And as the leader of the free world, I got confronted with an eager Soviet leader. If I were to lose this game straightaway, I would go down with a fight. How do I even get rid of all this bad news? How will I even be in the game after two turns with all these events that only seem to help the USSR? #Struggle session brick by brick full#I had heard of the concept of "defcon suicide" before and explicitly and repeatedly pointed out to my adversary that Global Thermonuclear War on either of our watches would mean that the opponent wins, because I didn't want our first game to last exactly three card plays.ĭrawing a hand full of your opponents cards fills you with fear. We put our influence in our parts of Europe, and before long we were pondering about our first headline event and what order our hand should be played in. We set up for a rules exploration session, and coming from COIN, this one was surprisingly short. Luckily, it also happened to pique the interest of my girlfriend. The latter was never on my radar, but ever since I got my hands on Falling Sky and learned that war games aren't just for history buffs with more time on their hands than a gaming group trying to tackle Eclipse with 6 players for the first time, I figured that a 2-player card driven war game about the Cold War might actually be my thing. Getting into COIN games recently, and browsing the GMT catalog at a friendly not so local webstore, I decided to not only get A Distant Plain, but also Sekigahara and Twilight Struggle.
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