Contents
Twilight Struggle Game Rules
Hey there! Are you ready for an exciting game of Twilight Struggle? Let me walk you through the game rules.
First things first, let’s talk about the objective. In this game, you and your opponent will be immersed in a fierce battle for global dominance during the Cold War. Your goal is to strategically control different regions of the world and accumulate victory points to secure victory.
To start the game, each player will receive a set of cards. These cards will be used to influence regions, trigger events, and engage in various actions. Each card is associated with a specific event or action, so make sure to plan your moves wisely.
Now, let’s dive into the gameplay mechanics. On your turn, you have a few options. You can either play a card for its event, use it to place influence in a region, or engage in a realignment or coup action. Each action has its own benefits and risks, so choose wisely based on the current state of the game.
To place influence, simply select a region and use the card’s influence points to gain control. Keep in mind that regions with more stability may require extra influence points. You’ll want to secure control of regions that align with your overall strategy and objectives.
Realignment and coup actions, on the other hand, allow you to either weaken your opponent’s influence in a region or outright remove it. These actions require a bit of luck and calculation, as they involve dice rolls. With the right timing and a little bit of luck, you can tip the balance of power in your favor.
Throughout the game, you’ll also encounter different events triggered by the cards. These events can have a wide range of effects, both positive and negative. They could provide you with extra influence, shift the power balance, or even trigger global crises. Adapt to these events and use them to your advantage.
Remember, the game is all about strategy and timing. Think ahead, anticipate your opponent’s moves, and adjust your plans accordingly. Pay attention to the current state of the game, assess the risks, and make calculated decisions to maximize your chances of victory.
As the game progresses, you’ll accumulate victory points based on controlled regions, certain events, and other factors. Keep a close eye on the victory point track, as reaching certain milestones can be a game-changer.
That’s it for the game rules! Now that you have a grasp of the basics, it’s time to dive into the world of Twilight Struggle. Experience the tension, the strategy, and the thrill of the Cold War. Good luck, and may the best strategist win!

A game of Twilight Struggle has everything you need to play. Here’s what you’ll find in the box:
– A Map Board
– Two marker sheets
– A Rules Booklet
– Two Player Aid Cards
– 110 Cards
– Two 6-sided dice
The Map Board is the centerpiece of the game. It’s divided into six Regions: Europe, Asia, Central America, South America, Africa, and the Middle East. Each region consists of countries that are closely connected geographically and politically.
As Winston Churchill once said, “From Stettin in the Baltic to Trieste in the Adriatic, an iron curtain has descended across the continent.” This quote captures the atmosphere of the game and gives you a sense of the political tension that you’ll experience while playing.
Twilight Struggle is all about strategy and decision-making. Each player takes on the role of a superpower during the Cold War and tries to gain influence and control over different regions of the world. It’s an epic struggle for power and dominance.
So, gather your markers, dice, and cards, and get ready to engage in the thrilling game of Twilight Struggle. Strategize, make alliances, and outmaneuver your opponents to achieve victory. Are you ready to take on the challenge? Let the game begin!

Did you know that Europe is split into two parts, Eastern Europe and Western Europe? It’s pretty fascinating to think about how one continent can have such distinct regions. But, here’s an interesting twist – there are two countries, Austria and Finland, that actually belong to both Eastern and Western Europe. Talk about straddling the line!
Now, if we shift our gaze towards Asia, we’ll find another sub-region called Southeast Asia. Just like in Europe, the countries within a region in Asia share a map color. It’s like they’re in the same club, showing off their matching shades. How cool is that?
Design Note: Please note that for political reasons, the Middle East is considered to include Libya and Egypt, while Canada and Turkey are included in the Europe Region.
Now, let’s talk about how the game defines ‘Europe’ and ‘Asia’. If any event, rule, action, or card refers to either of these regions, it also includes the sub-regions associated with them.
On the map, each individual space represents a country or a group of countries (which we’ll simply call a country). And every country has a Stability Number, which is a measure of its overall stability, independence, and power.
Welcome to Battleground States!
Hey there! Let me tell you about these incredible places known as Battleground States – they’re like regular states, but with a twist!
On the map, you’ll find two special spaces representing the United States and the Soviet Union. These spaces can’t be controlled with Influence Markers, but they still play a crucial role in events and realignments. You can easily spot them because their names are highlighted in purple.
Now, here’s where things get interesting! In Battleground States, scoring and coup attempts have their own set of rules. They function just like normal spaces, but with a few extra tricks up their sleeve.
So, remember, when it comes to Battleground States, you need to keep an eye out for these unique places on the map. Don’t underestimate their significance – they might just change the game!
When I look at a map, I see how countries are linked together by lines of different colors. It’s interesting to me how these lines represent connections between countries. There are brown lines that show connections within a region, red dashed lines that show connections between countries in different regions, and black lines that indicate connections between countries and superpowers. It’s important to note that a country is considered adjacent to all the other countries it is connected to.
Let’s take a closer look: Being adjacent doesn’t always mean that two countries are physically next to each other. It’s not just about geography. In fact, there are some countries that share physical boundaries but don’t have connections in the game. This might seem strange, but it’s actually part of the mechanics of the game and reflects the political situation of the times.
Who’s in Charge here?
When you look at the map, each country is either Controlled by a player or uncontrolled. A player Controls a country if they meet the following conditions:
- The player must have Influence points in the country that equal or exceed the country’s Stability Number.
- The player’s Influence in the country must be greater than their opponent’s Influence by at least the Stability Number.
For example: To Control Israel (with a Stability Number of 4), you need to have at least 4 Influence points in Israel and have 4 more Influence points in Israel than your opponent.
Who Holds the Cards?
In the game, there are a total of 110 cards that we use. Each card has three important pieces of information: the Operations Point value, the Event Title, and the Event Description. Keep in mind that some cards are labeled as SCORING, which means they have to be played during the same turn they are drawn.
To help identify which superpower is connected to each card, there’s a symbol on every card. Here’s what the symbols mean:
– If a card has a Red star, it’s associated with the USSR.
– If a card has a White star, it’s associated with the US.
– If a card has a split Red/White star, it’s not associated with either side.
When it comes to playing the cards, you have two options: playing them as Events or using them for Operations.
Now, let’s take a look at a sample card.
Hey there! I wanted to let you in on a little secret about some of the cards in this game. You might have noticed that some of them have an asterisk (*) after their Event title. Well, here’s the scoop: when you play these cards as Events, they’re gone forever. Yep, permanently removed from the game.
But that’s not all! There are also cards with their Event title underlined. These babies stay face-up on the side of the game board until something cancels them or the game comes to an end. Talk about getting some attention!
Now, here’s a handy little play note for you: if you’re playing with underlined events, you can use numbered card reminder markers to keep track of them. Just pop those markers on the map in the Events in Effect Box. Easy peasy!
Oh, and don’t forget about the discarded cards. They don’t vanish for good like the ones with asterisks. Nope, they’re just placed face up in a pile right next to the draw pile. Nice and neat.
Markers
Oh boy, do I have great news for you! This game comes with all sorts of markers to make your life easier. They’re here to help you during play, no doubt about it.
Getting Started: Setup
Alright, here’s what you need to do to get the game started. First, give the Early War cards a good shuffle. After that, deal out 8 cards to each player. Make sure to place ‘The China Card’ face up in front of the USSR player. Don’t worry, you can take a peek at your cards before we get started.
Now it’s time for the USSR player to set up. The USSR needs to put down a total of 15 Influence markers in specific locations. Place 1 in Syria, 1 in Iraq, 3 in North Korea, 3 in East Germany, 1 in Finland, and 6 anywhere else in Eastern Europe.
Next up is the US player. You’ll be placing 25 Influence markers in certain spots on the board. Put 2 in Canada, 1 in Iran, 1 in Israel, 1 in Japan, 4 in Australia, 1 in the Philippines, 1 in South Korea, 1 in Panama, 1 in South Africa, 5 in the United Kingdom, and 7 anywhere else in Western Europe.
So, here’s what we gotta do. First, take those US and USSR Space Race markers and put ’em on the left side of the Space Race track. Easy peasy.
Next, we each gotta put our Military OP marker on the zero space of our very own Military Operations Track.
Okay, now let’s move on to the Turn marker. Put it on the very first space of the Turn Record Track. Oh, and don’t forget to place the Defcon marker on the 5 space of the DEFCON Track. Lastly, the VP marker goes on the zero space of the Victory Points Track.
A Guide to Playing Twilight Struggle
Let me tell you about the fascinating game of Twilight Struggle. It’s a strategic board game that takes you on a thrilling journey through history. As I guide you through the rules, you’ll discover how to make smart decisions and outmaneuver your opponent.
Twilight Struggle is divided into ten turns, each representing a span of three to five years. Throughout these turns, you and your opponent will take turns playing cards and executing strategic moves.
When the game begins, both players are dealt eight cards from the Early War deck. As the game progresses, new decks, like the Mid War and Late War decks, will come into play, increasing the number of cards in your hand.
During each turn, one player will take the lead as the Phasing Player. This player will have the opportunity to make their moves and play cards from their hand.
Now, let’s talk about the deck mechanics. When the draw deck runs out of cards, it’s time to reshuffle. All the discarded cards will be mixed together to form a fresh draw deck. However, keep in mind that some cards played as Events will be removed from the game entirely and won’t be included in the reshuffled deck.
As you delve into the world of Twilight Struggle, you’ll experience the ebb and flow of history. Each decision you make will carry consequences, shaping the outcome of the game. Will you be able to outwit your opponent and emerge victorious?
Hey there! Let me walk you through the structure of a turn in Twilight Struggle and some important rules you need to keep in mind.
First things first, it’s important to deal all the remaining cards from the draw deck before reshuffling. However, there are two exceptions – turns 4 and 8.
When transitioning from the Early War deck to the Mid War deck, or from the Mid War deck to the Late War deck, we don’t add the discards back into the deck. Instead, we add the appropriate cards for the next era (Mid War or Late War) to the existing deck and give it a good shuffle.
For now, the ignored discards will remain in the discard pile. But don’t worry, they will be reshuffled back into the deck during the next reshuffle.
Alright, let’s get into the structure of a turn in Twilight Struggle. Here’s how it goes:
- I’m going to start by improving our DEFCON status.
- Then, I’ll deal the cards.
- We move on to the Headline Phase.
- After that, we have the Action Rounds where we can take various actions.
- Next, we need to check our Military Operations Status.
- If we’re playing a Tournament, we reveal our Held Card at this point.
- The next step is to flip ‘The China Card’ if we have it.
- We advance the Turn Marker.
- Finally, we have the option of conducting the Final Scoring, but only after completing Turn 10.
A. Improving the DEFCON Status:
If the DEFCON level is higher than or equal to 5, I’m going to help bring peace by adding one to the DEFCON status.
B. Here’s how the cards are dealt
Each player will get some cards. By turn 1, 2, and 3, each player should have 8 cards in their hand. Then, on turns 4 through 10, players need 9 cards in their hand. But, don’t count ‘The China Card’ when you’re figuring out the total.
C. Step One: Headline Phase
Alright, let’s get started! In this phase, I need to select a card from my hand, and the other player does the same. We both keep our choices a secret until we’re ready.
The cards we choose are known as ‘Headline cards’. They have special events associated with them that will happen in this phase. Keep in mind that if the event title has an asterisk, the card gets removed from the game after.
Now, it’s time to determine which event takes place first. We do that by looking at the Operations value on each of our cards. That value is also known as the Headline Value.
If my card has a higher Headline Value than the other player’s card, my event goes first. However, if there’s a tie, the US player gets to go first.
- You always decide if the event happens before or after the Operations.
- If I play a card and it triggers an opponent’s Event, but that Event can’t happen because a card needed for it hasn’t been played yet or a condition in the Event hasn’t been met, nothing happens. Cards marked with an asterisk Event (marked *) would go back to the discard pile, not taken out of the game.
- If I play a card and it triggers an opponent’s Event, but that Event has been prohibited by another Event card, then the Event doesn’t happen and the card stays in play for Operations points only.
- If I play a card and it triggers an opponent’s Event, but the Event doesn’t have any effect, the Event is still considered played and would be removed if it has an asterisk.
- +1 for each adjacent country they control,
- +1 if they have more Influence in the target country than their opponent,
- +1 if their Superpower is adjacent to the target country.
- When a player reaches space 2 (Animal in Space), they can play two Space Race cards in one turn instead of just one. That’s a pretty cool advantage!
- When a player reaches space 4 (Man in Earth Orbit), the other player has to reveal their Headline Event first. The player who reached “Man in Earth Orbit” gets to choose their Headline Event afterwards. It’s like having the upper hand!
- DEFCON 5: Nothing happens
- DEFCON 4: No attempts to take over Europe allowed
- DEFCON 3: No attempts to take over Europe or Asia allowed
- DEFCON 2: No attempts to take over Europe, Asia, or the Middle East allowed
- They earn 1 Victory Point for each country they control in the scoring region that is adjacent to the enemy superpower
- They earn 1 Victory Point for each Battleground country that they control in the scoring region.
- If I reach a score of 20 VP, the game is over and I win. Important note: Any VP awards that either player earns during an event or scoring card must be applied before we determine automatic victory.
- If either side Controls Europe, that side wins when the Europe Scoring card is played.
- Nuclear War: You can win if your opponent brings the DEFCON level down to 1.
During the Headline Phase, I have the option to play scoring cards. However, these cards don’t have any Headline Value and always take effect second. If both players choose a scoring card as their Headline Cards, the US player’s scoring card goes into effect first. It’s important that both players create a Headline event, regardless of whether it benefits them or their opponent. The China Card is not allowed to be played during the Headline Phase. And unless the headline event specifically mentions operations points, neither player receives operations points from cards played during this phase.
Note: When your opponent plays an event card during the Headline phase, they will carry out the actions specified on the card as if they had played it themselves. However, you will still be considered the active player when it comes to determining the DEFCON status.
D. Action Rounds
There are a total of six Action Rounds in turns 1 to 3, and seven Action Rounds in turns 4 to 10. During turns 1 to 3, each player takes turns playing one card per Action Round, resulting in a total of six cards played. During turns 4 to 10, each player takes turns playing one card per Action Round, for a total of seven cards played.
The USSR player always goes first in their Action Round, followed by the US player. All actions required by a card must be resolved before the next player begins their Action Round by playing a card. The player who is currently taking their Action Round is referred to as the “Phasing Player”.
You know how when you’re playing a game, like a card game, there are certain rules you have to follow? Well, in this particular game, there are a few things you need to keep in mind. First, after each round of actions, you might have a card left over. This card is called a ‘held’ card, and you can play it later on in the game. But, just so you know, scoring cards can never be held. So be careful with those.
Now, let’s say you don’t have enough cards to take all the actions you’re supposed to in a turn. Well, in that case, you have to sit out of the remaining rounds while the other player finishes their turn.
Next, we have the Military Operations Phase. Each player needs to make sure they’ve done enough military operations during their turn, otherwise, they’ll be penalized with some negative points. After that, both players reveal any held cards they have. This is mostly for tournament or competitive play, so everyone can see that all the required scoring cards have been played.
So those are the main things to keep in mind when playing this game. Make sure you follow the rules and have fun!
Hey there! So, here’s the deal: if you want to keep things secretive during the game, you don’t have to follow this rule in a non-competitive environment.
G. Flip China Card
If you received The China Card face-down during your turn, go ahead and flip it face-up now.
H. Advance Turn Marker
Time to move that Turn Marker to the next turn. If it’s the end of turn 3, shuffle the Mid War cards into the draw deck. And if it’s the end of turn 7, shuffle those Late War cards into the draw deck.
I. Final Scoring
Finally, when turn 10 rolls around, it’s time for Final Scoring. Just follow the steps outlined in the Scoring rules to wrap things up.
Card Play
Here’s the scoop on playing cards: you can either use them for Events or Operations. Usually, you’ll end up with one card remaining in your hand at the end of your turn, while all the other cards will be used for events or operations.
When it’s your turn to play a card, you can’t skip your turn by not playing a card or by getting rid of a card from your hand.
Events Related to Your Opponent: If you play a card as an Operation and the card’s Event only affects your opponent, the Event still happens (and if there’s an asterisk after the Event title, the card is removed).
Note: When you play a card for operations and it triggers your opponent’s event, your opponent follows the event text as if they had played the card themselves.

Example 1: Let’s say I’m playing as the USSR and I decide to play the ‘NATO’ card before the ‘Marshall Plan’ or ‘Warsaw Pact’ cards have been played. In this situation, I would get the benefit of the 4 Operations points, but my opponent, the US player, would not get the ‘NATO’ event. However, even though the ‘NATO’ card is asterisked, it doesn’t get removed from play. Instead, it would be placed in the discard pile to be reshuffled and possibly played later.
Example 2: Now, imagine I’m playing as the US player. In my previous Action Round, I played the ‘Camp David Accords’ card, which specifically prohibits me from playing the ‘Arab-Israeli War’ card as an Event. But in my current turn, I still decide to play ‘Arab-Israeli War’ for 2 Operations. In this case, I would still be able to conduct those 2 Operations, but my opponent, the USSR player, would not get the benefit of the Event, and the ‘Arab-Israeli War’ card would not be eliminated from the game.
Example 3: Now let’s switch back to the USSR player. I decide to play ‘Alliance for Progress.’ However, here’s the catch: the US Player doesn’t control a Battleground country in either South or Central America. Even so, the Event is still considered played, and the ‘Alliance for Progress’ card would be removed from the game after my round.
Example 4: Lastly, let’s say I’m the USSR player and I play the ‘Star Wars’ card. However, the US player is ahead of me on the Space Race track. In this scenario, the ‘Star Wars’ card would have no effect, and it would be returned to the discard pile.
When you play a card that requires you to play or discard another card of a specific value, you can always use a higher-value card to satisfy the requirement.
For example: Let’s say you have the ‘Quagmire’ card and it requires you to discard a 2 Operations card. If you have a 3 Operations card, you can still meet the requirement by discarding it.
When an event forces you to discard a card, the event on that discarded card doesn’t take effect. This rule also applies to Scoring cards.
Operations
You can use Operations in a few ways: placing Influence markers, making Realignment rolls, attempting Coups, or advancing in the Space Race.
When you play a card as an Operations card, you must choose to use all of its Operations points for one of the following options: Marker Placement, Realignment rolls, Coup Attempts, or a Space Race attempt.
Placing Influence Markers
“Everyone has their own way of doing things, especially when it comes to their army.” -Joseph Stalin
When you place influence markers, you can only do it one at a time. But there’s a catch! You have to place the marker next to one of your friendly markers that was already there at the beginning of your turn.
There’s a special rule, though. If an event card tells you to place a marker, you don’t have to follow the usual rule. You can place it anywhere, no need to be next to your other markers.
If you have enough influence in a country, you can put your marker on the darker side to show that you control it.
You need to spend one (1) Operations point to put an influence marker in a country that you or nobody controls. But if it’s an enemy-controlled country, you’ll need to spend two (2) Operations points.
Have you ever wondered what happens if a country’s Control status changes while I’m placing my Influence markers? Well, let me tell you. If such a change occurs, any additional markers that I place during that particular Action Round will be at a lower cost.

For instance: Imagine you’re playing a game called “Political Power.” In this game, there are two players: the US player and the USSR player. Each player has Influence markers that they can use to control different countries. Let’s say the US player has 2 Influence markers in Turkey, while the USSR player has none. According to the rules of the game, when a player has more Influence markers in a country than their opponent, they control that country. So, in this situation, the US player would control Turkey because they have more Influence markers there than the USSR player.
Now, let’s talk about how the placement of Influence markers works. If the USSR player wants to place Influence markers in Turkey, they would need to use a card that gives them 4 Operations points. The first marker they place would cost them 2 Operations points. However, after they place the first marker, the US player no longer has more Influence markers in Turkey than the USSR player by the Stability Number, which is 2 in this case. This means that any additional Influence markers the USSR player wants to place in Turkey would only cost them 1 Operation point per marker.
Now, let’s imagine a different scenario. Let’s say that the US player started with only 1 Influence marker in Turkey, and the USSR player had none. In this case, the US player would not control Turkey because they don’t have more Influence markers there than the USSR player. So, if the USSR player wants to place Influence markers in Turkey, it would only cost them 1 Operation point per marker.
Another example: Let’s say the US player controls Turkey and Greece, while the USSR player controls Syria and Lebanon. Neither player controls Romania and Bulgaria. This means that the US player has more Influence markers in Turkey and Greece than the USSR player, so they control those countries. Similarly, the USSR player has more Influence markers in Syria and Lebanon than the US player, so they control those countries. However, neither player controls Romania and Bulgaria because they don’t have more Influence markers there than their opponent.
Have you ever wondered how influence markers work in board games? They’re an important part of the game mechanics, allowing players to gain control over different regions and countries. Let’s dive into the details and understand how they function.
Firstly, influence markers can be placed in multiple regions and countries. The number of markers you can place is determined by the Operations Points on the card you play. So, the more Operations Points you have, the more markers you can place.
But what exactly do these markers do? Well, they represent your control and influence over a particular region or country. They serve as a visual representation of your power and can have a big impact on the game’s outcome.
It’s important to note that these markers don’t stay in one place forever. They can be moved and shifted around, allowing you to adapt to changing situations on the game board. This adds a strategic element to the game, as you have to carefully consider where and when to place your markers.
Another key aspect to keep in mind is that influence markers can be contested. In other words, other players can challenge your control over a region or country by placing their own markers. This creates a dynamic and competitive environment, where you have to constantly defend your territories and try to gain more control.
So, next time you play a board game with influence markers, remember the important role they play in shaping the game. They allow you to exert control, adapt to changing situations, and compete with other players for dominance. Keep these strategies in mind as you strategize your way to victory!

Example: I have markers in Panama and South Korea. I’m going to use a card that gives me 3 Operations Points to place more influence. I can choose to place Influence markers in both Costa Rica and Colombia.
But I can’t place Influence markers in Costa Rica and then Nicaragua. However, I can use my remaining operation points to reinforce South Korea or its neighboring countries since I already have Influence markers there.
I can always place Influence markers in a country that is next to one of my own superpower spaces.
Hey there! Did you know that influence markers in this game are just like cash? You can break a large denomination into smaller ones whenever you want. And guess what? There’s no limit to the number of influence markers you can have! If you ever run out, don’t panic. You can use small poker chips, coins, or wooden blocks instead.
Now, when you have two or more markers in a country, remember to place the larger denomination on top. Keep in mind that anyone can take a look at your influence markers at any time, so be prepared!
What about Realignment Rolls?
Realignment rolls are all about reducing enemy influence in a country. Pretty cool, right? The best part is that you don’t even need to have any influence in the target country or in any adjacent country to attempt a Realignment roll. Although, if you do have some influence nearby, your chances of success will definitely improve.
When I use a card for Realignment rolls, I can resolve each roll before I declare the next target. I can target countries for Realignment more than once in each Action Round.
I have to spend one Operations point to make a Realignment roll. Both players roll a die, and the player with the higher roll can remove the difference between the rolls from their opponent’s Influence in the target country. If there’s a tie, it’s considered a draw, and no markers are removed. Each player can modify their die roll:
Example: I’m gonna tell you about this situation where a player from the US tries to mess things up for North Korea. So, North Korea has 3 USSR Influence points, and the US player doesn’t have any.
Why? Well, the US player doesn’t control any countries next to North Korea, and the Soviets have more Influence there. So, the USSR player has a little advantage with a +1 for being next to North Korea and another +1 for having more Influence there than the US.
But guess what? The US player gets lucky and rolls a 5, while the USSR player only gets a 2, which becomes a 4 after some modifications.
Here’s what happens: the USSR player has to remove one Influence point from North Korea.
Now, listen up: when it comes to Realignment rolls, you don’t get to add any Influence to a country. It’s all about taking it away, got it?
Coup Attempts
A Coup is like a smaller-scale war. It’s when you try to change the government of another country without going all-out.
When you try to perform a Coup, you don’t have to have any Influence in the country you’re targeting or in a neighboring country. But your opponent must have Influence markers in the target country for a Coup to even be possible.
To figure out if the Coup succeeds or fails, you need to do a few things. First, multiply the Stability Number of the target country by two. Then, roll a die and add the Operations points on the card to the roll.
If the new total is higher than the doubled stability number, congratulations, the Coup is a success! That means you get to remove the opposing Influence markers from the target country. You should remove as many markers as the difference between the total and the stability number. However, if there aren’t enough opposing Influence markers to remove, you can add your own friendly markers to make up the difference.
Finally, move the marker on the Military Operations track upward by the same number of spaces as the Operations value of the card you played.
Doing a Coup can be a risky move, but it can also give you a big advantage if it works out in your favor. Plus, it’s exciting to see the outcome of the roll and see if your strategy pays off. So go ahead and give it a shot!

Example: Picture this: I’m playing as the US, and I decide to use a card that lets me do three Operations in Mexico. The thing is, I don’t have any Influence there, while the USSR player has 2 Influence points.
So, first things first, I update my Military Operations Track to show that I’ve used up three points on Military Operations this turn.
Then comes the exciting part. I roll the die and get a 4. To that, I add my Operations Number, which is 3, giving me a total of 7. Now, here comes the math: I subtract twice the Stability Number of Mexico, which is 2×2=4, from my total, leaving me with 3.
This number, 3, represents how many Influence markers I can either remove from or add to Mexico. And guess what I do? I kick out the 2 Soviet Influence markers and replace them with 1 US Influence marker. Take that!
Oh, and here’s some extra trivia: When you launch a coup attempt in a Battleground country like Mexico, the DEFCON status drops by one level, bringing us even closer to Nuclear War. Exciting and terrifying, isn’t it?
Did you know that some cards in the game allow you to make a “free Coup roll” in a specific region? Well, these cards let you bypass the usual restrictions imposed by the DEFCON level. However, if you decide to use a “free Coup roll” against a Battleground country, it will still bring down the DEFCON level.
The Space Race
“We go into space because whatever mankind must undertake, free men must fully share . . . I believe that this nation should commit itself to achieving the goal, before the decade is out, of landing a man on the moon and returning him safely to the earth”. -John F. Kennedy
The Space Race track features a marker for each superpower. You can spend your Operations points to attempt to advance your marker to the next box on the track.
If you want to move forward on the Space Race track, you need to play a card with an Operations point value that matches or exceeds the target number on the track. Then, roll the die to see if you land within the range listed in the target box. If you do, you can move your marker to the new box.
Remember, you can only play one card per turn in an attempt to advance in the Space Race. However, there are exceptions to this rule. Certain special abilities and Events can change this limitation, allowing you to play more cards or move your marker further along the track.
Advancing on the Space Race track comes with rewards. You can earn Victory Points, gain special abilities, or both. Keep an eye out for boxes on the track that have two numbers divided by a slash, like Lunar Orbit with the numbers 3/1. These boxes could offer particular advantages.
Hey there! Let’s talk about the Space Race in a way that’s easy to understand. The numbers on the left side show how many Victory Points are given to the first player to reach that box, while the numbers on the right show how many Victory Points the second player gets. These points are awarded right away, and they add up over time.
When a player reaches a certain space, they get a special ability. But here’s the catch – only the first player to reach that space gets the special effect. Once the second player reaches it, the effect is canceled. So being first definitely has its perks!
Let’s look at a couple of examples:
When you reach space 6 (Eagle/Bear has Landed), you can discard the card you were holding at the end of your turn. And when you reach space 8 (Space Station), you get to play eight (8) Action Rounds in each turn.
These special abilities have an immediate and cumulative effect.
Here’s an example: Let’s say I successfully reach space 2. In my next Action Round, I can play a second Space Race Card.
Now, imagine if I reach space 4 before you reach space 2. I would be able to play two Space Race cards in each turn. And before you select your own, you would have to reveal your Headline Phase event.
Keep in mind that even if a card has specific text on it, you can’t use it when making a die roll to advance on the Space Race track. Instead, you just discard the card and place it in the discard pile.
Design Note: The Space Race is like a safety valve. If I have a card that would benefit my opponent, but I don’t want them to use it, I can send it to the Space Race (as long as it has enough points for a chance to move forward).
If I reach the last box in the Space Race, I can’t use any more cards in the Space Race for the rest of the game.
Events
“Ambassador Zorin, do you deny that the USSR has put and is putting medium and intermediate range missiles and sites in Cuba? Yes or no? Don’t wait for the translation! Yes or no?” -Adlai Stevenson, U.S. Ambassador to the United Nations
When playing a card in the game, you have the option to use it as an Event instead of using its Operations value. If the Event is related to your own superpower or both superpowers, you follow the instructions on the card to resolve its effects.
There is a special card called Southeast Asia Scoring which has an asterisk next to its Event title. This card is removed from play after it is used for scoring.
Certain Event cards have an underlined title, like Flower Power, which means their effects last for the entire game. When playing these cards as Events, you should keep them aside or use markers on the Turn Track to remind you of their ongoing effects.
Some Event cards also have the ability to modify the Operations values of future cards. These modifiers should be added together and can even affect “The China Card”.
Example: I’m playing a game where I’m the US, and it’s the Headline Phase. I decide to play the Red Scare/Purge event. Usually, when the USSR plays their cards, they subtract one from the Operations value. But for this particular Headline card, the USSR played Vietnam Revolts.
This Vietnam Revolts event boosts the USSR’s operations in Southeast Asia by +1. For their first move, the USSR chooses ‘The China Card’ and uses all the points in Southeast Asia for 5 operations points.
This is where things get interesting. The Vietnam Revolts card modifies the USSR player’s operations to a total of 6 points. However, the US Red Scare/Purge card brings it back down to 5 points.
Now, it’s important to note that event cards that modify the Operations value only affect one player. They can’t be used to modify their opponent’s card by taking it from their hand.
For instance: When I, as the USSR player, play the ‘Brezhnev Doctrine’ card as an Event, it gives me a bonus of +1 Operations value for all my cards.
But if you, as the US player, steal one of my cards, let’s say by playing the ‘Grain Sales to the Soviets’, you don’t get the +1 Operations bonus on that card.
Any Events that modify the Operations value of later played cards apply to all aspects of the game.
Example 1: Let’s say you’re the Soviet player and you used the ‘Red Scare/Purge’ on me, the US player. Now, if I play a Coup card with 2 Operations, I only get to add 1 to my Coup roll because of the value of the card. Plus, I would receive 1 point on my Required Military Operations track.
Example 2: Now, imagine you, as the Soviet player, played the ‘Brezhnev Doctrine’ earlier during the turn. In that case, you can use a 1 Op card to make a required roll under the ‘Bear Trap’ condition.
Example 3: Alternatively, if I, the US player, played ‘Containment’ earlier in the turn, I can then play ‘CIA Created’ and use 2 Ops.
Now, here’s something important to note: if an Event becomes unplayable because of another Event card’s cancellation or restriction, you can still use the unplayable Event card for its Operations value.
War Events: There’s a set of 5 “War” Events in the deck: Korean War, Arab-Israeli War, Indo-Pakistani War, Brush War, and Iran-Iraq War.
You can play these Events even if you don’t have any influence points in the countries involved. If there’s no influence at stake in the war, the player who plays the Event still gets victory points if it succeeds, and has to perform military operations regardless of the outcome.
The Defcon Status and Military Operations
“I find it weird. The only way to win is not to play.” – “Joshua,” the computer from N.O.R.A.D in the movie Wargames.
The Defcon Track
In the game, we use the DEFCON status to measure nuclear tension. At the start, we are at maximum peace level, DEFCON 5. Throughout the game, events and player actions can cause the DEFCON level to go down or up. However, if it ever reaches 1, the game is over.
It’s important to note that the DEFCON status cannot go above 5. If something happens that would increase the DEFCON status above 5, it has no effect.
Once the DEFCON status reaches 1, nuclear war breaks out, and the game ends immediately. The player responsible for causing the status to move to DEFCON 1 loses the game.

I was just playing this game where the US and the USSR compete in the Olympics. The DEFCON status was at 2, but then the USSR decided to boycott the game. That meant the DEFCON status dropped to level 1, and, yikes, nuclear war was triggered. The US player, who was in charge, ended up losing. Turns out, any attempt to take over a Battleground country can lower the DEFCON status by one level. The DEFCON Track is where you can see what happens at each level:
The End is Near: Defcon 1
They call it Defcon 1. To put it simply, it’s game over. If I’m the one who caused the status to reach 1, then I lose the game. It’s a terrifying situation, and one I never want to find myself in.
Imagine the tension building as the numbers tick down from 5 to 1. With each passing second, the stakes get higher. You can feel the weight of the outcome hanging in the air. One more mistake, and it’s all over. The pressure to make the right move is immense.
When I first started playing, I didn’t fully understand the significance of Defcon 1. I didn’t realize the importance of strategy and foresight. But now, I know better. I understand that every decision I make can have far-reaching consequences. It’s not just about winning or losing a game; it’s about understanding the impact of my choices.
So, if you’re like me, and you love a good challenge, then Defcon 1 is the ultimate test. It’s a double-edged sword that can elevate your skills or leave you scrambling for a response. It demands your full attention and strategic thinking. Are you up for the challenge?
Remember, reaching Defcon 1 is not the end of the world. It’s just a part of the game, albeit a critical one. And if you can master the art of navigating through these high-pressure situations, then you’ll truly be a force to be reckoned with. So, let the countdown begin. Good luck!

Note to Self: Don’t forget to place a DEFCON Restriction marker in the region. This will help you remember that you can’t do any Realignment or Coups.
Improving DEFCON Status
Whenever the DEFCON status is below 5 at the start of a turn, I get to improve it by 1.
Improving & Degrading
Whenever the rules or cards tell me to ‘improve’ the DEFCON, it means I move the DEFCON marker to a higher number. On the other hand, if I need to ‘degrade’ the DEFCON, I move the marker to a lower number.
Military Operations Required
“Why bother saving their lives? We’re here to kill those bastards. If there are only two Americans and one Russian left at the end of the war, we win.” -Gen. Thomas Power, U.S. Strategic Air Command

When the turn is about to end, you have to make sure that you have played a certain number of Military Operations. If you fail to do so, your opponent will be awarded Victory Points.
The required number of Military Operations for each turn is determined by the DEFCON status. You need to play at least as many Military Operations as the current DEFCON level. If you play fewer Operations, your opponent will gain 1 Victory Point for each unplayed Military Operations point.
Let me give you an example to make it clearer. At the end of the turn, let’s say you, as the US player, have spent two points on Military Operations. Now, if the DEFCON level is currently at 4, the USSR player would gain 2 Victory Points.
Coup attempts and war events count as Military Operations. However, Realignment Rolls are not considered Military Operations.
When I play Operations points in a Coup attempt, or when I play a War Event card, like the Arab-Israeli War or the Korean War, I move my marker on the Military Operations track a number of spaces that matches the Operations value of the card.
If I use a card for Operations points and it triggers a War Event that belongs to my opponent, their Military marker moves on the Military Operations track as instructed by the Event text.
For example: If I use the ‘Arab-Israeli War’ card for Operations points, it also triggers the War Event connected to the Soviet Union player.
During the Event, as directed by the card, the USSR player moves their Military Operations marker two spaces on the Military Operations track.
Hey there! Did you know that events which give you a free Coup attempt won’t contribute to the number of Military Operations you need to carry out? It’s an interesting quirk of the game rules that you should keep in mind.
China

Have you heard of ‘The China Card’? It’s an interesting concept that relates to China’s role in the Cold War. In the game, either player can use ‘The China Card’ as if it were a regular part of their hand. The unique thing about ‘The China Card’ is that it doesn’t count towards the limit of cards you can have in your hand.
Every time ‘The China Card’ is played, it counts as one of the Actions that a player can take during their turn. This means that if you play ‘The China Card’, you may have more cards left in your hand than usual.
When ‘The China Card’ is played, it is immediately given to your opponent face down. They can’t play it again during that turn. At the end of the turn, the card is flipped face up and your opponent can use it in their next turn.
If ‘The China Card’ is passed to another player as a result of an event, it is passed face up and can be played by the new owner in the same turn.
However, there are some restrictions on when ‘The China Card’ can be played:
During the Headline Phase, if it prevents the play of a Scoring card, or as a discard required by an Event.
To receive the bonus +1 Operations point indicated on ‘The China Card’, all of the Operations Points on the card must be spent in Asia (including Southeast Asia).
The Operations Point value of ‘The China Card’ may be modified by other Event Cards.
Play of ‘The China Card’ can never be compelled by events or a shortage of cards during the action rounds.
End of the Game

The game’s goal is to earn Victory Points (VPs). You can score VPs by having Influence over the six Regions. Additionally, certain Events can also grant you VPs. Each region has its own ‘scoring card.’ When you play a scoring card, you earn Victory Points based on the influence your superpower has in that region at that time.
Here’s a tip: It’s often crucial to time your plays of scoring cards with your superpower’s greatest influence in a region. This can greatly increase your chances of winning the game.
Now, let’s talk about scoring. During Regional Scoring, we use the following terms:
– Presence: A superpower is considered to have Presence in a Region if it Controls at least one country in that Region.
Domination: When one superpower achieves Domination of a Region, it means that they have more countries under their control in that Region compared to their opponent. Not only that, but they also have a greater number of Battleground countries under their control in that Region.
To achieve Domination of a Region, a superpower must control at least one non-Battleground country and one Battleground country in that Region.
Control: A superpower has Control of a Region when they have more countries under their control in that Region compared to their opponent, and they also have complete control over all of the Battleground countries in that Region.
During Regional Scoring, players can earn additional points in the following ways:
Victory points are accumulated by both players, and the difference between their scores is marked on the Victory Point Track.
Example: I play the Central American Scoring card as the USSR. I control Cuba, Haiti, and the Dominican Republic. The United States controls Guatemala and has 1 point of influence in Panama.
So, I would get points for Dominating Central America (3 VPs), 1 VP for control of a battleground country (Cuba), and 1 VP for Cuba being adjacent to the United States for a total of 5 VPs.
The United States would receive 1 VP for being present in Central America since they control Guatemala. However, since they only have 1 Influence point in Panama, they do not control it and therefore control no battleground countries.
That’s why I, as the USSR player, score Dominance points. I control more battleground countries (Cuba) and more countries overall. Additionally, I meet the “at least one non-battleground country” requirement by controlling either Haiti or the Dominican Republic.
After calculating the relative victory points, 5 VPs for me and 1 VP for the US, you subtract the US VPs from mine and move the VP point track a net 4 spaces towards Soviet victory.
When you play certain card events in the game, it’s possible to score Victory Points. You can earn Victory Points if your opponent fails to perform the required military operations during their turn.
It’s important to note that you cannot be forced to hold a scoring card because of an event or events that take place.
The Victory Point Track
The Victory Point Track displays a range of scoring options, ranging from US-20 (which represents an automatic victory for the US) to USSR-20 (which represents an automatic victory for the USSR).
At the beginning of the game, the VP marker is placed in the middle of the chart, on the box labeled “At Start.” This box represents zero points and signifies the balance between the two sides. When adjusting scores, players should consider this box as a space.
For example: If the scoring marker is on the USSR-1 box and the US player earns 2 VPs, the marker should move 2 spaces to the US-1 box.
In any situation where a card says I ‘gain’ a Victory Point, it simply means I move the VP marker in my favor. For example, if the marker starts on space 10 (which represents the US winning) and I gain 2 VP, I move the marker to space 8 on the VP track.
If both players earn Victory Points from the same card or Event play, we only consider the difference in Victory Points awarded.
Automatic Victory.
Victory in the End Game
Optional Rules Set by the Designers
During the making of Twilight Struggle, the designers tested these rules, but they didn’t make it into the final version of the game.
If you’re looking for some variety in gameplay, these rules might be of interest. Tournament organizers are allowed to use them in their events, as long as they inform the players beforehand.
Realignment Rolls
When developing TS, we faced the challenge of creating a simple system for superpower-driven political change that wasn’t as violent as a Coup attempt. We’re pleased with the rules we came up with, but for those who want to explore different options, here are some alternative paths we tried. You can play with them separately or all together.
Realignment rolls can target countries in any region, regardless of the current DEFCON level. The player initiating the rolls cannot lose Influence in a country they are targeting for realignment.
You can spend Operations points to get both Influence markers and Realignment rolls, at their regular costs. However, you cannot place an Influence marker in a country that is being targeted for a Realignment roll during the current round, and you cannot target a country for Realignment that has had an Influence marker placed on it during the current round.
Ready, Set, Blast Off!
Imagine being part of an exciting race to outer space. You and your fellow players are competing to see who can reach the stars first. To make things even more thrilling, you have the option to take a risk by “dumping” a card on the Space Race track. When you choose to dump a card, you decide not to roll the die, which means you won’t have a chance to move forward. It’s a daring move that could either make or break your chances of winning.