you need to own twilight struggle to play this game....

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You need to own Twilight Struggle to play this game. Use the Twilight Struggle influence markers for the Support Points in 1989, and use the VP, turn, action round, DefCon and space race markers on the corresponding tracks of 1989. The Rules of this game are the same as the rules for the game Twilight Struggle except as follows: Map: The Map is divided into a Northern tier of Germany, Poland, Czechoslovakia and Hungary, (for ease referred to in the game as Eastern Europe) and a Southern tier of Romania and Bulgaria(referred to in the game as the Balkans). Some events affect only Eastern Europe or the Balkans. 1. In each country there is a Country Space, used to indicate which side has Power in the country at that time in the game. At the start of the game the Communist holds Power in each Country. Through resolution of Power Struggle Cards the Democratic Player will attempt to topple the Communist from Power. The longer the Communist retains Power in a Country the more points he scores. In each Country the Communist Player's goal is to delay the Democratic Player taking Power for as long as possible. 2. Within each country there are city spaces. These are divided into battleground spaces and normal spaces as in Twilight Struggle. Spaces with a name in white letters and purple background are battleground spaces. Spaces with black letters and a beige background are normal spaces. Both types of spaces represent geographic locations, but they also abstractly represent various segments of society: 1. Orange space: Elite Space. At the top of Communist society are a Power Elite. These are Central Committee party members, ministers in the government and regional party bosses. These individuals enjoy special privileges under Communism. 2. Purple space: Bureaucrat space. Beneath the Power Elite are large numbers of bureaucrats that are in charge of day to day operation of the socialist state. The Elites rely on the Bureaucrats to maintain control over the country. Illustration 2: Battleground Space Illustration 1: Country Space Illustration 3: Normal Space Illustration 4: Elite Space Illustration 5: Bureaucrat Space

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You need to own Twilight Struggle to play this game. Use the Twilight Struggle influence markers for the Support Points in 1989, and use the VP, turn, action round, DefCon and space race markers on the corresponding tracks of 1989. The Rules of this game are the same as the rules for the game Twilight Struggle except as follows:

Map: The Map is divided into a Northern tier of Germany, Poland, Czechoslovakia and Hungary, (for ease referred to in the game as Eastern Europe) and a Southern tier of Romania and Bulgaria(referred to in the game as the Balkans). Some events affect only Eastern Europe or the Balkans.

1. In each country there is a Country Space, used to indicate which side has Power in the country at that time in the game. At the start of the game the Communist holds Power in each Country. Through resolution of Power Struggle Cards the Democratic Player will attempt to topple the Communist from Power. The longer the Communist retains Power in a Country the more points he scores. In each Country the Communist Player's goal is to delay the Democratic Player taking Power for as long as possible.

2. Within each country there are city spaces. These are divided into battleground spaces and normal spaces as in Twilight Struggle. Spaces with a name in white letters and purple background are battleground spaces. Spaces with black letters and a beige background are normal spaces.

Both types of spaces represent geographic locations, but they also abstractly represent various segments of society:

1. Orange space: Elite Space. At the top of Communist society are a Power Elite. These are Central Committee party members, ministers in the government and regional party bosses. These individuals enjoy special privileges under Communism.

2. Purple space: Bureaucrat space. Beneath the Power Elite are

large numbers of bureaucrats that are in charge of day to day operation of the socialist state. The Elites rely on the Bureaucrats to maintain control over the country.

Illustration 2: Battleground Space

Illustration 1: Country Space

Illustration 3: Normal Space

Illustration 4: Elite Space

Illustration 5: Bureaucrat Space

3. Green space: Farmer space. These spaces represent rural areas.

4. Brown space: Worker space. These are the largest portion of the population. They are most of the battleground spaces. Across the region workers have inclinations toward socialism in principle. There is little support for reforms toward a German model social market economy. Support for Anglo-American style capitalism is virtually nil. Still the workers are fed up with the failures of the Communist parties. Beneath the surface there are signs that the social contract between the workers and the Party is weakening. Both sides will need to try to rally the workers to their side.

5. Yellow space: Intellectual space. These are dissidents who are attempting to create a civil society outside the reach of the Communist system. They can provide leadership and a voice to the Democratic Movements.

6. Blue space: Student space. The students are the vanguard of protest against the regimes. Because of their low stability number they are easy to activate for the Democratic Player but face harsh suppression by the Communist Player.

7. Red space: Church Space. These spaces represent religious institutions. The Catholic Church in Poland and Evangelical Lutheran Church in East Germany are the most important institutions in their countries outside the control of the Communist Party. In contrast the Orthodox Churches have made accommodations with the regimes.

Illustration 7: Worker Space

Illustration 8: Intellectuals Space

Illustration 9: Student Space

Illustration 10: Church Space

Illustration 6: Farmer Space

8. Grey space: minority space. These spaces represent important minority groups, such as Turks in Bulgaria and Hungarians in Romania. In Eastern Europe, and especially in the Soviet Union, Communists face a “nationalities problem” of peoples aspiring to autonomy or even independence.

What to do on your turn:Place Support Points: This works the same as Twilight Struggle. (Place SPs equal to the Ops value of the card played. You must have SPs in the space or in a space adjacent at the start of your turn. It costs 1 Ops to place an SP. If your opponent controls the space it costs 2 Ops until you have placed enough to break his control. This may happen during the turn.) If your SPs in the space exceed your opponent's SPs by at least the space's stability number you have Control of the space.

Make two Support Checks: This works similarly to a combined realignment roll-coup attempt in Twilight Struggle. When you use your Action Round to make Support Checks, you can make two Support Checks regardless of the Ops value of the card played. A Support Check can only be done if your opponent has SPs in the space. Roll a die and add the Ops value of the Card. Add +1 drm for every adjacent city space you control. Add -1 drm for every adjacent city space controlled by your opponent. There is no drm for having more SPs in the target space. If the total of the Ops + die roll + adjacency drm is greater than double the stability factor of the space, remove your opponent's SPs equal to the difference. If there are no SPs of your opponent remaining in the space, then add your own SPs. There is no penalty for a failed Support Check. Your second Support Check of the action round may target the same or a different space.

NOTE: using Support Checks is the best way to rally opposing people to your side. By converting a weaker space in your first Support Check you may be able to use that space's +1 drm to target another space and generate a mass movement.

Play an Event: This is the same as in Twilight Struggle. Also as in Twilight Struggle when you play a Strategy Card for Ops with your opponent's event, the event occurs automatically. You can decide if the event occurs before or after your take your action. Many events allow you to add SPs or remove opponent's SPs then make a Support Check. These can be powerful cards if used at the right time.

Illustration 11: Minority Space

Play to the Tiananmen Square Track: This serves a purpose similar to the Space Race in Twilight Struggle. It is a way to discard a card with your opponent's event so as to avoid triggering the event. The Tiananmen Square Track represents the pro-Democracy student protests in Beijing in April through June of 1989. Roll a die and add the Ops value of the card discarded to the die roll. +1 drm if the card is your own event. +1 drm if it your second or subsequent attempt to advance. If the total matches or exceeds the number required to advance, move your marker forward on the track. The required total is different for each side. It is easier for the Democratic player to advance at the beginning of the track and harder for the Democratic player later in the track. You are limited to one attempt if you are tied or ahead on the Tiananmen Square track. You may make unlimited attempts if you are behind.

Play a Power Struggle Card. These correspond to the Scoring cards in Twilight Struggle, except when a Power Struggle card is played, there is a battle for control of the Country Space.

The Democratic Player chooses what manner of protest he will make. He may publish a Petition, hold a Student March, have a Worker Strike or hold a Rally in the Square. To publish a Petition he must control the Intellectuals Space. To have a March he must control the Student Space. To have a strike he must control at least 1 Worker Space. To hold a Rally in the Square he have domination in the country after the Communist's crackdown attempt (if any) and he must control at least 3 different types of spaces (Worker, Farmer, Student, Intellectual, Church etc.)

The Communist Player announces if he will have a crackdown against the Democratic Player's action. If there is

a crackdown, that is resolved first. The Communist rolls a die and checks the result against the Crackdown table under the type of Protest. This may result in removing Democratic SPs, no effect, or adding Democratic SPs to the applicable space (Intellectuals space for a

Illustration 12: Power Struggle Card

petition, Student space for a march, etc). In the case of a Strike or Rally the Democratic Player chooses where to add or remove any SPs gained or eliminated as a result of the crackdown. After the crackdown attempt the Democratic Player makes his protest roll. He checks the result on the appropriate table. This may result in losing VPs, No Effect, gaining VPs or toppling the Communist from Power.

For a Strike the difference in the number of Worker Spaces controlled by each side is a drm to the Protest Roll. For example if the Democratic Player controls 3 Worker Spaces and the Communist Player controls 2, the Democratic Player receives a +1 to his Protest Roll. If the Communist has 3 and the Democrat only 1, then the drm is -2.

In the Rally in the Square the Democratic Player receives a +1 for every type of space beyond 3 that he controls. So if he has 4 types of spaces he would get a +1 drm.

Domino Theory: Whatever protest the Democratic Player chooses, there is a drm for the Democratic Player based on how many counties he controls. If he has Power in no other Countries there is a -1 drm to his protest roll. If he has Power in 1 country, the drm is 0. If he has 2 countries the drm is +1, and if he has 3 countries or more he receives a +2 drm.

After the Power Struggle has been resolved, score the Country. If a player controls any space in the country he has Support. If a player controls more city spaces and more battleground spaces then he has Domination. If the Communist retains Power he scores for Power. The amount the Communist scores for Power increases each time the Power Struggle Card is played. The Democrat never scores for Power. If the Democrat takes Power the Power Struggle card is removed from the game. Each player also scores a point for every battleground space they control.

USSR Stability Track. The Stability Factor of Moscow begins the game at 5, with 5 Communist SPs in the Moscow Capital Space. Every time a Power Struggle card results in the Democratic Player taking Power in a Capital Space, reduce the USSR Stability level by one (Hardline Communists are agitated at loss of their Empire and restive nationalities are inspired to revolt against the USSR. There are also events that affect USSR stability (Gorbachev Charms the West, Break Away Baltic Republics, etc.) If USSR stability reaches 1, there is a possible coup. Roll a die and subtract 2. Remove that number of Communist SPs from Moscow. If there are no Communist SPs left in Moscow, Gorbachev falls from power and the Soviet Union collapses. The Phasing player loses the game.

Final Scoring: at the end of the game each country is scored again. The Communist scores for Power again for any Country space he still controls.