Teaching Wargaming

Red Sea

Twilight Struggle · Paper-and-projector companion

Use alongside the physical game. Keep hands and unrevealed cards off-screen. Players enforce rules and resolve card events. This is an independent teaching aid, not the official digital game.

The aim of the game

US and USSR compete for political advantage. Track scoring on paper; enter the net score here. The base game ends after two full turns unless an early victory condition applies. The player acting when DEFCON reaches 1 loses (§10.4).

SESSION POSITION
ACTING SIDE
ESCALATION
NET SCORE

Public influence ledger

Use the physical map to check connections between locations.

Select a location. Compare counts with your physical board before applying an action. Starting influence follows §3.2.

Update turn, scoring and other public tracks

The screen does not advance the game automatically. Finish card effects and rule checks on paper before recording the new position. Positive score favors US; negative favors USSR.

Review a past decision

Replay is read-only and does not change the live game. It contains public information only.

Action record

    Practice placing influence

    Your saved session stays unchanged during this example.

    An eligible, uncontrolled location has stability 2. Each side has 1 influence. You have 2 operations points.

    Predict: does adding one influence give you control?

    US 1 · USSR 1 · Neither controls