Twilight Struggle Card Cost Comparison (Ops)
Compare Twilight Struggle card ops values 1 to 4 plus scoring and war effects. Uses the official GMT base deck with exact ops for each card in all three wars.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Ops 1 card Weak for points, strong events. | 1 ops | Low ops events, early war | GMT Twilight Struggle cards: ops 1 list, Independent Reds and Arab-Israeli War |
| Ops 2 card Core coup and place pool. | 2 ops | Common ops value, all wars | GMT Twilight Struggle cards: ops 2 group, Decolonization and De Gaulle |
| Ops 3 card Best event plus points mix. | 3 ops | Strong ops value, mid war | GMT Twilight Struggle cards: ops 3 group, Marshall Plan and Containment |
| Ops 4 card Tops this table at 4. | 4 ops | Top ops value, late war | GMT Twilight Struggle cards: ops 4 list, Wargames and Tear Down This Wall |
| Early War deck Shown for scale. | 35 ops | 35 cards in Early War | GMT Twilight Struggle rules: Early War 35 cards |
| Mid War deck Shown for scale. | 40 ops | 40 cards added Mid War | GMT Twilight Struggle rules: Mid War 40 cards |
| Late War deck Matches Early at 35. | 35 ops | 35 cards added Late War | GMT Twilight Struggle rules: Late War 35 cards |
| Scoring card Shown as 0 for scale. | 0 ops | Region scoring, 0 ops | GMT Twilight Struggle rules: scoring cards 0 ops |
| DEFCON track Shown as 5 for scale. | 5 ops | DEFCON steps 1 to 5 | GMT Twilight Struggle rules: DEFCON 1 to 5 track |
| Victory target Shown for scale. | 20 ops | Auto win at 20 VP | GMT Twilight Struggle rules: win at 20 victory points |
| China Card ops Matches top ops at 4. | 4 ops | Passed China Card, 4 ops | GMT Twilight Struggle cards: The China Card 4 ops |
| Coup range Shown as 6 die max for scale. | 6 ops | Max coup roll plus ops | GMT Twilight Struggle rules: coup die plus ops |
About this converter
Twilight Struggle runs on ops points. Cards show 0 to 4 ops. Scoring cards show 0 and force region counts. Ops 1 cards hold weak points with strong events. Ops 2 cards form the core coup pool. Ops 3 cards mix strong events with points. Ops 4 cards top the table and include Wargames and the China Card. Decks total 110. Early War holds 35. Mid War adds 40. Late War adds 35. DEFCON runs 1 to 5. Dropping to 1 on your turn loses. Victory hits at 20 VP. Coups add a die to ops. This table tracks ops prints plus four scale rows. Headline order and space race boxes vary by turn and stay out.
How to use it
Pick two entries and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Ops 4 card against Ops 1 card to see the 4 to 1 gap. All rows use Ops, so the unit stays fixed. Click any table row to load it as Entry A with amount 1.
Ops prints come from GMT base cards. Deck counts come from the rulebook setup pages. Scoring, DEFCON, VP and die rows are shown for scale, since new players mix points and tracks. Deluxe and digital prints match base ops and stay in.
FAQ
What is the highest ops in Twilight Struggle?
Ops 4. Wargames, Tear Down This Wall and the China Card all show 4.
How many cards per war?
Early 35, Mid 40 and Late 35. 110 total before setup.
What are scoring cards worth?
0 ops. They force region scoring instead of points.
How do you win?
Reach 20 VP. Or force DEFCON loss, Europe control or final scoring.
Sources
- GMT Games Twilight Struggle cards: ops 1 to 4 prints, Wargames 4, China Card 4, scoring 0 ops
- GMT Games Twilight Struggle rules: Early War 35 cards, Mid War 40 cards, Late War 35 cards
- GMT Games Twilight Struggle rules: DEFCON 1 to 5, win at 20 VP, coup die plus ops
Last verified: 2026-10-06 · 12 entries
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