twilight struggle cheatsheet.pdf

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Scoring Summary Country Control - You control a country if: Your influence is >= Enemy influence + Stability Number Region Presence = Control of at least one country Region Domination = Control of more total countries and more battleground countries and control at least one of each kind Region Control = Control of more total countries and all battleground countries +1 VP per controlled battleground country +1 VP per controlled country adjacent to opposing Superpower Remove the South-East Asia Scoring Card from play after it is used. (Other Scoring Cards are discarded to the “recycle” pile.) Note special scoring rules as shown on card. DEFCON Status Level 5: No restrictions. Level 4: No coup attempts or realignments in: Europe. Level 3: No coup attempts or realignments in: Europe or Asia. Level 2: No coup attempts or realignments in: Europe, Asia, or Middle East. End of Turn: Lose points equal to current DEFCON level minus your Military Ops level, if the difference is greater than zero. Spreading Influence Add Influence to countries you already influence, and/or to countries adjacent to those you influence. Each cube added to an enemy-controlled country costs 2 Ops Points. Otherwise each cube costs 1 Ops Point . Cost may drop during placement due to loss of control. Targets may be scattered, but must be legal at start of action. Note: All Ops Point must be used for influence, or none. Coup Attempt You may make only one attempt per card. Check DEFCON level for forbidden regions. Choose target country, which must contain enemy influence. Increase your Military Ops level on your track on the board by the number of Ops Points on the card. If target is a battleground country, degrade DEFCON by one level. Roll Die: (Result + Ops Points) – (2 x Stability) = Difference If Difference is zero or less, nothing else happens. Otherwise adjust the target’s influence in your favour by the Difference amount. First remove enemy influence, then if necessary add your own. The phasing player cannot lose influence even if the coup fails. Win Conditions You win as soon as you: Have +20 or -20 VP after any card is fully resolved; or Control Europe when Europe is scored (even if this occurs during final scoring after Round 10); or Have the Most VPs after the final scoring following Round 10 (in which all regions are scored); or DEFCON 1 Occurs while your opponent is Phasing Player (even if you cause DEFCON 1 while resolving an Event). Card Usage - Headlines Use Event only unless Event specifies also using Ops Points. Higher Ops card goes first; Scoring Cards go last; US player goes first if tied. China Card may not be played as a Headline. Card Usage – Action Rounds Friendly and Neutral Events: Choose to use the Ops Points or the Event (not both). Enemy Events: You play the Ops Points. Your opponent plays the Event. You choose which happens first. Scoring Cards may not be held over for any reason. Card Usage – Ops Points Ops Points may be used for one of (your choice): • Spreading Influence • Coup Attempt • Realignment Rolls • Space Race Realignment Rolls One roll per Ops Point , in different or same target countries. Check DEFCON level for forbidden regions. Choose target country, which must contain enemy influence. Each player rolls one die, then adjusts his result: +1 for each adjacent country controlled by the player. +1 if the player has more influence in the target country than the opposing player. +1 if the player’s Superpower is adjacent to the target country. High roller reduces opponent’s influence by the difference in (adjusted) die rolls. Phasing player can lose influence! No influence may be added even if the difference is greater than the loser’s influence. Note: All Ops Points must be used for realignment, or none. Space Race Once per turn (normally) you may use a card for the Space Race. (If you have reached the last slot, you may not use any more cards in the Space Race.) You may not use a Scoring Card for the Space Race. The card’s Event is not played even if it is the enemy’s Event. The card’s Ops Points must equal or exceed the yellow- highlighted number on the next Space Race slot. The card is always discarded to the recycle pile. (Exception: the China Card goes to your opponent as usual.) Slots marked X/Y award X VP to the first player to reach that slot, and Y VP to the second player. Special privileges apply only to the first player to reach that slot, and are cancelled when the second player reaches that slot.

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Page 1: Twilight Struggle Cheatsheet.pdf

Scoring Summary

Country Control - You control a country if:Your influence is >= Enemy influence + Stability Number

Region Presence =Control of at least one country

Region Domination =Control of more total countriesand more battleground countriesand control at least one of each kind

Region Control =Control of more total countriesand all battleground countries

+1 VP per controlled battleground country

+1 VP per controlled country adjacent to opposing Superpower

Remove the South-East Asia Scoring Card from play after itis used. (Other Scoring Cards are discarded to the “recycle”pile.) Note special scoring rules as shown on card.

DEFCON Status

Level 5: No restrictions.

Level 4: No coup attempts or realignments in:Europe.

Level 3: No coup attempts or realignments in:Europe or Asia.

Level 2: No coup attempts or realignments in:Europe, Asia, or Middle East.

End of Turn: Lose points equal to current DEFCON levelminus your Military Ops level, if the difference is greater thanzero.

Spreading Influence

Add Influence to countries you already influence, and/or tocountries adjacent to those you influence.

Each cube added to an enemy-controlled country costs 2 OpsPoints. Otherwise each cube costs 1 Ops Point.

Cost may drop during placement due to loss of control.

Targets may be scattered, but must be legal at start of action.

Note: All Ops Point must be used for influence, or none.

Coup Attempt

You may make only one attempt per card.

Check DEFCON level for forbidden regions.

Choose target country, which must contain enemy influence.

Increase your Military Ops level on your track on the boardby the number of Ops Points on the card.

If target is a battleground country, degrade DEFCON by onelevel.

Roll Die: (Result + Ops Points) – (2 x Stability) = Difference

If Difference is zero or less, nothing else happens.

Otherwise adjust the target’s influence in your favour by theDifference amount. First remove enemy influence, then ifnecessary add your own.

The phasing player cannot lose influence even if the coup fails.

Win Conditions

You win as soon as you:

Have +20 or -20 VP after any card is fully resolved; or

Control Europe when Europe is scored (even if this occursduring final scoring after Round 10); or

Have the Most VPs after the final scoring following Round 10(in which all regions are scored); or

DEFCON 1 Occurs while your opponent is Phasing Player(even if you cause DEFCON 1 while resolving an Event).

Card Usage - Headlines

Use Event only unless Event specifies also using Ops Points.

Higher Ops card goes first; Scoring Cards go last; US playergoes first if tied.

China Card may not be played as a Headline.

Card Usage – Action Rounds

Friendly and Neutral Events: Choose to use the Ops Pointsor the Event (not both).

Enemy Events: You play the Ops Points. Your opponent playsthe Event. You choose which happens first.

Scoring Cards may not be held over for any reason.

Card Usage – Ops Points

Ops Points may be used for one of (your choice):

• Spreading Influence

• Coup Attempt

• Realignment Rolls

• Space Race

Realignment Rolls

One roll per Ops Point, in different or same target countries.

Check DEFCON level for forbidden regions.

Choose target country, which must contain enemy influence.

Each player rolls one die, then adjusts his result:

+1 for each adjacent country controlled by the player.

+1 if the player has more influence in the target country thanthe opposing player.

+1 if the player’s Superpower is adjacent to the target country.

High roller reduces opponent’s influence by the difference in(adjusted) die rolls. Phasing player can lose influence!

No influence may be added even if the difference is greaterthan the loser’s influence.

Note: All Ops Points must be used for realignment, or none.

Space Race

Once per turn (normally) you may use a card for the SpaceRace. (If you have reached the last slot, you may not use anymore cards in the Space Race.)

You may not use a Scoring Card for the Space Race.

The card’s Event is not played even if it is the enemy’s Event.

The card’s Ops Points must equal or exceed the yellow-highlighted number on the next Space Race slot.

The card is always discarded to the recycle pile. (Exception:the China Card goes to your opponent as usual.)

Slots marked X/Y award X VP to the first player to reach thatslot, and Y VP to the second player.

Special privileges apply only to the first player to reach thatslot, and are cancelled when the second player reaches that slot.