Difference between revisions of "WWI Many Fronts"
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==Turn Sequence== | ==Turn Sequence== | ||
For each Full Turn. | |||
'''Planing:''' | '''Planing:''' | ||
Each player fills his hand to 7 cards. | Each player fills his hand to 7 cards. |
Revision as of 09:03, 26 July 2009
WWI Many Fronts | |
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Designers | Sirexel's conversion of, Lloyd Krasner's original game |
Date | 19/07/2009 |
Players | 2 |
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 | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
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.
Special Rules
Sides
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)
Game Lenght
18 full game turns, dividen in two subturns: Central Powers first, Entente Powers then. Represent: 1914 late to 1918 early and 1918 late.
Army Tokens
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.
Fronts
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
Turn Sequence
For each Full Turn. Planing: Each player fills his hand to 7 cards. Mobilization: Each player gains 6 AT. Events Card may be played NOW. Combat: 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. Results: 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. Casualties: 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. End Phase: 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.