Twilight Struggle: The Cold War, 1945–1989 is a board game for two players, published by GMT Games in 2005. Players are the United States and Soviet Union contesting each other's influence on the world map by using cards that correspond to historical events. The first game designed by Ananda Gupta and Jason Matthews, they intended it to be a quick-playing alternative to more complex card-driven wargames.

It achieved critical acclaim for its well-integrated theme, accessibility and introduction of Eurogame elements. After being voted the number one game on BoardGameGeek from December 2010 to January 2016 (eventually dethroned by Pandemic Legacy), it has been called "the best board game on the planet". Twilight Struggle is played competitively and was unofficially adapted for play-by-email and live online play. GMT released a Deluxe Edition in 2009, as well as a Collector's Edition as part of the crowdfunding campaign for the game's official adaptation into a video game; this Digital Edition was released in 2016. With over 100,000 copies sold, the game is GMT's all-time best-seller.

Twilight Struggle

Gameplay overview

According to its designers, "Twilight Struggle basically accepts all of the internal logic of the Cold War as true—even those parts of it that are demonstrably false." The game board thus presents a map of a bipolar world according to domino theory, where the US and USSR spread influence to all other countries (except China, which is shown as a powerful card, which must be handed to the other player if used, representing China tilting from one bloc to the other), and attempt to establish control depending on the stability of a country. One scholarly analysis proposed that "[w]hile Twilight Struggle is at its core an area control game, what set its apart from being marked as a Risk clone is the combined effect of material aesthetics and design mechanics meant to embrace a particular point of view tied to the Cold War zeitgeist."

Twilight Struggle

Gameplay is divided into ten turns. Each turn players randomly draw a hand of event cards from a single deck. The starting deck contains only early war cards, with historically appropriate mid war and late war events shuffled in on turns 4 and 8 (for a total of 103 cards in the first edition). Players both use a card in the turn's headline phase (in which each player must play a card for its event) and six to eight action rounds.

Twilight Struggle

Operations and events

Cards have operations point values that let a player take one of three actions on the board: to place influence markers in or adjacent to countries where he already has influence; to attempt realignment to remove enemy influence, with bonuses depending on existing influence; or to attempt a coup that can reduce an opponent's influence and increase his own influence in a single country. Realignment and coup attempts partially rely on dice rolls to succeed.

If a card's event is associated with that player, or neutral, the player must choose either to conduct operations or get the beneficial effect of the event. However, if a player conducts operations using a card with an opponent's event, the event occurs as well. For example, the US player can use two operations points from playing the Soviet event "Fidel", at the expense of its effect: "Remove all US Influence in Cuba. USSR gains sufficient Influence in Cuba for Control." A further option, allowed once per turn, is to expend a card attempting to advance in the Space Race, avoiding triggering that card's event. Strategy requires players to anticipate reactions to what their opponent might play.

Scoring and victory

Regional scoring cards award victory points to both players based on their respective level of influence—presence, domination or control—in that region when the card is played. The regions have unequal values: domination of Central America is worth three VP but domination of Asia is worth seven. Normally players will hold one card per turn into the next, but scoring cards may not be held.

Player actions are constrained by the DEFCON and required military operations tracks. A coup attempt on one of the battleground countries reduces DEFCON by one each time, restricting the regions where coups and realignments may be attempted. If DEFCON 1 is reached during a player's action round, that player is deemed to have caused a nuclear war and loses immediately. Each turn, however, players will also lose victory points if they do not conduct military operations (coup attempts or playing war events) at least equal to the DEFCON level.