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SKU:77160613
In 1947, the superpowers of the United States of America and the Soviet Union began a new sort of conflict, a struggle in the Twilight of world war II. This war centered on the increasing development of nuclear weapons, and as the years passed it seemed like the war would never end. But no one wants to play a card game for decades. So you hold in your hands the abridged version of the cold war - less of a Twilight struggle, and more of a Twilight squabble.
The entire cold War in 10 minutes!
For ages 14 and up
Number of players: 2
Playing time: 10 minutes
This is not really a scaled down version of the Twilight Struggle game. It's really a clever push your luck card game wrapped up in the Twilight Struggle theme. 1 big star for AEG not really disclosing this - I almost want to dock it 2 for it. The play is good, fast, competitive, with moderate replayability. Just know you are getting a simple card game and not a strategic game like Twilight Struggle or Diplomacy.Took a few times of playing to figure out, it's a great 2 player card game. Not sure if it can be played for years without getting a tad overdone, but a great introduction for Struggle.One of the best board games out there. Takes a while to learn all the rules, but amazing experience, lots of fun, great for history and strategy nerds, and awesome replay-ability.Good game. However, it takes longer than expected to learn.Twilight Squabble, from AEG, is a great little two player card game that encompasses the breadth of the Cold War. One player is the United States while the other is the Soviet Union. Each player has a deck of 15 cards, three Action cards per historical era, which are placed on top of each other from earliest to latest. Additionally, each player is given an Agent and Double Agent card. In the middle of the table the player places the Balance of Power card, with the white cube in the middle, and the Space Race card, with the Space Race Leader card off to the side. On a typical turn each player will draw his three era Action cards, then will lay two cards down- one under the Balance of Power card and one under the Space Race card. If the player placed an Agent card under the Balance of Power card, he may look at the other side's Space Race card, (A Double Agent card can be used to turn the enemy Agent card and to retrieve one's own Agent card from the discard pile). Players then reveal their Action cards under the Balance of Power card and compare Action numbers, 1, 2, or 3. Additionally, players will have the opportunity later in the game to place socio-economic cubes on their cards to increase or negate the card's number. Players then count the difference in the number on the cards, added with any socio-economic cubes, and the difference is how many spaces on the Balance of Power card that player moves. A player can safely move up to three spaces in his direction during a round (assuming the round starts at zero), but if the player goes over it will trigger a nuclear war and that player will lose. Players can also attempt to negate their enemy's Action card with their own remaining Action card(s). After the Balance of Power has been established, player reveal their Space Race Action cards. Whoever's number higher will be able to move up their cube on the Space Race, and the leader will gain the Space Race Leader card. In the event of a tied number, whichever card has a spaceship symbol on it will win. This continues until either one player triggers a nuclear war, or after the five eras have been played. At that point, whoever is leading on the Balance of Power card is the winner. If the Balance of Power card is tied, whoever is holding the Space Race Leader card wins the game.Twilight Squabble is a great little card game that, like Love Letter, packs a punch despite its size. Essentially, the game is a glorified version of rock, paper, scissors, yet there are still choices to make in this game. Do you play your highest Action card then add socio-economic cubes to get as many spaces as possible on the Balance of Power track? Do you play your Action card then play enough socio-economic cubes to negate its value because you're getting too strong? Do you play an Agent to try to divine your opponent's intentions on the Balance of Power track? Do you try to negate your enemy's Action card with one of your own, or should you hold onto that card to turn in later for more socio-economic cubes? And all this in about 10-15 minutes? This is a a really fun, clever, and relatively light card game that has a fantastic theme. Though it doesn't delve nearly as deeply into Cold War history as its ideological cousin Twilight Struggle does, it nevertheless uses its theme to the fullest it can. If you're looking for a wonderful new two player light card game- I think you just found it!The Discriminating Gamer