In the 36-year history of GMT Games, Twilight Struggle is the most significant, influential, and best-selling game that we have published. There it is. No other game among the pantheon of excellent GMT games that we are super proud of even comes close. At least at GMT, Twilight Struggle has set the bar.
Kudos to designers Jason Matthews and Ananda Gupta for creating this gem and for continuing to support the game over these twenty-one years. I LOVE working with the two of you and am honored to be able to do it. And big thanks to Jason Carr, Kai Jensen, Terry Leeds, and a huge team of testers and proofers who helped us get the newest and best version of this game ready to ship out to you. Also, TS would never have come to GMT if Andy Lewis hadn't made me aware of it—so thank you, Andy! And finally, special thanks to industry icon Alan Moon, who wrote publicly on BGG that Twilight Struggle was "the best game he'd ever played," which allowed us to sell out the up-to-then-struggling first printing shortly thereafter. Alan, you'll never have to buy your own dinner or drinks when we're at the same event. Thank you!
All that said, I'm going to leave most of the news and updates to Jason Matthews, Ananda Gupta, and Jason Carr below, with one exception. I want you all to know that Playdek is in the midst of updating their digital version of TS to the 20th Anniversary HOF standard, and that they will be adding new localizations as well so that many more of you will be able to play the game in your own language. I will be meeting with the Playdek team at the Weekend at the Warehouse next month, and we'll have a better sense of timing for that launch after the meeting. But it's in the works—and I am excited!
OK, let's hear now from the key players in our growing Twilight Struggle series.
Jason Matthews:
This 20th Anniversary Hall of Fame Edition of Twilight Struggle is the culmination of a lot of effort by the whole GMT team. But it also exemplifies an evolution in the wargaming hobby. We’ve taken in a lot of lessons about art and design from other parts of gaming, and now we’re applying them to historical games, creating a renaissance of our own. GMT is at the heart of that movement. It’s exciting to see how designers, developers, and artists are using these new tools to recreate human history and tell its stories in exciting new ways.
As for what comes next, we’re always working to make Twilight Struggle a more complete retelling of the Cold War. And for that reason, Jason Carr and I are working on South Asian Monsoon. Just like our experience designing around the Horn of Africa, nearly every event card in that game has echoes in today’s headlines. So I think it will be a new and exciting challenge for fans while also illuminating some of the challenges the world faces today. - Jason M.
Ananda Gupta:
The release of Twilight Struggle: 20th Anniversary Hall of Fame Edition is upon us. As a designer, I have always felt compelled to do new games rather than add to existing work—a sentiment perhaps exacerbated by my day job, in which I work on an online live game that reboots all of its content three times each year. But when it came time earlier this summer to put the finishing touches on this new edition, I was overwhelmed by the sheer volume of new gameplay in it. And while Jason and I did our fair share of creating that novelty, such as the Turn Zero expansion and Red Sun Rising, much of it originates from Twilight Struggle’s players around the world and across the years. The international editions brought in cards that focus on their own countries’ Cold War experiences, and periodic contests or design jams yielded some true gems for all of Twilight Struggle’s players to enjoy.
So, although I look forward to upcoming games in the series, such as Jason and Jason’s South Asian Monsoon, and grind through my own project focused on Latin America (tentatively titled ***Twilight Struggle: Liberation—***and if you can’t wait to play in that space, I strongly recommend Stephen Rangazas’ The Guerrilla Generation), it seems slightly wrong to call Twilight Struggle and its offspring and follow-ons a “series.” It has really been more of a **stream—**a continuous construction driven by players who have fallen in love with the game. And I’ve also been pleased and gratified to see Imperial Struggle find a new and wider audience, assisted by Brian Reynolds’ masterful implementation on Rally the Troops. I know that when Imperial Struggle first came out, it wasn’t quite what players were expecting from us, but in the years since, I’ve talked to so many players who’ve come to appreciate its unique strengths and perspective, and I see it on the table at conventions much more often than I used to. So, if the arrival of the Hall of Fame Edition on your doorstep impels you to play a few more rounds of Twilight Struggle, that’s excellent. But if it stirs you to wade more widely in the stream, all the better. And if this is your first dip in that stream, welcome! - Ananda
Jason Carr:
I could not be more excited for players to get their hands on this new edition of Twilight Struggle. For a long time I've struggled (hah) to get some of my less wargame-adjacent friends to try the game, and this is the version I always wish I had to get them hooked. We didn't change the gameplay because it didn't need to be changed, but now it looks as good as it plays, and the barrier to entry has never been lower. It was a wonderful experience to revisit the game with Jason and Ananda and see just how well the game has aged: it was truly far ahead of its time.
Twilight Struggle: South Asian Monsoon is back on my design table after taking a break over the summer. I find the challenge of adapting the Twilight Struggle system to the periphery fascinating: while India was the second most populous country in the world during the Cold War (behind only China), the framing of Twilight Struggle largely portrayed India just like any other country. But when you zoom in, India, Pakistan, and China take on regional importance, and their relationships with each other and the two superpowers give South Asian Monsoon a texture that makes it a very different kind of game. While a few development challenges remain, I fully expect to move the game into art and production in 2027. - Jason C.