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Subject: [Another] first time impression rss

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Michael Withstand
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Played my first twilight struggle(deluxe) game last night. We stopped at the end of turn 4 and by that time we had spent 3 hours into the game. The final tally was 0-0 with me playing the US side.

I must say that the Soviet Union is bloody dangerous in the early war with quite a chance to win domination in Europe. My impression is Soviet Union is bettered off with the imbalances in the cards. We used none of the optional cards at least until I receive the 3 errata cards from GMT.

My other impression is though it was a tense game somehow I wasn't really immersed in the feeling of the game. I wasn't that excited but then again took me 3 games of War of the ring to finally recognize that it was a bloody awesome game too.

Aside from that I must say that only Shogun requires almost the same kind amount of thinking when playing and that's kind of surprising to me considering it's a card driven game. The depth of this game is amazing.

I've got a question though when the deck runs out the all other used cards must be reshuffled back right? So when the decks run out in the mid war turn the early war cards that are not removed from play are still reshuffled back together with mid war cards to form the new deck?!
 
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My name is Watt wrote:
I've got a question though when the deck runs out the all other used cards must be reshuffled back right? So when the decks run out in the mid war turn the early war cards that are not removed from play are still reshuffled back together with mid war cards to form the new deck?!


That is correct.
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My name is Watt wrote:


I've got a question though when the deck runs out the all other used cards must be reshuffled back right? So when the decks run out in the mid war turn the early war cards that are not removed from play are still reshuffled back together with mid war cards to form the new deck?!


At the beginning of turn three, the deck runs out midway through the card deal. You take the discard pile, reshuffle it, and continue dealing cards to both players.

At the beginning of turn four, you take the draw pile and shuffle it into the midwar deck to create a new draw pile. Then you deal cards.

At the beginning of turn seven, the deck runs out midway through the card deal. Just as in turn 3, you reshuffle the discard pile.

At the beginning of turn eight, you shuffle the draw pile into the late-war deck to form a new draw pile.

Note: any events that are "removed from play" when used are not placed in the discard pile but removed from the game entirely.
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Matt Davis
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You're correct also that the game is somewhat stacked in the USSR's favor early on. Later on it swings back a bit more toward the US side.
 
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Matthew Emch
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If the U.S. player is suave the USSR won't get too far ahead in the Early War... 1 influence here, 1 influence there, Russia cannot possibly fight ALL the fires that America is capable of setting!
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Michael Withstand
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Well in my first game the Soviet was so bent on controlling Europe and my cards were quite pathetic. I had more Soviet cards than US cards.

Well the game is a thinking game. I would consider it an Euro actually a card driven euro game.

I usually set the atmosphere by playing related music. A Japanese classics or a samurai themed music or Zen music for Shogun and A Most Dangerous Time: Japan in Chaos, 1570-1584, a Lord of the Rings soundtrack for War of the Ring (First Edition) and a Battlestar Galactica soundtrack for Battlestar Galactica: The Board Game.
But I'm clueless on what to set the atmosphere for Twilight struggle.
80s song came into mind but I don't think it would set the tone right

Perhpas JFK's speeches or Margaret Thatcher's public speeches would set the tone right LoL
 
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Kevin Taylor
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My name is Watt wrote:

I usually set the atmosphere by playing related music. A Japanese classics or a samurai themed music or Zen music for Shogun and A Most Dangerous Time: Japan in Chaos, 1570-1584, a Lord of the Rings soundtrack for War of the Ring (First Edition) and a Battlestar Galactica soundtrack for Battlestar Galactica: The Board Game.
But I'm clueless on what to set the atmosphere for Twilight struggle.
80s song came into mind but I don't think it would set the tone right


How about Frankie goes to Hollywood - Two tribes?
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Michael Withstand
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Played my second game this time to finish. Played US side and lost by turn 5.


One word: CAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRDS

cry
I think I made only few mistakes and those were minor ones but the cards . . .damn it. Is the Soviet really that overpowered?

The thing is I was forced time and again to use Red cards for operation points while The Soviet would only sometimes use US cards for points and many times somehow they were able to escape the event from being applied because of the conditions of the event. And I just could't use that tactic when I was forced to playing red cards thus making me to believe that US cards were weaker in effect than Soviet ones.

Jap-US defense pact was played, Nato was played. In fact I had all the permanent markers that were in play but that didn't help a bit.

US dominated Asia and Europe while Soviet controlled South America and dominated Middle East.

A Soviet presence in central America lost the game for me.
 
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Michael
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My name is Watt wrote:
Played my second game this time to finish. Played US side and lost by turn 5.


One word: CAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRDS

cry
I think I made only few mistakes and those were minor ones but the cards . . .damn it. Is the Soviet really that overpowered?



No, they are not overpowered. But yes, they have a slight early war advantage. Read all of the various US strategy threads to get a better sense of what you should be doing as the US player in the early war. It's definitely about damage control early on.
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Edward
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My name is Watt wrote:
Played my second game this time to finish. Played US side and lost by turn 5.


One word: CAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRDS

Wait until you're playing as the Soviets in the Late War. You thought Socialist Governments was bad? Try Tear Down This Wall, Chernobyl, Solidarity, East European Unrest...

EDIT: Not to mention all those &%$#ing USA unspaceable 1Op Mid-War cards. Damn you, OAS Founded.
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Michael Withstand
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Umm on Saturday I found out that when playing enemy card for its operation points the event is played not by the enemy but rather by the phasing player himself .

This may explain my difficulty to winning the game.

Made a mistake on required mil operation too. I used the DEFCON status at the begining at the turn instead of the DEFCON status the end of the turn.
 
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My name is Watt wrote:
Umm on Saturday I found out that when playing enemy card for its operation points the event is played not by the enemy but rather by the phasing player himself .turn.


Well, just to be clear, you can decide when your opponent gets to play his event. For example you might want to play your ops points for that soviet event before or after the soviet player plays the events but you don't get to decide how the soviet player plays that event.

This is a tough game for the US in the early war. You should actually include the optional cards as I think they even out the game a little more. Without the optional cards, it is generally accepted to give the US player 2-4 extra influence points to start the game with to even out the balance. Even with the optional cards a lot of people still think the US needs one extra influence point to get a truly even game - not sure about that one yet myself.

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Michael Withstand
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capadotia wrote:
My name is Watt wrote:
Umm on Saturday I found out that when playing enemy card for its operation points the event is played not by the enemy but rather by the phasing player himself .turn.


Well, just to be clear, you can decide when your opponent gets to play his event. For example you might want to play your ops points for that soviet event before or after the soviet player plays the events but you don't get to decide how the soviet player plays that event.

This is a tough game for the US in the early war. You should actually include the optional cards as I think they even out the game a little more. Without the optional cards, it is generally accepted to give the US player 2-4 extra influence points to start the game with to even out the balance. Even with the optional cards a lot of people still think the US needs one extra influence point to get a truly even game - not sure about that one yet myself.



Thanks for the correction that's very helpful
 
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