Articles Reviews The Wall Must Go - 1989: Dawn of Freedom Review
 

The Wall Must Go - 1989: Dawn of Freedom Review The Wall Must Go - 1989: Dawn of Freedom Review Hot

1989 Swan of FreedomI was only six years old in 1989, and my memory of that year mostly involves moving to a new kindergarten. The fall of communism in Eastern Europe was totally off of my radar. I think I only realized some change had occurred when I noticed that maps were being printed with only one Germany. I regret that I wasn’t more aware of something so monumental, because what an extraordinary year it was. Since the Cold War was so plastered on the consciousness of US history, it feels like a climax, a sense of right winning and evil being defeated.

Of course, the truth was much more complex than that. Still, the United States is only now in a position where we don’t automatically regard the Soviet Union as the de facto “bad guys” in the Cold War. That idea of fighting a battle of ideas is still deeply ingrained in American culture, and that was one reason why Twilight Struggle was so well regarded. It captured not so much the “facts” of the Cold War, but the emotions and the paranoia. In that regard, the good guys vs. bad guys angle of the revolutions of 1989 feels like a natural fit for a game in the vein of Twilight Struggle. Clearly designer Jason Matthews felt the same way, because he joined forces with Ted Torgerson to release 1989: Dawn of Freedom.

If you’ve played Twilight Struggle, then 1989 will not be difficult to grasp. There are two sides, the Democrats and the Communists. Each side takes turns playing cards to affect the allocation of influence on the board. These cards represent different events throughout that pivotal year, like the legalization of Solidarity in Poland and the dramatic flight of Nicolae Ceausescu in Romania. These events all favor one side or the other. You can play an opponent’s event to do other actions, but the event will happen either way, so some tricky planning is in order. Each country will eventually be the focus of a power struggle between the two sides, to determine the future of the nation. Winning a power struggle grants you victory points, which exist on a single continuum. That means there’s one long scoring track with a zero in the middle, and -20 and 20 on the ends. If the overall score is negative at the end of ten turns, the Communists win. If the overall score is positive, Democracy has won the day.

About 85% of 1989?s rules are lifted directly from Twilight Struggle. That last 15% however has a pretty huge impact on the feel of the game. The broad concepts are consistent, but the minutia makes for a markedly different feel. In fact, in many ways I feel like 1989 is a more approachable game. Some little confusing moments have been sanded away or combined. The biggest one is the support checks. These correspond roughly to the coups in Twilight Struggle, where you would roll a die to reduce enemy influence and maybe increase your own. Twilight Struggle also had realignment rolls, which served as a softer touch when you couldn’t afford to coup a country and start nuclear war. 1989 basically combines the two rolls into a support check, and it’s a savvy move. The addition of a card’s value is still added to the roll, but now you use the old realignment modifiers to alter the role one way or the other. It’s a lot cleaner and a lot easier to explain than two different but similar mechanics from the old game. Twilight Struggle also had a “Space Race” track where you could toss an event that would do too much damage. Here that is represented by “Tienanmen Square,” the demonstrations happening in China around this time. It’s not as good a thematic fit, but it’s executed in a more intuitive way, where your card is added to your die roll to advance along the track. It’s more consistent and easier to explain.

The two games differ the most in the process of scoring. In the old game, you simply played the scoring card, got your points, and continued on with the game. Here, there is a new side game that will determine victory in that country. Hands are dealt from a second set of cards according to how many spaces you control in the country. One side leads a specific suit, and the other player must match. If a player runs out of cards or cannot respond, they lose the power struggle. Players of other card-driven games will recognize this from We The People, and Hannibal: Rome Vs. Carthage. Should the Democrats win, they have an opportunity to take control of the government, depending on the outcome of a die roll. Roll high enough, and democracy wins, removing the scoring card from the game. If communism sticks around, not only does the card stay in play, but the Communist player receives bonus points for hanging on. It’s a pretty strong outcome to be given a 50-50 shot, barring any modifiers that come up. It’s this aspect of 1989 that takes the most adjustment, especially for people who come from Twilight Struggle. No longer is playing a scoring card a sure thing. There’s about three levels of randomness that have to be conquered before you get the outcome you want. You can pull at them to improve the odds, but it’s never a sure thing. There were already people who thought that Twilight Struggle was too random, so if that’s you this game will rankle you no end.

But for my own part, I actually like the power struggles. The uncertainty allows for some catastrophic failures (like the time I won by scoring Poland as the Communists in two consecutive turns, ending the game in Turn 3), but you can also squeak by with some good luck. For someone like me, who is not much good at wrestling down the logistics of making scoring cards work, it’s a more forgiving mechanic. Actually, 1989 is simply a more forgiving game. The power struggles allow for some lucky comebacks, and while you can still lose the game by getting too far behind, there’s no longer any Defcon track to worry about. That alone gives the game a little more breathing room.

So if the game is both a little more forgiving and a little cleaner than Twilight Struggle, do I like it more? Not necessarily. Twilight Struggle’s triumph was that it recreated the tensions of the entire Cold War. The struggle between two superpowers was such a natural fit for the two-player card-driven genre. That tension of trying to anticipate your opponent was ideal for the Cold War. That allowed the game to really draw at the suspicion and nervousness that we think of when we think of that 40-year conflict. 1989 still has that tension, but I don’t think it fits as well in this setting. This is partly due to the multi-faceted nature of the 1989 Revolutions. It wasn’t as simple as Democrats vs. Communists, but 1989 wants to distill it to that. Twilight Struggle did some reduction of its own, but that worked because it was a reflection of the mindset that drove the Cold War. And besides that, whenever you have a “sequel” game like this, you must ask if its worth owning both games, as similar as they are. I actually think they compliment each other well, different takes on the same subject matter and mechanics. But shelf space is limited, so it’s still a question worth asking.

In the end I don’t know if 1989 ever had a chance of escaping the shadow of its predecessor. But that’s hardly a deal-breaker. The truth is, it’s still a tense, exciting game, filled with historical flavor and given the usual excellent graphical touch from GMT. 1989 finds its own voice without ever feeling like it takes away from its older brother. It’s more than a mere imitation. It’s a fascinating take on familiar ideas in design and theme, and it’s a successful one at that.


Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (15)
  • avatarldsdbomber

    I just cant see myself ever wanting to play this, just because of the theme, which I have to be honest, almost zero interest in. TS is all about the theme for me, but on the other hand, the starting imbalance can sometimes be an issue, and maybe this game offers a more direct enjoyment route to the actual CDG mechanic, but still, I just cant get excited about this one at all

  • avatarMsample

    I like the game , more so than TS in which the DefCon mechanic, while thematic, felt to me that it shackled players at times, esp the US. And while the theme didn't grab me when I heard about it, the game play certainly did. It is also assymetrical. The Soviets are just trying to hang on, while the Democrats need to relatively speaking, kick them off the map.

    1989 to me feels like an evolution of the TS game engine; the Power Struggle is interesting in that beforehand, you may focus on certain types of spaces in order to maximize leader cards/deny them to your opponent.

    I do think the game will struggle to gain acceptance due to how deeply entrenched TS is now. It's a shame, because the game is truly different enough that it should be tried at least once by TS players.

  • avatarSan Il Defanso  - re:
    Msample wrote:
    It is also assymetrical. The Soviets are just trying to hang on, while the Democrats need to relatively speaking, kick them off the map.

    That's a really good point. I feel like the two sides are more extreme in their differences, rather than just a tilt given by the cards. They score in different ways, and the events seem a little sharper in either direction. I've heard complaints that Twilight Struggle is kind of scripted, though it's never been an issue for me. But if that's a complaint someone has, the asymmetry and more open setup may make this the preferred game.

  • avatarSpace Ghost

    I spent a lot of time playtesting 1989 (as well as a lot of the Deluxe Edition of Twilight Struggle). And, I have played probably 500 games or more of Twilight Struggle. I just don't think that 1989 has the same smoothness as Twilight Struggle.

    In terms of imbalance of Twilight Struggle, I think the major problem is the difficulty of becoming a "good" US player. It is difficult. However, with experience and the optional cards, the balance seems to be about 55-45 in favor of the USSR; perfectly acceptable, I think.

    I have never shirked away from randomness, but I think that there is just a bit too much in 1989. I think that it was a mistake to combine the coup and reallignment mechanisms, it takes away the little bit of control and options that the player has. The game starts to lack a little bit of the strategic depth of Twilight Struggle. I also thought that the card-battle mechanism from Hannibal: RvC felt a little shoe-horned in. For me, it took me out of the tension of the game to some degree and interrupted the pacing of the game.

    However, these complaints are really just in comparison to Twilight Struggle. On its own, 1989 is a very good game. I would recommend it to people to play and buy. However, I don't think it unseats the king.

  • avatarpanzerattack

    The Berlin Wall came down on my 11th birthday but I was totally unaware of that fact until years later. Goes to show how wrapped up in my own birthday I was. Then again, I got Heroquest as my present that year so compared to that, the fall of communism in Eastern Europe didn't stand a chance.

  • avatarMsample

    I do think that 1989 has some more extreme cards. Maybe not Aldrich Ames ( v 1.0 ) extreme. But Breakaway Baltics....5 VPs?? So as to the randomness - if the Soviets get the card, it goes into the Space Race/Tienamen track without a thought. If the Dems get it...the Soviets CAN get the card that gives them 3VP if BBR is played, but if they don't...or it never comes out...

    So yeah I guess it can be a bit more random. I still like it.

  • avatarKingPut

    Excellent write up San Il Defanso! Thanks for writing it up. I agree with almost all of your review so I won't be posting my own review at F:AT but I'll just add in some of my thoughts.

    I don't remember a whole lot about the year 1989 either even if I'm the old dude here. I was in college at University of Maryland, I had an internship so I was working a shitload and on weekends I was still hitting the College Park bars. Outside of my life there was a few things I remember. I remember George Bush became president, Tiananmen square,the San Francisco earthquake that delayed the world series and then all of sudden the Berlin Wall was coming down.

    Even music and movies weren't memorable 1989. Top selling songs of 1989: Ride On Time - Blackbox,If I Could Turn Back Time - Cher, You Got It - New Kids On The Block. Top movies: Glory and Born on the Fourth of July. Best Picture Academy Awards - Driving Miss Daisy .

    For about a month after the Berlin Wall came down and Iron Curtain collapsed I was still waiting for the Soviet Union tanks to come rolling into Eastern Europe. I guess that's what happen when you grew up during the Reagan years. Most of the event leading up to the collapse of communism is a complete blur to me but I think they're a blur to most Americans. Last year we saw how quickly Arab revolutions spread and how off guard the world was. The speed of the revolutions in 1989 was remarkable.

    That's the real cool thing about 1989 is how quickly a revolution happens. The communist player will be hanging on and holding up to the Democrats blow for blow for the early turns than BAM suddenly in the mid turns the revolution happens in East Germany or Poland and the communists are wiped from the country after a few good card plays, a couple of support checks and a power struggle. This is what gives 1989 a completely different feel from TS. One other difference, I don't think you mentioned between 1989 and TS is no Headline Phase in 1989.

    Best card in TS is the We Will Bury you card, where you get to poke the other player in the chest. Best Card in 1989 - Tra, La, La, La, La man card or State Run Media card, The George Bush Prudence card. When you get that card you have to say "That wouldn't be prudent in you best Martin Short / Church Lady / George Bush accent and finally the Kiss of Death which has a picture of Gorby slipping Honecker the tongue.

    One slight disappointing things about 1989 is the game length which is as long or longer than TS. I didn't need a game as short as 1960 but 1989 has been running close to 4 hours for a game that goes the distance. That should shorten quite a bit when both players learn the cards a little better and start learning their Eastern Europe geography. Also, like TS I'll probably play 1989 just as much online as I do in person so that speeds up set uptime, shuffling, etc.

  • avatarMsample

    Oh yeah, how many games have a David Hasselhoff card? This one does.

  • avatarSuperflyTNT

    I remember '89 well. I was sitting playing Sega Genesis when the Loma Prieta quake hit, and it was amazingly intense. Butt puckeringly so, in fact, even for a quake veteran.

    I went out and watched the sound wall next to my neighborhood that ran along Capitol Expressway rolling vertically like the sea, and after climbing on it (to ride it) my buddy and I saw the road rolling up and down, like swells. It was a sight I'll never forget.

    My mom got trapped up in the Santa Cruz mountains for a month because the roads were all collapsed, and I remember vividly watching the news where the 880 viaduct collapse crushed 50 people or so.

    I also remember tears in my eyes as we witnessed, on live TV, the wall being chipped away and subsequently destroyed the following year. So many people had been freed, so many families reunited.

    My dad was especially touched since part of his job was making 'deliveries' to the Commie side. He'd seen firsthand how starkly contrasted the two sides of the wall were, and he wept openly as the wall fell right before our eyes, and later he told stories of some of the things he did when he was over there, the small role he played.

    I don't know anything about the game, but I'm pretty sure I'd have liked to have played it with my dad.

  • avatarThirstyMan

    Ahh 1989, I remember it well. Hadn't even clocked up one wife at that time although was living with, soon to be, first spouse.

    Funnily enough, I remember Ceauşescu's fall in the Christmas time more than the Berlin Wall events earlier in November, probably because it was Christmas and I was glued to the in laws TV trying to drink as much of their alcohol as I could get away with, without appearing rude.

    I also remember going to a meeting of Socialist Workers Party in Wolverhampton (middle of England) just for shits and giggles in a long dark coat and a trilby (part of my Blues Brothers zoot suit). I was into Libertarianism at that time and was interested in what revolutionary groups thought about the collapse of the wall.

    Most were 20-30 yr olds with some older 'sages' scattered around. Meeting was above a pub and they immediately assumed I was a police spy (because of my hat and clever disguise). They voted in a resolution to send a group of them to East Germany to explain to the East Germans what 'real' communism was all about. I told them I really thought they would not get a good reception. They shouted me down while quoting Marx like it was the fucking bible. I pointed that out as well but by this time they just assumed I was a spy and refused to engage in argument.

    The SWP believed the wall fell because East Germany was not true (read Trotskyist) communism but State Capitalism which is how they categorised USSR type communism. They wanted to 'educate' them properly. Total joke really with a room full of of totally naive politicos. Stuck in my memory though......

  • avatarSpace Ghost

    The coolest thing about 1989 is the way it "feels" like revolution is taking place on the gameboard. This is certainly distinct from TS's feeling of constant ebbing and flowing of "influence borders". Neat to capture such a different feel with the same mechanics.

    Both are vastly superior to 1960.

  • avatarSan Il Defanso
    Quote:
    Best card in TS is the We Will Bury you card, where you get to poke the other player in the chest.

    I believe you mean Kitchen Debates. You call yourself a Twilight Struggle player?

    That's almost my favorite card just because of the couple of times I've been able to pull off the chest poke.

  • avatarAncient_of_MuMu
    Quote:
    Oh yeah, how many games have a David Hasselhoff card? This one does.


    And there I was going to make a stupid joke about whether it had a David Hasslehoff card. His performance was the key moment in the tearing down of the Berlin Wall.

  • avatarKingPut

    You are correct, I am a TS poser (only about 20 plays). I was mixing up the 2 best TS events. Kitchen Debates is my favorite US event because I can poke the USSR player in the chest. "We will Bury You" is my favorite USSR event because I can yell that at the US player. Both cards lose alot when you're playing the game online. The David Hasselhoff card was a great choice for 1989.

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