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Subject: Space Race rss

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Todd Woodward
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First off, let me apolgize if this is covered elsewhere, but I was unable to find it. I'm in the middle of my first game of Twilight Struggle (PBEM), and am realizing that using the Space Race effectively is a lot more difficult than it sounds. At first it seems a great place to dump enemy events, but as my opponent has pointed out, some events aren't as bad as they look. He also gave me an article explaining that sending cards to the Space Race allows them to come back into play. So I guess I need some general beginner tips on the Space Race. One question as well: Is it usually worth it to dump one of your own events onto the Space Race? Thanks for the help!
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Derry Crymble
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"Is it usually worth it to dump one of your own events onto the Space Race?"

Its rarely worth it to dump one of your events on the space race. You may want to dump one of your cards to try to grab VPs for the win, otherwise though you should have ample opponent card choices that you can choose to space race.

You can use the space race to dump cards that would lower the defcon and cause you to lose by thermo nuclear war.

You can space race key opponent events such as decolonization or destalinization in the early war.


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Conor Hickey
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With 200 or more games played I use the Space Race FAR less then I used to at the start. I would almost never put one of my own events on the Space Race, the one exception being if it's late in the game and the VP will be worth more than the ops or event.

Early on, influence on the board is the best thing you can do. You also want to get your opponents starred events out of the deck whilst ensuring they do as little damage to you as possible. This can be achieved by playing cards like Vietnam Revolts or Brezhnev Doctrine on your last Action Round as US, or playing the likes of Containment last as USSR, to minimise their impact.

Sometimes due to board situation and/or your hand there are cards that you simply cannot have played at the moment, and in that case, Space Race away. Events that are not starred are normally good candidates for Space Race especially if the ops you get from playing it are not sufficent to repair the damage they will do, or only just cover it, prime examples being Socialist Governments or East European Unrest (which you would definitely like to Space as USSR in Late War).

Spacing or otherwise discarding an opponent's card on Turn 3 or Turn 7 is also more valuable as a way of getting rid of it, as if you Space, say, Decolonisation as the US on Turn 3, it is out until Turn 7, and anything you Space on Turn 7 will be gone for good except in very rare circumstances.

So in summary yes Space is useful, but first check to see if you can or should get rid of the opponent's event while you can control how it is played - if you Space it and he gets it later it will be he who decides when it is played, and with the element of surprise most of the time.
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Железный комиссар
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I would go so far as to say it's never appropriate to dump one of your own events on the Space Race. The situation would have to be pretty weird to justify it (like, if you hit the roll you'd win the game).
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Ted Torgerson
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Quote:
I need some general beginner tips on the Space Race.


At the start of the turn identify any cards that can cause an auto-loss by lowering defcon. For the USSR this includes Korean Air Flight 007 shot down, Duck and Cover, Tear Down This Wall, CIA. For the American this includes We Will Bury You, Lone Gunman.

These are possible space race cards. The other possible space race cards are the repeating events that do more damage than the Ops value. For the USSR this includes Colonial Rearguards, Voice of America. For the Americans this includes Decolonization.

Then there are events that give access to a part of the board the opponent could not reach. For the Americans this includes deStalinization, maybe Allende.

Of course the 1 Ops you cannot use the space race for unless you have your +1 Ops event in effect (Containment, Brezhnev Doctrine), so although they might have a higher priority to avoid you might have to just hold them.

Then you have to prioritize your danger/damage control and pick a card to space race. The second worst plan to hold, and the rest you have to limit the damage when they take place. Often this can be done by playing them at the end of the turn, like Vietnam Revolts*, Nuclear Subs*.

These are tips on what to consider.
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