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Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by SnowFire

I got the full pack o' promos & turn 0. Turn 0 seems neat but might need some balance trimming. The promos... urgh, I'll have to play with 'em some, but I'm worried, and some seem sloppy.

Turn 0: This is good for adding some chaos into the game. However, there's not a lot of actual strategy for the Sirlin-esque bluffing game, which might be fine if the goal is just to move to the real game quickly. Additionally, it seems like it might be needlessly unbalanced early.

You basically will have a +2 play, 2 +1 plays, a Joker cancel-opponent-card (alternatively, value equal to whatever the opponent played), and 2 +0 plays (no effect). Hope you Joker your opponent's +2 and he Jokers your +0, of course. If all the crises are balanced, then there's no strategy, play whatever and hope for the best; if the crises are not balanced, then you will almost always want to play a 'good' card (+2, +1, or Joker) on the powerful crises and a +0 on the weak ones regardless of situation, because you don't know your opening hand yet.

Current kneejerks...
V-E Day: Due to the way people play modern TS, on the weak side because the Soviet player tends to pile tons of influence into E. Germany & Poland and ignore the Independent Reds / EEU threatened rest of Eastern Europe.
V-J Day: Awesome. As we all know, Asia is very powerful in TS. While it's just 1 influence, South Korea is very influential and makes the threat of Korean War scarier. Powerful effects on 1 & 6 but mostly balance each other out.
Israel: Average? Median result is swingy, as surprise USSR Presence in the Middle East means headlining ME Scoring becomes great for the USSR and terrible for the US (or, if you're playing with a +US handicap, fair for the USSR due to US presence from handicapped Iran). 1/6 are both awesome.
Chinese Civil War: Not a big deal... unless the US gets a 6, which is bustedly good. Free Battleground you control from the start AND a really good card in Nationalist China?! Could be a useful YOLO strat for US I guess, but still average overall.
Yalta & Potsdam: Powerful. Guaranteed T1 Marshall Plan headline = gg for Soviet Europe hopes, and that's a middle result of 4-5! (Slightly creepy flavor, though. You're rolling dice to try and kill FDR, secret Soviet agent? wut)
1945 UK Election: Who cares, especially if US can win Yalta & Potsdam. Extreme events are weak so not worth investing in. Also I'd like to point out that the Suez Crisis took place under a moronic Tory government and Eden was a fool, so why electing Tories sooner prevents the Suez Crisis is a mystery to me. (Maybe it means that Churchill's popularity means the US backs it and prevents a rift with the British & French? Yeah that'd have gone well.)

So rough instincts on where I want to play my high cards at the moment:

V-J Day = Yalta & Potsdam > Israel > Chinese Civil War = V-E Day >>> 1945 UK Election

On the whole decently balanced, with the one obvious exception at the end. That said, since this ultimately comes down to raw dice rolling and nothing will save you from bad luck, I'd probably be in favor of some differential rigging to make sure that the game isn't total nonsense... I'd be in favor of a house rule that the 6th Turn 0 Crisis isn't actually rolled, but is rigged to even things out. 6*3.5 = 21 on average. So take into account the rolled values (NOT the adjusted ones) of the first 5 crises, and then make the 6th roll not a roll at all, but rather automatically whatever value would add to 21 (or, if already over 21, a 1, or if at 14 or less, a 6). This still isn't perfectly fair since adjusted rolls could be "wasted" (e.g. you played +2 on a natural 6), you could have a lot of 2s & 4s (bad for Soviets, relatively) or 3s & 5s (bad for Americans, relatively), and truly horrible luck will only guarantee you a single 1 or 6, but still. Should make things not TOO shenanigany. (At least if 1945 UK Election's roll mattered more.)

Anyway, I'm pretty interested in giving turn 0 a try with the 6th-roll moderation rule in effect, seems interesting and a good way to mix up openings.

Promo cards in the next post, this is actually kinda long.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by sspiker

Building on Emil's card-by-card analysis, I'm more concerned (for game balance purposes) what it does to hand management. That is, how dangerous are these cards if they're your opponent's and they should up in your hand.

That's what makes cards like Grain Sales, WWBY, and the CIA/Lone Gunman duo so nefarious. You need to game-plan, whether it's as simple as Space Race (or Ask Not), or something more complicated.

First Lightning - 2- Soviet - Early War - Play at the same time you play a card with a US affiliated Event for its Operations. Ignore the event text and place the card in the discard pile. Reduce DEFCON by 1 if this card is played for Operations or its Events.

(remove from deck if event is played)


In a US hand, the only impact of the card is that it decreases DEFCON by playing it. That, immediately, makes it a suicide card, and given the fact that after Turn 1 the US rarely sees an action round where DEFCON is 3+, that makes this card a potential headache. Really, the best case scenario is that you draw this Turn 1 and use it on a coup (either counter-coup in Iran or somewhere else). Otherwise, there's no option for this card but the Space Race or UN Intervention.

That means the USSR player should NEVER play this card for the event if they have it in their hand (thus discarding it). Playing it for ops still decreases DEFCON so you gotta play it smart and potentially forgo a coup, but that's worth it to put the US in a bind if they draw it later on.

Overall, I rate this card a 3/5 on the power scale, just based on the headache it causes the US in hand management.

Don't Wait For The Translation - US - 3 - Midwar - If the US is behind in Military Operations, the US scores 2 VP. (remove from deck if event is played)


For the USSR player, this is the same as playing Nixon when the US player has the China Card. You don't like giving the US free VPs but 3 ops is usually worth it. However, there is a huge escape hatch built-in given that if you play this card AR1, and trigger the event before taking your ops, you can then coup using a 3ops card with no consequence.

If the US gains ops before AR1 (through operations played in the headline like CIA Created or Grain Sales--NOT with a "free coup" like Junta), then it's probably worth holding onto this card until the next turn to take advantage of the free 3ops coup, unless there's a better card to hold in your hand.

My understanding is that the card is still discarded (similar to if Truman or Independent Reds is played without the "if" condition being satisfied) but that's up for a rules interpretation.

Who Lost China - 1 - Early War - Russia - If the USSR holds the China Card, reset US Military Operations to zero. If playing with the Chinese Civil War Variant, this card cannot be played if Chinese Civil War is still in effect.


This card is annoying for the US because it's 1 ops--you can't space race it, but more importantly because its a low ops card. Either way, just use it before you do anything that gains you ops (which will usually only be I-P war, unless the USSR gives you a coup) and you'll be fine. It'll be a little annoying to draw turn 1, when you're basically assured of military ops and you don't want to use potentially your only coup attempt with a 1op card. If that's the case, consider holding it until next turn but don't go out of your way. It's only 2 VPs in the early war.

Kremlin Flu - 2 - Early War - US - US takes Operations as if this card were played as Operations. USSR must play a scoring card on its next Action Round if it holds one; if no scoring card is in the USSR hand, the USSR forfeits its next Action Round.


This joins Grain Sales as an automatic and priority space race card, and God (or the Communist equivalent) help you if you draw both in the same hand without the China Card. Even if you play this in turn 5 (or turn 6 in mid war) with a scoring card in your hand, the fact that it gives the US 2 ops on your turn is an absolute dealbreaker. I personally think this card is way too over-powered, but I suppose it's a fairly blunt (as in, lacking finesse) way to balance the game against the inherent USSR advantage.

The fact that it shows up in Early War, and could potentially pop up 2-4 times a game (compared to the 1-2 times for Grain Sales) makes this card even worse for the USSR.

Berlin Wall - 2 - Mid War - Soviets: Add 2 influence in East Germany and, if you are behind or tied with the US in the Space Race, advance your Space Race marker by one box (remove from deck if event is played)


This is an easy play for the US, as strengthening the USSR in East Germany is rarely an issue. A smart USSR player will already overcontrol EGER, potentially already with 5-6 armies after Warsaw/Comecon, to protect against "Tear Down This Wall" in Late War. Even if they haven't, 2 ops in Mid War is worth more than a speculative chance to play at East Germany in Late War.

If the US somehow already is playing for or controls East Germany when this card pops up, you could space race it, or just as easily use its ops to repair the damage. All in all, a nearly inconsequential card for the US to deal with.

Non-Aligned Movement - 1 - Mid War - neutral: Select India or a country in Africa, SE Asia, the Middle East, or South Amaerica (sic) with at least 2 US and USSR influence. Remove all Influence from that country, then take the next four cards from the top of the draw pile and put them in the discard pile (reshuffling if necessary).


While this card has a lot of nifty opportunities (particularly with NORAD or a fight over Thailand or an African or SA battleground), if you don't like the event you would just use it for the 1op since it's a neutral card.

I would like clarification on triggering the event, though--it seems if there only two countries where both sides have at least 2 IP, those two are automatically chosen, and the player does not get a choice on whether to choose or not choose those countries.

Mobutu Sese Seko - 2 - Mid War - US: Zaire's stability number permanently becomes 3. Add 2 US Influence in Zaire. (remove from deck if event is played)


While at first glance this seems very situational, there are few scenarios where this is a terrible play for the USSR worth enough to send to space. The most typical "bad" situation would be that the USSR controls Zaire at 0/1 -- this would make it 2/1 (with the US needing 4/1 and the USSR needing 5/2 for control), meaning that using both ops would only bring you to 2/3, putting the country up for grabs. This is negated by investing a few more armies in Zaire before triggering the card, however.

If the US already controls Zaire 1/0, playing the card gives them a 3/0 advantage and little opportunity to break it, either via IPs or even a coup. While that sucks, I don't think it's worth a rocket to space. If the USSR controls Angola, it may consider playing this card then trying a re-alignment.

Mostly, this just incentivizes the USSR to overcontrol Zaire, which is a common practice anyways.

Stanislav Petrov - 3 - Late War - Neutral: Play only if DEFCON is 2. Set DEFCON to 4 or 5.(remove from deck if event is played)


As others have pointed out, this might only be a Wargames delayer and nothing more. The requirement that DEFCON already be at 2 means that you can't headline it, and the fact that is neutral means you can't trigger the event and take ops. Mostly, this is a free 3 ops card... or a really annoying card for the other player to receive with missile envy in the late war.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by SnowFire

Right, the promos. I'm judging these mostly based on being good/fun game design and less on power level.

Kremlin Flu - WTF. Yet another DEFCON suicide card due to the horrendously unintuitive and newbie-trap mechanic of "letting your opponent perform operations on your turn means they can perform a coup in a CA/SA/Africa battleground and SURPRISE you lose it's your fault for letting them." This kind of invisible text would never ever fly in, say, Magic: The Gathering. Would it be that hard to say "these operations can't be used for coups" or "these operations can't reduce DEFCON" or the like? Or at least tell the poor hapless learner to the game they might be about to surprise lose the game? And this card never goes away, it's not starred. So the odds of the Soviets randomly drawing 2 DEFCON suicide cards in the Mid & Late War just went up. Ugh. Must-space for the Soviets. Utterly busted for the US when they draw it, too, spend 2 OPs and force an empty action round next turn, and even remove one of the best elements of the game, smart timing of scoring cards, in favor of a mandatory play. This card is insanely OP. And not very fun. I approve of trying to throw the US a bone, but not this way. Set it on fire.

First Lightning - Because what TS needs is more instant loss cards you need to space! That can't be avoided by playing it for ops, because the DEFCON drop happens no matter what! Probably needs better phrasing / errata already... "Play at the same time you play a card with a US-affiliated Event for its Operations?" Which it? Do you get 2 ops, or the card you discarded's OPs? Seems like a must-space for the US, and it's not great for the Soviets either, they'd usually rather do a coup to drop DEFCON rather than UN intervention a US Early War card... and sometimes it'll be dead in the Soviet hand because they don't have a spare US-affiliated card they want to burn to this (e.g. if they have a high-OPs US Card they'd rather get the ops from), and they'd like the US to maybe get stuck with this in hand later. Also none of the once-only events in the promo pack have the asterisk to signify they're removed. Go figure. This card is SORT OF interesting but not in a particularly fun way IMHO. Better than Kremlin Flu at least because once the Soviets use it, it's probably gone forever, at least.

Who Lost China - Maybe include a question mark here? Anyway this is harmless & fine 1 op. Most of the new early war cards are low OPs, which I'm not sure is great though, I think high-Ops generally means more decision-making and less dependence on the die in coups. Why isn't this starred for removal, though? China can only be lost so many times...

"Don't Wait for the Translation" - Harmless & fine, I like it. 3 ops, which is the sweet spot, so good there too.

Berlin Wall - When TS was originally designed, it seems pretty clear that the Soviet player was expected to spend a bunch of ops, Comecon, Warsaw Pact, etc. taking over Eastern Europe, then SURPRISE in the Late War EEU / Solidarity / Tear Down This Wall etc. would pry it open. Well, Soviet players caught on and started ignoring the rest of Eastern Europe and just super-overprotecting E. Germany & Poland. This card makes it even harder for there to be an emotionally satisfying liberation of Eastern Europe in the endgame. Boo hiss. It also potentially drags the Soviets higher up on the space track when Kremlin Flu has been added to the game, yet another 2-ops space-or-die card, so an active Soviet Space program has gotten riskier than ever thanks to the 3-ops requirement on later space attempts. What on earth does going to space have to do with the Berlin Wall, anyway? Flavor is okay, but I don't think this is a good addition to the TS metagame.

Mobutu Sese Soko - This is really cool! Bad history, perhaps, but cool. I like it a lot. Best-designed card of the promos? It does something new & interesting & weird.

Non-Aligned Movement - Very niche, since your opponent will have first dibs to just walk right back in and reclaim the country. It does make having an "island" of influence more dangerous if you somehow own a contested, useful battleground but have no adjoining influence. Interesting, though. And occasionally a good headline for the US. Neat even if I don't expect it'll come up TOO often. It does make China-card flips of Thailand slightly less cool. The random discard is a bit swingy - if the US player discards critical scoring cards thanks to Kennedy, or bins 'em off Our Man in Tehran, that feels sneaky & powerful. If a critical scoring card gets discarded due to sheer randomness, that's less fulfilling. This use of the card also rewards obsessive card-counting to know whether the draw deck is stacked with you-friendly cards or opponent-friendly cards, which meh.

Stanislav Petrov - It's fine. Simple but it works.

Adding a bunch of Early War & Mid War cards in general - This makes the odds of there being no turn 7 reshuffle much, much, MUCH higher. It's easy enough to happen in normal TS as is if there's a lot of China Card / SALT usage, Our Man in Tehran doesn't proc, the US doesn't get a huge draw off Kennedy, etc. If Non-Aligned Movement gets played as an event, that'll discard 4 cards which will help a bit toward forcing the T7 reshuffle, but I don't think that'll happen TOO often? We'll see. Anyway, the weird thing about the Late War-only reshuffle is that
A) Scoring regions happens much less often - 2x times for Early War regions (sometimes 1x, if it came out on turn 3, more common now with more Early War cards!), 1x time for Mid War regions, compared with 2-3x & 1-2x. This makes the score more stagnant and early leads last longer, and also amplifies the effects of things like 5YP discard of scoring cards.
B) Wargames is basically *guaranteed* to pop. In a game with fewer scoring cards.

If not obvious, while I think it's kinda cool the possibility *exists*, I'm not really a fan of this endgame. Maybe if playing with the promos, pick 3 EW / 4 MW / 1 LW card at random to remove from the deck beforehand, perhaps verifying that a scoring card isn't removed this way first? That'd keep the odds of a T7 reshuffle around where they are now. Maybe even only 3 Mid War cards, since Non-Aligned Movement will sometimes eat 4 cards.

Also, if not using all the promos, I'd lean toward canning Kremlin Flu, First Lightning, & Berlin Wall first due to them being lame. Also maybe house-rule Who Lost China to be a remove-after-event-triggers card.

EDIT: Ah, Steve Spiker beat me to the post. I didn't post card descriptions since I wasn't sure if GMT wanted to keep them quiet for backers or not. Anyway, I think you misunderstood Non-Aligned Movement, or I did? You only pick 1 country, not multiple ones. So if there are 2 legal targets for it (South Africa & Thailand, say), you can only 0 out influence in one of 'em.

Thread: Twilight Struggle:: Rules:: Possibly dumb question about playing opponent's events that place/remove influence

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by color

Say, for Example, USSR plays OAS Founded. Who gets to place the influence? The US player (as it is his event) or USSR( as he is the phasing player).

Same question applied to removing events like Voice of America. Who gets to choose?

Reply: Twilight Struggle:: Rules:: Re: Possibly dumb question about playing opponent's events that place/remove influence

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by Yeoster

The player whose event is played gets to choose.

Quoting the rules on page 5 under 5.0 Card Play:

NOTE: When playing a card for operations and it triggers your
opponent’s event, your opponent implements the event text as if
they had played the card themselves.



Edit: Quoting the rules.

Reply: Twilight Struggle:: Rules:: Re: Possibly dumb question about playing opponent's events that place/remove influence

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by CardinalFan

USSR gets to place the influence on the card, but since it is a US card, the event triggers automatically for the US.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by haytil

I think I will be happy to never play with these promos.

If I ever find a way to pick them up at some point, it will probably mostly be for collector's sake and to have a physical example for the lesson of "See, this is why you don't monkey with an already-good game design."

I agree with previous assessments that "Non-Aligned Movement" has a very interesting first affect, but the random discard is very unsatisfying.

Reply: Twilight Struggle:: Rules:: Re: Possibly dumb question about playing opponent's events that place/remove influence

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by turbothy

CardinalFan wrote:

USSR gets to place the influence on the card ...


What? No. The Yeoster is right.

Reply: Twilight Struggle:: Rules:: Re: Possibly dumb question about playing opponent's events that place/remove influence

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by piemaster713

turbothy wrote:

CardinalFan wrote:

USSR gets to place the influence on the card ...


What? No. The Yeoster is right.



Yes. The USSR playing the card gets to use the 1 ops before or after the event. In terms of the "add 2 US influence..." event, it is a US event so the US gets to place it as if they had played the card for the event.

Reply: Twilight Struggle:: Rules:: Re: Possibly dumb question about playing opponent's events that place/remove influence

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by joeydag2011

US player places the 2 influence points no matter who triggers the event.

If the USSR played the card, that player chooses to use the OP point either before or after the event to use the points 1) to place an influence point, 2) for a realignment roll, or 3) to attempt a coup.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by 143245

(I don't get bent about "balance" w/ this game, it's good enough given all that can go wrong during a game. Take that perspective into consideration with this comment.)

I'm actually excited for T-0 and the promos to arrive for a few of reasons.

1) It's a take on alternative history and opening setup and I think that makes an interesting narrative to play out. I wouldn't use T-0 every game, but I think it would make for an interesting Saturday afternoon to see how it plays out and what sort of narrative it creates. Sort of like the Man In The High Castle series about alternative history.

2) I actually am interested in Kremlin Flu and First Lightening. Why? Between these new defcon suicide cards and other existing ones, it starts to change the default strategy of coup to snot out of everything any chance you get. Suddenly, having defcon hover at 2 the entire game doesn't seem like such a duh strategy. In some ways, this emboldens How I Learned To Stop Worrying. Is it good, bad, or just different? I don't know cause I haven't played a handful of games with them yet, but I'm excited to explore that problem-space and see how that changes strategies.

3) Last, I still think we're entering an era where if you want to play with cards outside of the base set, you're either adjusting to a new turn reshuffle schedule (as T7 is much less likely to happen now with optionals, promos, and maybe the euro promos), or you start only pulling in certain cards each game which creates an interesting problem-space in it's own right. Both are different, that's all.

This is the central crux of my view on this offering; In general, I find expansions and other offerings after a base set is published best used as tweaking the problem-space questions; not for balance, but for fresh play. This certainly does that in my eyes.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by MD1616

143245 wrote:

*snip*

2) I actually am interested in Kremlin Flu and First Lightening. Why? Between these new defcon suicide cards and other existing ones, it starts to change the default strategy of coup to snot out of everything any chance you get. Suddenly, having defcon hover at 2 the entire game doesn't seem like such a duh strategy. In some ways, this emboldens How I Learned To Stop Worrying. Is it good, bad, or just different? I don't know cause I haven't played a handful of games with them yet, but I'm excited to explore that problem-space and see how that changes strategies.

*snip*


Coups are powerful enough that I disagree with your basic premise here.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by 143245

MD1616 wrote:

143245 wrote:

I actually am interested in Kremlin Flu and First Lightening. Why? Between these new defcon suicide cards and other existing ones, it starts to change the default strategy of coup to snot out of everything any chance you get. Suddenly, having defcon hover at 2 the entire game doesn't seem like such a duh strategy.


Coups are powerful enough that I disagree with your basic premise here.


And with the addition of more defcon suicide cards, it becomes more risky in trade for that powerful (potential) reward. Are they still powerful? Sure, but I would hypothesize that they aren't as risk free as they once were with more defcon suicide stuff floating around in the deck.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by MD1616

143245 wrote:

MD1616 wrote:

143245 wrote:

I actually am interested in Kremlin Flu and First Lightening. Why? Between these new defcon suicide cards and other existing ones, it starts to change the default strategy of coup to snot out of everything any chance you get. Suddenly, having defcon hover at 2 the entire game doesn't seem like such a duh strategy.


Coups are powerful enough that I disagree with your basic premise here.


And with the addition of more defcon suicide cards, it becomes more risky in trade for that powerful (potential) reward. Are they still powerful? Sure, but I would hypothesize that they aren't as risk free as they once were with more defcon suicide stuff floating around in the deck.


Sure, but I'm saying it's not even close to the point where there are so many DEFCON suicide cards that people would really consider not couping a lot.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by Ubik Lives

Kremlin Flu isn't as big of a problem with multiple DEFCON suicide cards as the rest, because it forces you to skip a play so you'll pocket an extra card into the new round (your other suicide card). If you've been dealt two DEFCON suicide cards, Kremlin Flu will be the safer of the two to play.

That said, Kremlin Flu seems to be insanely good in the right circumstances. Headlined it gives you either a headline coup, or an AR1 coup. If the US plays it, they get two cards back to back, even if one is a 2 OPs card, which is nice. In the event that the USSR has a scoring card, you've messed up their turn a bit. But if the USSR has to play it, the US player gets 2 OPs in the USSR player's turn, a card play, the dead USSR turn, and another card play. That's a lot of back-to-back plays. Even if the USSR player has a scoring card so that turn isn't wasted, the US player still knows that they will get to play two cards in a row.

It does seem to be the highest priority card to be spaced for the USSR. In the US player's hand I don't think it's quite as bad as Grain Sales, but still nasty. It's just nuts for the USSR player to deal with.

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by SnowFire

An additional note on Kremlin Flu: Another bustedly good use of the card is if somehow the US player knows a scoring card in the Soviet hand, most notably on Turn 3 with basic card counting. If the US player has Kremlin Flu & the Soviet player has exactly 1 'missing' Early War Scoring, the KF HL allows silly plays like "HL Flu, use my 2 influence to break control in North Korea, you must play Asia Scoring short a BG denying your earned Domination." It's obviously really good even blind, but it's somehow even better with a bit of hand knowledge.

143245 wrote:


2) I actually am interested in Kremlin Flu and First Lightening. Why? Between these new defcon suicide cards and other existing ones, it starts to change the default strategy of coup to snot out of everything any chance you get. Suddenly, having defcon hover at 2 the entire game doesn't seem like such a duh strategy. In some ways, this emboldens How I Learned To Stop Worrying. Is it good, bad, or just different? I don't know cause I haven't played a handful of games with them yet, but I'm excited to explore that problem-space and see how that changes strategies.


Grayson: Hmm, I don't think this logic works because TS is a symmetric 2-player game. DEFCON 2 is bad for *someone* and if you're not that person, then you should lower DEFCON to 2 because
A) Coups are awesome, and
B) You might make some of their hand problematic / unplayable.

Let's say it's the Early War and you're playing as the US and Fidel has triggered. You don't have Kremlin Flu or First Lightning or CIA Created in hand. Well, by the logic you just describe, you direly WANT to lower DEFCON to 2 to screw up the Soviet hand. If anything, I'd think the reverse logic would apply: in a world with no DEFCON suicide cards, it's actually more reasonable to leave DEFCON high. In a world with suicide cards, whenever you personally don't have to deal with a DEFCON suicide card, you should knock DEFCON to 2 to (maybe) put pressure on your opponent, all things being equal.

I do agree that balance is less important than injecting something fresh & different into the game, and I too am excited for Turn 0, at least! I just think that there's already enough threat of instant-loss in the game. Something like Voice of America is the perfect way to make a soft "must space" card for the Soviets: have some ruinous effect if you don't space it, which can make for exciting turnabouts when somehow the Soviets are forced to proc the effect anyway, but it's not just an instant game loss.

Reply: Twilight Struggle:: General:: Re: Someone says this is unbalanced...

Reply: Twilight Struggle:: General:: Re: The Kickstarter Promos are here!

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by 143245

Lots of discussions on BGG seem to devolve (poorly) and I think I'm going to try and avoid that when I say; I openly admit I'm a dissenting opinion on both the promos in general, how we'd use them, and leave it at that. I agree with some points that have been offered in rebuttal, and disagree with others. I only offer a contrarian view based on our local circle of player's experiences. Nothing more, nothing less.

Thread: Twilight Struggle:: Strategy:: USSR 1st round: game plan with this hand

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by inimora

I had this game fews days ago that gave me some problems with the opening. All of my 3 goods cards triggers usa events that i dont want to see too early. What is your setup and game plan with this hand?

We played with +1us influence (Iran), usa placed 4germ/3it

4op Us/Japan mutual pact
4op Marshall paln
3op Norad
1op Romania abd
1op Truman doctrine
1op Nazi scientists
2op Independents reds

Is your plan different if usa player headlines redcare? (this actually happened in this game).


Reply: Twilight Struggle:: Strategy:: Re: USSR 1st round: game plan with this hand

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by dlikos

Well you don't know what the US headline is... until you have both played.

I would headline Nazi scientists with this hand, and plan on couping Iran with US JAP. A lot depends on the result of this coup, and his AR1 play.

If you succeed greatly, you will need to focus on taking South Korea AR2 with the China Card since you have weakened the fear of Korean War.

Afterwards, be grateful that you control Truman. I would play it ASAP, maybe to move into Afganistan, or boost Syria for domination, and maybe he reduces Yugoslavia, in which case you are open to play Independent Reds...

I think your hand is fine. You have 2 of the 5 4 OP cards, control of Truman...
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