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TS_Fairley_Mitchell_2

Turn 2 - Fairley v Mitchell

Twilight Struggle - ACTS Ladder Launch 19

Headline Phase

US: 0 / Europe Scoring (Both) - SCORING
SU:  0 / Asia Scoring (Both) - SCORING

So we both break out the scoring cards.  I have to say in hindsight I’m a little surprised given how the turn went.  I am +5 points for Europe and he is -6 points for Asia, equalling a net of -1 VP for the USSR.

6 Game Turns

SU: 2 / Defectors (US) - OPS + EVENT
US: 4 / Red Scare/Purge (Both) - OPS

The USSR attempts to coup Saudi Arabia away from me; he rolls a 3 which is not enough to meet the 2x Influence of Saudi Arabia: 3 (roll) + 2 (card) = 5 - 6 (Stability x 2) = -1 and so nothing happens, but DEFCON goes down 1 because Saudi Arabia is a Battleground.  I was going to place influence in Saudi Arabia and Jordan but at the las minute decide to try and coup Iran.  Luck was on my side this time as I rolled a 6:  6 (roll) + 4 (card) = 10 - 7 (Stability x 2) + 3 (Influence) = 3.  So Iran becomes (*3/0) and DEFCON is now at 2 so the coups are over for the turn.  We have also both met our Military Operations requirements for the turn.

SU: 2 / Fidel* (USSR) - OPS
US: 2 / Olympic Games (Both) - OPS

Now that I’m on Asia’s footsteps the focus shifts there.  He adds +2 to India to make is (0/2), and I add +2 to Pakistan to make it (*2/0).  The next time Aisa Scoring comes out he’s going to kick my butt, however due to his error in the Headline phase of this turn it won’t be catastrophic. Russia can still win the game early despite the 3IP the US gets extra if all the cards fall right. 

SU: 4 / NATO* (US) - OPS + EVENT
US: 3 / Five-Year Plan (US) - EVENT (1 / Nasser* (USSR))

Pressing in Asia again he adds +2 India (0/3*) and +2 Afganistan (0/2*).  This effectively blocks me, but with the cards I have there’s little I could have done.  I decide against my better judgement to play the Five-Year Plan as an Event, so he must discard a card.  He randomly discards Nasser, and because it is his event, nothing happens.  He will now either have to play all his cards or use the CHINA card.  I suspect the later as he’s pushing hard in Asia.

SU: 4 / The China Card - OPS
US: 1 / Romanian Abdication* (USSR) - OPS + EVENT

A big surprise to me, he puts all +4 in to Saudi Arabia for control (1/4*).  I know Middle East Scoring is still out there, and I guess this makes sense since his lock on Asia is good.  I have little choice, I add +1 to Jordan (*2/0) so at least we’re even in Scoring, and he takes Romania (0/3*).  The US should never put influence in to Romania until after the Romanian Abdication, and not even then.  Eastern Europe is best avoided except E.Germany or Poland.

SU: 0 / Mideast Scoring (Both) - SCORING
US: 3 / Socialist Governments (USSR) - SPACE

As previously mentioned the Middle East Scoring is a Wash (0 Points) as we both have 1 Battleground and 1 Non-Battleground.  I space Socialist Governments because if the US gets this card that’s what they should always do if able: Why?  Socialist Governments removes 3 Influence and is a 3 OPS card, so he takes the 3 away and I put them right back, resulting in effectively a PASS.  If I send this card to SPACE I can at least have a chance at some benefit.  I am successful and receive 1 VP for my trouble.  The current score 0 VP.

SU: 1 / CIA Created* (US) - OPS + EVENT
US: 3 / Suez Crisis* (USSR) - EVENT + OPS

The USSR adds +1 to Iraq for (0/3*), and then has to show me his hand, which contains only 3 / Duck and Cover (US).  Wow I’m not certain but I think the game almost ended when I played Five-Year Plan back there.  Anyway I have to play the Suez Crisis, because I wan’t it out of the game: -1 Great Britain (4/0), -2 France (2/1) and -1 Israel (0/0) followed by my OPS to fix the holes: +2 France (*4/1) and +1 Israel (1/0).

Commentary

Not much to say really: I played the turn pretty well, better than the first turn.  I now have the Asia card and so can use that to mitigate a bad hand if I get one.

TS_Fairley_Mitchell_1

Turn 1 - Fairley v Mitchell

Headline Phase

SU: 1 / Captured Nazi Scientist* (Both) - EVENT
US: 3 / East European Unrest (US) - EVENT

The Captured Nazi Scientist moves your marker 1 ahead on the Space Race.  In this case the USSR received 2 VP for moving in to the second space on the Track, a fair way to open the game.  I could also have had Defectors, which cancels out the Soviet Headline Phase card, so if it had failed it would be no big deal.  I remove influence: -1 E.Germ (0/3*) -1 Poland (0/3*) -1 Finland (0/0).  (US Influence / USSR Influence) Asterix indicates enough influence for Control of a region.  Control means it counts for scoring, and it is more difficult for the opponent to add influence in to that region.

6 Game Turns

SU: 3 / COMECON* (USSR) - OPS
US: 3 / DeGaulle Leads France* (USSR) - EVENT + OPS

The USSR always goes first every round.  This time he plays COMECON for it’s OPS value of 3 and attempts to Coup Iran.  This is a standard move:  Iran is easy prey with it’s measly stability of [2], which means it A) only takes 2 influence to control and B) is worth 4 during a coup.  He rolls a 6 and so the math works out: 6 (roll) + 3 (card) = 9 - 4 (Stability x 2) = 5 So first you subtract my 2 influence and the remainder ( 5 - 2 = 3 ) is added as USSR influence for a result of Iran (0/3*).  On my round I have the event happen first so that I lose no influence and then he gets 1 (0/1), the I use the OPS value of the card to add 3 back making France (3/1).

SU: Terrorism - EVENT
US: Missile Envy - OPS

The US tosses Solidarity (Yay!) and now will have to play every card this turn.  I’m hoping this means some cards beneficial to me come out.  In a show of just how bad things are for me, the US plays Missile Envy for OPS (To be fair, Missile Envy can backfire at DEFCON 2), and takes Paraguay.  This gives the US Domination in South America.

SU: 2 / Formosan Resolution* (US) - OPS
US: 1 / Blockade* (USSR) - EVENT + OPS

He uses the 2 OPS ( I may use OPS and Influence interchangeably when OPS are being used for Influence placing ) to place 2 influence in South Korea.  Would I prefer to maintain control over S.Korea?  Yes, but given my cards the game wants me to go in another direction.  S.Korea is now (1/2).  I’m happy to get Blockade out of the game, and right now I only need the 1 OPS to take France (*4/1).  I discard 3 / De-Stalinization* (USSR) to satisfy the requirement of the Blockade.

SU: 2 / Korean War* (USSR)  -OPS
US: 3 / Warsaw Pact Formed* (USSR) - OPS + EVENT

He tosses the Korean War ( which would have given S. Korea to him 50% of the time) and uses the OPS to take it anyway (1/4*).  I decide Europe is OK and I need to at least have some influence in the region.  I put my 3 Influence in Japan to take control (*4/0).  There is a card that will give me Japan but I suspect he doesn’t have it and I don’t want to be out of it in case of Asia Scoring.  The downside is Warsaw Pact gives him back waht I’ve taken in Europe: +1 E.Germany (0/4*) +2 Poland (0/5*) +1 Finland (0/1) +1 Austria (0/2).  The reason for the extra in Poland is if we get to Late War there are cards that reduce influence in Poland by a fair margin.

SU: 2 / Indo-Pakistani War (Both) - OPS
US: 1 / Truman Doctrine* (US) - OPS

And now we move to the Middle East:  He adds +1 Lebanon (0/1*) and +1 Iraq (0/2).  I counter-offer with +1 Jordan (0/1).  I’ve never tried this with the U.S. before but my plan is to go for Saudi Arabia and it’s higher stability of [3].

SU: 2 / Decolonization (USSR) - EVENT
US: 4 / Marshall Plan* (US) - OPS

Back to Asia for the usual red sweep of SE Asia +1 Indonesia (0/1*) +1 Thailand (0/1) +1 Burma (0/1) +1 Laos (0/1*).  I decide to take the opportunity and Coup Thailand.  If successful this would give me some great placement in central Asia, plus I get some Military Operations and won’t lose the VP. Unfortunately the roll does not go my way and the results is: 1 (roll) + 4 (card) = 5 - 4 (Stability x 2) = 1 Just enough to make Thailand (0/0).

SU: 3 / Containment* (US)
US: 1 / UN Intervention (Both)

Containment gives me +1 OPS to my next card, which is great because all I have is UN Intervention.  Not great because I could have used that myself for an entire turn of +1, but you take what you can get.  The USSR places +2 Thailand (0/2*) and +1 Taiwan (0/1).  I decide I don’t like that very much and so I add +1 Saudi Arabia (1/0) and +1 Taiwan (1/1).

Commentary

A solid first turn, and very fast.  I’m actually slowing the game down a bit so I can write this post.  I’m relatively happy the score is still only -2 VP (or 2VP for the USSR).  For the US it’s a waiting game largely in the Early War.  I have to make sure I have enough of a foothold in Asia and the Middle East so I don’t give up Control, but I can expect to be Dominated in both regions at some point.  Domination means he has more countries and has more battlegrounds (Countries with Blue Headers) and it is the real path to victory.

As it stands, considering my cards everything is looking alright.  Here’s hoping for some better cards in Turn 2.

WW_Fairley_Smith_0

Turn 0 - Fairley v Smith

Washington’s War - ACTS Ladder Launch 3

Turn 0 in Washington’s War equals the Setup.  In this matchup I am the British player and Smith is the American.  His first move is to place the Committees of Correspondance: he gets one Political Control (PC) marker in each of the 13 colonies.  Smith’s initial placement is very close to my initial placement in the previous round:

NH Battleboro
MA Falmouth
RI Newport
CT New Haven
NY New York City
NJ Morristown
DE Wilmington
PA Basset Town
MD Baltimore
VA Alexandria
NC Salem
SC Camden
GA Savannah

This was followed by my placing 2 PC for the King:

NY Fort Niagara
NY Oswego

Commentary

I’m hoping this game actually makes it to the conclusion, after my previous effort being for naught.  For whatever reason that is just the outcome when Burke and I play.  I went for the Northern route, trying to keep Detroit occupied by connecting it to the rest of the colonies.  Not too much else to report at this point.  Hoping for a good game.

Turn 2 - Fairley v Burke

Washington’s War - ACTS Ladder Launch 2

Unfortunately this game has been suspended due to inactivity.  As the most responsive player to the moderator I was declared the victor, and Ladder Launch 3 has begun.

Once the U.S. places the initial Committees of Correspondance 13 PC Markers, I will place my 2 King’s Men PC Markers and the new game will commence.  As someone pointed out in my Twilight Struggle replay, you kind of have to know the game to follow along.  I’ll try my best to be a bit more descriptive of the game mechanics this time around.

TS_Fairley_Pytlicek_10

Turn 10 - Fairley v Pytlicek

Headline Phase

SU: Pershing II Destroyed - EVENT
US: Star Wars - EVENT + OPS

This is pretty much my only good card, so why not lead with it.  I bring down France, W.Germany, and Finland. The US pulls Reagan Bombs Libya, and returns it to retake W.Germany and France.

7 Game Turns

SU: Duck and Cover - EVENT + OPS
US: North Sea Oil - OPS

3VP for the US and I add to Angola and Finland.  I’m most worried about Europe right now.  If I can claw back Africa from CONTROL then that would be a bonus.  Duck and Cover goes to taking back Finland and adding to Zaire.

SU: Terrorism - EVENT
US: Missile Envy - OPS

The US tosses Solidarity (Yay!) and now will have to play every card this turn.  I’m hoping this means some cards beneficial to me come out.  In a show of just how bad things are for me, the US plays Missile Envy for OPS (To be fair, Missile Envy can backfire at DEFCON 2), and takes Paraguay.  This gives the US Domination in South America.

SU: East European Unrest - SPACE
US: Chernobyl - OPS

Blowing up on the launchpad again ends the Soviet plans for Space.  The US takes Czechoslovakia.  I’m not exactly sure why, possibly a distraction to keep me focused on Europe.  I’m not really in danger of losing Europe but I’m still aiming for a draw there.

SU: Reagan Bombs Libya - OPS + EVENT
US: Iran-Iraq War - OPS

I add to France, losing the US control of it, but have to give up 4VP in the bargain.  The US promptly takes it back though and adds to Mexico.  I think the US just has extra OPS he needs to throw around at this point.

SU: Marine Barracks Bombing - EVENT
US: Liberation Theology - EVENT + OPS

My second and only really other good event: I remove 1 from Israel and all from Jordan and Lebanon.  In the US turn I get 2 in Cuba and 1 in Panama, he puts it right back in to Cuba, keeping CONTROL of Central America.

SU: China Card - OPS
US: The Iron Lady - OPS

I’m hoping he doesn’t have a 3OPS card in his hand, but unfortunately he does so my OPS in France are a waste, and I’ve given him 1VP for holding the CHINA card at the end of the game.

SU: An Evil Empire - OPS + EVENT
US: Flower Power - OPS (No EVENT)

I decide to Coup Paraguay.  It will give me some MILOPS and possibly take away his domination of South America.  Unfortunately I succeed only in removing all his influence without placing any of my own.  He easily takes back Paraguay and breaks Syria to remove my domination of the Middle East.  My own fault for not tossing at least 1 OPS in to Lebanon when I had the chance.

Commentary

Well I knew the moment I drew my cards the game was over, it was just a matter of playing out the game to the conclusion to see what the final score would be.  I’d have claimed some sort of moral victory if the score didn’t reach 20, but I wasn’t even able to manage that.  It was really critical for me not to lose out completely in Africa and Central America, and I could have so easily added OPS to countries there to make sure that didn’t happen.  To Lukas’ credit however he did outplay me on several occasions and certainly deserved the win, better cards or no.

This means I will be moving back down the ladder for my next match.  I won’t know exactly how many rungs I’ll descend for a few days while other games end and the ladder gets updated.

Aside: We actually played an 8th round in Turn 10 but I’m excluding it here because it was a mistake.

Final Scoring

Central America 8VP
South America 4VP
Africa 11VP
Middle East -6VP
Europe 6VP
Asia -6VP
Military operations in last round -2VP
Asia Card 1VP
=16 + 7 = US win 23VP

Traveller_Map

Designer’s Diary - 1 - Space and Beyond

This Design Diary is intended mainly to help me keep focused on the process of creating a game from scratch, or almost scratch. I have attempted on several previous occasions to create games or rulesets for games and met with mixed success.

As the title suggests, the working title for my game is Space and Beyond.  Named after the classic Choose your own Adventure book of the same name.  Other than that the only thing possibly in common is that my game is intended to be a choose your own adventure of sorts.

Current Status

Right now I’m still collecting ideas and mechanics and narratives to see how and if I can structure them in a compelling enough way to make an enjoyable solitaire game with a reasonable amount of replayability. To that end I have spent time gathering mechanics from sources like Wikipedia and Board Game Geek.  Mechanics range from simple things like using dice, to more complex concepts like resource management or deck building.  So far I have gathered a list of probably mechanics:  Dice, Cards, Resource Management, Point-to-Point Movement, Risk-Reward, Solitaire Play, Random Encounters, Levels, Press Your Luck, and Loss Avoidance.

Setting

The game will take place in Space (not hard to guess by the name).  In part this is because I can abstract space visually to a greater degree and with less effort. My visual design skills are limited and being earthbound would be much more difficult I think.  It will take place in a fictional universe, but with primarily Human or Human-Like occupants. 

Rules

As you can guess from having not decided the core mechanics yet I am in the very early stages of conceptualizing the rules.  Some ideas I’ve sketched out including having the planets be represented on playing-card sized pieces of cardboard, having 3 danger levels of Planet Deck to draw from as you go further and further from your Home World.  As you venture further both the rewards and risks become greater, which feeds in to the Press Your Luck mechanic a bit.  Space travel itself will be inherently dangerous as well with Random Encounters between planets which themselves will either contain pre-set conditions or adventures, or lead you of to a matrix of some kind based on things like technology level or threat level. Having the planets be decks also has the advantage of adding Replayability to the game: each time you play the set of planets and therefore encounters and abilities will be different. 

As you may have guessed from the accompanying picture, I will be pulling the base planet data using the Traveller Atlas.  This is a rich resource of hundreds of planets all pre-developed at a basic level that includes size, atmosphere, tech level, law level, and more.  I will be adding to this of course but I think using that as a base will increase the speed with which I can get some basic planets mocked-up.

Taken from the 18XX or Crayon Rail games is also the idea of improving your ship along a tree that suits either more agression or more trade.  I’ve noticed other games like Merchants & Marauders also use this concept, and I like the idea that as you progress your ship can improve.

Caveat

There’s so much more work to do, and of course the danger it may never be finished.  Other ideas have come and gone with only a simple scribble.  As stated at the beginning this is just a blog entry, but it does mark the public existence of this project.

TS_Fairley_Pytlicek_9

Turn 9 - Fairley v Pytlicek

Twilight Struggle - ACTS Ladder Launch 19

Headline Phase

US: Grain Sales to Soviets - EVENT
SU: Kitchen Debates - EVENT

THe US pull Bear Trap and uses the 3 OPS to coup Nigeria.  Another African nation falls, but I’m hoping to make some strides there this turn.  Kitchen Debates is just discarded because the US does not at this time have more Battlegrounds.

7 Game Turns

SU: Nuclear Test Ban - OPS
US: China Card - OPS

I try my hand at realignment rolls and the effects are dismal.  I bring Brazil down to almost nothing but not enough, remove all influence in Zaire, and lose Algeria in the bargain.  He uses the China Card to take back Brazil.

SU: Iran Contra Scandal - OPS
US: Colonial Rear Guards - EVENT

I stupidly use Iran-Contra for OPS because I have so few cards worth anything this turn, and succeed in eliminating myself from Brazil completely.  He uses Rear Guards to secure Zaire, Tunisia and add some to Botswana. 

SU: Panama Canal Returned - OPS + EVENT
US: Latin American Debt Crisis - OPS + EVENT

I try to stem the tied in Venezuela, while he takes back the UK and ditches The Reformer.

SU: UN Intervention - OPS
US: Junta - OPS

I’m so short of cards I have to use UN Intervention for OPS alone, adding more to Venezuela.  He uses Junta to take Nicaragua and then Coup’s Cuba right out from under me. 

SU: OAS Founded - OPS + EVENT
US: Arab-Isreali War - OPS (EVENT Cancelled)

More into Venezuela.  He uses my Event to help him take Cuba. This means he now has control of Central America. He also moves in to Finland.

SU: Nuclear Subs - OPS + EVENT
US: Latin American Death Squads - OPS

I try to make Finland a little harder to take, and he uses Nuclear Subs to coup Angola successfully.  I’m now almost out of Africa as well.

SU: Iranian Hostage Crisis - OPS
US: Aldritch Ames - OPS + EVENT

I try to realign Nigeria unsuccessfully, he uses Aldritch to take Finland and annoying show me his probably headline event: Star Wars.

Commentary

I can barely give commentary because this is just such an abysmal turn for me. The game is effectively over unless I get the best set of cards ever next turn.  I’m still king in Asia and the Middle East, but everywhere else I’m drowning and if he doesn’t get some scoring cards next turn the FInal Scoring will do me in anyway.

Obviously I should have used Iran-Contra in the headline phase, but based on the rolls that would have hardly saved me.  I had no good cards for the Space Race, and the OPS of the cards I had didn’t undo the damage of the cards themselves.  I’m sure there were some more optimal moves I could have made, but I just can’t see them right now.

TS_Fairley_Pytlicek_8

Turn 8 - Fairley v Pytlicek

Twilight Struggle - ACTS Ladder Launch 19

Headline Phase

US: One Small Step - 3VP
SU: How I Learned to Stop Worrying

This is a good example of how seeing someone’s headline phase card sometimes doesn’t do a lick of good. This is the second time this game the US is playing One Small Step.  This time it will be good for 3 VP.  My play is aimed at letting me Coup Pakistan.  That will really push Asia in my direction, probably-hopefully irreparably, and I have Asia Scoring in my hand as a follow-up.

7 Game Turns

SU: CHINA CARD - OPS
US: Tear Down This Wall - OPS

With 5 Influence as a Base, Pakistan easily switches sides back to me.  This is as good a use of the China card as I can think of. In return the US coups Zaire successfully.  I strongly suspect he has Africa Scoring, but I’m not about to get in to a contest over it right now, as it just doesn’t suit my hand.

SU: Asia Scoring - -6VP
US: Africa Scoring - 4VP

6VP swings things by 3VP in my favor for the turn but then it’s back to a net +1VP for the US with Africa Scoring.  I’m still happy with the trade-off as Asia is worth more in Final Scoring and I think that’s my target at this point.

SU: OPEC - -5VP
US: We Will Bury You - SPACE

I was not going to get Libya I think, and Muslim Revolution will be more useful for OPS based on the current layout.  -5VP is almost as good a haul as possible for this card and I’m just glad I get to play it this time.  The US successfully moves up the space track and will get to discard a card at the end of the turn.  This is a big advantage as we’re both probably holding on to cards from Mid-War.

SU: Arms Race - -3VP
US: Indo-Pakistani War - OPS

-3VP gives the turn a -7VP swing for me and it’s right back to 0VP.  I’d rather it be on my side but after some bad Mid-War turns I’m lucky we’re only even.  For me another stroke of luck as the I-P War goes to securing Canada and Turkey.  I don’t think he has Europe Scoring, but he could so I need to shift focus over there.  I’m glad not to lose Pakistan, but he would have needed a 6 to take it.

SU: Brezhnev Doctrine - OPS
US: Suez Crisis - EVENT + OPS

One play I’ve been holding on to is taking over Norway, I have the OPS and now is the time.  Taking strong secondary countries makes it very hard to have Domination in Europe.  I need to keep Europe as strong as I can.  The Suez Crisis explains his previous move, I take Influence from France and the U.K., He takes back France and adds to Chile.  This tells me I have some influence coming that way in a moment.

SU: Ussuri River Skirmish - SPACE
US: Allende - OPS + EVENT

I naturally fail to get another rocket in to Space.  This game has been pretty abysmal in that way for me.  Allende pushes Chile to the crazy (9/6).  15 influence in Chile to me is a crazy amount.

SU: Muslim Revolution - OPS
US: South African Unrest - EVENT + OPS

I add all 4 influence in to Algeria.  I could have done several countries but right now my main goal is to keep everything as close to even as possible, and hope the Middle East and Asia kick the win in my direction at the end.  It would take a 3OPS card for him to take Algeria back.  With South African Unrest I add all my influence to S.A., Now he has to use both influence in S.A. and won’t be able to help some of his other positions.

Commentary

Really a turn I can’t complain about.  This turn went at a breakneck pace due to there being fewer changes on the board and more VPs dished-out.  The net swing in VP brought the game right back to EVEN at 0VP.  This was a critical turn because even a slight push towards his direction would have probably put the game out of reach for me.  My position just isn’t that strong, and there are lots of cards that can hurt me out there.  I was really fortunate to have 3 of my events fire off out of the US hand.  When that happens the effect is usually null, but I look at it as better than him getting to use his own cards unrestricted.

As stated previously my endgame is to hold the Middle East (-4VP) and Asia (-6VP) while keeping the other zones close or slightly in my favor Central America (3VP), South America (2VP), Africa (Draw), and Europe (1VP) making for a -4VP swing in my favor right now.  If I can maintain my status or even swing say Africa back to me, it should end up a very close game.

It does occur to me at the end of the turn however that I am not properly taking in to consideration the use of Realignment vs. Coup.  If the cards permit I will switch tactics a bit for the final rounds as I am at favorable odds in quite a few locations.

TS_Fairley_Pytlicek_7

Turn 7 - Fairley v Pytlicek

Twilight Struggle - ACTS Ladder Launch 19

Headline Phase

US: Defectors
SU: Formosan Resolution

The way this game has been going I just assume he has Defectors again, and I’m not disappointed.  I toss out Formosan Resolution because if it’s cancelled then he cancelled his own card, it’s only 2 OPS, and I hold Taiwan so it’s no good to him either way. 

7 Game Turns

SU: Red Scare/Purge - OPS
US: CHINA CARD - OPS

I coup Libya and roll a 6 which shifts it over to me with room to spare. He takes back Chile and Mexico, which I totally expected.  I didn’t have enough OPS to do that and I’d rather have Libya - okay maybe not more than Mexico.  Later this move will turn out to be a mistake.

SU: Decolonization - EVENT
US: Five Year Plan - OPS

I add some influence to Algeria, Nigeria, Zaire, and S.Africa.  This does a good job of making it harder to take Africa from me while also disrupting his holdings.  He uses the OPS to take back Algeria, S.Africa, and Panama.

SU: SALT Negotiations - OPS
US: Quagmire - OPS + EVENT

I add to Chile, which is is of course immediately undone.  The U.S. also secures Spain.  Quagmire goes in to effect, which is always a mixed bag.  I know he has a scoring card but he has a good chance of just ditching cards that would be good for me.So far I’m on the losing end big time this turn and not enjoying it.

SU: Olympic Games - OPS
US: Socialist Governments - QUAGMIRE

I add both to Span to remove his control.  He discards and is of course successful in getting out of the Quagmire.

SU: Voice of America - SPACE
US: Alliance for Progress - 5VP

For a change I’m successful in the Space Race, my reward is getting to see his Headline Event next turn.  Alliance for Progress is a nasty card for me.  I don’t get to play OPEC but he gets this, at this point I’m just playing to make it to turn 10, I don’t think winning is possible.

SU: Cultural Revolution - OPS
US: South America Scoring - 2VP

I take over Spain, making it much harder for him to take control of Europe; a minor victory for me.  South America Scoring comes out as I expect and only being down 2VP isn’t so bad in the grand scheme of things.

SU: John Paul II - OPS + EVENT
US: Summit - OPS

I just play this out the only way that makes sense,  I add my influence to Poland and then immediately take it off to add his. Summit is used to Coup the SE African States away from me.  Not much I can do about that.

Commentary

The last Mid-War turn; it’s a doozy and not in my direction. The momentum swings in his direction again as some painful scoring cards make it difficult on me to win.  As stated earlier I’m more focused on just surviving to the end.  There is some ‘moral’ victory in that at least, and in the past I have worked this in to a TIE, a very rare thing in Twilight Struggle. 

I’m looking forward to seeing his Headline event but dreading it at the same time as there are some really nasty cards in the Late War deck for me.

TS_Fairley_Pytlicek_6

Turn 6 - Fairley v Pytlicek

Twilight Struggle - ACTS Ladder Launch 19

Headline Phase

US: The Voice of America
SU: Lone Gunmen

I play Lone Gunmen basically just to get it out of my hand, I had already figured out what cards were most likely in the US hand, the only assurance is that South American Scoring is not there.  He uses the Voice to remove all influence in Venezuela and deplete Brazil.

7 Game Turns

SU: CHINA Card - OPS
US: Arab-Israeli War - OPS

I decide to Coup Mexico: It’s a 3VP swing if I can get it (+1 bonus for being next to a Superpower).  Unfortunately I roll a 1 and do very little.  He uses the OPS to put 2 Influence in Brazil.

SU: Brezhnev Doctrine - OPS
US: Latin American Death Squads -OPS

I decide to take back Venezuela, and bring Brazil to par.  The US takes Brazil with the OPS from LAD.  Once you’re behind or even it’s very difficult to take over a country just with OPS.

SU: ABM Treaty - EVENT
US: Colonial Rear Guards - OPS

ABM Treaty raises the DEFCON level, allowing me to coup Brazil.  I roll a 2 however, which is not enough: The US adds the 2 right back with his next move.  That’s 2 disastrous coups in a row.

SU: Muslim Revolution - EVENT
US: Nuclear Subs - OPS

I remove all influence in Egypt and Libya.  In my mind I’ve miscalculated because if he puts influence in Egypt I won’t be able to secure Libya because I’m not adjacent.  Luck is on my side this time as he secures Libya, leaving Egypt open for my next move.

SU: SALT Negotiations - OPS
US: Panama Canal Returned - OPS

As promised I take back Egypt, I should be able to hold it this time I think.  I also add some influence to Chile to make it harder for him to take.  He puts his 1 influence in Chile, but it’s still neutral.

SU: Bear Trap - SPACE
US: South African Unrest - SPACE

The Soviets finally get a break in the space race: I catch up to the US and he fails to reach Earth Orbit.  If he had, he would have been able to see my Headline Event.  This is always a bad thing and something to be avoided.

SU: Liberation Theology - EVENT
US: Kitchen Debates - OPS

I place 2 influence in Mexico and one in Panama.  I’d much rather have played with South America but sometimes you have to work to the cards advantage.  The US takes back Chile.

Commentary

Another tough Mid-War turn.  The biggest disappointment had to be the back-to-back failed Coups which would have made a huge difference to the map makeup.  Small condolences in the fact Central America and the Middle East tilted back towards me. 

Next turn is the last in Mid-War, which means after that the Late War cards will get shuffled in to the draw deck.  That means any scoring cards that don’t come out now might not come out at all.  Hopefully I don’t get too many Scoring Cards as they really cut in to your ability to place influence.