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International relations

Twilight Struggle

The Cold War, 1945–1989: two superpowers vie for global influence without triggering nuclear war

2 (o equips)Players
120–180 minDuration
~15 minSetup
HighComplexity
CompetitiveDynamic

A strategy game for two sides — the United States and the Soviet Union — recreating the struggle for global influence during the Cold War. It is card-driven: the cards represent real historical events (from the Space Race to the Iran Hostage Crisis) used to spread influence across a world map while avoiding nuclear war (the DEFCON track).

A zero-sum game, renowned for its exceptional thematic integration: the rules mimic the logic of the Cold War and every card refers to real people and events, illustrated with period photographs.

Classroom value

  • A powerful history tool: some 110 cards cover the whole 1945–1989 arc; playing them forces you to put each event in context.
  • Taking on a superpower helps understand the rationale of deterrence, escalation and nuclear fear (DEFCON as shared risk).
  • The team format (US bloc vs. USSR bloc) opens up strategic debate within each side — ideal for seminars.
  • Allows counterfactual analysis: comparing the game as played with real history (policy memos, game diary).

In the classroom

No. of players2
TeamsYes · 4 per team
People per gamemax. 8
Game MasterYes
SessionsCan be split into 40–50-minute parts
SpaceOne large table (world map)
MaterialPhysical or online game
★World No. 1 on BoardGameGeek (2010–2016)BGG Hall of Fame
📍Available at the UB Games LabFree access for teaching staff

Technical details

DesignA. Gupta i J. Matthews
PublisherGMT Games (2005)
LanguagesSpanish · Catalan · English

Find out more

PublisherGMT Games
ContextWikipedia