GMT Games just put out the deluxe edition of Twilight Struggle with a new board, counters, and deck which included seven optional cards. Since I already own the game, I just picked up the upgrade kit. On Saturday Rick and I sat down to play; it was my seventeenth game and his fourth, but our first with the optional cards. In an effort to see if the new optional cards really balanced play, we decided not to bid. I took the US; he took the USSR. (I won in turn ten scoring.)
The Cambridge Five, early war (USSR): This card forces the US player to expose all his scoring cards. Then the USSR player gets to add one influence in any region named on one of the scoring cards. This was played twice by me (US), but it never benefited Rick. It seems like a relatively harmless card in most situations.
Special Relationship, early war (US): If the US controls the UK before NATO is played, the US gets one influence in any country adjacent to the UK. If it is played after NATO, he gets to add two influence to any Western European country and two VP for his trouble. We saw this come out once in the late war, and it provided a much-needed boost to me at the time. I can see how if this came out on multiple occasions, it could really wreck the USSR’s day! It’s just another way for the US player to chip away at an early USSR lead, and it gives you more reason to play NATO too.

They don't just track Santa!
NORAD, early war (US): Holy cow. What a card. I played this early on, and it gave me reason to want to see that DEFCON track drop to two. If the US controls Canada and the DEFCON track drops to two, the US player gets to place one influence in any country that already has US influence. This is an excellent way to shore up your defenses in light of an aggressive USSR player. Throughout the game, I was able to place three influence through this effect until Quagmire canceled it.
Ché, mid war (USSR): The USSR player gets to make a coup attempt against a non-battleground country in Central America, South America, or Africa. If the coup is successful in removing any influence, he gets another coup attempt. After asking about this on Board Game Geek, it seems both coups count as military ops (they’re not “free” attempts), which fulfills a requirement for the turn. This came out once, and it was a great way for Rick to make headway in Africa and Central American when he was lagging a bit. This is a powerful card for sure.
Our Man In Tehran, mid war (US): Heck, it’s just fun to say the title out loud five times fast. If the US controls one country in the Middle East, the US player may take the top five cards from the discard pile and discard any of them (the others are reshuffled back into the deck). When I played this in the Late War, it let me get rid of four USSR events which never came back (no more reshuffles). I’d suggest saving this card if at all possible until you can permanently dodge a few bullets.
Yuri and Samantha, late war (USSR): The USSR receives 1 vp for each US coup attempt made during the rest of the current turn. This was played in turn 10 after I had made my military ops requirements, so it didn’t do any damage. I could see how this might matter in a very tight game, however.
AWACS Sale to Saudis, late war (US): The US player gets two influence in Saudi Arabia, and Muslim Revolution may no longer be used as an event. If the US player can get this out early in the late war phase, it will probably stop the play of Muslim Revolution once.
All in all, the new additions are welcome. The cards are definitely in the US player’s favor (four to the USSR’s three) in terms of events and ops value (2.8 to the USSR’s 2.3). As the US player, I felt I had a bit more breathing space, and not so terribly screwed by Rick driving that early war DEFCON track down to two. My only complaint is that these cards have some pretty serious errata issues already, but it sounds like GMT will be shipping out fixed versions of the affected cards by February (for now, you can check out the errata in this pdf).
I’d love to hear your experiences with these new cards. How have they affected play?