Twilight Struggle!
Yep:
It was 20 years ago this year that this little gem hit the shelves. I'm not one to gush over things. I like things, and will talk about those things that interest me or that I like. But not all the time. Sometimes things I like fly under the radar, so to speak. I like them and that's good enough for me.
This is one of those cases. As I've said, if I ever had anything close to a sustained, long running hobby, it would be strategy games. Wargames fall into that category. But I like strategy games as a whole. Usually my preference is for historically based games, my love of history being the factor there.
We bought this some years ago. By now I'm thinking it must have been around its 10th anniversary, give or take. As the artwork suggests, it's a grand strategy game based on the Cold War. My sons are fond of asking how bad do things have to be today for people to be nostalgic for the Cold War. Yet when we consider the state of the world today, it's easy to see why some would look at those days with a sense of yearning. Nostalgia sometimes gets a bad wrap. Though I sometimes think the worse things are the more we trounce on those people who try to find the good of the past. You might say, the level of hostility to nostalgia might say much about how well we're doing with the present.
Anyway, if there was one trait from that time, especially the late Cold War, it was Optimism. That was the thing. Though the progressive movement was turning our attention more and more to the increasingly irredeemable sins of the West, America, Christianity, and pretty much anything west of the Urals, it was still wrapped up in a bundle of 'but look how much progress we've made!' Oh, there was still the insistence that we focus on those who 'fall through the cracks', or the insistence that we admit there is still work needing done. But the uber-narrative was that we were getting better, moving forward, and had much to be happy about.
Plus, though it's easy to look back and remember the stress and strain of the Cold War years, and it's not difficult to see we were already being weaned into thinking that the best we could say in the US was that we were no better than the Soviets, there was still the reality of the USSR. It was there. And despite the developing cultural emphasis on how cool the communists could be, we couldn't help but notice a dearth of those same people falling over themselves to move there.
Fact is, no matter how we sliced it or tried to blame Reagan, we still had the idea that over there was Mordor, and we were at least Gondor. As flawed and sinful as we were and as the focus increasingly was, we were still on the right side of the conflict.
And it looked like we were trying to learn from the past. Lofty ideas of putting behind us judging based on skin color or any group identity, being tolerant of differing views and lifestyles, restraining from judging either the past or the present, putting the pains and hurts of history behind us, being free to live and speak and think as we choose - those were mighty appealing social promises. Appealing, even if, in hindsight, it's easy to see those making such promises had some pretty long lists of provisos and qualifiers attached to those high ideals.
Now, I expect little from the games I love. Really. I don't get hung up on accuracy or details or really much of anything. Sometimes a design decision will leave me scratching my head. But then I remind myself that I'm looking at a playing piece on a board that is supposed to vaguely represent in often unimaginably abstract ways the complexities of the human experience, entire historical events, and often in the worst of circumstances. I'll usually give a pass to the designers.
What I do love, however, is when a game strikes that right vibe; that feeling that matches what the game is attempting to evoke. It might be the vast long term and complex logistical focus of World in Flames that allows you to sympathize with the massive organizational undertaking that was the Second World War, or the excellent mood of ancient Roman cloak and dagger that comes with The Roman Republic, or even a very broad sense of medieval feudal wranglings in that boardgame Fief. The game 1776 catches the scale of that Revolutionary Colonial era war feel, and Victory Games' The Civil War was the first Civil War game I played, and still the best for putting you in that time from a bird's eye view, at least IMHO. As I wrote some time ago, I even like the game Eldritch Horror for that Lovecraftian aesthetic it hits so well.
That's why I love Twilight Struggle. To borrow the old saying, it 'Gets' the Cold War and the whole feeling of that period in history. Even the parts of the game that tap into events long before I came along manage to pull me back to that time when we weren't fighting about reality, but instead were still trying to struggle for the right over the wrong in basic, common sensical ways.
The game itself is a pseudo-card driven game. The goal is to get the most points, and this is accomplished by pushing your side's influence into as much of the world as possible. And don't forget those obscure African countries in the middle of nowhere, they can make a difference. The one game ender is if certain events could cause the Defcon Rating to drop, and we all know what happens if it hits one (game over, both lose - a fun mechanic).
The cards themselves are drawn randomly, and played back and forth by each player. There are different sets of cards per era of the Cold War - early, mid, late. The cards have a point value that you can play to push more influence into an area, or invest in other nifties, like the Space Race or even the Olympics. The cards also have historical references printed on them that can be played instead, and they give a tremendously broad amount of benefits for your side or penalties for the other. The various historical references vary greatly from Woodstock and The Soviet Pact, to Sputnik, The Truman Doctrine, or heck, the whole of the Korean or Vietnam Wars. In the instructions, in keeping with the best of historical strategy games, there is a section that explains the actual historical basis for each card and the overall time period.
All in all, it seeks to unpack that era after WWII that changed how the era after such a catastrophic war might have unfolded, even if at the time we didn't realize that. And the game manages it on almost every level. A relatively fast game, it can be wrapped up in an hour or so. Or it can drag out. But once you get the hang of it, it's a fast play for two players. One that manages to pick you up and deliver you back to a time when you didn't need an explanation for the picture on its box.
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Why did scenes like these from my college days make a young, liberal agnostic like me feel secure and confident even though they weren't supposed to? Because I wasn't an idiot, that's why. |