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pietshaq

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New Card
« on: May 23, 2013, 08:06:59 am »
0

Hi!

This one can vary from irritate to game-changing :)

Early War

Double Agent*
(4Ops, neutral)
Play this card simultaneously with your opponent's associated Event. The event occurs immediately. For the remainder of the Action Round you make all the decisions on behalf of your opponent. May not be used to force opponent to hold Scoring Card.

May not be headlined


Clarification:
  • Unlike UN Intervention, you get no Ops from this card. It can be powerful nonetheless. For example, USA can play it simultaneously with De-Stalinization as a quasi-VoA. Alternatively, USSR can use it to completely change Pahlavi's attitute towards Soviet's favour.
  • "For the remainder of the Action Round" means that USSR triggering Marshall Plan with it may decide where to put American influence but USSR triggering NORAD with it may not decide where to put influence from NORAD in subsequent Action Rounds.
  • Making all the decisions on behalf of your opponent means that you decide about the event details but the opponent feels the effects as if he had played the event. It works with neutral events too.
    Example cases:
    1. USSR plays it with Star Wars, picks SALT Negotiations and plays it to recover Lone Gunman into American hand. (Yes, Soviet Double Agent causes Lee Harvey Oswald's presence on American territory ;)).
    2. USSR plays it with Grain Sales to Soviets, draws a card and decides that a card is played as a Space Race attempt. USSR may do so if and only if Americans were allowed to space this card right now, i.e. they have ability to space a card, and the card is expensive enough (considering potential boost from Containment but not from Brezhnev since Brezhnev does not affect cards triggered by Americans). Americans are treated as if they had used a space race attempt, and advance on the Space Race if (USSR) rolled successfully.
    3. USA leads by 2VP, DEFCON is at 2. USSR plays it with Star Wars, picks Wargames and plays it on American behalf. Americans end up the game immediately after giving USSR 6VPs. USSR wins the game by 4VPs.
    4. USSR has DEFCON suicide cards which conduct American operations and cannot get rid of all of them. The only Mid War USSR influence is on Cuba which is 0/3. USSR plays it with Grain Sales to Soviets, decides to return the card to the USSR and uses Ops on USA's behalf for realignment rolls against Cuba. USA has no influence on Cuba but the move is legal since only USSR's influence is required to roll on behalf of USA.
  • However, it's still your Action Round for dropping DEFCON to 1 purposes.
  • "May not be used to force opponent to hold Scoring Card." seems relevant only in case USSR plays it with Kennedy after playing Lone Gunman and/or Aldrich Ames during the same turn. The intention is: if the use of Kennedy leaves USA with more Scoring Cards than rounds left, USA is forced to play Scoring Cards for the remainder of the turn but if he holds any anyway, USSR loses the game.
    Playing it with Kennedy and without previous Lone Gunman nor Aldrich Ames just obviously makes Kennedy an empty, yet triggered event.
  • All "mays" on the triggered event are optional and player is free to make such event empty. For example, if played by USA with "The Reformer", 4 USSR influence may be added by USA even if USSR leads on VPs since "The Reformer"'s literal text leaves two extra IPs optional.

Waiting for comments  ;D
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Jayne Starlancer

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Re: New Card
« Reply #1 on: May 23, 2013, 09:05:57 am »
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I like the concept. Too busy right now to think hard about tweaking it, but I am excited to see what other people say.
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SnowFire

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Re: New Card
« Reply #2 on: May 23, 2013, 06:01:50 pm »
+1

Not really a fan.  And as an Early War card, it can be seen a lot.  Usually the effect is worthless and not worth a 4 ops card (oh boy I get to pick where the Socialist Governments strike...  at the cost of 4 ops...), but when it matters, hoo boy, it's silly powerful.  Swingy and situational cards have their place, but eh.  Example:

"For example, if played by USA with "The Reformer", 4 USSR influence may be added by USA even if USSR leads on VPs since "The Reformer"'s literal text leaves two extra IPs optional."

Even if such a bizarre parsing is allowed, the US would never do this anyway.  If the US can't space Reformer for some reason, it can either get 7 ops by just playing the cards normally and deal with 6 incoming ops, or it can get 0 ops and place 4 USSR ops inconveniently.

"3. USA leads by 2VP, DEFCON is at 2. USSR plays it with Star Wars, picks Wargames and plays it on American behalf. Americans end up the game immediately after giving USSR 6VPs. USSR wins the game by 4VPs."

This interaction is 100% lame on the fun scale.  Someone can be *leading* by 5 VPs and randomly lose because their opponent has this combo?  Bleh.

So yeah, this card will get occasional use with SALT / Star Wars / Wargames to set up instant wins or DEFCON suicides, and 4 ops otherwise.  Knock it down to 2 ops and then things like "stupid De-stalinizations" become tempting rather than just getting 2 ops & spacing De-stal, but eh.  I think the card is a bad idea in general.  If you keep it, at least disallow the Wargames combo by some hack.
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seppo0010

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Re: New Card
« Reply #3 on: May 23, 2013, 08:38:44 pm »
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Not a fan of the card, but it can't be used to combo SALT+Wargames, since it says "Play this card simultaneously with your opponent's associated Event. ", not a neutral event.

It could, in theory, be used with Star Wars to play Wargames.
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pietshaq

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Re: New Card
« Reply #4 on: May 24, 2013, 02:50:01 am »
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I comboed Star Wars with Wargames, not SALT :)

The card is deliberately designed to be a 4 Ops card. This leads to situations described by SnowFire, when the use of event is not worth the lost Ops and handsize reduction... but it still may be worth making sure that the opponent will never make use of this event. Did you consider it?

Interaction with Wargames just adds fuel to the fire. Wargames won't just appear on the discard pile. A player must discard it this or other way. If you are fortunate enough to have both Wargames and Double Agent, well, you have two very strong cards so using it for extremely strong combo is not the weirdest thing you can think about. If you have Wargames but you are afraid of Double Agent for the other side, you play just the way USSR plays if he has Wargames, USA leads by 7 VP and USSR is afraid of Star Wars: drop DEFCON to 2, play it as an event and don't make use of possibility to immediately end the game. You lose an action round and a 4 Ops card but you don't lose the game by eliminating Wargames entirely. Of course, it interacts with events like Five Year Plan, Aldrich Ames, Terrorism...
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