.

Turn 6 – China card – Score -13
Held – *Muslim Revolution
*U2 Incident
Cuban Missile Crisis
Camp David Accords – headline
Arms Race
Indo Pakistani War
Sadat Expels Soviets
Central America Scoring
Africa Scoring

Headlined Camp David for the VP and the influence. Also, I didn't want Arab-Israeli War to bite me again as I never controlled Israel the entire game. Tim did. Africa ended a point or two in my favor, and I scored big points with Central America and Asia (which was in Tim's hand. SE Asia was scored here as well, IIRC, for a couple points in my favor. At least that's how I remember it going.) I held Cuban Missile Crisis as the time wasn't quite right to play it that turn, and I space raced Muslim Revolution.

Turn 7 – China Card – Score 5
Held – Cuban Missile Crisis
*Quagmire
Junta
Duck and Cover
UN Intervention
ABM Treaty – Headline
Indo Pakistani War
Middle East Scoring
Arms Race

Played ABM treaty as a headline for the ops in the Middle East, and played Middle East Scoring early on for big points. Got rid of Quagmire with UN Intervention, and Tim had a scoring card that went my way as well. The late Mid War was really decisive as the score went from -13 to 16 in two turns. I played Cuban Missile Crisis right away to keep Tim from coup attempts, and the Indo Pakistani War gave me the milops I needed to score a couple more points there. I held Duck and Cover to take advantage of it at the beginning of the next turn.

Turn 8 – Score 16
Held – Duck and Cover – Headline
*Brezhnev Doctrine
*Iranian Hostage Crisis
*De Gaulle Leads France
Terrorism
Chernobyl
John Paul II Elected Pope
Iran-Iraq War
Nato

Duck and Cover got me 3 VPs, and my first card play of the turn could have won me the game had my space race play succeeded. It failed, however. Tim was unable to do much about the score, and I held Chernobyl for next turn, just in case my hand fell into a position where I needed to score a region for the win. Again, I played Brezhnev as my last card play. I actually look forward to drawing that card as I can completely neuter it nearly every time I get it.

Turn 9 – China Card – Score 19
Held – Chernobyl
Reagan Bombs Libya – Headline
Latin American Death Squads
Star Wars
Soviets Shoot Down KAL-007
*Marine Barracks Bombing
*Ortega Elected in Nicaragua
*Warsaw Pact Formed
*Opec

I had two choices on my headline card to win the game, but went with Reagan Bombs Libya as there was no possible DEFCON mishap. The game was won in the headline phase as Tim had 2 influence in Libya, giving me the 1 VP I needed to hit 20.

This game was won for a couple reasons. I dominated the equator and had the good fortune to have scoring cards in those regions come up two straight turns. Also, the turn I had the ugliest hand of the game, I had a huge escape hatch in Ask Not. The 2nd worst hand I had was in turn 9, and it didn't matter as the game was over before they ever saw the light of day.

Tim said he enjoyed this playing a lot more than the previous one even though he was in bad shape the entire last half of the game. Probably because of the anti-climactic way in which the previous game ended, this one felt better to him, and improved markedly in his opinion. It's always a challenge to play the US, and I felt a lot better about how I managed my board position. I'm still trying to get a feel for how to play South America and Africa, though. Also, Tim's been killing me on the space race, constantly running out ahead. Got to work on that, too.

Administrivia

This week's game will also be on Wednesday. It's my turn to choose this week, and we're going to go with Crusader Rex. We'll be using the most recent revision of the rules (1.4) which apparently mitigates the balance issues that hampered prior versions.

Sunday, February 18, 2007

You can't fight here! It's the War Room!

This week's game was Twilight Struggle, a card-driven wargame (CDG) centered around the Cold War. This is a highly-rated game released just over a year ago. Tim hadn't played yet, and I've played four or five times, so I took the US. Twilight Struggle results tend to favor the Russians (between 3/5 and 2/3 of games are Russian wins), and Russian play is much more forgiving, so giving the less experienced player the Russians usually makes for a rather even game. I own the 1st edition of the game, but bought a 2nd edition card deck as there were some small changes made between the two editions. We also played with the updated, 2nd edition rules available on GMT's website.

Quick Twilight Struggle Rundown

Twilight Struggle is a relatively simple CDG. A game lasts 10 turns, and is broken up into three segments – Early War (turns 1-3), Middle War (turns 4-7), and Late War (turns 8-10). Your hand is dealt up to 9 cards (only 8 in the Early War) and you can play a Headline card and 7 more cards in a turn (6 cards in the Early War). Each game segment has its own deck of cards that's shuffled into the draw pile when that segment starts.

The board is split into seven geographical regions: Europe (East and West), Asia (and SE Asia), Africa, South America, and Central America. Each region consists of a number of countries which you try to control. Every country is given a stability rating from 1 to 5, and to control a country you must have a surplus of influence over your opponent in a country at least equal to its stability rating. So, to control Italy (SR=2), having 4 influence to 2 will control it. Some of these countries are deemed “battleground” countries, and attempting Coups there will degrade DEFCON.

When a region is scored, you can have three levels of involvement. Presence (you control at least one country), Domination (you control more countries AND more battleground countries), or Control (you control more countries and ALL battleground countries.)

The cards have three parts. An OPS rating, assignment, and an event. If you play a card assigned to your opponent, you get the OPS to spend, and your opponent gets to implement the event. If you play a card assigned to you, or to both, you get either the OPS or the event, but not both. Many cards are removed from play after the event is implemented. You can spend the OPS on Coups, realignments, or placing influence in countries you're already in, or any country adjascent to those.

In addition, there's scoring cards that trigger the scoring of individual regions. These can't be held from one turn to the next, so chances are if you draw a scoring card, you're playing it that turn. This is the primary way in which points are scored throughout the game.

There are four ways to win Twilight Struggle: An immediate victory if you reach 20 points (or -20 as the Russians – the scoring track runs from -20 to 20), an immediate victory if your opponent plays a card that ends up causing DEFCON 1, controlling Europe when Europe is scored, or having the most points after final scoring following turn 10. Most games end via an immediate victory at -20 points, or the US winning in final scoring. There's occasional DEFCON mishaps and European control.

TS is unique within this genre of wargames in that there aren't any armies, only influence towards communism or democracy. I believe this is also the only CDG that has a common deck split into three parts. Other games that split the decks also have separate decks for each side. (I could be wrong on this – please correct me if so.) The wars of the era (Korea, Vietnam, Arab/Israeli, Indo/Pakistani, etc.) are abstracted out via card events that happen throughout the game. The net result functions more like an area control game than a wargame. It's also playable in 3 hours. Short for a CDG.

Our Play

So... how did it actually go?

After getting set up we dealt out the starting hands and placed our initial influence. I can't exactly remember where Tim placed his optional influence, but I placed 4 in West Germany, 2 in Italy, and 1 in France.

In the early war, only Europe, Asia, and the Middle East scoring cards are in the deck. Tim miscalculated how scoring works and made a suboptimal play on Europe early on. He was thumping me pretty well in Asia, though, and the Middle East was going back and forth. He wasn't pulling too far ahead, though, so I was feeling pretty good about things. Prevailing wisdom on TS is that if the score is better than -10 when entering the Middle War, the US has a pretty good chance. The events tend to favor the US more and more as time wears on.

When we entered the Middle War, the score stood at -5. I was thinking things were going pretty well. I actually don't remember many of the details of what happened in the Middle War, but I created a strong position in South America (I think I was controlling it when it was scored) Tim had nearly shut me out of Central America, and Africa was bouncing back and forth. I think the only scoring card I was dealt the remainder of the game was South America during the Middle War. As a result, I was unable to effectively set up regions for scoring leaving me in somewhat of a reactionary mode through nearly the entire Middle War.

This changed with turn 8, the start of the Late War. I believe I had the China Card, and I was only dealt one Russian event – Aldritch Ames. Ames is painless if you can manage to play it last, at that point it becomes nearly a free 4 Ops card. Every other card in my hand helped, plus I had Chernobyl – this lets you shut down a region to the USSR placing influence. I decided I wanted to hold onto Chernobyl until I could get things set up, then play it as the headline event of turn 9. I spent all of turn 8 working on Europe. The score at this point was somewhere around -12 and given the board position I didn't think I could make that deficit up in final scoring. My best chance was to try to control Europe. DEFCON was high enough that neither of us could attempt Coups or Realignments in Europe, and if I shut it down to Tim via Chernobyl, he simply couldn't respond.

In nearly any other situation, my turn 9 hand would have been painful. I think I was dealt 6 USSR events, all of which where pretty nasty, but they were nasty outside of Europe. However, I was also dealt Tear Down This Wall. I headlined Chernobyl shutting Tim out of doing anything in Europe. TDTW not only places 3 US influence in East Germany, it allows you to either coup or realign in Europe regardless of DEFCON status. I think I played that first in the turn and spent all my ops the remainder of the turn trying to wrest control of Europe. I really didn't care what happened on the rest of the board. Europe was my only hope.

By the end of turn 9, I was one influence point in Poland short of controlling Europe. I nearly made it, and was really hoping to be dealt the European scoring card. Didn't happen. I did manage to gain control early in turn 10, and just tried to hang on until the end of the game where I hoped I'd win. It got dicey, though, as the score inched closer to -20, peaking at -17 at one point. I had two very painful USSR cards in my hand (The Reformer, and Pershing II Deployed), and I was intending to use the China card and the Space Race to avoid having to play either of them. Tim swiped the China card from me via a card effect, and I was almost forced to play one of the two cards which would likely have broken my control position in Europe. However, on Tim's last play he was forced to play Europe Scoring, giving me the game on literally the last action round of the last turn.

Our game took just about 3 full hours, about the max I've seen, and not unreasonable given that it was Tim's first play and we effectively played a full game.

Tim said the ending was a bit anti-climactic, and looking at it from his position, I can definitely understand that feeling. Without the auto-win condition for controlling Europe he would have soundly defeated me in what might be the rarest of results – a USSR win after final scoring. Beating me over 2/3 of the board yet still losing seems wrong until you realize the importance fully controlling Europe would have had on the situation in real life.

This is the first time I'd played Twilight Struggle in a few months, and it matched the good experience I'd had in the past. It provides a bit of a different mindset while playing – you're trying to mitigate the damage to your position as much (or more) as you're trying to improve it. And all the while your opponent is doing the same thing. As with any CDG, there are combinations to watch for, and certain things you shouldn't do when you don't know the locations of particular cards. A skill that only practice can bring. Fortunately, the game is short enough where it's actually feasible to develop the skill.

Administrivia

No game next week – Tim's got family in town and will be booked all week. Tim's choice is up next, and he hinted that he might want to give Twilight Struggle another go, but I haven't heard for sure. I'm not sure what I want to try next. Maybe Crusader Rex.