<Ul> <Li> Place influence--the player places influence in any country in which she already has influence or which is adjacent to a country in which she had influence at the start of the action round . She may place as many influence as are denoted by the number on the card . If the other player controls the country in question, each influence costs two instead of one </Li> <Li> Attempt a coup--the player declares the target of the coup and rolls a D6 . The country need not be adjacent to any friendly influence . She adds the result to the number on the card, deducts double the target country's stability number, and if the result is positive removes that many of her opponent's influence markers, and may even add influence of her own with any excess . </Li> <Li> Attempt realignments--the player rolls a D6 and adds one for having more influence in the target country than the other player, one for each adjacent country controlled, and one if it is adjacent to her superpower, and deducts a similar roll made by the defending player . The difference between the die rolls, if positive, is removed from the losing player's influence, but the winning side may not add influence . She may make as many realignment rolls as is indicated by the number on the card . </Li> <Li> Attempt to advance in the Space Race--the player rolls a D6 and, if she succeeds in the conditions as specified on the Space Race track, she advances in the Space Race . </Li> </Ul> <Li> Place influence--the player places influence in any country in which she already has influence or which is adjacent to a country in which she had influence at the start of the action round . She may place as many influence as are denoted by the number on the card . If the other player controls the country in question, each influence costs two instead of one </Li> <Li> Attempt a coup--the player declares the target of the coup and rolls a D6 . The country need not be adjacent to any friendly influence . She adds the result to the number on the card, deducts double the target country's stability number, and if the result is positive removes that many of her opponent's influence markers, and may even add influence of her own with any excess . </Li> <Li> Attempt realignments--the player rolls a D6 and adds one for having more influence in the target country than the other player, one for each adjacent country controlled, and one if it is adjacent to her superpower, and deducts a similar roll made by the defending player . The difference between the die rolls, if positive, is removed from the losing player's influence, but the winning side may not add influence . She may make as many realignment rolls as is indicated by the number on the card . </Li>

Who called cold war as long twilight struggle