The Cold War
The Cold War was a period of geopolitical tension between the Soviet Union and the United States and their respective allies - Eastern Powers and the Western Powers. This conflict lasted 44 years.

It's called “cold” war because there was no direct large-scale combat between the two superpowers. The conflict was based around the ideological and geopolitical struggle for global influence.
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Since both the USA and the Soviet Union had sufficient nuclear capability to ensure mutual destruction, any open conflict was discouraged. Thus, the struggle for global dominance was an indirect one, such as psychological warfare, propaganda campaigns, espionage, economic measures, rivalry in sporting events, and the space race.
Now that we know this historical context, let’s check out Twilight Squabble!
Twilight Squabble - Game Info
Twilight Squabble is a 2-player game, ages 14+, by designer David J. Mortimer. Art by Scott Nicely and Steven Tu.

Released in 2016 by AEG, Twilight Squabble has not yet been published in Brazil. Its basic gameplay is focused on good use of the cards in your hand.

An interesting fact: Twilight Squabble was created to fill the gap of a good Cold War game that didn't take forever to play, like the acclaimed Twilight Struggle. Although Twilight Squabble is much faster, it keeps the tension that is so important to the theme.
Let's play!
The Game
Beginning in 1947, and for the next 44 years, the United States and the Soviet Union have fought for power, nuclear supremacy and the space race, while historical events and socioeconomic factors have constantly altered the course of this conflict.
In Twilight Squabble, each player represents a superpower and fight for global supremacy.
The game has a very simple setup:
- Each player chooses a superpower (USA or Soviet Union) and takes the respective activity deck;
- The Balance of Power tracker, which represents the tug of war between the two countries, is placed at DEFCON 5.
- Each player places one of their tokens at the start of the space race tracker.
- The remaining 3 socioeconomic tokens are set aside;
- The event deck is placed near the trackers.

It should be noted that, at the beginning, both DEFCON and the space race are in a neutral state. Fun fact: DEFCON - Defense Readiness Condition - is an alert state used by the United States Armed Forces. The levels range from 1 to 5, with 5 being the lowest and 1 being the highest.
Each player's activity deck consists of 17 cards, with the following content:
- 1 Agent Card;
- 1 Double Agent Card;
- 3 cards from the 1st Era of the Cold War - 1947-1953;
- 3 cards from the 2nd Era of the Cold War - 1953-1962;
- 3 cards from the 3rd Era of the Cold War - 1962-1979;
- 3 cards from the 4th Era of the Cold War - 1979-1985;
- 3 cards from the 5th Era of the Cold War - 1985-1991;

Each card represents a historical event from that era, making the game quite thematic.
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Let's take a closer look at an Activity card:

Each card contains the following information:
- Activity Value: determines the card's strength.
- Era: indicates the historical period of the card.
- Space Symbol: used when there is a tie in the space race.
- Card Title: a historical event.
- Counter Value: the card's value to negate the opponent's card.
The game will last for a maximum of 5 turns, where each turn represents an era. So, to simulate a 1st turn (or era): each player takes their respective agent card and double agent card, then:
It may seem complex at first, but everything happens quickly, with many twists, and moments of tension.
Detailing the Turn Actions
Drawing the 3 activity cards is very simple - just take the activity cards of the respective era and put them in your hand. If this is the first turn, these 3 cards plus the agent and double agent cards will total five cards in hand. That's it.
Afterwards, reveal a card from the event deck and check which card will appear and what impact it will have. This can change your entire strategy. It's a very tense moment in the game.

Now that we have our cards and know the event, it's time for strategy. Play a face-down activity card, one in the Balance of Power track, and another in the Space Race track. It seems simple, but we must set up a strategy considering a few important things: focus on the Balance of Power or the Space Race? Should we play an agent or a double agent?

If an agent or double agent was played, it's time to reveal it. The agent allows you to reveal the opponent's activity card in the space race. However, if a double agent was also played, it will counter the agent and reveal the opposite space race card. It's intense!
Once that's done, it's time to place socioeconomic tokens on the activity cards - if you have any, and choose to place them. Each socioeconomic token will add 1 point to the Activity Card's value. The tokens represent socioeconomic factors happening in your favor. This is very relevant during the game.
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Once everything is set, the most awaited moment arrives: revealing the activity cards. Take note - if, by chance, the amount of socioeconomic tokens placed is equal to the value of your activity card, the final value of your card will be zero. That's right, ZERO! So, be careful!

Now that the cards are revealed, each player has an opportunity to play counter-activities to the opponent's card, and thus negate their value. This can only be done on the Balance of Power track - never on the Space Race track. Remember: any value added by socioeconomic tokens is ignored to counter activities. This is quite a turnaround - so use it wisely!

If you still have an activity card in hand, you can trade it for socioeconomic tokens, to be used next turn. You'll receive an amount of tokens equal to the value of your activity card, limited to a maximum of 3 tokens.
At the end of the era - or turn -, simply check for a victory condition: whether there was a Nuclear War or the End of the War.
This is a turn of Twilight Squabble!
Ending the Game
There are 2 possible endings to the game:
- 1. Nuclear war: if the Balance of Power reaches the mushroom cloud, nuclear war ensues! The player whose color is indicated in the cloud (red for Russia, blue for America) launches a nuclear strike and destroys the opponent, thus winning the game. This means that if the balance of power goes too far in your favor, you lose the game!
- 2. The end of the war: if the 5th era (1985-1991) is finished, then the game ends. The superpower that has the balance of power in their favor wins. If the balance of power is at DEFCON 5, then whoever has the Space Race Leader card wins!
Strategy Tips
Twilight Squabble is highly strategic, and every little play is impactful: the value of the activity, the event, the socioeconomic factors, the agents, the opposing activity, and so on. There are many things that can, and will, change the outcome of this conflict.
You will need to flex your plans depending on the event card, which can have several effects: from stopping you to counter the opposing activity, space missions with random cards, double advancement in the space race, loss of socioeconomic tokens and much more. Expect the unexpected!
The choice of which activity card to play is crucial. After all, both tracks are important: Balance of Power and Space Race. Each one can give you a different advantage in the game.
The Balance of Power is a constant threat - if it goes too far in your favor, and reaches DEFCON 1, you will receive a nuclear strike and lose immediately. So, in the end, it really is a balance - the boundaries are dangerous for both sides. Remember that if you are in DEFCON 2, and the opponent intentionally loses the dispute for balance of power, your DEFCON reaches 1, and you'll be defeated. Think about it very carefully!
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In the Space Race, it's always good to start ahead. After all, in the first stage, you get a socioeconomic token, and in the second stage, you move the balance of power by 1 to your side of the track. Important: if there is a tie in Space Race activity, a card with the space symbol wins. If there is a tie and none of the activity cards have the space symbol, no one advances.

Remember, being ahead guarantees you the Space Race Leader card, which is a tiebreaker in case the war ends and DEFCON is at 5.
Agents and double agents are essential for espionage in the opposing space race. However, once it's used, it is discarded - the agent only comes back if you use your double agent to rescue the discarded agent.
About socioeconomic tokens, there is a very important detail: whoever has the balance of power in their favor uses it first; if it is at DEFCON 5, the Soviet Union plays first. Using tokens says a lot about your strategy, so if you use them when you are already ahead in the balance of power can give away your entire strategy.
Regarding the counter-activity cards in the Balance of Power, there is also a lot of strategy involved, because, once again, whoever has the balance of power in their favor plays first. If it is in DEFCON 5, the USA plays first.
In the end, having the balance of power on your favor can sometimes help, sometimes not. It is a really intriguing game.
Always keep an eye on the balance of power, if your opponent is in DEFCON 3 or 2, purposefully losing the dispute for the balance of power can make them reach DEFCON 1 and thus, launch a nuclear strike on them. Know how to use this power to your advantage!
Plan your best strategy without forgetting countless variables and win in Twilight Squabble!
Unboxing, Rules and Gameplay videos
Unboxing:
Rules:
Gameplay:
Pedagogical Tips
If you're looking for a game with a lot of strategy, constant math calculations, hand management, and difficult decisions amidst so many variables, Twilight Squabble is your game.
The game provides several nonstop stimuli for children. It's a quick game, but with difficult decisions that have a large impact on the outcome. This will help with working through frustrations, and also that choices generate good and/or bad results.
This game is meant to take us out of our comfort zone. There is no way to set up a strategy at the beginning and continue without changing it until the end. Events, activity cards, balance of power, space race, socioeconomic tokens, whether or not to use an agent or double agent - it's just too many pieces to consider.
Regardless, this will encourage children to think, rethink, think again, and then play and wait for the result - a kind of “good tension” that only good games can provide.
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And finally, the history lesson behind the game is also great.
Pedagogically, Twilight Squabble brings good and important stimuli, in addition to teaching and entertainment!
I recommend Twilight Squabble for your collection!
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