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Colonial Twilight: The French-Algerian War, 1954-62

  • One 22”x34” mounted game board
  • One deck of 71 playing cards
  • 110 wooden playing pieces, some embossed
  • One full-color countersheet
  • Rules Booklet
  • Play booklet
  • 2 Faction Player Aid foldouts
  • 1 non-Player foldout
  • 1 Sequence of Play sheet
  • 2 six-sided dice
DESIGNER Brian Train
DEVELOPER Jordan Kehrer
MAP ART Chechu Nieto
CARD & COUNTER ART Chechu Nieto & Mark Simonitch
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch
Price: $75.00




November 1st, 1954: On the eve of All Saint’s Day, armed members of the Front de Liberation Nationale (FLN) arose in revolt across Algeria against the French colonial government. The authorities suppressed these first incidents quickly, but this date marked the beginning of an eight-year war that saw hundreds of thousands of casualties, widespread atrocities and reprisals, political and social turmoil, and the effective end of the French Empire.   


COLONIAL TWILIGHT takes 1 to 2 players into the tangled web of military and political actions comprising this anti-colonialist struggle. The Insurgent, starting from modest beginnings, must build massive and enduring popular support for his cause, and organize to assume power when Algeria finally gains its independence.  The Government, representing both the colonial authorities and France’s military leadership, must engage the nationalist insurgency decisively while striving to preserve the support and commitment of the civilian government and society. 

Players will enter the “heart of darkness” as they use military, political, and economic actions and exploit events to build and maneuver forces to influence or control the population or otherwise achieve their aims along the twisting route to independence. Subversion, torture, factionalism, coups d’etat, forced resettlement, foreign sanctuaries, ambushes, “neutralization”… the whole grim catalog of a pitiless war is there, with a political and moral legacy that French society is only now beginning to confront.

This latest installment in GMT’s popular COIN Series system is the first to be designed for two players. You must consider carefully just what you want to do, and how much of it, before the initiative will slip from your fingers. Also, a full solitaire system enables solo players to test their skill against a devious game-run enemy.  

Players: 1-2 (full solitaire system)

Map:  Area movement

Time scale:  1-2 years per 12-card campaign







Customer Reviews
# of Ratings: 3
1. on 2/15/2018, said:
Played 4 times, atm. Set-up time and playtime are reduced, compared to other titles in the series. Introduced it to my gf and she loved it.
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2. on 9/20/2017, said:
Played it twice so far. It's really good. After a few more plays, we'll see where it stands. So far: 4/5. EDIT: 3-0 as FLN and 1-0 as Government. You will be in for a world of hurt if you make any slip-ups. The event cards make this game a 5/5; it really adds to the tension. Not knowing if the next card will benefit you, throw a wrench into the board layout, or let you or your opponent instantly win really adds to the nerve-inducing gameplay (most similar to Twilight Struggle). The beauty of this game is that it's COIN in a 2-player format... and it works great! I don't have to worry about not having 4 players or bringing inexperienced players to the table.
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