Twilight Struggle
317 questions players ask about Twilight Struggle, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-24.
317 questions players ask about Twilight Struggle, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-24.
The designer answered this directly in 2006.
No. The 3 in East Germany are fixed setup Influence; the USSR's 6 discretionary markers go anywhere in Eastern Europe on top of that, so East Germany can end setup with more than 3. The designer confirmed this reading when the example of play seemed to show a different total.
The designer answered this directly in 2005.
Four in Australia. The designers' errata corrected the first printing to 23 US Influence including 4 in Australia; the later rules added 2 more in Canada, so current editions place 25 in total.
The designer answered this directly in 2009.
Yes, in the Deluxe edition and later. The designer called this extra Canadian Influence the only mandatory change in that edition; older rule sets and printings don't include it, so follow the current setup.
The designer answered this directly in 2008.
In Influence. The designers changed the tournament bid from VP to extra starting Influence in the 2008 reprint, matching how tournaments were already run. Bid for sides before dealing; after the deal the USSR places its free setup Influence, then the US.
The designer answered this directly in 2005.
Yes. The designers' errata says its stability number should have been printed in red; it is a Battleground. Later printings fix the map.
The designer answered this directly in 2009.
No, it is deliberate. The designer explained that Vietnam already features on several cards (Vietnam Revolts, Quagmire, Southeast Asia Scoring) and that US policy in the region was really aimed at Thailand.
Several experienced players agree; there is no official ruling.
Neither. Setup Influence isn't bought with Operations points, so neither adjacency nor the 2-for-1 cost applies; place it anywhere in the area the setup names.
Several experienced players agree; there is no official ruling.
It is a balancing convention, not a core rule. Because the USSR is generally considered stronger, players often bid Influence for sides, and an extra 2 US Influence became the usual tournament balance. It is placed after normal setup, in countries where the US already has Influence.
One experienced player answered this; there is no official ruling or second opinion.
Each player secretly writes a side and a number of Influence. If they choose different sides, each gets their choice with no bonus. If both want the same side, the higher bid gets it and the other player receives extra setup Influence equal to that bid; ties are broken randomly.
The designer answered this directly in 2009.
It is optional, even though later editions print it on the map. The designer advised against combining it with the full set of optional cards because together they tilt the game too far toward the US.
The designer answered this directly in 2025, and it matches the rulebook's summary.
Yes. Since Influence can't be negative, beating the opponent by at least the Stability Number already means you have at least that much Influence. The designer said redundancies like this were added for the benefit of first-time players.
The rulebook's "Overview and Control" section states this directly.
Nobody. Your Influence must exceed your opponent's by at least the Stability Number, so a tie never gives control.
The rulebook's "Overview and Control" section states this directly.
Their Influence plus the country's Stability Number. With 4 USSR Influence in Japan (Stability 4), the US needs 8. While the opponent still controls the country, each of your markers there costs 2 Operations points.
Yes. Control is checked continuously. With 3 US and 1 USSR Influence in South Africa (Stability 3), nobody controls it; a printed example that shows otherwise is wrong.
No. There is no cap, and both players can pile up large amounts in the same country; use higher-value markers to show the totals.
One experienced player answered this; there is no official ruling or second opinion.
Yes, according to the long-standing collected designer rulings: each superpower space counts as a country controlled by that side when an event checks for adjacent controlled countries.
Yes. Every connecting line counts for adjacency; the styles only distinguish links within a region from links between regions.
Several experienced players agree; there is no official ruling.
Yes. The thick line links Japan to the US superpower, so the US can place there and USSR control of Japan earns the bonus for countries adjacent to the enemy superpower. It does not link Japan to Canada, Mexico or Cuba.
Several experienced players agree; there is no official ruling.
No. Each is adjacent only to the superpower. The USA touches Canada, Mexico, Cuba and Japan; the USSR touches Finland, Poland, Romania, Afghanistan and North Korea.
Several experienced players agree; there is no official ruling.
No. Only countries joined by a line on the map are adjacent. The board deliberately follows political ties rather than strict geography, so some real neighbours are not connected.
Yes. They are connected, though the link is hard to see against the artwork of China.
Several experienced players agree; there is no official ruling.
Both. Their two-tone shading puts them in both subregions, so events naming either Eastern or Western Europe (Warsaw Pact Formed, Marshall Plan, setup placement) can affect them. Likewise, every Southeast Asia country is also part of Asia.
Several experienced players agree; there is no official ruling.
Western Europe. The split follows Cold War alignment, not geography.
Several experienced players agree; there is no official ruling.
Yes. Canada belongs to the Europe region for scoring and events.
The designer answered this directly in 2009.
Yes. The designer ruled that anything a player could track anyway is public, so both the discard pile and the cards removed from the game can be checked at any time. Only the draw deck and the opponent's hand are hidden.
“So the discard pile, as well as cards that have been removed from the game are reviewable at any time.”
— JasonMatthews, designer
The designer answered this directly in 2025.
No. The designer says the map has not meaningfully changed since first publication; editions differ in card tweaks and art. The 20th Anniversary edition adds an optional alternate-history variant that changes Asia.
The designer answered this directly in 2005.
Not entirely. The designers acknowledged errors in it (Korean War's DEFCON drop isn't applied, Central America presence is miscounted), and it still uses the old 2 Ops Red Scare/Purge, among other slips. Where the example and the rules disagree, follow the rules.
No. The rules contain no solitaire system; solo players use fan-made variants or play both sides.
A designer issued this as errata in 2013; later printed rules reach the same result through a note on automatic victory.
Under the designer's 2013 errata, held cards are revealed before Military Operations are checked, in every game: the two end-of-turn steps swap places and the reveal is no longer tournament-only. You only show the bottom, red-striped part of each held card to prove none is a Scoring card. Later Deluxe printings kept the old order (Military Operations first, reveal for competitive play) but added a note with the same effect: if a player reaches 20 VP during the Military Operations check, held cards are revealed first, and a player holding a Scoring card loses. Either way, a Military Operations award can't rescue a player who is holding a Scoring card.
“Phase E (Check Military Operations Status) and Phase F (Reveal Held Card) should swap places in the sequence of play”
— ASGupta, designer
Yes. Scoring cards may never be held, and a player who ends the turn with one in hand loses, tournament or not. If both players are caught holding Scoring cards, the US wins. The Space Race discard ability can't be used to dodge this, because held cards are checked before that discard happens.
The designer answered this directly in 2024, and it matches the rulebook's summary.
No. You are only dealt up to the hand size for the period (8 in the Early War, 9 from turn 4), so every card you held over means one fewer new card. The China Card never counts toward hand size.
“No you are dealt cards up to the hand size for that era. So if you're holding more cards you are dealt fewer cards.”
— JasonMatthews, designer
Several experienced players agree; there is no official ruling.
Yes, and no. Playing the China Card, taking a card with SALT Negotiations, or being stuck under Quagmire or Bear Trap can leave you with several cards, and you keep them all into the next turn. There is no end-of-turn discard; you simply draw fewer cards. Scoring cards are the exception, since they may never be held.
Several experienced players agree; there is no official ruling.
No. Leftover cards stay in your hand. The only way to discard a held card at turn end is the Space Race ability that allows it, and that discard can't be a Scoring card.
The rulebook's "Game Sequence" section states this directly.
No. If you have a card in hand, you must play one each action round, even if every option hurts. You are never forced to play the China Card, and an 8th action round from the Space Race or North Sea Oil is optional. A held card isn't required either: if discards leave you short, you just end the turn with nothing held.
Several experienced players agree; there is no official ruling.
You sit out your remaining action rounds and your opponent keeps playing, possibly several rounds in a row. Nobody draws cards during a turn. A player left holding only the China Card is not forced to play it.
The rulebook's "Game Sequence" section states this directly.
The USSR acts first in every action round of every turn, then the US. Only headlines are chosen and revealed together; in action rounds each player plays and fully resolves a card before the other chooses theirs.
The rulebook's "Game Sequence" section states this directly.
The one with the higher Operations value; on a tie the US headline goes first. Scoring cards count as 0, so they always resolve second.
The rulebook's "Game Sequence" section states this directly.
No. The headline is a separate phase before the action rounds, which is why effects that trigger at the end of an action round, such as NORAD, don't fire during it.
Yes to both. Headlines resolve one at a time, and each card is discarded (or removed) as soon as it resolves. So a SALT Negotiations or Star Wars headline that resolves second can take the opponent's first headline card from the discard pile, but a headline that hasn't resolved yet can't be taken.
The designer answered this directly in 2021.
Yes. Revealing headlines together doesn't make them simultaneous plays. Red Scare/Purge resolves first and is already in effect when Junta's event uses its Ops, so Junta loses 1 Op exactly as it would in an action round.
“yes, Red Scare/Purge modifies Junta when they are played in the same Headline Phase, just as it would in the regular action rounds.”
— JasonMatthews, designer
Several experienced players agree; there is no official ruling.
Yes. Any card except the China Card and UN Intervention can be headlined. A headline is played for its event, so an opponent's event resolves for them and nobody gets Operations points. It is sometimes a useful way to clear a bad card.
Several experienced players agree; there is no official ruling.
Yes. The event has no effect and the card is discarded, not removed, so it can come back later. Players sometimes do this deliberately to get rid of a card.
Several experienced players agree; there is no official ruling.
The China Card and UN Intervention, since UN Intervention has to be played together with another card. Everything else can be headlined, Scoring cards included.
Several experienced players agree; there is no official ruling.
Yes. You can't headline a card just for its Ops, but when the event itself gives you Ops or a free coup (CIA Created, Lone Gunman, Junta, a boycotted Olympic Games), you use them right away in the headline. That can mean an early coup, so watch DEFCON.
No. Once a card is committed as a headline it is no longer in your hand, even if it resolves after the opponent's headline or was revealed early. The designer agreed that a headlined Scoring card doesn't count for Cambridge Five.
Several experienced players agree; there is no official ruling.
The player who headlined that card, even when it is the opponent's event. Each headline's player counts as the phasing player while it resolves, and headlines resolve one after another, so they never cause DEFCON 1 together.
Several experienced players agree; there is no official ruling.
No. Reaching 20 VP ends the game immediately, so the second headline, often a Scoring card resolving last, never happens.
Several experienced players agree; there is no official ruling.
One at a time, alternating, starting with the USSR. If the deck runs short, the US ends up with the smaller hand; if it runs out partway, the remaining cards are dealt first and then the reshuffled discards. The order comes from the tournament rules but is the standard way to deal in any game.
Several experienced players agree; there is no official ruling.
Discards are reshuffled into a new draw deck only when the draw deck runs out. When the Mid War (turn 4) or Late War (turn 8) cards come in, shuffle them into whatever remains of the draw deck and leave the discard pile alone. Removed cards never come back.
The rulebook's "Game Sequence" section states this directly.
Yes. The rules say to reshuffle the discards as soon as the draw deck is empty, not when a card next needs to be drawn, so an exactly empty deck is reshuffled right away and the new war's cards are then shuffled into that deck. A minority of players read it as reshuffling only when a draw is needed, which would deal the first turn of the new war from the new cards alone, but the wording favors reshuffling at once.
The designer answered this directly in 2009.
Yes. Reshuffle the discards into a new deck as soon as it's needed, even mid-action round, and keep drawing. The designer confirmed the reshuffle for Our Man in Tehran.
Several experienced players agree; there is no official ruling.
An extra action round: for a player who reaches the last Space Race box first, or for the US after North Sea Oil. Normally turns 1-3 have 6 action rounds and turns 4-10 have 7. Taking the 8th round is optional.
The rulebook's "Game Sequence" section states this directly.
You are. The phasing player is whoever's action round it is, even while the opponent's event resolves. The opponent still makes the event's choices.
No. In an action round you may only choose the Event option for a card whose event is yours or belongs to both sides. A card carrying your opponent's event must be played for Operations, and their event then fires. The designer confirmed this is the intended reading and corrected the wording of rule 7.1 accordingly. To get rid of such a card without its event, send it to the Space Race.
“cards with the opponent's associated Event may not be played purely as events. Instead they must be played as operations, with the opponent's event occurring as per 5.2.”
— ASGupta, designer
The rulebook's "Card Play" section states this directly.
No. A card with your own event is played either for its Event or for its Operations points, never both. If you take the Ops, the event is skipped and the card goes to the discard pile, so it can come back after a reshuffle.
No. A card whose event belongs to both superpowers behaves like your own card: you pick the event or the Ops. Played for Ops, the event simply does not happen for either side.
The designer answered this directly in 2011, and it matches the rulebook's summary.
Yes. Any use of the card's Operations points, whether Influence, realignment rolls or a coup, triggers the opponent's event. The only routine way to play the card without the event is the Space Race.
The rulebook's "Card Play" section states this directly.
You do. The phasing player (the one who played the card) chooses whether the opponent's event resolves before or after the Operations, and whichever goes first is resolved completely before the other starts.
Several experienced players agree; there is no official ruling.
No. You only say you are playing the card for Operations. You decide whether to place Influence, realign or coup after the event has finished, so you can react to what it did. DEFCON restrictions are checked when you actually make the coup, so an event that degrades DEFCON first can rule one out.
Several experienced players agree; there is no official ruling.
No. A card sent to the Space Race never triggers its event, which makes the Space Race the standard way to dump a dangerous opponent card (once per turn). The card is discarded, not removed, so it can return after a reshuffle.
Several experienced players agree; there is no official ruling.
Play it on the Space Race, play it together with UN Intervention, discard it when Quagmire, Bear Trap or Blockade calls for a discard, or just hold it into the next turn. Otherwise any Operations use triggers the event.
No. The event happens automatically whether either player wants it, unless it is cancelled or its prerequisite isn't met. If it is a starred card, it is then removed from the game.
The rulebook's "Card Play" section states this directly.
The event's owner. It is implemented as if they had played it, so they choose where Influence goes or comes from, roll for any war, and collect its benefits.
Several experienced players agree; there is no official ruling.
Yes. A starred card leaves the game whenever its event actually happens, no matter who played it or why. That includes events that fire from an opponent's Operations play and starred cards played as headlines.
Several experienced players agree; there is no official ruling.
No. The star only removes a card once its event has happened. Played for Operations (or on the Space Race) without the event, it goes to the discard pile and returns after a reshuffle.
Discarded. An event that cannot occur never happened, so the card stays in the game; the designer ruled this for Star Wars, Kitchen Debates and Our Man in Tehran. An event that does occur but finds nothing to affect (Independent Reds with no USSR Influence, say) did happen, so a starred card is removed.
“Note: I realize this contradicts the way this card has generally been played, but the original intent was that this card not be removed if the condition does not obtain.”
— ASGupta, designer
The designer answered this directly in 2009.
No. Scoring cards can only be played as events. The rules say they are treated as having a Headline Value of zero precisely to set them apart from cards that really have zero Ops.
“The reason we use the phraseology "is considered to have" is to distinguish Scoring cards from actually having an Ops value of zero.”
— JasonMatthews, designer
The designer answered this directly in 2010.
No. The designer's general rule is to follow the card text exactly: Influence an event tells you to add or place goes anywhere the card allows, with no adjacency requirement and no 2-for-1 cost in a country your opponent controls. Events that instead give you Operations points to spend (CIA Created, Lone Gunman, ABM Treaty) follow the normal Operations rules.
The rulebook's "Card Play" section states this directly.
Yes. Card text takes precedence over the written rules. Tear Down This Wall, for example, allows a coup in Europe despite DEFCON restrictions, and Influence-placing events skip adjacency and double costs.
Several experienced players agree; there is no official ruling.
Yes, you may, and no, it doesn't. Any card meeting the event's requirements may be discarded unless the text says otherwise, and a discarded card's event never fires. That is why discard events can backfire on the player who triggers them.
Several experienced players agree; there is no official ruling.
Yes, unless the event says otherwise. Five Year Plan's random discard can hit a Scoring card, for example. The China Card is never part of your hand, so it can never be discarded this way.
The discard part has no effect. If discarding is how you avoid a penalty, though, as with Blockade, you can't avoid it and the penalty applies.
Several experienced players agree; there is no official ruling.
An underline marks a lasting effect: keep the card or its marker beside the board as a reminder. An asterisk means the card leaves the game once its event happens. A card with both, such as NATO, is removed from the deck but its effect keeps running.
Several experienced players agree; there is no official ruling.
Yes. Unstarred cards go back into the draw deck at each reshuffle and can recur for the rest of the game, and SALT Negotiations or Star Wars can pull them back even sooner. Starred cards are only removed once their event happens, never just because a new war period starts.
Remove every opposing Influence in the target and add that same amount of your own on top of what you already had. India with 2 US and 3 USSR becomes 5 US and 0 USSR after a US win. This applies to Brush War, Indo-Pakistani War, Korean War, Arab-Israeli War and Iran-Iraq War.
Several experienced players agree; there is no official ruling.
Yes. War events have no Influence requirement, so you can launch one just for the Military Operations and the chance at VP. Unlike a coup, it does not need enemy Influence in the target.
Several experienced players agree; there is no official ruling.
No, only countries adjacent to the target count. Arab-Israeli War is the exception, because its text explicitly includes Israel itself. Read each war card's wording.
Several experienced players agree; there is no official ruling.
The side whose event it is. Neutral wars (Brush War, Indo-Pakistani War) favor whoever plays them as events. USSR wars (Korean War, Arab-Israeli War) always resolve for the USSR, even when the US triggers them by playing the card for Operations.
Nothing is lost except information. Take it back and either use the same card legally or play a different card; the illegal attempt doesn't use up your action round.
Several experienced players agree; there is no official ruling.
No. You just lose what you have there. Only a coup converts excess into opposing Influence.
Players disagree and there is no official ruling; this is the better-supported reading.
The event can't occur, so the card is discarded instead of removed. NORAD is the exception: its 'if' only sets when the bonus Influence is placed, so the event itself can always be played.
No. All of a card's Ops go to a single kind of action: Influence placement, realignment rolls, one coup attempt, or one Space Race attempt. Influence and realignments may still be spread over several countries.
The designer answered this directly in 2015.
No. The designer explained that the word 'all' only stops one card's Ops being divided between different kinds of action; you may make fewer realignment rolls or place fewer Influence than the card allows.
“I don't think Ananda and I ever intended that you must play a realignment if you don't wont. Nor do you HAVE to play influence points, if you would rather not.”
— JasonMatthews, designer
The rulebook's "Operations" section states this directly.
No. Each marker must go in or next to a country where you had Influence at the start of the action round (or next to your superpower). Markers you place during the round don't extend your reach until a later play, so you can't chain across a region.
The designer answered this directly in 2011.
No. The designer confirmed that once an event wipes out your Influence in a country, you can't expand from it, even though it was there at the start of the action round. When you play an opponent's card that will do this (Suez Crisis, Voice of America, Muslim Revolution), take the Ops first if you need that foothold.
“If you lose your influence as a result of an event, you may no longer daisy chain out from it, regardless of questions of timing.”
— JasonMatthews, designer
The rulebook's "Operations" section states this directly.
No. Only Influence that was on the map at the start of the action round counts for placement, so Influence the event added that round can't be used to reach Argentina or its neighbours.
The rulebook's "Operations" section states this directly.
Yes. Countries adjacent to your own superpower are always eligible: Canada, Mexico, Cuba and Japan for the US; Finland, Poland, Romania, Afghanistan and North Korea for the USSR.
Several experienced players agree; there is no official ruling.
No. A superpower is not a stepping stone. A link to a superpower only makes that country adjacent to the superpower, not to the other countries it touches, and you only ever count your own superpower for placement.
2 Ops per Influence while they control it, 1 otherwise. You pay one point at a time, so as soon as your placements break their control, each further point costs 1. Influence added directly by an event never pays this extra cost.
Several experienced players agree; there is no official ruling.
Either. You may stack all the points in one country or split them however you like, as long as each target qualifies. You only need Influence in or next to the target, not control of the neighbouring country.
Several experienced players agree; there is no official ruling.
Yes. Overcontrol is legal and common, especially in key Battlegrounds: every extra point makes the country more expensive for your opponent to break, since they pay 2 Ops per Influence while you still control it.
Several experienced players agree; there is no official ruling.
No. Influence on the map only moves or leaves when a card says so (De-Stalinization, for example) or through coups and realignment. The rule about exchanging markers only lets you swap denominations within one country.
Several experienced players agree; there is no official ruling.
Yes. Ops granted by an event are real Operations: adjacency, the 2-for-1 cost in enemy-controlled countries and DEFCON limits all apply, and you may use them for Influence, realignment or a coup. This is different from events that simply tell you to place Influence.
The designer answered this directly in 2020.
Neither. All modifiers to a card's Ops are added together, so a +1 and a -1 cancel and the card plays at its printed value. The designer pointed to the rule on aggregating modifiers.
“Yes this stuff is in the rules. See 7.4 and subsequent ... You aggregate the cards.”
— JasonMatthews, designer
1, by the usual reading: the -1 and +1 are summed first and cancel. Some players apply the floor of 1 first and then add Vietnam Revolts for 2, and some online versions once did this, but most experienced players treat that as wrong.
Several experienced players agree; there is no official ruling.
There is no general cap. Containment and Brezhnev Doctrine can't raise a card above 4 and Red Scare/Purge can't lower one below 1, but Vietnam Revolts and the China Card's Asia bonus can go higher. A 4 Ops card spent entirely in Southeast Asia under Vietnam Revolts is worth 5, and the China Card can reach 6.
Experienced players agree on the general rule; the designer ruled on the Olympic Games case specifically.
Yes. A modified card counts at its modified value for every purpose. Under Red Scare/Purge a 2 Ops card can't meet a 2 Ops Space Race box or a Quagmire discard. Under Containment the US can discard a 2 Ops card to Blockade. The designer ruled that the 4 Ops from a boycotted Olympic Games are reduced by Red Scare/Purge too.
Several experienced players agree; there is no official ruling.
Who plays it. Containment boosts every card the US plays for Ops, Brezhnev Doctrine every card the USSR plays, and Red Scare/Purge cuts every card the victim plays, whichever side's event is printed on them.
The rulebook's "Operations" section states this directly.
Only enemy Influence in the target and a region that DEFCON allows. You need no Influence of your own nearby, the target needn't be a Battleground or controlled by your opponent, and you may even coup a country you control if they have some Influence there.
No. A coup uses the whole card on a single attempt, so one card gives one coup and a failed coup refunds nothing.
“You must use the whole card for the coup.”
— ASGupta, designer
The rulebook's "Operations" section states this directly.
Roll one die and add the card's Ops. If the total beats twice the target's Stability Number, the difference first removes enemy Influence and any excess becomes your Influence. A total that only equals double the stability fails. A margin of 1 against 1 enemy Influence just removes it; you'd need 2 to also add one of yours.
The rulebook's "Operations" section states this directly.
Influence stays as it was, but the attempt still counts: you gain Military Operations equal to the card's Ops, and a coup in a Battleground degrades DEFCON whether or not it succeeds.
Yes. Since you choose the order, you can resolve Allende first and then use the Ops to coup Chile, which now contains USSR Influence.
Several experienced players agree; there is no official ruling.
In any country with at least one enemy Influence, in a region DEFCON allows. You don't need Influence there or nearby, but without it you get no modifiers of your own. You can't realign a country where only you have Influence.
The rulebook's "Operations" section states this directly.
Yes. Both players roll with modifiers, and whoever is higher removes the difference from the other side's Influence in the target. If your opponent wins, you lose Influence there. Realigning where you have none carries no such risk.
The rulebook's "Operations" section states this directly.
No. Realignment only ever removes Influence from the loser; only a coup can add Influence.
The rulebook's "Operations" section states this directly.
One per Operations point. Resolve them one at a time, choosing each target after seeing the last result, in the same or different countries. Modifiers are recalculated before every roll, and a tie still spends that point.
The rulebook's "Operations" section states this directly.
Each player adds +1 per adjacent country they control, +1 if they have more Influence in the target, and +1 if their superpower is adjacent. The superpower counts once, so it is +1, not +2. Both players add their own modifiers, not just the one realigning.
Several experienced players agree; there is no official ruling.
Modified rolls aren't capped: a 6 with +2 counts as 8, and stacked penalties can push a result to 0 or less. A natural 6 has no special meaning; only the modified total matters.
The rulebook's "DEFCON and Military Operations" section states this directly.
No to both. Realignments never change DEFCON and give no Military Operations, but DEFCON still bars them in the same regions as coups.
Several experienced players agree; there is no official ruling.
Both start in the Start box at the left end of the track. The first successful attempt moves you into the first numbered box, Earth Satellite.
The rulebook's "Operations" section states this directly.
Play a card whose Ops meet the next box's printed minimum (the box number is not the requirement) and roll; land in the box's range and you advance. The first player to reach a box takes the larger VP number, the second the smaller. You score each box once, when you reach it.
One per turn unless you hold the Animal in Space ability. The card is discarded whether the roll succeeds or fails; its event never happens and a starred card is not removed, so it can return after a reshuffle.
Several experienced players agree; there is no official ruling.
No. The printed number is a minimum, not a cost. One card buys exactly one roll and any extra Ops are wasted.
The designer answered this directly in 2007.
It gives a second, separate attempt with a second card in another action round. It doesn't let you split one card into two rolls or combine two weak cards. The ability works immediately, even later in the turn you reach it, and doesn't depend on the first roll failing. The designer ruled out splitting one card.
Several experienced players agree; there is no official ruling.
An ability works every turn for the first player to reach the box, until the opponent also reaches or passes it. Then it is cancelled for good and the second player never gains it. For example, once both have reached the headline box, headlines are revealed together again.
At the end of each turn, until your opponent catches up, you may discard one held card, never more, even if you hold several. It can't save you from a held Scoring card, because held cards are revealed before the discard and holding one has already lost the game. The discarded card goes to the normal discard pile.
Several experienced players agree; there is no official ruling.
No. Events that move your marker need no roll and don't use your attempt, so you can still play a card on the Space Race that turn.
Several experienced players agree; there is no official ruling.
No. It advances you two boxes, but you only score the box you land on, and you gain any abilities you pass.
No. Scoring cards have no Operations value, so they can never meet a box's requirement.
No. A Space Race attempt needs a card that is discarded with its event negated; Ops generated by an event can't be used. A card you actually play through Grain Sales to Soviets or Missile Envy is different and can be spaced if its Ops qualify.
No. Under the standard rules you must roll and accept the result. Some editions print an optional designer rule that lets a player discard a card there without rolling.
Several experienced players agree; there is no official ruling.
No. You show it to prove it meets the Ops requirement and discard it face up, and the discard pile is public.
They are reminders. Flip the turn token after your Space Race play to show you've used it, and use the second-attempt marker if you have the two-attempts ability.
You do. The phasing player always loses when DEFCON reaches 1, even when the opponent's event did it or the opponent made the coup with Ops your card gave them (CIA Created, Lone Gunman, Grain Sales to Soviets). The designer explained this was a deliberate, simple rule: the phasing player has the most control, and cards that hand that control to the opponent are part of the risk you must manage.
The player who played Missile Envy or Five Year Plan. They are the phasing player (or the headlining player) when the event that takes DEFCON to 1 resolves, so they lose. The designer agreed with this result in a game decided by a Missile Envy headline.
Several experienced players agree; there is no official ruling.
You do. The boycott degrades DEFCON during your action round (or your headline), so as the player of Olympic Games you are blamed for nuclear war. Your opponent can boycott specifically to win this way.
Several experienced players agree; there is no official ruling.
No. The DEFCON change comes first in the card text, and nuclear war ends the game immediately, so the VP are never scored even if they would have reached 20.
The designer answered this directly in 2006.
Not in competitive play; the move stands. The designer said accidental nuclear war is intended to be part of the game, though casual players may allow take-backs for obvious slips. A battleground coup at DEFCON 2 is a legal move, not an illegal one.
The rulebook's "DEFCON and Military Operations" section states this directly.
Yes. At DEFCON 4 neither is allowed in Europe, at 3 also in Asia, and at 2 also in the Middle East. This applies to every country in those regions, Battleground or not, even though the board track only mentions coups. An optional designer rule in some editions lets realignments ignore DEFCON.
The rulebook's "Operations" section states this directly.
No, only coups in Battleground countries. Coups elsewhere still earn Military Operations but leave DEFCON alone, so non-Battlegrounds can be couped back and forth without moving the track.
No. Current war events don't touch DEFCON. The first printing of Korean War did, which is why the old example of play still shows a drop.
The rulebook's "DEFCON and Military Operations" section states this directly.
At the end of the turn each player needs Military Operations at least equal to the DEFCON level at that moment. Each point short gives the opponent 1 VP, and if both are short the penalties net out. Exceeding the requirement earns nothing. The markers then reset to zero.
The designer answered this directly in 2007.
Yes. The designer confirmed the cap. You can keep couping or playing wars, but the marker stops at 5, so two players at 5 or more are tied for Arms Race.
“It is capped at 5, yes.”
— ASGupta, designer
No. The marker only records what you have done. It is compared with whatever DEFCON is at the end of the turn, so a DEFCON increase late in the turn can leave you short.
The rulebook's "DEFCON and Military Operations" section states this directly.
Coups earn Military Operations equal to the Ops actually used, including Ops granted by an event such as Lone Gunman or the Olympic Games boycott. War events and How I Learned to Stop Worrying give the amount printed on them. Realignments, Influence placement and Space Race attempts give none, and free coups give none.
Several experienced players agree; there is no official ruling.
Yes. Military Operations equal the Ops actually used, so the China Card's Asia bonus, Containment, Brezhnev Doctrine or Red Scare/Purge all change it. Die-roll modifiers such as SALT Negotiations or Latin American Death Squads don't, because they change the roll, not the card.
Several experienced players agree; there is no official ruling.
The fixed amount printed on the card (usually 2), not its Ops value, and it isn't changed by Ops modifiers. It goes to the side whose event it is, even when the opponent triggered it with an Ops play, and it is gained whether the war is won or lost, even when modifiers make winning impossible.
A free coup (Junta, Tear Down This Wall, Ortega Elected in Nicaragua) earns no Military Operations and may ignore DEFCON's regional restrictions where the card allows it. Otherwise it is a normal coup: a free coup on a Battleground still degrades DEFCON. Che's coups are not free, so they do earn Military Operations.
Yes, most players agree. Che's coups use the card's Ops value and are not called free, so each one adds Military Operations, and Ops modifiers change the amount. A minority treat them as free coups.
The designer answered this directly in 2025.
No. Nuclear Subs only stops US coups in Battleground countries from degrading DEFCON for the rest of the turn. Normal DEFCON region restrictions still apply, it doesn't cover USSR coups (even one made from a US-played Lone Gunman) or DEFCON drops from events, and a US coup under Cuban Missile Crisis still loses. The designer endorsed this reading.
The designer answered this directly in 2013.
Yes. The designer said the rule's 'has no DEFCON effect' wording for improvements past 5 is clumsy; such an event simply sets DEFCON to 5, and the rest of the event (the VP) still happens. At DEFCON 2 Nuclear Test Ban gives 0 VP.
“The phrase "has no DEFCON effect" should read "sets the DEFCON status to 5."”
— ASGupta, designer
Several experienced players agree; there is no official ruling.
No. For the rest of the turn any coup by the affected player, from a card's Ops, an event such as CIA Created, or a free coup, means nuclear war and they lose, whatever DEFCON is. Raising DEFCON doesn't lift the ban; only removing the influence the card names does. An event that says the player may coup doesn't force them to, so they can decline it.
Several experienced players agree; there is no official ruling.
The affected player removes 2 of their own Influence: 2 from Cuba for the USSR, or 2 from either West Germany or Turkey (not 1 from each) for the US. They can do it at any moment that turn, even in the opponent's action round. Removing the opponent's Influence (Voice of America) doesn't cancel it.
No. The card sets DEFCON to 2 once, and that stays; cancelling it only ends the coup ban. DEFCON then improves by one at the start of the next turn as usual.
Several experienced players agree; there is no official ruling.
Only as an event. Played for Ops it is an ordinary card. As the event you set DEFCON to any level and immediately gain 5 Military Operations, which count for an Arms Race later that turn. Setting DEFCON to 1 on your own action round makes you lose.
The designer answered this directly in 2023, and it matches the rulebook's summary.
No. The China Card is never in your hand and never counts toward hand size, so its holder effectively has one card more than the other player. The designer confirmed the hand-size rule.
The designer answered this directly in 2008, and it matches the rulebook's summary.
No. Events that draw, take or discard cards from a hand can't touch it, and play of the China Card can never be compelled. Missile Envy must take your highest card from your real hand, and Five Year Plan does nothing if the China Card is the USSR's only other card. The designer called the intent of the rule clear.
“the intent of rule 9.8 is clear. You cannot be compelled to play the China card.”
— JasonMatthews, designer
No. You may sit out the action round instead. Most players agree you can still choose to play it in a later action round that turn.
The rulebook's "The China Card" section states this directly.
It is played only for Operations (4 Ops, 5 if all are spent in Asia) and has no event. It doesn't give an extra action: playing it uses one of your action rounds in place of a card from your hand, in any round you like.
The rulebook's "The China Card" section states this directly.
Yes, and yes. The bonus applies to any use of the Ops entirely in Asia (Southeast Asia included): 5 Influence (still paying double in enemy-controlled countries), a 5 Ops coup, or 5 realignment rolls. The bonus point itself must also be spent in Asia.
Several experienced players agree; there is no official ruling.
No. It only ever applies to the China Card play itself, which is worth 5 if every point goes to Asia and 4 otherwise. Vietnam Revolts is the card that boosts later USSR cards in Southeast Asia.
Several experienced players agree; there is no official ruling.
Yes. If Vietnam Revolts is in effect and the USSR spends every China Card point in Southeast Asia, it gets 4 + 1 for Asia + 1 for Southeast Asia = 6, coups included. Spend any point outside Southeast Asia and the Vietnam Revolts bonus is lost.
Several experienced players agree; there is no official ruling.
Containment adds nothing, because it can't raise a card above 4 and the China Card is already 4. Red Scare/Purge lowers it by 1 like any other card: 3 Ops, or 4 if all are spent in Asia.
Several experienced players agree; there is no official ruling.
Yes. Its Ops are ordinary Operations, so adjacency and costs apply. It has nothing to do with the country of China, which isn't on the map in the standard game.
Several experienced players agree; there is no official ruling.
Yes, players report the official FAQ allows it. Afterward it passes face down to your opponent as with any other play, not to the discard pile.
The rulebook's "The China Card" section states this directly.
No. The China Card can't be played in the Headline Phase.
The designer answered this directly in 2019.
You can't play the China Card on a round when doing so would leave you without enough action rounds to play a Scoring card you hold. The designer said nothing subtle was intended: the rule just restates that Scoring cards may never be held.
The rulebook's "The China Card" section states this directly.
After you play it, it goes to your opponent face down and they can use it from the next turn on. It changes hands only when played or taken by an event, so a player may keep it unplayed for many turns.
Several experienced players agree; there is no official ruling.
Only events that name it: Nixon Plays the China Card (arrives face down), Cultural Revolution (face up for the USSR) and Ussuri River Skirmish (face up for the US). If one of these returns it to you face up after you've played it, you can play it again in a later action round that turn.
The designer answered this directly in 2017.
It is part of Final Scoring, added together with all the region scores, so it can't push you to 20 VP before Final Scoring and win outright. Whoever holds the card at the end gets it, face up or face down, even if it was just passed to them on turn 10. The designers ruled on this, and the digital versions were updated to match.
“It is awarded during Final Scoring, and aggregated with all other points scored at that time.”
— ASGupta, designer
No. UN Intervention cancels an opponent's event on the card you pair it with, and the China Card has no event.
Nobody holds the China Card until the USSR has put 3 Influence on the Chinese Civil War space. Until then Red Scare/Purge can't be played as a USSR event, Korean War gets a -1, Cultural Revolution is negated, and the US counts as the China Card holder for Nixon, Ussuri River Skirmish and Formosan Resolution. Influence goes onto that space only by normal Operations and can't be removed or moved.
The designer answered this directly in 2005, and it matches the rulebook's summary.
Three things: more controlled countries in the region than your opponent (Battlegrounds count toward that total), more controlled Battlegrounds than your opponent, and at least one controlled non-Battleground (and one Battleground). You don't need more non-Battlegrounds than your opponent. The designers' errata added the Battleground requirement that the first scoring summary left out, and printings that say 'more non-Battlegrounds' are wrong.
The designer answered this directly in 2009, and it matches the rulebook's summary.
No. Control only needs every Battleground in the region plus more countries in total than your opponent. The designer confirmed that Control deliberately skips Domination's non-Battleground requirement, so you can go straight from Presence to Control.
“We went back and forth on this, but ultimately decided the Control requirements were difficult enough.”
— JasonMatthews, designer
Several experienced players agree; there is no official ruling.
No. Each side scores only its highest level, then adds +1 per controlled Battleground and +1 per controlled country adjacent to the enemy superpower. Both sides score this way and only the difference moves the single VP marker, so the opponent's Presence still offsets your Domination.
The rulebook's "Scoring and Victory" section states this directly.
Yes. The Battleground and enemy-adjacency bonuses go on top of whatever level you reach, even plain Presence. A Battleground you control next to the enemy superpower is worth 2 bonus VP.
The rulebook's "Scoring and Victory" section states this directly.
Only countries you control in the region being scored that touch the enemy superpower. Countries next to your own superpower give nothing, and Cuba counts only for Central America, not for Europe.
Several experienced players agree; there is no official ruling.
Yes. Southeast Asia is part of Asia, so its countries count toward Asia Presence, Domination and Control. Asia Scoring doesn't pay the Southeast Asia card's special per-country VP, though; those come only from Southeast Asia Scoring.
The designer answered this directly in 2024.
It is a one-time card: each side scores 1 VP per controlled Southeast Asian country and 2 for Thailand, with no Presence, Domination or Battleground bonuses, and the card is then removed. It isn't rescored in Final Scoring. The designer said this one-and-done scoring is a deliberate comment on the American experience in Vietnam.
Several experienced players agree; there is no official ruling.
No, except Southeast Asia Scoring. The others go to the discard pile and come back after a reshuffle, so the same region can be scored several times. Europe, Asia and Middle East Scoring start in the Early War deck; the rest arrive with the Mid War.
No. A region scores only when its Scoring card is played, plus once more for every region in Final Scoring after turn 10.
Yes, unless an event discards it first. Scoring cards can't be held, discarded at will or used on the Space Race; you may choose when to play each, but one still in hand at the end of the turn loses you the game. The only other ways out are events that discard from your hand, such as Five Year Plan, Terrorism or Ask Not, and a Scoring card discarded that way doesn't score.
Several experienced players agree; there is no official ruling.
No. If an event's demand would leave you stuck with a Scoring card, you play the Scoring card instead and the demand waits for your next available action round. Under Quagmire or Bear Trap you make no escape roll on a round spent playing a Scoring card.
The designer answered this directly in 2007.
No. The protection only covers events forcing you to hold a card. If you choose to discard and redraw with Ask Not late in a turn, gamble on Five Year Plan's random discard, or let Grain Sales hand you back a Scoring card, and end the turn holding one, you lose. The designer agreed with this for Ask Not.
The designer answered this directly in 2013.
Yes. A card only counts as held after all action rounds are over, and an automatic victory ends the game before that check. The designer ruled this way in 2013, and also allowed saving Europe Scoring for your final round in the hope of an automatic win, at the risk of losing if it doesn't come off.
“the scoring card is not deemed "held" until after action rounds are over, and by then he has already won.”
— ASGupta, designer
The US. The designer said a draw would have seemed reasonable, but they wanted to avoid draws, so the US wins.
“Therefore, should this situation arise, the US wins.”
— ASGupta, designer
The designer answered this directly in 2011.
After both. A Scoring card, or an event that awards VP to both sides, is resolved in full and only the net change is applied before checking for 20 VP. The designer ruled this applies to Flower Power and U2 Incident too, so a US war under Flower Power is netted rather than scored in sequence.
The designer answered this directly in 2006.
First. Once it's clear the US won't play UN Intervention as an event, the USSR scores 3 VP before anything the US card does, and if that reaches 20 the game ends there. The designer described it as an earlier card awaiting resolution. A headline that resolves before the US's next action round, such as a winning Europe Scoring headline, comes first.
“once it is clear that the US player will not play UN as an event the scoring takes place.”
— JasonMatthews, designer
The rulebook's "Scoring and Victory" section states this directly.
Yes to both. Controlling Europe when Europe is scored is an automatic victory regardless of the VP track, so its bonuses don't matter, and it applies in Final Scoring as well. It only wins when Europe is actually scored.
No. All regions are scored together and added to the current VP total (plus the China Card point) before the result is decided, so the order doesn't matter and passing 20 midway isn't an automatic win. Control of Europe still wins outright.
The rulebook's "Scoring and Victory" section states this directly.
Yes. Each region is scored exactly as if its Scoring card were played, bonuses included. Southeast Asia is counted only inside Asia.
Several experienced players agree; there is no official ruling.
Yes. Turn 10 finishes normally, including the held-card and Military Operations checks, and only then is Final Scoring done. A player who reaches 20 VP from the Military Operations penalty wins before Final Scoring.
The rulebook's "Scoring and Victory" section states this directly.
Yes. If the VP marker is on zero after Final Scoring, the game is a draw under the rules. Some digital versions break the tie differently, which is a house rule.
Nuclear war. Players relay a designer comment that a DEFCON result takes precedence over reaching 20 VP, and the DEFCON drop on cards like Soviets Shoot Down KAL-007 resolves before their VP anyway.
Several experienced players agree; there is no official ruling.
20 VP. In the Late War scenario the US must have at least 20 VP when the game ends, after Final Scoring or a Wargames play; otherwise the USSR wins, even if the US is ahead on the track.
The designer answered this directly in 2009.
At the next Asia or Middle East Scoring card, one USSR-controlled Battleground (the US chooses) is ignored for everything: Presence, Domination, Control and its Battleground VP. That can cost the USSR Presence or Control, but it doesn't give the US Control. It affects neither Southeast Asia Scoring nor Final Scoring. The designer endorsed the FAQ on this.
The designer answered this directly in 2020.
Yes. The war still resolves: the USSR rolls for the VP and gains the Military Operations, and a win simply converts whatever US Influence is there. The designer explained that the event reflects the historical outcome, not the situation on the map.
Several experienced players agree; there is no official ruling.
The USSR rolls one die, with -1 if the US controls Israel and -1 for each US-controlled country adjacent to Israel (Lebanon, Syria, Jordan, Egypt; Iraq isn't adjacent). Each modifier applies on its own. A modified 4-6 wins; at -3 or worse the war can't succeed, but the USSR still gains the Military Operations.
Several experienced players agree; there is no official ruling.
No. It has no asterisk and can recur all game. A Collector's Edition card printed with removal text is a misprint.
Several experienced players agree; there is no official ruling.
Its event can no longer occur, so it is just an Ops card: discarded rather than removed, and it gives the USSR no Flower Power VP. The US can still pair it with UN Intervention, since it still carries a USSR event.
Several experienced players agree; there is no official ruling.
No. The card is discarded, not played, so even a USSR event on it does nothing. Blockade is a handy way for the US to dump a bad USSR card, ideally late in the turn when it has few 3 Ops cards left to lose.
Several experienced players agree; there is no official ruling.
The discard is always the US player's choice: the US may discard a qualifying card even with nothing to lose in West Germany, or keep its cards and accept the loss. The discard is part of resolving Blockade and doesn't use up a US action round. Blockade is removed once its event happens, even if nothing was lost.
Players disagree and there is no official ruling; this is the better-supported reading.
Most players say no: the USSR shows its hand once when the event resolves and the US must remember it; cards drawn later stay hidden. Some early rulings treated the revealed cards as staying face up while they remain in hand that turn.
Several experienced players agree; there is no official ruling.
Yes. The event belongs to the US: the USSR reveals its hand and the US conducts 1 Op, at the value it would have if the US had played it, while the USSR uses the card's Ops. The USSR chooses which happens first. The Op is part of the event, so it happens in the headline too. Lone Gunman works the same way for the USSR.
For the rest of the turn it's played. The card goes out of the game at once (it is starred), even if played as the last card of a turn. Its +1 applies to every card the US plays for Ops that turn, but never to Scoring cards, which have no Ops.
Players disagree and there is no official ruling; this is the better-supported reading.
No. Most players read their lasting effect as excluding that country from NATO whichever card comes first; NATO still covers the other US-controlled European countries. A minority argue that 'cancels' only affects a NATO already in play. Willy Brandt can be played as an event whether or not NATO is in effect.
Several experienced players agree; there is no official ruling.
Just the 1 USSR Influence. The event removes up to 2 US Influence and adds 1 USSR; nothing extra is added when there's nothing to remove.
Only USSR Influence: remove up to 4 and place the same number in any countries the US doesn't control, at most 2 per country. There is no regional or adjacency restriction.
Several experienced players agree; there is no official ruling.
Yes, it can, and no, it isn't boosted. Its Influence goes in exactly as written, with no extra cost for enemy control, so it can break control in several countries at once. Vietnam Revolts' +1 applies only to cards played for Operations, so it doesn't add to Decolonization.
The designer answered this directly in 2005.
No. The designers' errata says Defectors is not a starred event, despite the removal note printed on early cards, so it always returns to the discard pile. It is an Early War card despite its high number.
Several experienced players agree; there is no official ruling.
Yes. A headlined Defectors cancels whatever the USSR headlined, whatever its Ops or association, even a Scoring card or one that would have reached 20 VP. The cancelled card never resolved, so even a starred card is just discarded.
Only if the USSR headline hasn't resolved yet. An event that has already happened can't be undone, so a higher-Ops USSR headline that went first stands. The designer endorsed this explanation for Five Year Plan.
Several experienced players agree; there is no official ruling.
The US gets 1 VP only when the USSR plays Defectors during a USSR action round. Nothing happens if the USSR headlines it, sends it to the Space Race, plays it with UN Intervention, or simply discards it.
Several experienced players agree; there is no official ruling.
Yes, if the USSR played Five Year Plan: the US event fires during a USSR action round. If the US played Five Year Plan as an event on its own round, Defectors fires outside a USSR round and gives nothing.
The designer answered this directly in 2009.
Nobody: it is random. Usually the USSR holds its cards face down and the US draws one blind. The designer was emphatic that 'random' doesn't mean the USSR picks.
“please hit your friend for suggesting that the word "random" means he gets to pick the card.”
— JasonMatthews, designer
Yes. Play everything else first, then Five Year Plan with only the Scoring card left: the random discard must take it, and it isn't scored. With an empty hand the discard simply does nothing.
Several experienced players agree; there is no official ruling.
Yes. Unlike other discards, Five Year Plan fires a US event on the discarded card, and a starred card is then removed even if the event did nothing. USSR, neutral and Scoring cards are discarded without effect, as is a US event whose prerequisite isn't met.
The next time the US plays the China Card after Formosan Resolution's event. Earlier China Card plays don't count, and losing the China Card to Cultural Revolution doesn't count either. The card leaves the game once its event happens.
Players disagree on Final Scoring and there is no official ruling cited; this is the better-supported reading.
Only when Asia is scored, and only if the US controls Taiwan at that moment. It is not a Battleground for Summit, Kitchen Debates, DEFCON or anything else. The collected rulings say it also counts in Final Scoring; some players disagree, and a minority think it counts for anything that checks Battlegrounds.
Several experienced players agree; there is no official ruling.
Yes, it is removed, and no, it doesn't flip anything. Independent Reds has no condition, so it counts as played even when it does nothing. It only adds US Influence to match the USSR's in one listed country.
Several experienced players agree; there is no official ruling.
No requirements. As the event, you choose which country invades the other, whoever controls them, gain 2 Military Operations and roll: -1 for each enemy-controlled country adjacent to the target, and that includes the invader if your opponent controls it. On a modified 4-6 you gain 2 VP and replace all enemy Influence in the target. It is neutral, so played for Ops it never fires.
Several experienced players agree; there is no official ruling.
Pakistan can: control all three of its neighbours (Iran, Afghanistan, India) and the -3 makes success impossible. India has only two neighbours, so a 6 always works there.
Several experienced players agree; there is no official ruling.
Only US-controlled countries adjacent to South Korea (Japan, Taiwan, North Korea), -1 each; who controls South Korea itself doesn't matter. The event fires whenever triggered, even if the USSR already holds South Korea, and still gives the VP and Military Operations on a win.
The designer answered this directly in 2005.
It has a lasting effect: the designers' errata says its title should be underlined, because it enables NATO for the rest of the game. It adds at most 1 Influence to each of up to 7 non-USSR-controlled Western European countries; any extra is lost.
Several experienced players agree; there is no official ruling.
Yes to both. The US adds whatever it needs to control Japan, and the card is removed but its protection of Japan lasts all game; use the marker as a reminder.
No. Either Marshall Plan or Warsaw Pact Formed must have actually taken effect as an event. Playing it for Ops, sending it to the Space Race, or having its event cancelled by UN Intervention doesn't count. One of the two is enough.
Several experienced players agree; there is no official ruling.
The Ops are used normally, but the event can't occur, so the card is discarded instead of removed and can come back later.
Several experienced players agree; there is no official ruling.
For the rest of the game. It stops USSR coups and realignments in US-controlled European countries, including those granted by events, and in the Second Edition it also stops Brush War targeting them. De Gaulle and Willy Brandt carve out France and West Germany.
One experienced player answered this; there is no official ruling or second opinion.
Half, rounded up: with 3 US Influence the US loses 2 and keeps 1.
The designer answered this directly in 2011.
Yes to the first, no to the second. When the card is played as an event and the opponent boycotts, DEFCON drops by 1 and the sponsor conducts Operations as if with a 4 Ops card; the designer ruled those Ops are reduced by Red Scare/Purge like any others, and there is no roll. Played for Ops, Olympic Games is an ordinary neutral card: the event doesn't happen, so nobody can boycott.
Several experienced players agree; there is no official ruling.
Yes. The card is discarded right away while its effect lasts the turn, so SALT Negotiations or Star Wars can bring it back. A second play stacks to -2, though no card drops below 1 Op.
It reduces every card the affected player uses for Ops, however obtained, including for Missile Envy's highest-card comparison. It doesn't reduce the opponent's event on a card you play: if a Purged US plays Che, the USSR's coups use Che's normal value.
It is just an Ops card for either player. The event never fires, so the card goes to the discard pile rather than out of the game.
The designer answered this directly in 2011.
No. The 4 US Influence can come from any mix of the three, no more than 2 from one country, so 2 from France and 2 from the UK is fine. The USSR, as owner, chooses even when the US triggered it. It is removed even if it couldn't remove all 4.
“The "and" is used to indicate that it may come from any of the three.”
— JasonMatthews, designer
The designer answered this directly in 2008.
A European country controlled by neither side. Truman Doctrine can't touch USSR Influence in a country the US or the USSR controls. The designer confirmed this reflects contested countries like Greece and Turkey. With no valid target it still counts as played and is removed.
Several experienced players agree; there is no official ruling.
On your own action round, together with a card from your hand that carries your opponent's event. That event is cancelled and you use the other card's Ops (not plus 1). You can't headline it, play it during your opponent's round, or use it against their card. On its own it is just a neutral 1 Ops card.
The designer answered this directly in 2020.
No. It only pairs with a card carrying an event associated with your opponent alone. The designer confirmed it can't be used on a Scoring card.
“You cannot use UN Intervention on a Scoring Card.”
— JasonMatthews, designer
Several experienced players agree; there is no official ruling.
No. Its event never happened, so both it and UN Intervention go to the discard pile.
Several experienced players agree; there is no official ruling.
Yes, in an action round. If Grain Sales draws UN Intervention, you may play it with a USSR-event card from your hand; if it draws a USSR event, you may play it alongside a UN Intervention you hold.
Yes. The card puts no restriction on control. As a USSR event, the USSR chooses which option and which countries, even when the US triggered it.
Several experienced players agree; there is no official ruling.
No. Only the player who resolves ABM Treaty conducts the 4 Ops operation; it follows normal Operations rules and Ops modifiers.
Several experienced players agree; there is no official ruling.
Immediately when the event resolves, using current Military Operations. Since the markers reset each turn, both sides are usually at 0 during the headline, so a headlined Arms Race normally does nothing.
Several experienced players agree; there is no official ruling.
The US chooses which and how many cards to discard (zero is fine), then draws that many replacements and must keep them. If the deck runs out while drawing, reshuffle the discards, including the cards just discarded, and keep drawing. Beware: drawing Scoring cards late in a turn can leave you holding one.
Several experienced players agree; there is no official ruling.
It adds +1 (to a maximum of 4) to every card the USSR plays for Operations that turn, including the Ops an event like Junta uses. It doesn't boost Ops the US gets from a USSR-played card such as Grain Sales to Soviets. With Vietnam Revolts, a 3 Ops card spent entirely in Southeast Asia is worth 5.
Several experienced players agree; there is no official ruling.
It targets any country with Stability 1 or 2, Europe included unless NATO protects a US-controlled country there. The roll gets -1 for each adjacent country the opponent controls, and the enemy superpower counts as one of those (the USA next to Mexico, for instance). It is a Mid War card; a Collector's Edition printing that labels it Early War is a misprint.
Several experienced players agree; there is no official ruling.
Yes. Like Decolonization, the Influence may be spread across both regions or put all in one.
The designer answered this directly in 2005.
Only the rest of the turn it is played; the designers' errata says its title shouldn't have been underlined. 'Germany' on the card means West Germany. Apart from setting DEFCON to 2, it has no effect on later turns.
Several experienced players agree; there is no official ruling.
No. Remove the 2 Influence first; once a coup is made under the crisis, nuclear war has happened. Only the opponent of the player who played the card is restricted, and the restricted player loses even if the coup comes during the other player's action round, through CIA Created for example.
The USSR simply gains 1 VP; it can't choose to flip the card face up instead. If the US holds the China Card, the USSR takes it face up and ready to play.
The designer answered this directly in 2009.
No. Its +1 for the player who triggered it and -1 for the opponent apply only to coups in Central and South America, for the rest of the turn. The designer confirmed both parts are limited to those regions.
Several experienced players agree; there is no official ruling.
Whenever the US plays a War card as an event or for Operations, but not when it is sent to the Space Race.
Several experienced players agree; there is no official ruling.
No. A designer comment quoted by players says Flower Power doesn't apply to War cards whose effects another event has cancelled. So Arab-Israeli War after Camp David, or a War card played with UN Intervention, gives the USSR nothing.
The designer answered this directly in 2015.
Yes. The designer ruled that when Missile Envy hands the US a War card and its event happens, the USSR scores Flower Power's 2 VP.
Several experienced players agree; there is no official ruling.
One or the other. The US takes a random card from the USSR hand and either plays it at once in any normal way (event, Ops or Space Race; a USSR event on it still fires) or returns it and uses Grain Sales' own 2 Ops instead. 'This card' on Grain Sales means Grain Sales itself.
Several experienced players agree; there is no official ruling.
There is nothing to draw, so the US simply conducts Operations with Grain Sales' 2 Ops.
Several experienced players agree; there is no official ruling.
No, it isn't one of the US rounds. Playing the drawn card is part of the event during the USSR's round, so the US then takes its own action round too. The USSR remains the phasing player, so if the US play triggers DEFCON 1, the USSR loses. US Ops modifiers such as Red Scare/Purge apply to the US play.
Several experienced players agree; there is no official ruling.
Place 2 Influence in a single Central or South American country, then make a free coup or realignment rolls (one per Op of the card, normally 2, adjusted by Ops modifiers) in Central or South America. The target needn't be where the Influence went. Players disagree whether multiple realignment rolls may be split between the two regions.
The designer answered this directly in 2011.
It is discarded, not removed. The designer ruled that when its condition isn't met the event doesn't happen, although he acknowledged many players had been removing it. Taiwan under Formosan Resolution is not a Battleground for this check. When the USSR triggers it with an Ops play, the US scores the VP.
Several experienced players agree; there is no official ruling.
The opponent must give you their highest-Ops card and chooses among ties. You resolve it at once: a card with their event is used for its Ops, while a card with your own or a neutral event fires as that event, without its Ops. They take Missile Envy and must use it for Operations on their next action round.
Several experienced players agree; there is no official ruling.
No. You only ever get the event from your own or a neutral card; if it can't occur, nothing happens, Missile Envy gains you nothing and the card is discarded rather than removed. The same goes for an event another card has blocked, such as Muslim Revolution while AWACS Sale is in effect.
You must use it for Operations on your next action round, so its event never fires again and it doesn't ping-pong between players. A Space Race attempt counts as an Operations use. When you play your own Missile Envy you can't offer the opponent's earlier Missile Envy as your exchange card.
Several experienced players agree; there is no official ruling.
No. It must be used for Operations on your next action round, which is action round 1 of the following turn, not the headline. Players relayed a designers' answer to this effect, and the digital version was corrected to match.
Several experienced players agree; there is no official ruling.
No. If it is discarded by an event such as Five Year Plan, or drawn by Grain Sales to Soviets, the obligation goes with it and you can play normally.
Several experienced players agree; there is no official ruling.
Play the Scoring card; an event can never force you to hold one. Then use Missile Envy for Operations on your first action round of the next turn.
The designer answered this directly in 2007.
Only when the opponent holds nothing but Scoring cards; then one is handed over and you resolve it. The designer endorsed this reading: Scoring cards have no Ops for modifiers, but Missile Envy still works on them.
You get nothing, but they still take Missile Envy and must use it for Operations on their next action round.
Yes. Card values are compared after the giver's modifiers, so under Brezhnev Doctrine a 3 Ops USSR card counts as 4, and under Red Scare/Purge 1 and 2 Ops cards tie. Once handed over, the card has its value for the new holder.
Several experienced players agree; there is no official ruling.
If the USSR holds the China Card, face up or face down, the US takes it face down and can use it from next turn. If the US already holds it, in either state, the US gains 2 VP. It is a US event, so the US benefits even when the USSR triggers it.
Several experienced players agree; there is no official ruling.
2 in total, split however you like among countries in Central and South America.
Several experienced players agree; there is no official ruling.
It moves you two boxes (just one if only one remains), and only the box you land on scores. From one box behind, you end one box ahead. Either side can play it as its event if behind.
Several experienced players agree; there is no official ruling.
The player who resolves SALT may (not must) take one non-Scoring card from the discard pile into their hand, to play on a later action round, not immediately. Any discarded card qualifies, including a starred card that was played for Ops or on the Space Race rather than removed. Cards are discarded as soon as they are played, so something played earlier that turn is available.
Several experienced players agree; there is no official ruling.
No. It sits in front of the US until the next Asia or Middle East Scoring card is played, then goes to the discard pile. It has no asterisk.
No. The USSR either adds 2 to South Africa, or 1 to South Africa and 2 to one adjacent country. Most players don't split the 2 across several neighbours.
Several experienced players agree; there is no official ruling.
A tie does nothing and isn't re-rolled. Southeast Asia is part of Asia, not a separate region, for Summit's +1 per region dominated or controlled.
Several experienced players agree; there is no official ruling.
Once. The USSR gains 1 VP if either player plays UN Intervention as an event later that turn, and another UN play doesn't add more.
Yes. Holding it in either state counts, so the US places the 4 Influence (2 max per country) instead of taking the card. As a US event, it benefits the US even when the USSR plays it.
Only by playing UN Intervention as an event, paired with a USSR-event card, on its next action round. A UN Intervention reached through Grain Sales or Star Wars counts, but playing it for Ops doesn't, and if Missile Envy forces your play you can't pair UN with it. The window carries into the next turn if needed; if the next US round would come after turn 10, no VP are ever scored. The DEFCON drop happens immediately regardless.
The designer answered this directly in 2006.
No. On each of the trapped player's action rounds, their whole action is to discard a card worth 2 or more Ops (after modifiers) and roll: on 1-4 the trap ends, on 5-6 it continues. Either way that is the entire round; normal play resumes only on the next action round after a successful roll. While trapped you can't play events, UN Intervention included, apart from the Scoring card exception. The designer confirmed this.
“You do not resume normal operations until the turn AFTER you escape the bear trap.”
— JasonMatthews, designer
Several experienced players agree; there is no official ruling.
On the victim's very next action round, so they don't get a normal play first. If the trap fires because its card was played for Ops, the player who played it still spends the Ops normally. A trap played on the last action round carries straight into the next turn.
Several experienced players agree; there is no official ruling.
It doesn't end with the turn; it lasts until the trapped player escapes with a 1-4. It never affects the Headline Phase: the trapped player headlines normally and resumes discarding from action round 1.
Several experienced players agree; there is no official ruling.
You can't roll, so you pass that action round and stay trapped, keeping your low cards, possibly into the next turn. The only thing you may play is a Scoring card. Remember that Red Scare/Purge can leave you with no eligible card even if you hold 2 Ops cards.
Several experienced players agree; there is no official ruling.
When you have no eligible discard, or when you must play your Scoring cards now to avoid holding one at turn end (remaining action rounds equal the Scoring cards you hold). The trap can never force you to hold a Scoring card. The card is played normally and scores, but you get no escape roll that round.
Players disagree and there is no official ruling; this is the better-supported reading.
Most players say you must play a Scoring card on that action round, since it is your only legal play. Others, and some digital versions, let you pass and choose a later round, as long as the card isn't held at turn end.
Several experienced players agree; there is no official ruling.
Yes, you can, and no, they don't. Any card meeting the Ops requirement may be discarded, and a discarded card's event never fires, so the trap can be a way to dump dangerous opponent events.
Yes. The requirement uses the modified value, so under Red Scare/Purge only cards printed with 3 or more Ops qualify.
Several experienced players agree; there is no official ruling.
Discard it to the trap on your next action round: that satisfies Missile Envy's demand to use it for Operations. If Red Scare/Purge has reduced it below 2 Ops, it doesn't qualify, so discard other eligible cards to escape and then play Missile Envy for Ops at your first chance.
The US reveals its hand for the rest of the turn, including cards it draws later (via Ask Not, say), and the USSR must discard one card from it; the discard isn't optional. The Deluxe edition replaced the original Aldrich Ames card with this Remix version.
Several experienced players agree; there is no official ruling.
Yes. If the US plays it when its only other card is a Scoring card, the USSR has to discard that card, which then doesn't score. It also lets the USSR discard a Missile Envy the US just received.
The designer answered this directly in 2006.
Only placing Influence with Operations points. Coups and realignments are still allowed, a successful coup still adds USSR Influence, and events that add Influence directly (The Reformer, Decolonization) still work. The designer confirmed this. Events that give Operations to spend 'as if' playing a card, such as Glasnost's bonus, count as Operations and are blocked.
Several experienced players agree; there is no official ruling.
Yes. It penalizes every US realignment roll, including the US die when defending against a USSR realignment.
Several experienced players agree; there is no official ruling.
For the rest of the game, a Terrorism event against the US makes it discard 2 cards instead of 1. Terrorism played against the USSR is unaffected; the USSR still discards just 1.
Several experienced players agree; there is no official ruling.
Yes. DEFCON still drops, the US still gains 2 VP and the card is removed; only the part that depends on South Korea is skipped. The DEFCON drop comes first, so at DEFCON 2 it ends the game before the VP.
Several experienced players agree; there is no official ruling.
The US may discard any card of 3 or more Ops, whatever its event, but doesn't have to; if it doesn't, the USSR doubles its Influence in two South American countries. The discarded card's event doesn't happen, and the China Card can't be discarded.
Either.
Several experienced players agree; there is no official ruling.
No to both. The bonuses don't stack, so the US gets 8 rounds at most, and the extra round is optional.
One experienced player answered this; there is no official ruling or second opinion.
It rounds down: 1 VP per full 2 USSR Influence, so 3 Influence gives 1 VP.
The designer answered this directly in 2011.
No. The designer ruled that the event doesn't occur, so the card is discarded and can return. A rulebook example that describes this case with the wrong condition is a known error.
The US always chooses, even when the USSR triggered Star Wars, from the single shared discard pile, so cards either side discarded qualify. The chosen event happens immediately and must meet its own conditions. Most players say the US must pick a non-Scoring card and resolve it even if only USSR events are available, though some disagree.
Several experienced players agree; there is no official ruling.
They can be made in Europe whatever the DEFCON level, with realignment rolls equal to the card's Ops. A coup on a Battleground (East Germany is one) still degrades DEFCON, and being free, the coup earns no Military Operations.
Several experienced players agree; there is no official ruling.
If Willy Brandt was already played, only its ongoing NATO exemption for West Germany ends; the USSR keeps its VP and Influence. If not, Willy Brandt can no longer be played as an event at all and is just a 2 Ops card that is discarded, not removed.
The USSR. It is a USSR event, so it always adds USSR Influence and the USSR resolves it, even when the US triggered it with an Ops play.
Several experienced players agree; there is no official ruling.
Above DEFCON 2 the event can't occur, so the card is just discarded (an early ruling said removed, but the designer reportedly reversed that in 2006). At DEFCON 2 ending the game is optional: if you decline, no VP change hands, but the event happened and the card is removed. This applies when Missile Envy forces it on you too.
Several experienced players agree; there is no official ruling.
Your opponent gains 6 VP, the game ends at once with no Final Scoring, and whoever leads on the VP track wins, even on turn 10. Under the original rules a result of 0 is a draw; some later versions instead make the Wargames player lose if the track ends at 0.
Not as an event: its prerequisite isn't met, so it has no effect and is discarded, not removed. You can still headline it or play it for Ops for that reason.
The designer answered this directly in 2009.
They are the cards numbered 104-110 and marked OPTIONAL (The Cambridge Five, Special Relationship, NORAD, Che, Our Man in Tehran, Yuri and Samantha, AWACS Sale to Saudis), added after the first printing to address balance concerns. They need no special rules: shuffle each into its own war's deck. The designer said they were tested as a package and should go in together, and they are now standard, including in tournaments. Defectors is a regular card, not optional.
The separately wrapped copies are corrected replacements for misprinted cards; use those and leave the originals out. No card should be in the deck twice. Corrected Special Relationship and Our Man in Tehran aren't underlined, and Our Man in Tehran is a 2 Ops card.
Several experienced players agree; there is no official ruling.
Yes. The asterisk alone means the card leaves the game once its event happens; the reminder line was simply left off NORAD, Our Man in Tehran, Yuri and Samantha and others.
The designer answered this directly in 2010.
The US reveals the Scoring cards in its hand, and the USSR adds 1 Influence to a single country, ignoring adjacency, in one region named on them. The designer agreed with that reading. A Scoring card already chosen as a headline isn't in hand, so it doesn't count. In the Late War the event can't be played at all, so it never fires.
The designer answered this directly in 2010.
One. Without NATO, 1 Influence goes into a single country adjacent to the UK, not the UK itself. With NATO in effect, 2 Influence go into any single Western European country (France or West Germany too, even after De Gaulle or Willy Brandt) and the US gains 2 VP. The designer said 'any one country' was meant.
“"Any one" country is the intended meaning, though not a usage we adopted in the card text of the various cards.”
— JasonMatthews, designer
No. The USSR may resolve its Operations before the US event, and if the US no longer controls the UK, the event does nothing.
The designer answered this directly in 2015.
At the end of any action round (either player's) in which DEFCON moved to 2, if the US controls Canada then: the US adds 1 Influence to one country that already has US Influence. Sitting at 2 doesn't count, being set to 2 when it is already at 2 doesn't count, and a drop during the Headline Phase doesn't count. The designers ruled on the last two cases. It can fire several times in one turn.
“In order for the DEFCON level to move to 2, per the wording on the NORAD card, it must be at a level other than 2.”
— ASGupta, designer
Several experienced players agree; there is no official ruling.
Yes. Canada control is only checked each time the bonus would trigger, so NORAD goes into effect regardless and stays all game, through the Late War, paying out whenever the US controls Canada. Only Quagmire ends it. It is an exception to the rule that unmet 'if' events don't happen.
Several experienced players agree; there is no official ruling.
Usually yes. NORAD checks at the end of the action round, so what matters is that it is in effect by then and DEFCON moved to 2 during that round. If the USSR plays NORAD for Ops and coups a Battleground down to DEFCON 2, most players say the US still gets its Influence at the end of the round, whichever of the coup and the event came first. A minority say a drop that happened before NORAD was in effect doesn't count.
No to both. Quagmire's event cancels a NORAD already in effect at the moment Quagmire happens; a NORAD played afterwards stays in force for the rest of the game. A Quagmire played on the Space Race or discarded never triggers its event, so it cancels nothing. A cancelled NORAD doesn't come back, because the card was removed when played.
Several experienced players agree; there is no official ruling.
Che's coups are optional, use the card's Ops value (adjusted by the USSR's modifiers, such as Brezhnev Doctrine, but not by the US's Red Scare/Purge), target non-Battleground countries with US Influence in Central America, South America or Africa, and earn Military Operations because they aren't free. Under Cuban Missile Crisis the USSR should simply decline them.
If the US controls a Middle East country, it draws the top 5 cards, reveals and discards any number of them, then returns the rest to the deck and reshuffles; none go into the US hand. If fewer than 5 remain, draw them, reshuffle the discards and finish drawing; the designer confirmed this reshuffle. Without a controlled Middle East country, the event doesn't happen and the card is discarded, not removed.
The designer answered this directly in 2020.
No. The designer ruled that it is discarded without effect but stays in the game; the same applies to events shared by both players, such as Wargames.
“It is discarded without effect, but not removed from the game. This is also true if the affected event is associated with both players (e.g. Wargames).”
— ASGupta, designer
Several experienced players agree; there is no official ruling.
Its event can never occur again. The US can safely play it for Ops, and if Missile Envy hands it to the USSR, the USSR gets nothing and the card is discarded.
Yes. Every US coup attempt that turn, free ones included, gives the USSR 1 VP; free coups differ only in not earning Military Operations.
It can't be headlined, because its event needs a card played for Operations alongside it. Whenever it is played for Operations, by either side, DEFCON drops by 1; when the US plays it that way its event text can't trigger. Sent to the Space Race, it doesn't lower DEFCON. The designer gave these rulings, and the card is removed after its event.
One experienced player answered this; there is no official ruling or second opinion.
Kremlin Flu: the USSR plays its Scoring card first, then uses Missile Envy for Operations on its following action round.
The designer answered this directly in 2015.
Officially, Turn Zero was designed on the assumption that the first Deluxe edition's optional cards are left out, as the designer confirmed. Many players add them anyway, along with the promo packs. The combination that is clearly out is Turn Zero with the Chinese Civil War variant.
Several experienced players agree; there is no official ruling.
For turn 1, DEFCON can't drop below 2 and the US ignores the DEFCON coup restrictions; the USSR is still bound by them, so only the US can coup freely in Europe, Asia and the Middle East that turn.
One experienced player answered this; there is no official ruling or second opinion.
Yes. In Turn Zero a modified result above 6 counts as 6 and one below 1 counts as 1, unlike the base game, where modified rolls aren't capped.
One experienced player answered this; there is no official ruling or second opinion.
No. In that setup the Allied Europe card awards 6 VP for Control instead of an automatic victory.
One experienced player answered this; there is no official ruling or second opinion.
Pile 1 holds the European crises (Yalta and Potsdam, the 1945 UK Election, VE Day); Pile 2 holds Israel, China and Japan.