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Cheat Sheet

The document outlines the rules for the game 'Twilight Struggle,' detailing the turn sequence, actions players can take during their turns, and how to score victory points. Players can improve DEFCON status, deal cards, and perform actions such as placing influence markers, making realignment rolls, and attempting coups. Victory can be achieved through various means, including accumulating points, controlling regions, or triggering nuclear war.

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0% found this document useful (0 votes)
62 views1 page

Cheat Sheet

The document outlines the rules for the game 'Twilight Struggle,' detailing the turn sequence, actions players can take during their turns, and how to score victory points. Players can improve DEFCON status, deal cards, and perform actions such as placing influence markers, making realignment rolls, and attempting coups. Victory can be achieved through various means, including accumulating points, controlling regions, or triggering nuclear war.

Uploaded by

amiraktrading
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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T WI L I GH T ST RU GGL E Ru l e s Ch e a t Sh e e t

Turn Sequence: D. Action Rounds:


A. Improve DEFCON Status 6-7 Action Rounds per turn in each you can do one of the
B. Deal Cards following:
C. Headline Phase
D. Action Rounds 1 ) Place Influence Markers
E. Check Military Operations Status 1 Ops point per marker in friendly or uncontrolled country.
F. Flip The China Card 2 Ops points per marker in enemy country.
G. Advance Turn Marker Can only be placed in countries in or adjacent to friendly influence
H. Final Scoring (after Turn 10 only) markers already on the board.

A . Improve DEFCON Status 2 ) Make Realignment Rolls


DEFCON level goes up by 1 (toward peace) Player picks a target country with enemy Influence markers.
If DEFCON reaches 1, nuclear war breaks out and Each player rolls a die, modified as follows:
the game ends the phasing (active) player +1 for each controlled adjacent country.
immediately loses. +1 if adjacent to your superpower.
+1 for player with more influence in target country.
B . Cards (size of hand, etc.): High roller may remove the difference s worth of influence.
Turns 1-3: each player gets 8 cards maximum
(6 Action Rounds per turn) 3 ) Make a Coup Attempt
Turns 4-10: each player gets 9 cards maximum Player picks a target country with enemy Influence markers.
(7 Action Rounds per turn) Roll one die:
China card doesn t count against these totals Add Ops value of card.
Subtract double the stability number of the target.
C. Headline Phase: If result is positive, coup succeeds remove the difference s worth
Each player selects one card which must be played of influence (and add your own influence if any leftover).
as an Event card choices are revealed Notes:
simultaneously. (China Card cannot be chosen.) Counts for Military Ops (see E., left).
Higher Ops value goes first US player if tied. Any coup attempt in a Battleground country lowers the
Scoring cards always go last. DEFCON level by 1. (Coups are prohibited in certain
countries at certain DEFCON levels see the board.)
E. Required Military Ops:
Note: For 1 -3 above, if the card you play has an event associated
Coup attempts and War events are Military Ops. If
with your opponent, the Event also happens.
you haven t used as many Military Ops as the current
DEFCON level at the end of the turn, your opponent 4 ) Attempt the Space Race
gets the difference in VPs.
Each player can use only one card/turn on the Space Race.
Play card with Ops value e number on the track.
F. The China Card: Roll one die and consult the track: if successful, move your marker
The China Card starts with the Soviet player if forward and gain VPs/special ability (as indicated).
played, it gets passed across to the US player, Special abilities are cancelled as soon as the other player
available at the start of the following turn. (And so on reaches that box.
it can be played every turn or not at all.)
5 ) Play an Event
G. Advance Turn Marker: Follow the instructions listed on the card.
After turn 3, shuffle the Mid War cards into the deck; Underlined events last for the duration of the game.
after turn 7, shuffle in the Late War cards. Starred events (*) are permanently discarded.

Scoring: You win by:


a) getting to +20 VPs (instant victory)
b) Controlling Europe (via Europe Scoring),
c) your opponent triggering nuclear war, or
d) by having more VPs at the end of the game.
You can score VPs via the Space Race, Events, and if your opponent fails to use all of his Required Military Ops in a turn.
When a Scoring card is revealed, you score in that Region the number of points indicated on the map for achieving the
following (best level only):
Presence: if you control at least one country.
Domination: if you control more countries (including at least one non-Battleground) AND more Battleground countries.
Control: if you control more countries AND all of the Battleground countries.
Also, bonus VPs are awarded per Region as follows:
+1 VP per country adjacent to the enemy superpower you control.
+1 VP per Battleground country you control.

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