Sweet Justice

It was a balmy spring evening when my good friend kfsimpso decided to tempt fate once more… He was stepping up to the big dance and riding high off his previous victory. But he would pay dearly for his hubris… A broken man left here that night, a man with many questions, and few answers.

This is the tale of his deconstruction.

Europe: Asia was scored early, so a fair amount of points were spent in Europe. Kyle took France for the battleground edge, but my ops combined with the early war USSR event’s that give me points in eastern Europe allowed me to have a pretty nice country count. I drew Europe Scoring twice and headlined it both times (so I wouldn’t have to deal with it…) Kyle got +1VP once and Defectors nullified it another time. Total non-factor in this game.

Asia: I opened the game with The Cambridge Five (which I liked so much I did it later in the game as well). Seeing Kyle’s Asia Scoring in hand I was able to charge ahead into Asia after a successful coup of Iran. I had Indo-Pakistani War in my opening hand so that I could expand aggressively without fear. He scored it early for a tie after seeing that he wouldn’t be able to catch up. As both of our attentions (mostly) shifted to Europe and the Middle East, I continued to put spare (and non-spare) points into Asia. It was a lesson learned (the hard way) from my previous game. Once Asia has been dominated it can be tough to bring back without serious commitment of ops and events (such as Colonial Rear Guards, leaving a tough choice of Asia v. Africa).

Middle East: The Middle East was a draw most of the game, with me controlling Iran, Iraq and Saudi Arabia. Kyle controlling Israel, Egypt and Libya. However a mid-war push (with help from Nasser) to de-stabalize Egypt turned out to be critical in the game ending turn 6.

Early War Summary: It was a pretty strong early war for me. Not much on the scoreboard, but lockdown in Asia, tied (but well positioned) in Europe, and tied but nothing too rosy in the Middle East. Additionally I was progressing well into the Americas (De-stalinization!!!). Africa wasn’t as good, but at least the countries I had weren’t 1 stability (notably Botswana, aka “The key to Africa” – JFK)

Map at the start of Mid War

Africa: I had a reasonable amount of influence in Africa at the start of Mid War, but not a ton of control. I made a point of taking the 1 stability countries where possible when placing ops in other places. Leading the way up the “Africa Trail” (self coined!!!) is a nice luxury as your opponent must seriously commit to catch up. There was a brief scare when Kyle played Colonial Rear Guards while I had Africa Scoring in hand!!! Africa was only scored once, but it was for my domination which was a nice bump.

Central America: I was holed up in the north east of Central America. I couldn’t ever find the ops to commit here and it showed. Somehow I went the whole game without even 1 coup attempt in Panama… This was a fairly hotly contested area as Kyle tried to remove me completely, and at one point re-aligned me right out of Cuba. My 1 point in Haiti allowed me re-entry but it was dicey for a few rounds!

South America: I’ve already written GMT games and asked for South America to be formally renamed to “Jake’s Wheelhouse” (sup ;) ). Thanks to an easy jump start I was able to slowly stretch out and control in South America. I proceeded with caution to avoid providing juicy coup targets, and was largely unopposed. Kyle made some in-roads, but by having a cluster of supporting countries I was able to successfully re-align him (mostly) out.

Turn 6 / end-game: At the start of turn 6 everything was right with the world. We’re nearing the end of the mid-war deck and I’m looking good in a few regions, and at-worst tied in others. Given the state of the game, when I drew Lone Gunman I decided to headline it rather than eventually use it for 1 op and and hope Kyle gets it later (and has to deal with it). Coincidentally it was my only USSR card, and a 1 op to boot (other than We Will Bury You which I wanted to keep in case I needed the ops) so I went for it. Paydirt! Kyle was stuck with a fairly rugged hand that included 3 scoring cards. I knew the America’s scoring cards were still out there but had (frankly) forgotten about Middle East Scoring. The fact that he held Nuclear Subs allowed him to make a comeback attempt, but having 3 scoring cards, particularly when not ahead in those regions, is a SUPER rough draw… Given his hand, I played We Will Bury You as my opener to degrade the DEFCON and gain 3VP to get me closer to victory! ABM Treaty in hand sealed the deal as I was able to coup and keep my stranglehold on South America (remember?).

Summary: I feel I played a pretty strong game here. Kyle’s final draw was somewhat salty for him, but I was well positioned to take advantage of it. TS is a harsh mistress my friend :)

Map at the end of turn 6 / the game.

Final Result: +20 VP USSR

Hands: I have been working a lot on some twilightrecap.com backend, and have plans for better presentation of the hands of a game, but it is not yet complete, so here are links to the cards we played, in the order we played them.

Kyle Jake
Turn 1 Turn 1
Turn 2 Turn 2
Turn 3 Turn 3
Turn 4 Turn 4
Turn 5 Turn 5
Turn 6 Turn 6

Great TS Site

I wanted to take a quick minute and make sure that anyone who wasn’t already aware of this great site, became aware of it.

Twilight Strategy is a phenomenal site with lots of great strategy points for new players and old. There are both general strategy points and in-depth discussions about specific cards. Itis viagra well written and quite interesting.

I highly recommend giving it a browse!

(Also of note: This site is where I got all my high quality images of TS cards. My scanned versions are not nearly as good)


Twilight Card Math

In preparation for my next recap I had to do a little card math…

I thought some others would be interested in my results. If you have a math degree or a Ph.D feel free to check my math!

So to get down to it… (All calculations include the optional cards)

Early War Cards: 38 cards. 84 ops total. Average ops per card: 2.21
Mid War Cards: 48 cards. 104 ops total. Average ops per card: 2.17
Late War Cards: 23 cards. 62 ops total. Averageops generieke levitra per card: 2.70

Abridged Results (all values approximate):

Average Early War ops / hand: 17.68 ops
Average Mid War ops / hand: 19.62 ops
Average Late War ops / hand: 20.88 ops


Early War: The simplest to calculate. Only the early war cards are in play, they are worth 2.21 each and you get 8 cards. That means an average early war hand is 17.68 ops.

Note that going forward the real values in any given game will change slightly. In particular, discards, how often The China Card is used, Ask Not What Your Country Can Do For You, Our Man In Tehran and others can affect how many cards are left over when the Mid War and Late War cards are shuffled in. I will ignore these effects for the purposes of these calculations. They wouldn’t have a large effect anyways except in extreme situations.

Mid War: There are 22 early war cards left over that get shuffled in with the 48 mid war cards. So 22 cards @ 2.21 ops each + 48 cards @ 2.17 ops each is 152.61 ops total in the newly created 60 card deck. The average value of a card in the mid war will be 2.18. However, from mid war on you get 9 cards instead of 8, bringing your average mid war hand to 19.62 ops.

Note: In turn 7 you get a full reshuffle of all mid and early war cards. So for turn 7 your average card value will skyrocket from 2.18 -> 2.19 per card!! Spend them wisely because Wargames is coming!!!

Late War: There are 68 cards left from mid/early war. 68 cards @ 2.19 ops each + 23 late war cards @ 2.70 each is 210.9 total points in a 91 card deck. The average value of a card in the late war will be 2.32. Thus your average late war hand will have 20.88 ops.


May 4th vs Simpy

Kyle and I played a game last night with me playing the the dirty reds and Simpy the even dirtier blues…

I played CIA created at defcon 2 and lost the game second turn…. Oh no wait, that would be foolish :)

Interesting side note on the game: When rolling to see whoplayed viagra prijs US/USSR I rolled double 5′s. Then I rolled double 5′s again. Then Simpy said “If you do that again I’ll give you $5″… BAM double 5′s again!!! Luckily he had $5 cash on him as I always keep my kneecap buster aluminum baseball bat handy for TS games… The odds of rolling double 5′s 3x in a row are 1 in 46656…

At any rate, those 6 5′s that I rolled would be the last time I would roll higher than 3 for the next ~4 hours…

Europe: I played de gaulle early and dumped influence into France. However I didn’t get the country count to have domination. Eventually Kyle took my control of France by adding a couple free points in, and I was stuck with Truman Doctrine in my hand that had to be played… GAH! I made a play back at Europe in late war and took Italy to regain battleground advantage. However I never had the ops to also get the non-battlegrounds required for domination.

Asia: Kyle took Asia early and I basically all but abandoned it for most of the game. A couple of (failed) coup attempts at Thailand was about all I could muster. I used Vietnam Revolts to get into SE Asia and spread some influence around cheaply so that Southeast Asia scoring wasn’t a total loss…

Middle East: I controlled all of Middle East for most of the game, keeping Kyle pinned in Iran. As the USSR (with defcon control) this is fairly easy to do despite having to hold onto 2 prime 2 stability coup targets in Egypt and Libya. I was able to capitalize on Opec a couple times as well (I *love* Opec as USSR! It’s like a scoring card just for me!!!) Unfortunately in late war Kyle used a crippling combination in the middle east. He used The Voice of America to remove me completely from Libya and Egypt (gah!), then used Iran-Iraq war to take Iraq from me (GAAAH!!!!), and he had the ops to muscle me out of Israel!!! Oh ya and he scored it at that time… SUPER sigh :| I proceeded to dump ops back in to bring it back to a draw on country count, but that was not at all how I envisioned Middle East playing out :)

Africa: Kyle expanded in Africa early and scored it for domination, but I took it back with authoritay and held it for the rest of the game. However I think it was only scored one more time after that (other than final scoring) which is too bad due to the huge variation in VP’s from domination vs presence when Africa is scored. Nothing interesting really happened in the usually action-packed Africa…

Central America: I had Simpy right wrecked in CA for the first half of the game… However… when it actually mattered I was pooched… I was so far ahead in both the Americas that I kept holding Junta for lack of a good target… Then I squandered it on some BS… Kyle made his move starting with Puppet Governments (I think) to get into a few countries and then made a successful coup in Panama to way over control it. Quite a bit of fighting back and forth in this area, but ultimately Kyle held it…

South America: I got into South America early and spread out for control of the continent. Kyle didn’t really take any shots at it so I scored it a few times, 2x for +10 points due to control. Sadly (I know I know, we’re all sad for me…) that wasn’t enough…

Summary: I was behind in VP’s most of the game, but I felt my board position was pretty good. For nearly all of mid war I has far ahead in South America, Africa and the Middle East. Central America and Europe were Simpy’s, but not by much, and I was right out of Asia. I thought if I could make a move to get CA and Europe to a draw I could pull it out. However the devastating combination that led to me losing the middle east on turn 9 (not to mention the scoring of it) forced me to spend those ops that I wanted to spend elsewhere just to get Middle East back to a draw.

Final Result: US 7 VPs (board)


New Blog!

So this is my first ever blog. It’s still a bit rough around the edges but it allows me to do some interesting things with my TS game recaps. Please pardon the rough edges for now…