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that player may either: place that many
Support Points ("SPs") in cities their ideology has SPs in or adjacent ones to gain influence, make a Support Check with a die roll to remove opponent influence, or advance the Tiananmen Square track once per turn with a die roll. Events are marked with different colours to indicate whether they favour the Communist (red), the Democrat (blue), or both sides (silver) and will still occur when a card is played for Ops if it is the opponent's colour. Various points along the Tiananmen Square track award beneficial effects that last until the opposing player reaches that point.
200:. Beginning with the player who played the Scoring card, players play Power Struggle cards with matching suits back and forth until one player has no cards that match the suit. Leader cards allow the player to choose a new suit and can be played on any suit if the player has influence in the corresponding board space. After the Power Struggle has concluded, dice are rolled to determine the influence the losing player loses from that country and the number of Victory Points the winning player receives.
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Players begin each round by drawing up to eight
Strategy cards, each featuring Ops values and an Event. Throughout the round players alternate turns, beginning with the Communist player and then the Democrat, playing one Strategy Card per turn either as Events or for Ops. If a card is played for Ops,
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The game ends after either ten rounds have passed or one player has 20 Victory Points. All
Victory Points are tracked on a single track from -20 (Communists) to 20 (Democrats), such that points awarded to the Communists will be subtracted from the overall score and points awarded to the Democrats
180:. The entire game takes place within 1989 over the course of ten rounds, each with seven turns, with an automatic victory during the year or final scoring at the end of its last turn. It is played on a board featuring a turn record track, a
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Within the
Strategy card deck are country Scoring cards which when played cause players to receive Power Struggle cards relative to the number of spaces in that country they have influence in. There are three types of cards: cards with
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will be added to it. The
Communist player is the winner if the final overall score is negative and the Democrat is the winner if it is positive.
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track, a
Victory Point tracker, and various city and "leader" spaces within the six countries.
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where players use Events and
Operations Points ("Ops") to establish influence within
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designed by Jason
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countries and avoid total collapse. The other side plays as the
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the communist regimes and establish democracies throughout
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The game uses a political system similar to that of the
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Harrigan, Pat; Kirschenbaum, Matthew G., eds. (2016).
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219:in the 'Best Post-WW2 Era Board Wargame' category.
134:as two sides with opposing interests clash in the
130:. The game takes place in the final stages of the
272:"The Wall Must Go - 1989: Dawn of Freedom Review"
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297:"1989: Dawn of Freedom -lautapelin arvostelu"
160:groups and countries. One side plays as the
239:Zones of Control: Perspectives on Wargaming
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473:Board games introduced in 2012
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323:"1989: Dawn of Freedom Review"
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217:Charles S. Roberts Award
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23:1989: Dawn of Freedom
468:American board games
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58:Publication
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223:References
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162:Communists
48:Publishers
453:GMT Games
244:MIT Press
208:Reception
170:Democrats
148:GMT Games
128:GMT Games
108:Age range
52:GMT Games
30:Designers
357:Archived
142:Gameplay
132:Cold War
124:wargame
92:Players
83:Wargame
66: (
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174:topple
76:Genres
360:(PDF)
353:(PDF)
194:suits
122:is a
248:ISBN
68:2012
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