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March 2006 - Posts

  • Game Review: Twilight Struggle

    March has seen a dry spell in my gaming activity.  After four straight months of 25+ games played, I've only managed to get in 12 games so far, with only tonight's Lumbersmiths Friday Night Gaming to save me.  But what lacked in quantity was made up for in quality with my first play of Twilight Struggle on Tuesday night.

    Overview
    Twilight Struggle is the relatively new card-driven wargame from GMT games.  The game covers the Cold War struggle between the world's biggest superpowers, the US and USSR, from the end of WWII until the late 1980's, when the US would eventually prevail.  In the past few weeks I've done a lot of reading about the game, and each article I read piqued my interest more and more, until I finally broke down and placed an order with Thought Hammer.

    While referred to as a card-driven wargame, I hesitate to categorize Twilight Struggle as a wargame.  At its core, the game is more an area control game.  I wouldn't exactly say it's closer to El Grande than a wargame, so I might put it squarely between the two camps.  It's an area-control pseudo-wargame, if you will.  Categorization aside, the basic premise is players take turns playing cards from a common deck to exert influence over a world map.  The game is played over 10 turns, with victory being achieved by netting 20 victory points for an automatic win, or by having the most victory points at the end of 10 turns.  Additionally, a player might instantly lose the game during play if they are responsible for triggering a nuclear war.  More on that later.



    The Turn
    During each turn, players draw a number of cards to fill their hand to the current hand limit.  Next, they choose 1 card from their hand to play as a Headline, which causes the events on the cards to be triggered.  After that, the bulk of the turn is spent with each player alternating play of a single card, until a set number of action rounds have been played.  Finally, players gain or lose points based on the number of military operations they performed, the current DEFCON level is improved, and a new turn begins.

    The turn order was easy to follow, with the bulk of the work coming during the card phase.  The only thing we had problems with was tracking turns.  It was very easy to forget to update the current action round track, which led to a lot of card counting to see how many cards were left to play.  But this isn't a flaw in the game - just the players.

    The Mechanics
    At the core of the game is the event card deck.  The deck is arranged into three separate piles - Early War, Mid War and Late War.  Players start by drawing cards from only the Early War deck, and the other decks are shuffled into the draw pile during later turns.  The cards contain both an operations number (Ops) and an event.  The events may be a US event, USSR event, or a neutral event.  When playing a card, the acting player decides whether to play that card for Ops or to use the event - one, but not the other.  The only exception is when playing a card as Ops that contains your opponent's event, the event still occurs.  Your opponent's events usually hurt you, so timing the mandatory play of some of the cards is key.

    When used for Ops, you gain a number of Ops points equal to the number on the card.  These points can be used to place influence markers on the map, to attempt a realignment roll in an enemy-controlled country (reducing his influence there), or to attempt a coup in an country (possibly reducing his and adding your own influence).  Much of the early game seemed to be using ops for influence markers, while in the later game they tended to be used for coups or realignment.  This makes sense when you consider that the board is so wide-open at the beginning of the game.  Much of the early and mid-game is more of a "land run", while the later game is trying to overthrow key enemy-controlled regions to tip the balance in your favor.



    The events on the cards are wonderful.  Each event is tied to either a moment or concept in Cold War history.  Generally, the more powerful the actual event in history, the more powerful the card would be.  For instance, the powerful early cards for the US include the Marshall Plan, the US/Japan Mutual Defense Pact, and NATO.  For the Russian player, powerful cards like Warsaw Pact Formed, Fidel and De-Stalinization have large effects on Soviet influence across the globe.

    I have a passing interest in history, only because my education in the subject has been so poor.  As I get older, my thirst for knowledge increases, and history (especially WWII & on) is one of the subjects I've become much more interested in.  Twilight Struggle has piqued my interest in the subject of the Cold War, and I have found myself looking up terms on Wikipedia, as well as chatting up my coworker Scott, who is a history expert.  His insights have made me appreciate the game a lot more.  Just this morning I got a nice explanation of the Suez Crisis.  Not only did I learn a lot of history, but I can now begin to understand why the card's effect removes US influence from the UK, France and Israel.

    In addition to the cards, there are a few extra rules I'll gloss over for the sake of brevity.  There is a Space Race track that players compete on.  Each turn a player can play a card to the Space Race to try to advance the track.  Events played to the Space Race do not occur, so this is one way to ditch a particularly evil event card that benefits your opponent.  Additionally, the Space Race gives victory points and other benefits to the player who first reaches particular spots on the track. 

    Another neat rule is the DEFCON track.  The DEFCON level goes from 5 (peaceful) to 1 (nuclear war).  Certain events and wars will cause the DEFCON level to degrade.  As it degrades, coup attempts in certain regions might be prohibited.  If it ever reaches 1, nuclear war occurs and the active player loses.  This means when the DEFCON status reaches 2, certain actions or events become impossible to play, as they would instantly lose you the game.  This was a very powerful Soviet ability that was realized halfway through our game.  Since the DEFCON level is only improved by 1 level at the beginning of a turn, on many turns it might go from 2 to 3.  This gives the starting player the opportunity to perform an action that degrades the DEFCON level, immediately putting it back to 2 and locking his opponent from taking DEFCON-reducing actions (like coups in all-important battleground countries).  Since the Soviet player usually plays first (the exception being the headline cards), this gives them the ability to restrict US actions.

    The Scoring
    Scoring can happen in a handful of ways.  Several cards when played as events give victory points (VPs) based on meeting criteria.  Additionally, points are awarded at the end of every turn based on the DEFCON level.  A player must take enough actions that increase his military operations points or suffer a VP loss at the end of the turn based on the current DEFCON level.  In our game, I lost a number of points for having not taken the required military operations.  Since a number of the actions that give you military operations also degrade the DEFCON level, the US seems to be on the short end of the military ops stick.

    Finally, the most points come from scoring the various regions on the board.  Each region has a scoring card that gives points to the player who is most influential in the region.  Just having control of a country in the region scores points, but if you are able to control a majority of the battleground countries in that region, you'll score more.  If you're able to shutout your opponent completely, you'll score a windfall of points.

    The scoring cards come out in different eras, with Europe, the Mid East and Asia being important early, and Africa / Central America / South America adding to scoring later in the game.  Scoring cards must be played at some point in the turn if you draw them, so you cannot hold onto (or discard) a scoring card that would help your opponent.  At the end of the game a final scoring is completed, with each region being scored one final time.

    The Conclusion
    I found Twilight Struggle to be a fantastic game.  While I don't consider it a true wargame, it does have a war-ish theme.  The nice thing is there is not much direct conflict (no troops directly attacking other troops except for the occasional war card - and even that's abstracted), so the game is very strategy-driven and less tactical than a wargame.  The history of the game, while abstracted to just the mechanics, makes for a fantastic backdrop.  It's refreshing to play a war-themed game that isn't WWII-based.

    Our playing time was much, much longer than others have quoted, although we were interrupted several times and spent time reading the rules and referring to FAQs.  I think the game could be played much quicker than the 4 hours it took us for a first game.  If I could get this down to 2 hours or less, I think I'd play it frequently.

    Even though I'm not familiar with this genre of games, Twilight Struggle seems to be a unique offering.  It's refreshing to play a game that's so different than what I'm used to, and enjoy it more than most of what I've played lately.  This game will definitely have a permanent spot in my collection, and I can't wait to play it again.

    The Session
    Although this post has gotten long, I'd like to wrap up with a couple of paragraphs about my first game.  I let Jay take the USSR, while I took the US.  Although the Russians are supposed to have an early advantage, my turn 1 and 2 hands held some big US events.  The US/Japan Mutual Defense Pact gave me an early foothold in Asia.  By turn 2 I had played The Marshall Plan and NATO, giving me a nice head start in Europe, and had concentrated my ops in the Middle East, scoring it for an early 7 points.

    In the middle game, Jay took over.  I fell behind on the Space Race and was forced to play some big Russian events, including Fidel which let him into Central America.  I was able to cause a stalemate there, and neither one of us was able to score it.  Jay's dice rolls in the midgame were fantastic - pulling off some great war and coup rolls.  De-Stalinization put him squarely in control of Africa.  Coupled with a steady stream of military operations points, he had a commanding lead (over 10 points, as high as 15) going into the Late War.  He played this section of the game flawlessly.



    The Late War saw a turn.  The US events are much better in the Late War.  This, coupled with some unlucky dice rolling by Jay's coup and Space Race rolls, let me slowly take control back.  I took and held South America, Asia, and Europe and was threatening Africa.  I conceded the Middle East to Jay, as there was no way I could recover it.

    Unfortunately, the bad luck of Jay's dice was met with an equal amount of bad luck on my last turn.  I had a positive score of about +5 going into the last turn, but I drew three scoring cards - Central America (draw) the Middle East (Jay's score) and Africa.  Africa was still up for grabs at the beginning of the turn, but since 3 of my cards were scoring and not Ops, Jay was able to hold enough battleground countries to score Africa.  Additionally, he was able to play Ops and events at the end of the turn when I was forced to play scoring cards - and he took away my domination of Europe.  Between Africa and Europe, that was a several-point swing.

    When all the regional scoring was done, Jay was leading by 1 point.  I had control of The China Card (worth 1 VP to the holder at the end of the game), thinking I had at least kept a draw, but Jay pointed out that I had no military ops, while he had the requisite 2.  He scored his points and won by two.  What a close game!



    In hindsight, I made a lot of mistakes.  There were a couple of turns I forgot to ditch a card on the Space Race.  I also neglected to read the text on Chernobyl closely enough.  I thought the card prevented an opponent from adding infuence to a country for the turn.  I had it in my hand on the last turn.  I was thinking of playing it in France to prevent him from placing influence there, but knew he could just as easily take back a different battleground country in Europe.  However, the text on Chernobyl prevents the Soviet player from placing any influence in an entire region for the turn.  That should have been my headline event in either Europe or Africa.

    Despite the mistakes, we had a lot of fun.  We were going to call it early because things were going slowly, but I talked Jay into playing it out.  I'm glad we finished - the game was tense all the way to the end, and a 2-point margin of victory could have gone either way.  Despite the long play time, it was a very successful first play.
  • Two-player session reports

    For some reason the last month has been filled with 2-player gaming.  Our Friday night group hasn't met in several weeks, and I haven't made it to the Tuesday night Borders session, either.  I usually prefer gaming in groups of 3 or 4, but the 2-player games have been a lot of fun.  Over time, I've slowly added a lot of solid 2-player games to my collection, which means there is a lot of variety with just two people.

    Here's a quick rundown of the 2-player games I've enjoyed lately.

    Wyatt Earp
    Christina bought me Wyatt Earp a couple of months ago, and we've played it together a couple of times.  It's a game that plays from 2-7 players.  Sometimes games are listed as being playable with two, but really aren't that much fun.  While I think I enjoy it with more players (I've since played with three), it's still fun for you and a partner.

    A quick description of the mechanics...  At it's heart, Wyatt Earp is a rummy game, with little twists that make it very similar to Mystery Rummy.  The melds you play are going towards the capture of communal outlaw tiles in the center of the table.  At the end of a hand, any outlaws that have over 8 points worth of melds are captured, with a monetary reward going to players who contributed to the capture.  The player who reaches $25,000 wins.  Throughout the hand, the reward on each outlaw (represented by little $1,000 counters) gets bigger as cards are played in their melds, meaning some outlaws are worth more than others.  At the end of a hand, the reward money stays on outlaws that were not captured, meaning they will be worth more next hand.  This was a nice mechanic, since some outlaws were more valuable than others at times.

    Having to split the reward based on contribution also made for some interesting tactics.  Sometimes you might want to toss a couple of cards on an outlaw an opponent is winning, just to get in on the reward.  There were also some interesting special cards that let you draw cards, put more reward money out, or make one of your opponent's melds worthless.

    It was a nice 2-player rummy variant, and it definitely gave Mystery Rummy some competition.  When playing with three players, there were more tactical decisions to be made, but the 2-player game was still very satisfying.  

    Lord of the Rings
    I may be the last gamer in the world to have played Knizia's Lord of the Rings.  I got it in a math trade several months ago, but it took a while to get to the table.  I've played it twice now, once with two players and once with four.  Since this is an older game that a lot of people have played, I'll skip the description of mechanics.

    My initial impression for two players is favorable.  The decisions were never very difficult, but there were enough of them to keep things interesting.  Things got tense late due to some poor rolling on my part.  As Frodo, I had 9 corruption before even reaching Shelob's lair, which meant Brandon had to help a lot.  We managed to get him the ring, and he further sacrificed himself - taking most of the die rolling actions to try to save me.  We both made it to Mordor, but the event tiles came at us too fast.  Even after calling on Gandalf twice, we were thwarted by Sauron before reaching Mount Doom.  We ended the game with a score of 56 / 60.  Not bad for a first try.  

    In hindsight, I think we would have spent more time drawing cards on the early boards.  When we made it to Mordor, we each had less than 4 cards.  I think starting the last two boards with a healthy hand will give a nice head start.

    Like Wyatt Earp, this game was a little more fun with more players, but was a nice game for just two of us.  There aren't a lot of cooperative 2-player options.

    Pizza Box Football
    I broke down and ordered a copy of Starfleet Command last month.  It was inevitable.  I cut my gaming teeth on Star Fleet Battles as a kid.  Despite the large arcane rulebook, SFB was an incredibly great tactical game.  It rewarded creative tactics, and was one of the best tests of gaming skill I've ever played.  But I digress.  I mention that only because on the same order from Time Well Spent, I got Pizza Box Football, the other end of the spectrum.

    I don't mind dice.  In fact, I love dice.  I love rolling dice in roleplaying games, rolling phaser hits in SFB, rolling troop hits in Memoir '44.  Dice are great.  But dice need to be the result of calculated risk.  I need the dice to determine the end-result of my strategic or tactical decision, to add a little bit of randomness.

    In Pizza Box Football, the dice don't represent much.  Sure, my opponent picks "run" and I pick "long pass", so the dice are supposed to determine the end-result of my tactical decision.  But the decisions in PBF are nothing more than rock-scissors-paper.  In fact, take rock-scissors-paper, make the outcome a modifier to a die roll rather than the final result, then roll a die with the modifier, that's what Pizza Box Football is.  Throw in first downs and touchdowns, and you've got Pizza Box Football.

    I hope the expansion might add to the complexity and make the tactical decisions interesting - at least, more interesting than a guessing game.  But the base game was so uninteresting that I probably won't spend money on an expansion.  

    Dungeon Twister
    After nearly a year of sitting on my shelf, I finally managed to play Dungeon Twister.  After the Pizza Box Football flop, we ended the day with this game.  I had read the rules previously, but wasn't familiar enough for an explanation, so I had to read through them, which took a while.

    The basic premise is you're trying to score 5 victory points.  You can score a VP for either killing an enemy character token (1vp) or by having one of your characters race across the map and cross your opponent's start line (1vp).  The map is made up of eight tiles with a 5x5 grid on them.  The tiles are very similar to the Wiz-War tiles, with a maze of walls and doors (portcullises), as well as pit traps and rotation gears.  The pit traps and portcullises are impassible unless your character has some sort of special ability or equipment.  And the rotation gears add a very nice twist to the game - standing on a gear will let you rotate the current room tile or another remote tile (each tile has a matching pair) 90 degrees.

    Movement in the game is done via action points.  You and your opponent start the game with cards numbered 1 to 4.  Each turn, you play a card and you get that number of "activations".  Each activation lets you activate 1 character, who in turn gets a number of action points, based on his movement score.  These action points let you move, rotate gears, use equipment, fight, etc.  Once you play a card, you lose it until you have played all four of your movement cards, in which case you pick them all up and may play any of them again.  Combat is done in much the same way - using a given starting set of cards that add to your character's base attack.  The main difference is that the combat cards are lost forever when played - except a +0 attack card, which may be kept indefinitely.

    The game is definitely interesting, but I can't say I enjoyed it.  While I generally enjoy brain-burning games (Die Macher, anyone?), this game felt too much like a puzzle.  Each turn, I had to decide not only what I was going to do with my characters, but what my opponent might do with his.  This led to a lot of counting, mental math, etc.  Even though I usually enjoy this sort of activity, it felt like it was too much work in DT.  I also felt very overwhelmed - having so many options early in the game led to analysis paralysis very quickly.  I suppose repeated playings might make these decisions easier, but there was an underlying gut feeling about this game that I just didn't enjoy.

    It's disappointing, as I was really looking forward to playing DT after all the good things I've heard.  Maybe in another few weeks I'll give it a second chance.  I really want to like it.


    That's my 2-player game report for the last month.  In between, I also got in several plays of Battle Line (still my favorite), as well as a couple of the Kosmos games, which continue to be a lot of fun.  And last week, Jay stomped me in my second game of Hammer of the Scots.  I'll save that for its own write-up.
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