
I totally agree with sam's insightful post on Dominion there and it made me think about Twilight Struggle.
Here's a well considered game and a well constructed one (both in the planning and in the quality that GMT games have produced). It bears a passing resemblance to other territory acquiring games such as Risk but in it's detail and it's commitment to a theme it goes way beyond.
From what I've been reading, this is a game which has been around for some time but which was little-known until recently when a few geeks descovered it and elevated it to the lofty rank of third in the Boardgame Geek top games list, it's since been re-issued and has been bought by a new generation of gamers, and here's one - me.
To give you a flavor of what the game's about I'll briefly describe how it's played (this could be tough!): It's a 2-player game, one plays the US and the other plays the USSR. It's played over ten rounds and each represents a four or five year portion of the 45 year war. During the game you will try to gain influence and control across the globe, but particularly in key battleground states such as Korea and Germany. The flavour and detail in the game come from three decks of cards (representing the early, middle and late war) which all contain key elements of the war (Cuban Missile Crisis, Korean War, Pershing 2 Deployment). During each round you will have eight cards to play and you take turns in placing them. Some cards can only benefit either the USSR or the US, some can benefit both and part of the skill in the game comes from minimizing any benefit you are forced to give your opponent. Each card contains an action and a value (from 0 to 4 or 5) and you can choose to use the action or to use the value to perform military operations around the board. Scoring comes from a number of areas but mainly from scoring cards such as the Europe Scoring Card: This will be randomly picked-up by one player and will be played at their discression during that round. You score points as detailed on the card, this typically involves the player with the most influence in that area scoring highest. The game ends as soon as one player moves 20 points ahead of the other, at the end of turn 10 or if ever you trigger a nuclear war by decreasing DEFCON to level 1.
So, when I first purchased the game I was, of course, eager to get playing. I took it home, unwrapped it and started to read the rule-book. This was a 40-page document but, somehow, devoted very few of these to explaining how to play, and I found it tough trying to understand what the game was all about, what we were aiming at or what was the point of doing the many things it said were possible. As such, I gave-up and quit after two-hours of trying to fathom it. I took the rules to bed later that day and a few days on I felt we could attempt our first game: We did, we started to play, we seemed to be getting things mainly right and the game progressed (very slowly) but we still didn't really know where to concentrate our efforts so a couple of hours into the game we gave-up (again). However, that was not a fruitless game, it set us up for our first (and so far our last!) full game which we completed in just shy of 4 hours and which I'm pleased to say I won.
So, is it good? Is it worth the effort? Will I play again?
Yes. I hope that when I gave you the brief run-down of the gameplay you started to get a feel for why you would play this game, it has everything that Sam felt was lacking in Dominion: A World-map for a board, a thoroughly cohesive theme where you really do feel like you're slogging your way through a bitter and protracted war, a low complexity scoring system where you can always see who's winning, dogs in space and the ever-present nuclear threat! It really is awesome in the truest sense of the word.
So, should you all rush out and buy it? No, absolutely not, if only for the reason that no other person should have to endure trying to learn this game by themselves! I really feel like the manufacturers intended that you would learn this game with someone who's played it before, the rules just don't compare to those provided in more modern games (they make the Puerto Rico rules like an early-learning pamphlet!). This is a long game, it was not just our inexperience which took it to the many-hour level of gaming, it simply has so many elements and such a lot of decisions that you could never play it quickly. It's also a 2-player game and could never be played with more.
Tom Vassel likes this game and says that every year he moves it higher up his list of favourite games. This makes perfect sense to me: It is one of those games which you start playing with very poor (or no) strategy and which I think would take a number of games before you could put together anything but a rudimentary strategy. In particular, it's hard not to solely concentrate on what is happening right now in your first game, but what you clearly need to have present in your mind at all times is the Middle and Late stages of the war (where different cards come into play and where your early moves could become very important). As such, this is a game which could take a lifetime to become any good at, and you'd need someone else who's going to put in the hours because you could never have a mismatched pairing.
In summary then, this will never be a game which you play regularly (for many it will be a game you'll never want to even try) but for those who like a well themed game, high on strategy and with the intensity you get from a one-on-one battle, there can be few (if any) better.