With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#99: Truman Doctrine from Twilight Struggle: The Cold War, 1945-1989 from GMT Games
Twilight Struggle is a 2-player game simulating the forty-five year ideological struggle known as the Cold War between the Soviet Union and the United States which can be played in 2-3 hours. The entire world is the stage on which these two countries “fight” to make the world safe for their own ideologies and way of life. The game starts right after the end of World War II in the midst of the ruins of Europe as the two new “superpowers” of the world squabble over what is left and ends in 1989, when only the United States remained standing.
The map is a world map of the period, where players abstractly move units and exert influence through the placing of Influence Markers in an attempt to build local support and gain allies and control for their superpower. The beauty of the CDG system used here is that each decision of whether to use a card for the event or the operations value is a struggle as if it is the other side’s event, it might go off hurting you very badly. There are mechanics to allow for the ignoring or cancelling of some of the best cards for your opponent in a side game within the game called The Space Race as well as nuclear tensions, with the possibility of game-ending global thermonuclear war (Shall we play a game, anyone?). I have played TS about 30 times and love it more and more with each sitting. The game makes me sweat, cringe, jump with joy and bite my fingernails. To me, a game that can do all of that in one sitting is worth the price.
The Truman Doctrine is an Early War U.S. 1 Op Event Card that removes all Soviet Influence from a single country in Europe where the U.S. has presence. This means that the U.S. at least has 1 Influence in a space and the space must be uncontrolled. I think that players should be judicious and patient with this card and do not rush to play early in the game on Turn 1 or Turn 2 if Europe is stable and the USSR has minimal presence there. The best way to use the card is to wait for a window where you can do the most damage in a key Battleground space where each side has been fighting for control by placing Influence there such as in France or West Germany on the last action round of a turn or playing the card during the Headline Phase to wipe out stacked Soviet Influence as a precursor to bumping up your own Influence there for control. The Truman Doctrine card is such a nice booby trap in many ways and the proper use of it can be very efficient and give you a leg up in Europe.
The Truman Doctrine was a United States foreign policy established by President Harry S. Truman on March 12, 1947, which pledged that the U.S. would provide political, military, and economic assistance to democratic nations threatened by external or internal authoritarian forces. President Harry S. Truman asked for $400 million in military and economic assistance for Greece and Turkey. “It must be the policy of the United States to support free peoples who are resisting attempted subjugation by armed minorities or by outside pressures,” Truman declared. “If we falter in our leadership, we may endanger the peace of the world — and we shall surely endanger the welfare of our own nation.”
In asserting that the U.S. would intervene in faraway conflicts, President Truman dramatically reoriented U.S. foreign policy. The writing of this ground-breaking message went through multiple stages. In his memoir, Truman noted that the State Department’s first draft of the speech “was not at all to my liking.” Rather than asserting a new foreign policy doctrine, the State Department writers had “made the whole thing sound like an investment prospectus.” Truman returned the draft to Secretary of State Dean Acheson “with a note asking for more emphasis on a declaration of general policy.”
The State Department complied, and included a general policy statement in the next draft. But Truman was not satisfied. “It seemed to me half-hearted,” he recalled. President Truman “scratched out” what he deemed equivocations. For example, Truman replaced “should” with “must” in a key sentence that read “I believe that it should be the policy of the United States…” According to Truman, “I wanted no hedging in this speech.” Because this speech “was America’s answer to the surge of expansion of Communist tyranny,” it “had to be clear and free of hesitation or double talk.” A total of eight drafts of Truman’s speech to Congress are featured on the Truman Library’s website. Many include handwritten comments and corrections. Combined, they give readers a sense of the tremendous effort that went into drafting the Truman Doctrine as well as the importance a single word can make when crafting foreign policy.
Truman delivered his address on March 12, 1947. Over the next several weeks, Congress debated the merits of Truman’s proposed foreign policy. On April 22nd, the Senate approved the legislation to provide assistance to Greece and Turkey. The House followed suit, approving the bill on May 9th. On May 22, 1947, Truman signed the bill into law. According to President Truman, the enactment of his bill “served notice that the march of Communists would not be allowed to succeed by default.”
You say „board game fair“, I say “SPIEL” at Essen. It’s the Mecca for the tabletop gaming faithful. Four days of playing, trying, and buying. 220,000+ visitors. I’ve been therea few timesover the last yearsfor twodays each and found it an intensive board game experience. I won’t be able to make it this year (my colleague’s vacation takes precedence because apparently “my sister is getting married” trumps “there’s a large board game fair”).
As always, this is not meant as a „must buy“ list or whatever other consumptionist term some people use. There are no musts in buying. And there are no musts in attending board game fairs or conventions – obviously those can come as pretty big expenses for travel and accommodation. Bottom line: No musts. You do you.
If you want to read more posts on which exciting new games are coming up, especially from the historical gaming sphere, I strongly recommend you subscribe to the blog: All new posts in your inbox right when they go live!
1-6 players, 60-180 minutes, for sale, MSRP: 90.00 €, price at the fair: 65.00 €
I’m a sucker for anything Ancient Roman, and if it is a board game, all the better. CARTA IMPERIA takes a long-view approach to the Republic, which spreads out in front of the players with new provinces being brought into the Roman orbit over the course of generations. Everyone tries to advance the standing of their family and gain as much auctoritas and prestige, as many governorships and legions as possible. Trying to go it alone will probably not get you far – you need the support from others to come out on the victorious side in a struggle, and as the game treats basically everything as a tradeable resource – all the way to prestige, which is a direct measure of victory points – the table talk will be raucous. Consequently, while there are solo and two-player modes, CARTA IMPERIA will be at its best with three and more players.
You can buy the game at the fair at a steep discount – 65.00 € instead of the regular 90.00 €.
Ever heard of the “Book Women”, the Great Depression-era scheme to provide books to rural Eastern Kentucky? Yeah, neither had I. That’s the great thing about historical board games – they can broaden your horizons and help you make new discoveries.
Anyway, the idea of the scheme – formally known as the “Pack Horse Library Project” was that if people couldn’t come to libraries, the libraries needed to come to them. Franklin D. Roosevelt’s Works Progress Administration hired a few hundred enterprising women who then toured small communities in the Appalachians on horseback, their saddlebags laden with books. In my humble opinion, that’s the coolest job anyone could have.
Almost as cool is to traverse a modular game board with your books, delivering them to their readers, and building local libraries. Try out the game at the Salt & Pepper Games booth!
2 players, 90-180 minutes, for sale, MSRP: 99.00 €, price at the fair: 89.00 €
It’d be a bit of a stretch to call Twilight Struggle a new game. This 20th Anniversary Edition will not invent the wheel anew, but it’s a beautiful rendering of a true modern classic, and compared to previous editions, a few extra goodies have been added. If you don’t have the game yet but have always been curious what the hype is about, now’s a great moment. And even if all your Twilight Struggle needs are met (except for the obsessive need to play the game again and again), I still counsel you to step by at the Sound of Drums booth where it is sold: Designer Jason Matthews, the legend himself, will be available to sign your copy (or another game of his, I guess. Or a t-shirt. Or a napkin. Maybe don’t put contracts in front of him).
Jason will be at the booth at the following times:
There won’t be a ton of copies of the Twilight Struggle 20th Anniversary Edition for sale, so if you want one, make sure you make it to the Sound of Drums booth early! You’ll get a great deal – not only will Jason sign it, but you’ll also be able to buy it for 89.00 € instead of the regular 99.00 €.
2-4 players, 40-60 minutes, for sale, MSRP: 55.00 €, price at the fair: 49.00 €
The Amazon rainforest holds ample amounts of both promise and concern: Promise, because of its unrivalled biodiversity and its potential to act as the earth’s largest natural carbon sink; concern, because both are being destroyed by the economic exploitation of the region. This is where players come in for Amazonia: They form a team of scientists, rangers, and activists to protect the animals and plants from poaching, illegal timber felling, and other environmental threats in the three Brazilian states (each with its own game board) of Amazonas, Rondônia, and Pará.The individual missions of this cooperative game can be played as one-shots or linked to form a campaign.
You can buy the game at the fair at a little discount – 49.00 € instead of the regular 55.00 €. There are English and German copies, as the German print run is larger, I advise you get to the Humming Games booth early if you want an English copy!
What are the games you are anticipating most eagerly? Let me know in the comments!
We love a good old game – there are a lot that of games over a decade old that we’d happily sing the praises of, but if we were being brutally honest, how many of them do we think would make it in today’s markets? How much have tastes really moved on since these games were in their prime? Before we let nostalgia get the better of us, we talk about I’m Out, Evenglow, and Trials of Maya.
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Timecodes:
03:08 – I’m Out 09:28 – Evenglow 13:32 – Trials of Maya 29:40 – If old games were released today 31:29 – Pandemic Legacy: Season 1 39:14 – War of the Ring: Second Edition 42:22 – Terraforming Mars 44:30 – Star Wars: Rebellion 46:41 – Twilight Struggle 48:01 – The Castles of Burgundy 50:08 – Through the Ages: A New Story of Civilization 52:37 – Great Western Trail 54:02 – Brass: Lancashire 57:52 – 7 Wonders Duel 59:51 – Scythe
Thank you to Heart Society for generously letting us use What’s On Your Mind, Kid? from their album Wake the Queens.
Two weeks ago, we’ve looked at the first period of Soviet liberalization under Nikita Khrushchev from the 1950s on. While these reforms ended the era of Stalinist totalitarianism, they petered out when Khrushchev lost interest in them and was eventually overthrown and replaced by the more conservative Leonid Brezhnev. It would take another generation until a new Soviet leader, Mikhail Gorbachev, would undertake another broad reform program. These reforms – like last time, in the realms of domestic, foreign, and economic policy – are the subject of this article. Of course, you’ll also find a few board games in it!
Freer Press, Freer Elections
The Soviet Union’s political landscape had ossified under Brezhnev. This stagnation (or, if you want to phrase it more positively, hyperstability) also ruled out any experiments after Brezhnev’s death in 1982, and so the Politburo selected his loyal lieutenant Yuri Andropov. Unfortunately, Andropov was already 68 and severely ill then. He died in 1984, to be succeeded by another Brezhnevite stalwart, Konstantin Chernenko, who was similarly afflicted and even older (72 at his accession). Chernenko died in 1985. The rapid succession of aging Soviet leaders is poignantly captured in the contemporary joke: Margaret Thatcher calls Ronald Reagan: “It’s a pity you didn’t come to the funeral of the Soviet general secretary. Marvelous. A great spectacle. I’m totally going again next year.”
Cover of the English-language edition of Kremlin. Unfortunately, fake Cyrillic was once more irresistible, and so the R in Kremlin has been replaced with a Я (which would make the word Kyaemlin).
Another quasi-contemporary (1986) satirical take on the Soviet gerontocracy is Kremlin (Urs Hostettler, Fata Morgana): Players support the various Politburo members in the hopes of advancing those they have influence with to the top jobs, but many a hopeful candidate will die of stress and old age before realizing their ambitions.
After Chernenko’s death, even the most conservative Politburo members saw the need for a different tack: They elected Mikhail Gorbachev as their new leader in 1985, a real baby at age 54. Gorbachev’s reformist leanings were well-known, but he proceeded cautiously in his first year. As with Khrushchev, the big programmatic changes were first announced at a Party Conference of the Communist Party of the Soviet Union.
Gorbachev’s first slogan for his reforms was glasnost (openness). That included sweeping changes to Soviet citizens’ freedom of expression: Gorbachev encouraged the Soviet press to scrutinize politics instead of simply parroting the party line. Dissidents were released from prison. Even non-state-sponsored demonstrations were allowed – a powerful tool to express malcontent with the government. Of course, these reforms undermined the power base of the Communist Party – but Gorbachev hoped that he could steer the ship of state in the new environment and might even benefit from a freer populace.
Even more radical were Gorbachev’s institutional reforms, usually referred to as perestroika (restructuring): The Communist Party’s monopoly on power was cut off by establishing the Congress of People’s Deputies as an independent parliament, and while the first elections in 1989 were not fully free, it was the first time that Soviet citizens could select from several candidates in a contested election. Gorbachev himself chose to base his power no longer on his role as General Secretary of the Communist Party, and instead was elected President of the Soviet Union by the Congress of People’s Deputies in 1990.
This nascent democratization drive – eventually rather envisioned than enacted – makes for the most powerful card in the last phase (1985—1991) of the Cold-War-in-a-nutshell which is Twilight Squabble (David J. Mortimer, AEG): It’s a bit of speculation on the internal and external legitimacy and attractiveness a more democratic Soviet Union could have enjoyed.
Speaking of external legitimacy and attractiveness: Gorbachev’s policies (and he himself) would prove immensely popular in the West… after he had weathered the initial suspicion. Gorbachev began to advocate for a return to détente soon after he assumed office, but US president Ronald Reagan assumed this to be a Soviet ploy. Only after Gorbachev had met Reagan at the 1986 Reykjavík summit did the president believe Gorbachev’s intentions to be genuine.
In the following years, the two of them agreed on far-reaching mutual disarmament, most notably the Intermediate-Range Nuclear Forces (INF) Treaty. Gorbachev’s immutable advocacy for arms reduction is reflected in Wir sind das Volk! – 2+2 (Richard Sivel/Peer Sylvester, Histogame) as his event card cannot be used for the arms race.
Besides the lofty realms of nuclear arms reduction, Gorbachev also had more grounded problems to deal with: The Soviet Union had invaded Afghanistan in 1979 to prop up the failing pro-Soviet government there and had been embroiled since then in a costly and futile counter-insurgency. As the Soviet military could not present Gorbachev with a convincing roadmap on how to win the war, he decided to pull the Soviet forces out in 1988. By that time, the unsuccessful war had undermined the Soviet government’s legitimacy which had rested on its status as a military superpower, exacerbated by the new avenues of political expression open to disaffected citizens – the mothers of Soviet soldiers who fought (or had died) in Afghanistan were among the first to form associations, to pressure the government, and to protest.
In that sense, it is surprising that the withdrawal from Afghanistan can still net the Communist player points in 1989 (Jason Matthews/Ted Torgerson, GMT Games) – but the general principle holds true: The later the Soviets withdraw, the more their failure in Afghanistan becomes an asset to the opponents of Communist power.
Finally, Soviet power was the rock on which the Communist governments in Eastern Europe rested. Whenever they had been challenged – most importantly in Hungary in 1956 and Czechoslovakia in 1968 – Soviet tanks had quashed the dissent. This limited sovereignty within the Eastern bloc had been the central tenet of Soviet foreign policy, after 1968 named the Brezhnev Doctrine. Gorbachev adopted a new approach: He would not militarily intervene in Eastern Europe anymore. Instead, the countries of the Warsaw Pact were free to “do it their way” – thus humorously called the Sinatra Doctrine.
Finally, Gorbachev’s reform agenda of perestroika also aimed to transform the Soviet economy. All Soviet leaders had engaged in some kind of economic reforms, so Gorbachev’s activity did not seem very surprising… until observers inside and outside of the Soviet Union realized how radically it would change the tenets of the Soviet economy, traditionally based on central planning, large state-owned companies, and very limited contacts with the outside world.
First, Gorbachev gave the state-owned companies much more leeway over what to produce and how to set prices. These market incentives were supposed to improve efficiency, but clashed with the existing structures.
Undeterred, Gorbachev went a step further and loosened the restriction on private enterprises. More Soviet citizens could start their own store or workshop and offer goods and services at their own responsibility.
Then, Gorbachev allowed for joint ventures with Western companies (provided the Soviet part owned a majority share), and even let them set up dependencies in the Soviet Union – the famous first McDonald’s restaurant in the Soviet Union opened in January 1990.
The End of the Cold War and the Collapse of the Soviet Union
Gorbachev’s daring move to end hostilities with the West was an unqualified success. In late 1989, he and US president George H.W. Bush could merrily declare together that the Cold War was over.
The consequences of Gorbachev’s foreign policy reverberated through the Eastern Bloc: The allied Communist regimes of Central and Eastern Europe were swept away in 1989.
Early in a game of 1989: The Democrat (blue) has already taken power in Poland and Hungary. It will be difficult for the Communist (red) to stop the ever-growing blue tide. From the Rally the Troops! implementation.
The Perestroika and Glasnost event in Wir sind das Volk! – 2+2 neatly shows the way in which Gorbachev’s reforms put stress on the system: On the one hand, it increases Soviet dominance and makes socialism more attractive (lower two icons). However, it also increases unrest in East Germany (fist icons).
Within the Soviet Union, the political freedoms granted allowed citizens to demand more freedoms. These centrifugal effects became particularly visible as most of the non-Russian republics soon had nationalist independence movements which began to eat away the Soviet Union from its ethnic fringes. Gorbachev responded by proposing a looser federation between the Soviet Republics.
The political reforms also had negative interaction with the economic reforms: On the one hand, the flurry of changes created new inefficiencies; on the other, the increased freedom of the press highlighted economic problems no matter if they were new or had existed for centuries. As Soviet economic performance thus both objectively worsened and also became more obvious to the average citizen, Gorbachev’s legitimacy eroded.
Hardliners within the Communist Party couped against Gorbachev in August 1991 to prevent the loose federation between the Soviet Republics. A coup might also spell the end for the player in the solo game Gorbachev: The Fall of Communism (R. Ben Madison, White Dog Games). It’s a States of Siege game with a twist: Whenever the marker on any of the five paths (four of which refer to various ethno-national groups in the Soviet Union, the fifth represents the Communist Party) reaches the center, the game is not lost immediately, but a coup is staged: If Gorbachev has enough elite support to weather it, he goes on to fight another day.
In history, that was not the case: While the coup failed, it made Gorbachev a lame duck. The supporters of reforms turned away from him and toward his erstwhile ally Boris Yeltsin (who had cut a much more dashing figure during the coup), and away from the Soviet Union and toward their respective ethno-national identities. Gorbachev resigned as president and the Soviet Union was dissolved in December 1991.
The most influential work on Gorbachev’s time in office and his policies remains Brown, Archie: The Gorbachev Factor, Oxford University Press, Oxford 1996.
A magisterial mosaic of Soviet social, economic, and cultural life is Schlögel, Karl: The Soviet Century. Archaeology of a Lost World, Princeton University Press, Princeton, NJ 2023.
For the age of hyperstability before Gorbachev (and the discussion if it was an age of stability or stagnation), see the essays (in German, but with English abstracts) in: Belge, Boris/Deuerlein, Martin (eds.): Goldenes Zeitalter der Stagnation? Perspektiven auf die sowjetische Ordnung der Brežnev-Ära, Mohr Siebeck, Tübingen 2014.
On the transformative last third of the 20th century in Russian history, see Kotkin, Stephen: Armageddon Averted. The Soviet Collapse, 1970-2000, Oxford University Press, Oxford 2001.
On the end of the Cold War, see Dockrill, Saki Ruth: The End of the Cold War Era. The Transformation of the Global Security Order, Hodder, London 2005.
For the Soviet intervention in Afghanistan, see Braithwaite, Rodric: Afgantsy. The Russians in Afghanistan, 1979—1989, Oxford University Press, Oxford 2011.