Note: Bartheart has started his side of the AAR here.Considering that science says the triumph of socialism is inevitable, I have decided to simply assume the Soviet Union will surely {cough} win my
DC3: Barbarossa game against Bartheart, and graciously skip ahead to the the Rodina’s next challenge: spreading the light of our worker’s paradise to all corners of the globe, illuminating the setting sun of capitalistic futility. A
Twilight Struggle, so to speak.
(Although just as graciously I shall continue letting the Hitlerites deludedly wander the Russian steppes in the other game for as long as it takes for them to turn around and go home. {cough!})
So, what is this game?

That’s the main screen, including most of the board. (South America extends a bit farther south.) I’ve started a solo game as the USSR vs the USA (the only two possible players), so I won’t necessarily have the same cards dealt out to me at the beginning of my game with Bart.
Twilight Struggle (hereafter TS) is effectively a card game with a map component for placing little scoring tokens, which in this game are called “Influence”. You won’t actually see ‘tokens’ in the computer version, only the sum total of what tokens would be there from each player. So to give an easy example, the US player starts each game with 4 tokens of influence in Australia, which you can see at the bottom right of the map. If I had any influence in Australia, the sum total of my influence there would be a number in the right half of Australia’s scoring box, next to America’s 4.
So for another easy example, if you can find North Korea (it’s the last country-box on the upper right), you’ll see a 3 in the Soviet half of its box; because the USSR starts out with 3 there.
That 3 is a special color in North Korea (yellow on a red background) because I start out with enough influence to match the stability score for the Norks, which is also 3. That means I control North Korea. (The US is the same in Australia: white 4 on a blue background.) If the US puts any influence in NK right now, I’d lose control although my influence would still be dominant. The proper formula for control is to put in enough influence to match or exceed the stability score plus the opponent’s influence. If the US player somehow put 10 influence into NK, I’d have to put in at least 13 to control it.
Having superior influence in a nation makes it harder for an opponent to spend influence there directly, though. I would have to spend 2 points to put 1 point into Australia for example.
This is relevant because the pre-game starts with each player putting 6 influence points onto the board somewhere [edited to add: the US puts 7], beyond the points we each already get. Which leads into the question of where we can put influence: can it be just anywhere on the map?
Well, no. We can only put influence in two kinds of places: where we already have some influence; and into countries
next to where we already have some influence. That also means we can always put influence into countries that border or connect directly with our home countries (Russia for me). In practice, Russia only borders five countries on the game map -- North Korea, Afghanistan, Romania, Poland, and Finland -- some of which start out with no influence. Whereas on the other hand, the USSR starts with enough influence to control East Germany automatically even though it has no map connection to Russia or to any place I influence before game-start. So where I plop my first 6 Ipoints, in support of the influence I automatically start with on the board, is crucially important.
The pre-game is a slight exception to the influence-placement rules, since I’m limited to putting influence only into the specially glowy nations shown here, where I’ve zoomed into Eastern Europe. But some of those places, like Hungary and Yugoslavia, aren’t connected (yet) either to Russia or to countries I automatically start off influencing -- yet for this phase of the game, I can drop influence there.

Here in the pregame, those are pulsing; but normally they’re a lighter color purple because they also count as a sub-region of Europe, namely “Eastern Europe”. Any cards affecting Europe can be played here (unless otherwise indicated), but any cards affecting “Eastern Europe” can
only be played here. Any cards affecting “Western Europe” can only be played in the darker purple boxes.
Austria and Finland have a diagonal through their influence boxes, divided into regular and light purple colors, because they count both ways.
In short, during the pregame I can put influence only into “Eastern Europe” and/or into Finland and Austria, because they count as both eastern and western.
I already have 3 influence in East Germany, which I can beef up now if I want. EG also has a red bar at the top of its influence box, which identifies it as a Battleground -- not literally but politically, but in the sense that controlling such a state will score better, and also because trying to instigate a coup there (successful or not) will degrade / lower the DECFON level by 1.
As the DEFCON level lowers, various world regions are shut out of coup attempts, according to the following schedule (which can be found by left-clicking the DEFCON chart at the top of the gameboard).

This screen also shows the somewhat-related topic of how many military operations are required per round in order to avoid some minor victory point losses at the end of the round. As the DEFCON level lowers, fewer influence points have to be spent on military operations (which are usually if not always coup attempts) to avoid the minor VP loss; but players may just decide to take the loss rather than tick the clock closer to nuclear war, especially if
both players will take the same loss resulting in no net difference: the game keeps track of a net point different, not an absolute total.
Nuclear war, and the victory point difference, both bring up the question of how to win the game. Broadly speaking there are two ways:
1.) Having the most VPs at the end of the final (10th) turn.
2.) Fulfilling an instant win condition.
Of which I can recall five offhand, all of which apply equally to both players, although I'll describe them from my perspective.
2.1.) If I’m the first player to get ahead by 20 VPs.
2.2.) If I play the “Wargames” event if DEFCON is at 2
and if I’m at least 7 VPs ahead. (Because playing this card gives 6 free VPs to my opponent.) Essentially this means I launched a pre-emptive strike. This ends the game immediately with no further scoring, so if I’m still ahead after the US gets 6 VP then I’ll win.
2.3.) If I control enough of Europe to count as “controlling Europe” when either of us play the “Score Europe” card.
2.4.) If my opponent is still holding a “Score” hard in his hand at the end of any turn, then I automatically win. It’s rare but possible for this to happen by a legitimate gameplay accident, but it's also sort of the "time to quit because you're too tired or drunk to play anymore" rule.

More accurately, it's a rule to force a player to activate scoring at a semi-random time each turn, even if it's to our disadvantage.
2.5.) If my opponent somehow stumbles (perhaps because I stumbled him by playing an event card) into degrading the DEFCON to 1. Essentially, the player who
doesn’t do this launches a pre-emptive strike at the instigator, and presumably whoever launches the strike will be ahead and less damaged in whatever world remains after the bombs fall.
Anyway, aside from special insta-win conditions, this is really a card game about plopping influence tokens on a map board: an area control game. Aside from the somewhat complex rules for when and how that can be done, affected by cards being played, that’s simply what the game is about. Players generate influence each Round of each Turn (multiple rounds per turn) by playing cards in various ways, and the cards played dictate how the influence can or will be placed on the map.
Cards can also affect Victory Points directly; and/or the DEFCON directly; and/or the Space Race directly (which I haven’t talked about yet, but which mainly serves as a dumping ground for cards that might be dangerous to me if I play them).
I can’t go into more detail about cardplay until I actually start a game, so this will have to suffice as an introduction until Barth (or whoever if he can’t or decides not to) and I get going.