Skip to Content
 

Game #43: Blitz Cards! (WW2 CCG)

26 replies [Last post]
Anonymous

Blitz Cards!

A Little Story: During the summer I got an idea for a boardgame, its name was Colonize! Anyways, I started designing it and that is what led me to this site. One day, I went over to my friends house with another friend. My two friends were playing Magic Cards. This suddenly reminded me of something I have wanted to do since a young child, make a WW2 CCG. I have long been fasinated by WW2 and have lived through all the CCG crazes (Pokemin, Magic Cargs, Digimon etc.) though I have never particapated. Well now, with the knowladge of this site I sat down and wrote the rules for the game.

(for those who don't know, CCG stands for Collectible Card Game

My (unrealistic) Goal: My Goal is to get this game published, by Days of Wonder would be the best. As such, I have not worked on the artwork at all.

Areas I think I should Improve:
1. Battle System (I kind of threw it together at the last second)
2. Winning
3. You think of More

Rules:
freewebs.com/geze/rule_book.pdf

jwarrend
Offline
Joined: 08/03/2008
Game #43: Blitz Cards! (WW2 CCG)

One quick comment/question re: your Goal: is Days of Wonder actually looking to publish CCGs? If not, then my understanding of the conventional wisdom is that saying "yeah, but they will when they see how great my game is!" doesn't work; no one's game is good enough to entice a company to take a completely different business model, and CCGs are a very different animal from high-quality, bits-heavy board games. The enormous acclaim that Memoir '44 is getting could either help or hurt your chances, depending on how you look at it, but bottom line, I think you may have to look for a different publisher.

Hope to comment on the game soon!

-J

Torrent
Torrent's picture
Offline
Joined: 08/03/2008
Game #43: Blitz Cards! (WW2 CCG)

I only read it through briefly, but I don't see anything really new. It feels quite a bit like the rest of the CCG's on the market. Oddly enough it seems very much like Harry Potter CCG.

Suggestions: First the CCG concept doesn't seem very good for this type of thing, but I'll leave that for the moment.

1)Expand on the Locations idea. Much of the interesting parts of the war is the battles for terrain. I imagine perhaps Battles as well. If each Battle had a number of points, winning them would be one path to victory. Battles could have terrain (Air, Land, Naval?) or other modifier sthat make some units better than others during them. If you had a specific set of locations, winning battles could be used to 'move' about a board of locations.
Committing units to a battle on either attack or defense would prevent you from using them elsewhere, thus strategy.

2) What do the supply cards actually represent? Are they generic, or things like Factories and Oil Fields? Perhaps they can tie to locations. Are the resources they produce generic? So all cards produce "supplies".

3) Drop the Tap and Graveyard terms. First, that is likely to anger WotC quite quickly whether they have a legal right to that anger is a very seperate discussion. Secondly, tey don't fit your theme. Thirdly, I'm sure there is a better mechanic, and maybe needing to show a unit used isn't even necessary.

4) Winning: Decide whether you are modeling the entire war, or just a single battle or campaign. This will affect the your winning and mechanical ideas. At the battle level, you are generally worried about survival and inches of ground gained. The war level is more strategic of which campaigns to invovle in and what direction they have. I would suggest perhaps the campaign level. A defined goal, larger unit sizes, but with a progression toward that goal. Battles are a bit abstracted.

This certainly seems like it has a somewhat interesting theme, but I don't really see the meat behind it yet. I can see it being an expandable Card Game, but Collectable doesn't really fit in my mind.

Andy

RookieDesign
Offline
Joined: 12/31/1969
Game #43: Blitz Cards! (WW2 CCG)

I quickly went over your rules.

Here's few comments and ideas to chew on.
1 - Leaders - I find it heavy to handle this table. I would suggest that leaders only give attack bonus up to their level between the units you have.
2 - Airfield - Not mentionen what to do with them.
3 - It's hard to size the difference between the six type of unit. I guess it could come later with description of your card.
4 - Canadian troop would be nice. (Ok, I know Canadian unit fight as the British army in WWII)
5 - Navy - The Navy bombar the coast of Normandy for days before the attack. That would give you the opportunity to add the Japanesse army.

As of winning, here's a suggestion. Each player put 3 victory card in the middle. You must answer their requirement to gain the card. The player with the most card win. In the war it's not always to destroy the ennemy than achieve your objective.

As Torrent wrote, nothing new, but sounds interresting.
Good luck.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #43: Blitz Cards! (WW2 CCG)

It's always very difficult to comment on a card game (especially one designed as a collectable game) without actually seeing a cardlist as well to get some idea of what information comes with the cards.

My first reaction was that this was very similar to a game called Battlecards, although that doesn't have the whole "supply chain" business which strikes me as having a lot of potential - if it doesn't overcomplicate the whole game. (Incidentally, that game is not a collectable one but is "expandable" in the sense that you can customise your decks through fixed expansion sets.)

The whole "leaders" thing makes no sense to me at all. You start with a level 1 leader. You can upgrade a leader by paying supplies but you can only upgrade if you have a higher value leader, which you can't get because you only have a level 1 leader! I must confess that the first time I read this I assumed that you had one leader who was steadily upgraded during the game - you paid five supplies and replaced them with the next level leader. But apparently you could have all seven leaders in play at the same time?
It seems more plausible to have one leader who gets better (ps I second the suggestion that the power of the leader should indicate what they can provide in support rather than having that complicated table: i.e. a level 3 leader could supply 1 to three units, or maybe 2 to one and 1 to another etc. That's much easier to deal with.)

And what's with the "if you have a good memory you can remember all the damage to your units"?! There's a reason why most CCGs have an amazing "clear all damage at end of turn" feature :-) You have to have counters to mark damage (especially if you have a healing/repair mechanic.)

One minor comment is that although your rulebook does contain pretty much everything, you have some repeated stuff (how to start the game etc.) that doesn't need to be where it is, and so on. There are a lot of spelling/grammar issues as well but they're not actually that big a problem. (And I notice that you called the "dead card zone" the "graveyard" in one place :-)

Fundamentally, I don't think you're bringing anything spectacularly new to the CCG concept here - the theme has been done before, the mechanics are either too complex or too simple (which is always a dilemma) and it's unclear what the ultimate winning condition actually is - capture locations or eliminate the opponent's deck?
That's not to say that the game wouldn't be fun, just that I don't think it would stand out amongst the competition. My advice would be to make it a much more generic game (rather than a specific WWII one) and see if that frees up the design space a little more.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

Scurra wrote:
The whole "leaders" thing makes no sense to me at all. You start with a level 1 leader. You can upgrade a leader by paying supplies but you can only upgrade if you have a higher value leader, which you can't get because you only have a level 1 leader!

I think you're confusing 'cards in play' with 'cards you own'. I believe he meant to say that you can upgrade your lvl1 leader to a lvl2 leader if you own a lvl2 leader card.

My opinion is that a starter deck should come with a complete set of leader cards, so everyone always has at least 1 leader of each level. Then other uncommon or rare cards could be better or different versions of a particular leader... like a lvl 3 leader that gives a bonus to Air units (as opposed to the generic lvl 3 leader which doesn't).

Thus, by collecting the leaders you want you could tailor your deck. Following the example above, one could build an 'air combat' themed deck with leaders that are geared toward Air units, lots of Air units in the deck, and cards that work well with them (maybe some cards that let you bomb the crap out of tanks with your planes, and cards that let you somehow take out their anti-aircraft weapons).

- Seth

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Here's an idea

What if the Leader card was actually "you", and the level of the card indicated your rank. So everyone starts as a Private.

By winning battles and maybeplaying certain combinations of cards you can increase your rank... liutenant, colonel, corporal, etc (I don't know the correct order) up to General (or whatever's the highest). One victory condition could be achieving General status. Another could be depleting your opponent's deck (cutting off thier supply lines), and a third could be taking control of all opposing bases (where each player starts with a base, and can play cards to start additional bases)

Seems like a good fit for the game.

DarkDream
Offline
Joined: 12/31/1969
Game #43: Blitz Cards! (WW2 CCG)

Maybe it's just me, but I'm having trouble downloading the rules. I have IE 6.0 and in the bottom right of my browser it says "restricted."

Any suggestions?

Thanks,

DarkDream

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

DarkDream wrote:
I have IE 6.0...
Any suggestions?

Yeah, download Mozilla Firefox and don't use IE anymore.

DarkDream
Offline
Joined: 12/31/1969
Game #43: Blitz Cards! (WW2 CCG)

After a good suggestion, I went ahead and downloaded Firefox and I was able to read the rules.

I was wondering if you have play tested the game? Right now it seems a little complicated to me. Without seeing any of the cards, I do not have a clear vision of what the implementation of the rules would be like.

I think the market is totally saturated right now with CCG games. Unless you are doing something remarkably neat or innovative, I think you are going to have a really tough battle even having you game looked at.

As for a WWII theme, it seems to me a lot of strategy of fighting wars is capturing particular locations and defending them. As with a previous suggestion, I would try to make the locations maybe the central focus of the game. To me it would be neat that you could place cards that only defend individual positions, and you can not get to a position further back unless you capture a fore most position. Certain positions gives you a certain amount of supply cards.

Now there is a lot more strategy where you try to figure out what locations to attack and what locations to defend. To make things neat, you could have a fog of war type deal, where defending units to a location would be face down. An attacker could thus bluff with having dummy units or something.

Just some ideas.

--DarkDream

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

DarkDream wrote:
it seems to me a lot of strategy of fighting wars is capturing particular locations and defending them. As with a previous suggestion, I would try to make the locations maybe the central focus of the game.

I agree, but I might do it differently than what's been suggested. Rather than having several locations each and deciding to defend certain ones, I'd say just assume the ones you have ARE the important ones, and that the other, less important locations are outside the scope of the game.

So start with either a set number of locations (maybe 1, maybe more). Maybe play cards to create new key locations during the game, if you lose all your key locations then you lose the game.

I agree with the sentiment that locations should be defended seperately. Perhaps they should be supplied seperately as well... thus if you "knock out athe supply line" to a specific location, then it can somehow weaken the defenses at that location (maybe you need to pay upkeep for forces at a location or lose them, and if your 'supply' is reduced then your unit capacity is reduced and you might lose some units).

here's an off-the-cuff example of how it could be structured- there are probably many problems with this:

Place cards off the top of the Library facedown behind locations - this is the locations Supply Line. These facedown cards act as resources- the more units you have at a location the more you can do there. Your units cannot exceed the number of cards in your Supply Line. Some cards add a card to a Supply Line but do not count as a Unit. Some cards count as a Unit and do not add cards to the Supply Line. And of course some do neither and some do both.

When attacking another player's location, the Supply Line can be damaged. At the beginning of each player's turn that player must make sure his units do not exceed the Supply Line in any location, or discard units until that's true.

Note that the Library is also your 'life total', so by putting a lot of units into play, you are reducing your deck and getting closer to losing the game that way.

I think this could be a good system of supporting units and also paying for actions- the Supply Line cards could be like Land in Magic- you 'tap' them to play other cards, then they 'untap' each turn. "Tap" and "Untap" are owned by Wizard's I think, so maybe calling it "use" and "restore" or "replenish" would be better.

- Seth

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

As yet I don't think there are any WW2 themed CCGs, so this might not be the worst possible idea. I shudder to think about how much work it is to keep up a CCG. I'd much rather design a 1-shot game and possibly add an expansion later than profess to crap out 3 expansions a year (Magic comes out with 1 Standalone set and 2 expansions each year... for a total of about 600 new cards every year).

Most (probably all) CCGs have the following in common: (a) resources, (b) some kind of attacking units, (c) some kind of support cards which stay in play, and (d) some kind of one-shot cards that have an effect and then go away. The difference from game to game is how these standard pieces are handled and manipulated.

In this case I think it could be possible to use some interesting mechanics to invoke the battle/WW2 theme- to make the game feel like Axis and Allies, but without the die rolling and hours of play time.

I was particularly interested in the possibility of winning by advancing your rank, as that's not a usual win condition that I know of.

Having seperate locations (which several people are suggesting) is in line with some CCGs, and associating units with one of those locations isn't a new concept. I think perhaps associating resources with the locations might be new though. It's these new things which differentiate CCGs from each other.

Anonymous
Game #43: Blitz Cards! (WW2 CCG)

Wow, thanks for the replys. I will get cracking and start redoing the battle, leader, supply and location card sections.

Please keep commenting, I see that I have alot of room to improve.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

One other suggestion... the name.

I'd rename the game. If you like Blitz that's fine, just call it Blitz... not Blitz Cards. Magic is simply Magic, short for Magic: The Gathering. It's not Magic Cards, if you see what I mean.

Blitzkreig sounds pretty cool as well, and is more or less applicable.

- Seth

Anonymous
Game #43: Blitz Cards! (WW2 CCG)

Ideas:

You have one command centre, supplyline and airfeild. These are all located farther back. From there you can draw location cards, one for a short game, more for longer games. for each location card you have a battlefield (firstline, secondline etc.) On each location card it says what supplies you get extra in the beggining. These are supplies that don't count towards your deck max of 65 and are placed at the very beggining. Also, each location card has a one terrain, this feature gives bonuses towards certain units. If you destroy all the units in a location, you get that location card.

Your leader can be upgraded not by supplies but by winning battles, using certain combanations of units etc. You start as a private and end up as a General.

You can win by: Becoming a General, Capturing all of you opponents location cards or by destroying their supply line.

Name: Blitz: Euro'44 (the expansion packs would stuff like Blitz: Pacific' 42 etc.)

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

GeZe wrote:
On each location card it says what supplies you get extra in the beggining.

I'm not sure I follow what exactly "supplies" are.

Quote:
Name: Blitz: Euro'44 (the expansion packs would stuff like Blitz: Pacific' 42 etc.)

I like the subname, but I still think 'Blitzkreig" sounds more official than "Blitz." Blitz sounds like Football. Blitzkreig sounds like a war term.

For anyone who doesn't know, Blitzkreig means "Lightning War" and actually came from a war (I think it was WW2, but I'm not sure). Blitz would just be "Lightning."

This name would be even more appropriate if the game length turns out to be pretty short :)

Torrent
Torrent's picture
Offline
Joined: 08/03/2008
Game #43: Blitz Cards! (WW2 CCG)

Quote:

For anyone who doesn't know, Blitzkreig means "Lightning War" and actually came from a war (I think it was WW2, but I'm not sure). Blitz would just be "Lightning."
Blitzkrieg was indeed from WW2. It was a term used to describe a type of warfare; of moving fast to overwhelm.

Quote:

Also, each location card has a one terrain, this feature gives bonuses towards certain units. If you destroy all the units in a location, you get that location card.
Terrain is a good idea. I wonder about the idea of 'keep'ing the location. Maybe occupying is a better term. Also in this implies that the location remains out and can be refought over.

I think the idea of having a finite set of locations that are being fought over is interesting. If you have a hierachy of locations, the supplies granted them could be reduces as you get further from your 'command center'. This means your army get's strung out. If an oponent can use an 'air battle' type card, they coudl cut off a location from the rest of the supply line. The idea is to simulate the reach/overreach idea of armies.

Andy

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #43: Blitz Cards! (WW2 CCG)

sedjtroll wrote:
Blitz sounds like Football. Blitzkreig sounds like a war term.

Only to you parochial Americans ;-) (I suspect that the first association that parochial Brits have of "Blitz" is WWII, and not Blitzkrieg.)
Blitzkrieg is a highly inappropriate term for some aspects of WWII as well...

I tend to agree with the "holding/occupying" of locations as a better concept than permanent capture. The Decipher Star Trek game had a row of locations laid out between the players, with the base locations usually at opposite ends of the lines. I like the idea of having to move down the track from the end, taking, holding and reinforcing as you go to ensure solid supply lines, with the ever-present possibility that your opponent might use air-power and/or sabotage to mess them up.

RookieDesign
Offline
Joined: 12/31/1969
Game #43: Blitz Cards! (WW2 CCG)

GeZe wrote:
Your leader can be upgraded not by supplies but by winning battles, using certain combanations of units etc. You start as a private and end up as a General.

a private doesn't sound very leadership to me. Maybe your leader can have a different name.

The Private won't lead an army, start at least with Lieutenant.

Just my impression.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

RookieDesign wrote:
a private doesn't sound very leadership to me. Maybe your leader can have a different name.

The Private won't lead an army, start at least with Lieutenant.
I think I agree with this sentiment.

Anonymous
Game #43: Blitz Cards! (WW2 CCG)

Sorry I haven't replied earlier, I've just gotten back into school and everything is complete chaos.

I can't for some reason view your rulebook I get a "Restricted Site" error. If I can fix that I will give you my two cents worth.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

GeZe wrote:
You have one command centre, supplyline and airfeild. These are all located farther back. From there you can draw location cards, one for a short game, more for longer games. for each location card you have a battlefield (firstline, secondline etc.) On each location card it says what supplies you get extra in the beggining. These are supplies that don't count towards your deck max of 65 and are placed at the very beggining. Also, each location card has a one terrain, this feature gives bonuses towards certain units. If you destroy all the units in a location, you get that location card.

Another thing I'm not clear on... the above summary makes it sound like the Supply Line is your resources, and all in one place- so you have a certain amount of resources to spend on stuff for all your locations.

Is that right? Or does each location have it's own Supply Line? So you might have the same amount of resources total, but you use them only at the appropriate location.

- Seth

Anonymous
Game #43: Blitz Cards! (WW2 CCG)

Ya, I ment occuyping, what I ment is that if someone is the occupier of a location card at the end of the game, they keep that card.

I like the idea of the of having loation cards one behind the other.

Blitz is shorter then Blitzkreig and it rolls of the toung easier in my opinion. So, I think I'll stick with Blitz. Though, it doesn't really matter beacuse of it gets published, the publisher gets to decide.

Idea:
What would you guys think of a element of roleplay in the game? My idea is that the leader idea can be transfered so there is one in each location and the leader of the whole thing is you. You can get cards to inhance you and can get experience from the battles you have won. This would sort of connect all the different games you've played together. I was thinking that in the starter set you could get a card with blank space for your name and that would be You.

EDIT:
I just saw the post above. your supply line from the outside world is your deck. Your supplies are your resources.

Anonymous
Game #43: Blitz Cards! (WW2 CCG)

nobody?

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #43: Blitz Cards! (WW2 CCG)

As I said before, I like the idea of you being the leader. I don't like there being a leader at each location, but I like a stack of 'leader' cards which shows your rank, and as you win battles you increase in rank until you finally become general and win. Of course the game might end another way before that.

So each of these leader cards would state your rank and whatever information is necessary- some special ability that you gain once you acheive that rank for example.

And if it's a CCG, then there could be different versions of each rank for you to choose from ahead of time so YOUR colonel might be different from HIS colonel. They could be tailored to the deck.

- Seth

Anonymous
Game #43: Blitz Cards! (WW2 CCG)

okay, I understand what you are trying to say. Well, now I just have to write everything down.

Trickydicky
Offline
Joined: 12/31/1969
Game #43: Blitz Cards! (WW2 CCG)

I personally think this is a great idea for a card game. I have played a fair amount of Magic, but none of the others, but I think this game has the potential to attract a completely different set of players than any of the other CCGs. My dad for example hates that we waste time playing games, but has about a dozen extremely intense and strategic WWII games up in his closet (granted he never plays them because they take 6-10 hours). That could actually be the beauty of a CCG for this theme. It would let whole different group of people enjoy a short tactical/strategic game based on WWII. I think it would take a while for anyone to realize it wasn't another game meant for "geeks" (of which I proudly am one)(Magic the Gathering) and little kids (Pokemon).

I was confused by the Leader thing as well, but I think that has been covered and covered well. I really like the idea of you being the leader, and increasing your rank, through experience.

I think that the "Sequence of Play" section in your rules could be made into a small table, to be used as a quick reference. I've found this very useful when first playing a game, in which turns are split into phases.

I had questions about the way battles were conducted. does it go

1) Attacker assigns attackers to location
2) Defender assigns blockers to specific attackers (I think these blockers
should only be able to come from the garrison at that location)
3) Attacker plays Action cards (interupt cards)
4) Defender plays Action cards (interupt cards)
5) Damage is assigned based on attacking and defending units stats.

This is 1 complete attack phase (of which there can be any number during one players turn).

This is where my question comes in. If the attacker decides not to retreat, the above steps are repeated. Does that mean the defender gets to reassign blockers to specific attackers? If so then, I think that both sides should be able to send in reinforcements of some kind. Maybe allow movement from HQ to Second Line, and from Second Line to First Line, and from First Line to any of the locations. This could happen between each attack phase. So, if a battle takes a really long time, it would be advantageous to move units from HQ forward in case they are needed. This might complicate it too much, or change the direction you were going with battles.

Lastly, I seemed to miss what exactly happened to a player's Supply (deck) when it got attacked. Do they lose cards from the top to their dead pile? I think that would be appropriate, but how many?, and should the number change with the number of units attacking?

Keep working on this I would love to see it in publication. I really think there are a lot of History buffs who would not scoff at a well created strategy game. If that is the crowd your going for, I suggest trying to make the card names, graphics and strategy for use as realistic as possible. As soon as it starts to become fantasyesque your probably going to lose that group of people.

Syndicate content


forum | by Dr. Radut