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Fanfare Games

A blog for independent game development company Fanfare Games.

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The Future of WWII: The Card Game

Tony Fanchi
United States
Saint Paul
Minnesota
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After a great deal of consideration, we have decided to suspend our Kickstarter campaign for WWII: The Card Game for the time being. We have canceled the current project with an eye towards relaunching the project early in 2014. Kickstarter does not take any money from project backers until the project ends successfully, so there are no negative consequences for those who backed our project.

Deciding to cancel the project was not an easy decision, but we think it was necessary. We felt that due to a variety of factors this project would not reach its goal, so it would be best to cancel it now so that our backers could use their pledge money elsewhere. We want to thank all of our backers very much for your support. We couldn’t have gotten as far as we did without you!

This is not to say that WWII: The Card Game is dead. We still believe that we have an excellent game and that if more people knew about it, they would enjoy playing it. The goal with the relaunch will be to do more to spread the word about the game so that we can reach our project goal with the next campaign. We will be working hard between now and the relaunch to do all we can to make the next try a success, but we are always open to ideas and suggestions from those interested in the game, so we would like to get your feedback on what you would like to see for the next campaign. What would you like to see done differently next time around? What expectations did you have for the campaign that were not met? What do you think could be improved about the game or the campaign to make it appeal to more people?

We are also considering giving the game and its components a cosmetic overhaul based on feedback we’ve received from a number of potential backers, and we would like to get your feelings on this as well. Please answer the question below by choosing the answer that best fits your opinion, and feel free to elaborate on your answer if you like. We do not yet have examples of how the new look would appear, so this question is more about your feelings about the current look of the game.

How would you feel about a significant change to the look of the game and its components?
A) I would like to see significant changes made to the look of the game.
B) I would not mind significant changes to the look of the game, but do not think they are necessary.
C) I would prefer not to have the look of the game changed, but would still back the project if changes were made.
D) I would not back the project if the look of the game changed significantly.
E) I want to see what the alternative looks like before making a decision.

While we are busy working to get the game ready for a relaunch, we want to give you all the opportunity to play the game, so we are releasing print-and-play files for the entire Premiere set! (Note: we are still working on finding images for some of the cards.) You can find the PDFs here.

We hope that you will enjoy playing the game while we get prepared for a relaunch, and will encourage others to play it with you. We know that people will enjoy the game if they try it, so we need you to be our ambassadors for the game to give others the chance to play it. We encourage you to share your play experiences on our Facebook page and the game’s BGG page (and become a fan while you’re there).

Thank you again to everyone who has helped support us during this process, and thank you for your continued support. With supporters like you, we will make WWII: The Card Game a success!

Thanks,
Tony and Chris Fanchi
Fanfare Games
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Thu Dec 12, 2013 9:13 pm
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Revised rulebook available now

Tony Fanchi
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We are pleased to announce that we have uploaded a new and improved version of the rulebook for WWII: The Card Game (on Kickstarter now). You can download the updated rulebook here. We received lots of great feedback from those who have read the rulebook on how we could improve it and make the game easier to learn, and we are confident that we accomplished those goals with this revision. There are no rules changes in this revision, but we have done some reorganization, added examples with illustrations for the primary game concepts, and modified the layout to make it easier to read. We'd love to get your feedback on the rulebook, what you like about it, what you would like to see changed, and how well you think it explains the game.

Download the rulebook now!

Note: You may need to clear your cache if you have downloaded the rulebook previously. The latest version will be 28 pages (up from 15 for the previous version).
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Fri Nov 29, 2013 7:18 pm
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International shipping is here!

Tony Fanchi
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It's finally here: international shipping! For those of you around the globe that have been waiting to get your pledge in for WWII: The Card Game, the time has come. The SWIFT LEVEL offers shipping anywhere in the world! Get those pledges in today and let's see if we can have one of our best days of pledges yet!
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Mon Nov 25, 2013 6:29 pm
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Demo WWII: The Card Game at BGG.CON all this week!

Tony Fanchi
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BGG.CON starts tomorrow, and we're going to be there! We will be busy demoing WWII: The Card Game in the Open Gaming Ballroom for much of the convention. Post here, send me a geekmail, or just look for us in our Fanfare Games t-shirts if you want to give the game a try. Hope to see you there!
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Wed Nov 20, 2013 5:11 am
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WWII: The Card Game now on Kickstarter!

Tony Fanchi
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Fanfare Games is pleased to announce that WWII: The Card Game is now available on Kickstarter! Click here to visit our Kickstarter page. To help promote the game, visit our Kickstarter landing page for shortcuts to sharing the project on social media.

Thank you in advance for your support!
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Mon Nov 18, 2013 5:00 pm
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Captains of Industry

Tony Fanchi
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Though you can now read the full WWII: The Card Game rulebook, we wanted to discuss on the blog the resource system we developed for use in the game for a couple of reasons: 1) because it is a very significant departure from the Star Wars CCG, which was our main source of inspiration for the game, and 2) because it is one of the more complex aspects of the game, and could be a source of confusion for new players.

Factories
In WWII: The Card Game, the primary source of resources is factories. Factories are simply cards from hand played face down on the table. During a player's Deploy Phase, the player can place cards from hand face down on the table to create new factories, and then immediately use those factories, plus any factories he/she already had on table, to generate resources. Resources are generated by exhausting (tapping) factory cards, with each factory providing one resource. When a player wants to deploy a card, such as a unit, the player must generate resources equal to the card's cost by exhausting factories or other cards that provide resources. Additionally, players can spend resources during their Draw Phase in order to draw cards into hand (one resource provides one card). During the Ready Phase of each player's turn, both players' factories will ready so that they can be used again on the next turn.
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Wed Nov 13, 2013 1:00 pm
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Happy Veterans Day! Rules for WWII: The Card Game now available!

Tony Fanchi
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In honor of Veterans Day, Fanfare Games would like to take this opportunity to thank the men and women of the United States Armed Forces, both past and present, for their service to our country. We appreciate your commitment and sacrifice!

We are now only a week away from the November 18th launch of our Kickstarter campaign for WWII: The Card Game. As gamers ourselves, we don't like to purchase games without having a look at the rulebook first. With that in mind, we now have the rulebook for WWII: The Card Game available for download in PDF format through our website. Just click here to check it out! While the rules themselves are finalized, the layout and description of the rules are subject to change as we get further feedback from playtesters. If you have questions or feedback on the rulebook, we encourage you to contact us via GeekMail, Facebook, or Twitter (@FanfareGames). And don't forget to back us on Kickstarter starting November 18th!
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Mon Nov 11, 2013 9:09 pm
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For the Homeland

Tony Fanchi
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Last week we presented a couple of units with an unusual flag that we promised to explain this week, and so we present you with the Homeland card type. At right you will see an example of this card type, the United States Of America. In WWII: The Card Game, each player will start the game with a single Homeland card in play. The Homeland serves three purposes in the game, which are discussed here.

1. Encouraging nation-specific deck construction

One of the earliest discussions we had when designing WWII: The Card Game was about how much longitude we wanted to give players in terms of mixing cards from the various factions in the War. We discussed the numerous constructed deck games we had played in the past and the ways they implement faction restrictions. While there are some games on the spectrum like the Star Wars CCG that have little or no faction restrictions, there are others out there with much stronger restrictions. Games like Magic: The Gathering, the Star Trek CCG, and the Lord of the Rings and Star Wars LCGs all require resource matching when playing cards. This means the player must have resources that match the faction of the cards the player wants to play. Android: Netrunner has even more strict faction controls in that players are limited to the number of out-of-faction cards they can put in their decks, while the BattleTech CCG prohibits any mixing of factions. Then there are games that fall somewhere in between. The Deadlands CCG, for example, adds to the upkeep cost for "dudes" who are out of faction, while the Babylon 5 CCG requires players to pay double the cost to play an out-of-faction card.

We tossed around a number of these ideas and ultimately decided that we wanted to leave the game mostly wide open to players to use whatever cards they want in their decks, to provide the widest array of options for deck design. At the same time, however, we wanted to give players a reason to focus on one nation in building their decks beyond theme. To accomplish that, we set out to give each nation its own flavor and play style, and gave cards representing the nation's soldiers, customs, and history abilities that work well together, so that it will make strategic, as well as thematic, sense to focus deck construction around a singular nation.
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Wed Nov 6, 2013 1:00 pm
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WWII: The Card Game Coming to Kickstarter on November 18, 2013

Tony Fanchi
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Fanfare Games is excited to announce that WWII: The Card Game will be coming to Kickstarter on November 18, 2013! For those unfamiliar with Kickstarter, it is a crowd-funding website on which you can pledge your money to support a project like WWII: The Card Game in return for various rewards (in this case, copies of the game). If the project does not meet its funding goal, then you will not be charged for your pledge. For more details about Kickstarter, click here.

For the next two weeks, we will be posting daily card spoilers on our Facebook page. Make sure to "like" us to get the daily spoilers! You can also find them on our card list page. For today's spoilers, we have two non-unique infantry units:
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Mon Nov 4, 2013 10:55 pm
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Keys to Victory in WWII

Tony Fanchi
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Welcome back to the blog! In our past entries about units in general and air units specifically we have mentioned a few special terms: Target, Base, and Repair. These terms are a few examples of keywords, which are loaded terms that provide gameplay functions to certain cards. In this post, we will discuss these and other keywords in more detail.

Battle orders


Keywords are most commonly included on units, and most units have at least one keyword. The most common keyword is the Target keyword, which, as we discussed previously, allows units to fire at other units in battle. Similarly, the Bombard keyword is present on many naval units with big guns, like the battleship pictured at right. This keyword allows the unit to fire at enemy land units in battles at nearby coastal locations. Two other keywords take effect when a unit fires at another. Casualty (X) will cause the opponent to lose X cards from his or her deck if the shot hits, and the Critical keyword places two hit tokens on the target unit instead of one. Why would you want to put two hit tokens on a unit? Because a unit with the Repair keyword must be lost if it has more than one hit token on it, and cannot be damaged (flipped face down to be repaired later).

As you can see, sometimes not even the Repair keyword is enough to keep an important unit alive, which is where the Guard keyword comes in. Units with the Guard (Type) keyword, like the Troop Escort Division below, can exhaust to defend units of the type listed in the parentheses by becoming the target of the opposing unit's shot instead. You can also use the Dominate keyword to protect your units because Dominate (Type) allows the unit to exhaust to cause an opposing unit of "Type" to be exhausted, preventing that unit from firing during the battle.
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Wed Oct 30, 2013 1:00 pm
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