How to Play

Twilight Struggle

2-2 players 120-180 min 8.2 Board Game Geek Rating

Players control the USA and USSR in a tense Cold War struggle spanning 1945-1989. Using card-driven mechanics, they deploy influence markers worldwide to gain allied nations and regional control. Victory comes through dominating enough countries or triggering nuclear war. Events recreate historical crises like the Cuban Missile Crisis and Space Race in this strategic two-player conflict simulation.

Published 2005

Twilight Struggle

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Shuffle Early War cards
Shuffle the Early War deck and deal 8 cards to each player
2
Give USSR the China Card
USSR player receives the China Card face up
3
Place USSR starting influence
Place influence markers in the following locations:
4
Place US starting influence
Place influence markers in the following locations:
5
USSR places Eastern Europe influence
USSR player places 6 influence anywhere in Eastern Europe
6
US places Western Europe influence
US player places 7 influence anywhere in Western Europe
7
Position Space Race markers
Place both side Space Race markers to the left of the Space Race track
8
Set Military Operations
Place both Military OPs markers on the zero space of the Military OPs track
9
Set Turn marker
Place Turn marker on the first space of Turn Record track
10
Set Round marker
Place Round marker on 1 space of round track
11
Set DEFCON marker
Place Defcon marker on the 5 space of the Defcon track
12
Set Victory Points
Place both side VP markers on the zero space of victory points track

On Your Turn

What you can do during your turn.

1
Begin each turn
Increase DEFCON status if lower than 5
2
Draw cards based on turn number
Draw cards from draw pile until each player has the required amount
3
Reshuffle when needed
When draw pile exhausts, reshuffle discard cards into new draw pile
4
Conduct headline phase
Both players choose a card (other than China Card) and reveal simultaneously
5
Handle headline cards
Leave on table if title underlined, remove from game if asterisk*, discard otherwise
6
Alternate action rounds
USSR plays first, then US, alternating each round
7
Check for forced scoring card play
If you have as many scoring cards as rounds remaining, you must play a scoring card
8
Choose Space Race option
If you haven't played a card to space race this turn, you may attempt it
9
Play card as event
If card meets conditions and has no restrictions, execute the event
10
Play card for operations
Choose from Coup, Realignment, or Place Influence
11
Execute opponent events
If using operations and card has opponent's event, you may choose to execute it; if the card has opponent's event, it must be executed (before or after operations)
12
Conduct a Coup
Choose a country with opponent presence in a region not forbidden by DEFCON
13
Conduct Realignment rolls
Choose a country with opponent influence in permitted region
14
Place influence markers
Choose a country where you have influence, adjacent to your superpower, or adjacent to a country where you had influence at beginning of this round
15
Determine control
If player influence exceeds opponent by at least twice the country's stability, that player controls the country
16
Handle card after play
Discard normally, remove from game if asterisk*, leave on table if underlined
17
Pass China Card
If played, pass it face down to opponent
18
End of turn Military Operations check
Each player with less Military Operations than current DEFCON loses the difference in Victory Points
19
Reset for next turn
Place both Military OPs markers on zero; flip China Card face-up; advance turn token and reset round token

Winning

How to claim victory.

1
Score regions for Presence
Player controls at least one country in the region
2
Score regions for Domination
Player controls at least one battleground country, at least one non-battleground country, more battleground countries than opponent, and more total countries than opponent
3
Score regions for Control
Player controls more countries than opponent and all battleground countries in the region
4
Win by Victory Points
At end of Turn 10, all regions are scored; player with most VPs wins
5
Win by 20 VP
A player that reaches 20 VP at the end of a round wins the game
6
Win by Europe Control
A player that controls Europe when the Europe Scoring card is played wins the game
7
Lose by DEFCON 1
Whenever the DEFCON level reaches 1, the phasing player loses the game
8
China Card exception
You are never forced to play the China Card, even if it is your last card in hand

watch & Learn

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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