WWI Many Fronts
From Dvorak - A Blank-Card Game
|WWI Many Fronts|
|Designers||Sirexel's conversion of, Lloyd Krasner's original game|
|This deck has not been categorised.|
|To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)|
| Print this deck|
A 2 players card game for around an hours gametime about the WWI. An Easy and Funy simulation on World War I. A try to convert a Warpsawn Game from Lloyds Krasner to Dvorak system, two of the greatest, easiest and cheapest resources on the Web.
(Meanwhile I finnish the adaption to Dvorak system there are too many)
Two Players: One Player represents the Entente Powers (EP)(Britain, France, Russia, Serbia, Italy, Romania, Greece, USA) The other Player is the Central Powers (CP): (Austria-Hungary, Germany, Bulgaria, Turkey)
18 full game turns, dividen in two subturns: Central Powers first, Entente Powers then. Represent: 1914 late to 1918 early and 1918 late.
Each player has a set of Army Tokens (AT). Prepare about 70 tokens of varius values (i.e. 20, 10, 5, 2, 1) for each side. (You can use money, cents, for example) AT is an abstract measure of Men & Material.
There are 6 cards, Thing - Front, that must be set on a line beteewn both players, before to start the game. Each front card has, aside his own rules printed on it, three Terriory Markers
For each Full Turn.
Each player fills his hand to 7 cards.
Each player gains 6 AT. Events Card may be played NOW.
Players bid in secret AT and Strategic Cards for each Front Card. Atack cards may be played for player in HIS subturn. Just the oposite for Defense Cards.
Resolve bids for each front. Winning a bid at a Front by at least 4 points gives 1 Territory Marker (TM) to the Player for that Front. Other results are considered a Stalemate.
A Player in a Major Front who Wins losses 1 AT, Lose losses 2 AT, Draws losses 2 AT. A Player in a Lesser Front who Wins lossen no AT, Lose losses 1 AT, Draws losses 1 AT. Casualties Cards may be played NOW.
Players may discard any cards from their hand they don’t want. Discard down to Max hand size. AT not lost in Mobilization or Casualty Phase can be used next turn.
Shattered Armies B K 3 Joint Offensive B AN 2 Fluidity B SN 2 Support Allies B SN 2 Concentration B SN 4 Expeditionary Force B AN 2 Zeppelin Raids C V -1 Poison Gas B SM 5 Tanks B A 3 Late Massed Tanks E AM 5 Late Light Tanks E AM 3 Very Late Howitzers B S 5 Artillery B S 5 Breakthrough B A 5 Overrun B S 5 Atrocities B SL 2 Withdrawal B D 1 Major Battle B SN 3 Air Power B S 2 Air Support B S 2 Major Operation B AN 2 Revolution B V -4 Mutiny B V -4 Succession B V -2 Abdication B V -2 Uprising B V -4 Assassination B V -3 Election B V -2 Coalition B V +2 Trench Warfare B D 3 Armored Cars B S 1 Machine Guns B D 3 Vast Battle B SM 5 Capture City B A 3 Strategic Victory B SN 5 Executions B V -4 Treason B V -3 Railways B V +4 Landings B AN 2 Evacuation B V +2 Checked B DN 3 Extended B DN 2 Envelopment B AN 4 Re-deploy B SN 3 Logistics Problems B S 3 Disaster B K 3 Interlocking Offensives B A 3 Mass Mobilization B V +4 High Command B SN 3 Resume Fighting B SN 2 Food Shortages B V -2 Inflation B V -3 Renew Offensive B A 2 Divert Forces B SN 2 Outflank B A 4 Send Troops B SN 2 Salient B S 3 Breathing Space B V +2 Independent Offensive B V 2 Attack Stalled B DN 3 Drain Reserves B K 2 Simultaneous Attacks B AN 3 Attrition B K 2 Series of Offensives B AN 2 Limited Offensive B AN 2 Stalemate B DN 3 Centralized Government B V +4 Mass Production B V +3 Mobilize Manpower B V +4 Technology B V +2 Static Front B D 2 Fortress B D 3 Interior Lines C DM 5 Initial Gains B AN 2 Launch Offensive B AN 3 Force Retreat B SN 4 Campaign B SN 2 Economic Collapse B V -5 Economic Ruin B V -5 Master Plan B SN 4 Second Battle B SN 3 Third Battle B SN 2 Reinforcements B V +2 Fresh troops B V +2 Reduce Strength B K -1 Territorial Gain B AN 4 Counter Attack B DN 5 Tactical Defensive B D 5 Deadlock B DN 2 Entrenchments B D 4 Strategic Offensive B AN 4 Industrialization B V +4 Backwardness B V -2 Mass Maneuver B SN 2 Bombardments B SN 2 Partial Gains B AN 1 Rolling Barrage B AM 2 Aerial Reconnaissance B SN 4 Firepower B SN 3 Slaughter B K 2 War Finance B V +4 Munitions Production B V +2 War Economy B V +4 War Effort B V +3 Organized Labor B V +2 Labor Strikes B V -2 Call for Peace B V -2 Nationalism B V +3 Failure to Exploit Gains B S 4 Propaganda B V +2 Rhetoric B V +1 Great Power Status B V +3 Idealism B V +2 Modern War B S 2 Civil-Military Discord B V -3 Total War B V +4 Home Front B V +2 Appalling Cost B K -4 Replace Generals B V -2 Intelligence B SN 2 Long Front B SN 2 Invasion Route B A 3 Repulse B DN 5 Epic March B K 1 Epidemic B V -2 Headlong Assault B A 1 War of Exhaustion B K 2 Escalation B V +2 Futile Offensive B A 2 Heavy Casualties B K 2 General Mud B D 3 Position Warfare B DM 3 Counterfire B DN 3 Penetrations B A 3 Defensive Lines B D 4 Close Gap B DN 3 Local Actions B SN 1 Strong Points B D 4 Communication Problems B S 2 Meat Grinder B K 2 Conscripts B V +2 Volunteers B V +3 Spring Offensive B A 4 They Shall Not Pass E DM 5 Big Push B A 4 Demoralized B SN 3 Spearhead B AN 4 Colossal Defeat B K 5 Rout B K 3 Immense Carnage B K 4 Anarchy B V -3 Pressure Defenses B A 2 New Tactics B S 4 Late Stormtroopers C AM 5 Late Poor Morale B SN 3 Resistance Collapses B A 5 Massive Attack B AN 5 Infiltration B A 3 By-Pass Strong-points B A 3 Mop-Up Operations B AN 2 Surprise B A 4 No Mans Land B DM 4 Stabilize the Line B DM 4 Uncoordinated Attack B DN 3 Unsupported Attack B DN 3 Tunnels B AM 2 Counter Offensive B DN 5 Submarine Warfare B S 3 WASO U-Boats C S 3 WASO Convoys E S 3 WASO Destroyers B S 2 WASO Cruisers B S 2 WASO Battleships B S 2 WASO Bridgeheads B A 2 Fight to Standstill B D 4 Punch Gap B A 4 Naval Blockade B V -4