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Subject: New Card Ideas rss

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Simon AOEC
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I've played many games of QMG with Air Marshal, and I would say that the game is a masterpiece, but there are a few very minor strategic patterns that could be improved. After much thought, I've come up with the following extra cards (for use with Air Marshal) that might increase variety in strategy, put a few dominant cards in their place, and add more historical flavor. Without further ado:

Germany

Event: Operation Sea Lion Discard the top four cards of your draw deck to build a Navy in the North Sea and battle an Army in the United Kingdom.
(Because with Reallocate Resources and Allied naval superiority, it's almost impossible for the Axis to invade the United Kingdom, so they almost never try).

Bolster: Underground Industry Use after an Allied player forces you to discard cards. You may shuffle up to two of the discarded cards back into your deck. (Mostly because if Blitzkrieg is discarded it's often game over for Germany).

Japan

Status: Pacific Supremacy During your Victory Step, gain 1 VP for each Japanese Air Force in a sea space with Pacific in the title, and 1 additional VP if a Japanese Navy occupies the East Pacific. (Because Australia and India are so important that Japan rarely wants to build Navies in the Pacific).

Bolster: Manchukuo Use during your Discard Step. Discard a Response card and two other cards from your hand to recruit an Army in China. (Because due to the three events that eliminate an Army in China, Japan often either avoids it or wastes most of its precious Build Armies there. Also, if the US gets an Army in Szechuan early and starts bombing, it's easy to shut Japan down completely).

Italy

None, because Italy was historically much weaker than the other five .

United Kingdom

Bolster: Radar Air Defense Use when you use Air Defense. Discard two cards from your hand to eliminate an Axis Air Force adjacent to the Air Force you just removed. (Because this was an important part of the war and it's something cool to do with Air Forces).

Soviet Union

Status: Guerilla Warfare Instead of playing a card from your hand, you may discard the top four cards of your draw deck to eliminate an Axis Army in Moscow. (Because if Germany has Bias for Action and Blitzkrieg, the Soviet Union is often doomed without Shvernik's Evacuation Council. Don't want to make survival in this situation too easy though).

United States

Status: I Shall Return During your Victory Step gain 1 VP each for a United States Navy in the Central Pacific and Army in the Philippines. (Because the United States rarely wants to build Navies in the Pacific unless it's devoting its entire game to conquering Japan).

Status: The Manhattan Project During your Victory Step, you may discard the top card of your draw deck to gain an additional VP. (Because the atomic bombs were kind of an important part of the war, and this represents the economic sacrifice leading to improved end results).

Just wanted to share my thoughts in case anyone is interested. I have no idea how to make cards for my own personal use but it might be nice in the future. And for all I know, these issues could be accounted for in the Alternate Histories expansion...
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Marc Nelson Jr.
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I wonder if the Philippines thing could be incorporated into a Japanese card? Like a status that makes the US lose a point during every Victory step that you occupy them?

You could call it "Second Philippine Republic."

(I know the US losing a point is the same as Japan gaining one, but the psychological effect is different.)
 
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Damian Olczak
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Interesting cards! Though I think that the Manhattan Project would be OP, as the Allies could really rev up that point production. Similar with Manchukuo as kicking the Japanese out of China and/or India is the primary job of US forces in Szechuan.

I've been designing my own cards actually, albeit only for vanilla game, so no bolster cards. One of them is quite similar to yours - Underground Industry to be exact.

If you don't mind, then I could post them here.
 
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Dave Martin
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simonAOEC wrote:
I've played many games of QMG with Air Marshal, and I would say that the game is a masterpiece, but there are a few very minor strategic patterns that could be improved. After much thought, I've come up with the following extra cards (for use with Air Marshal) that might increase variety in strategy, put a few dominant cards in their place, and add more historical flavor. Without further ado:

Germany

Event: Operation Sea Lion Discard the top four cards of your draw deck to build a Navy in the North Sea and battle an Army in the United Kingdom.
(Because with Reallocate Resources and Allied naval superiority, it's almost impossible for the Axis to invade the United Kingdom, so they almost never try).

Bolster: Underground Industry Use after an Allied player forces you to discard cards. You may shuffle up to two of the discarded cards back into your deck. (Mostly because if Blitzkrieg is discarded it's often game over for Germany).

Japan

Status: Pacific Supremacy During your Victory Step, gain 1 VP for each Japanese Air Force in a sea space with Pacific in the title, and 1 additional VP if a Japanese Navy occupies the East Pacific. (Because Australia and India are so important that Japan rarely wants to build Navies in the Pacific).

Bolster: Manchukuo Use during your Discard Step. Discard a Response card and two other cards from your hand to recruit an Army in China. (Because due to the three events that eliminate an Army in China, Japan often either avoids it or wastes most of its precious Build Armies there. Also, if the US gets an Army in Szechuan early and starts bombing, it's easy to shut Japan down completely).

Italy

None, because Italy was historically much weaker than the other five .

United Kingdom

Bolster: Radar Air Defense Use when you use Air Defense. Discard two cards from your hand to eliminate an Axis Air Force adjacent to the Air Force you just removed. (Because this was an important part of the war and it's something cool to do with Air Forces).

Soviet Union

Status: Guerilla Warfare Instead of playing a card from your hand, you may discard the top four cards of your draw deck to eliminate an Axis Army in Moscow. (Because if Germany has Bias for Action and Blitzkrieg, the Soviet Union is often doomed without Shvernik's Evacuation Council. Don't want to make survival in this situation too easy though).

United States

Status: I Shall Return During your Victory Step gain 1 VP each for a United States Navy in the Central Pacific and Army in the Philippines. (Because the United States rarely wants to build Navies in the Pacific unless it's devoting its entire game to conquering Japan).

Status: The Manhattan Project During your Victory Step, you may discard the top card of your draw deck to gain an additional VP. (Because the atomic bombs were kind of an important part of the war, and this represents the economic sacrifice leading to improved end results).

Just wanted to share my thoughts in case anyone is interested. I have no idea how to make cards for my own personal use but it might be nice in the future. And for all I know, these issues could be accounted for in the Alternate Histories expansion...



Not sure how much I'm allowed to say, but some of your cards have very similar ones in Alternate Histories.
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Simon AOEC
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Olekman wrote:
Interesting cards! Though I think that the Manhattan Project would be OP, as the Allies could really rev up that point production. Similar with Manchukuo as kicking the Japanese out of China and/or India is the primary job of US forces in Szechuan.

I've been designing my own cards actually, albeit only for vanilla game, so no bolster cards. One of them is quite similar to yours - Underground Industry to be exact.

If you don't mind, then I could post them here.


Perhaps Manchukuo is too powerful, but I believe that as it is the Japanese need some kind of boost in China because there are so many cards that eliminate an Army there that Japan doesn't have enough Build Army cards to keep up. Possibly the number of cards to discard should increase, or Manchukuo could be replaced with a Bolster that lets you play a Response card out of turn at a cost.

I'm currently playtesting with these cards taped over what I believe to be the least useful given cards. I'll make modifications as I discover issues.

By all means, post your own cards here. The more the merrier!
 
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Ian Brody
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Dave Martin wrote:


Not sure how much I'm allowed to say, but some of your cards have very similar ones in Alternate Histories.


Yes!

I like the new card ideas. Alternate Histories has a set of deck construction rules, so writing new cards and making your own deck is definitely in the spirit!

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Damian Olczak
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Then I'll be posting my cards! It's going to be a long post. I'll be keeping most of my comments about the cards in spoilers, if anybody wants to read them.

First of all, I wanted to keep the ratio of Total Allied Cards to Total Axis Cards, which is about 1,11 if I recall correctly.
Secondly, I had three goals in mind:
1) give the USSR slightly higher survivability;
2) in contrast, give the Axis slightly higher survivability against the invasion in the Western Europe;
3) encourage US to spend a bit more resources in the Pacific Theatre.

UNITED STATES
(E) Persian Corridor and Pacific Route – USSR may build an Army; if Middle East or Vladivostok are occupied by an Allied Army, then USSR may build up to 2 Armies.
Spoiler (click to reveal)
This is a card, that gives the USSR more survivability against a joint Axis offensive. Moreover, I think it's quite thematic, because about 25% of Lend Lease to Soviets went through the Persian Corridor and about 50% through the Pacific Route.

(S) Island Hopping – Use when you build a Navy. Once per turn you may discard the top card of your draw deck and build an Army in one of these spaces: Hawaii, Iwo Jima, Philippines, New Guinea or Indonesia.
Spoiler (click to reveal)
US only has 5 Build Army cards, plus some expected ones from Wartime Production and Amphibious Invasions. Most of the G.I. are either shipped to Europe or Szechuan, that's why US has to be more conservative with those in the Pacific Theatre.

(EW) Pacific Submarines – Japan must discard the top 3 cards of its draw deck; if you have a Navy in, or adjacent to, Sea of Japan, Japan must discard 5 cards instead.
Spoiler (click to reveal)
The only new Economic Warfare card in the bunch and one that promotes US build-up in the Pacific. Historically, the US submarines in the Pacific did an enormous damage to Japanese merchant marine, as they weren't escorted for the most part.


UNITED KINGDOM
(E) Troop Transport – In any order, you may pick one British Army and one British Navy on the board and rebuild them elsewhere.
Spoiler (click to reveal)
An utility card, which allows UK to get the troops when they need them.

(E) Double-Cross System – Randomly choose 2 cards from the German hand. You may look at them. Shuffle them into the German draw deck.
Spoiler (click to reveal)
This is a fun card, because it does more than it might seem. Other than removing a critical German card from their hand, it also counter the Superior Planning for one turn - if Germany plays a card in their next turn, they will have to draw 3 cards. Better luck next time choosing your best draws! Moreover, I thought it was kind of weird that one of the most successful espionage operations in the WW2 wasn't portrayed as a card.


SOVIET UNION
(R) Operation Bagration – Use when you battle a land space. Discard a card from your hand and recruit an Army in the space battled.
Spoiler (click to reveal)
In contrast with other USSR Response cards, this one is aimed at late game offensive. Na Berlin!

(S) Penal Battalions – Instead of playing a card, you may discard a Build Army card and battle a land space.
Spoiler (click to reveal)
I think this card can be a little bit overpowered when I think about it, because if you play it early with Women Conscripts, then you'll have up to thirteen land battles at your disposal, but I guess that there are plenty of combos like that that happen every once in a while.


GERMANY
(E) Ardennes Offensive – Battle an Army in Western Europe or build an Army in Western Europe.
Spoiler (click to reveal)
This card can either symbolize a lightning fast Battle of France or desperate Battle of the Bulge. Saves you one Build Army or battle card on the Western Front. On the other hand...

(E) Foreign Volunteers – Build an Army in Russia, Ukraine or Moscow.
Spoiler (click to reveal)
...you have this card, which saves you one Build Army on the Eastern Front. Mostly to counter the surplus of Soviet land battles, that come form Penal Battalions. This card accounts in both the Waffen-SS volunteers and the Hilfswiliger.

(E) Speer Reforms Economy – Take 2 cards from German discard pile and shuffle them into German draw deck.
Spoiler (click to reveal)
A way to counter a very bad bombing run. Keep in mind that you're trading 1 card and 1 turn for 2 cards.


JAPAN
(R) Island Fortresses – Use when an Allied Army is built in Hawaii, Iwo Jima, Philippines, Indonesia or New Guinea. Country, which built that Army, must discard the top 2 card of their draw deck.
Spoiler (click to reveal)
While I did think about making this card immediately eliminate that just built Army, I decided that it would make breaking the Japanese Juggernaut even harder for the US.

(R) Elite Pilot Training – Use when you build a Navy. Battle a sea space adjacent to the space where you just built the Navy.
Spoiler (click to reveal)
I must say it was quite problematic to come up with Japanese cards that would make sense and wouldn't push them too far, because I think it's one of the most balanced and interesting factions.


ITALY
(R) Bersaglieri – Use anytime. Choose a supplied Italian Army and discard a card from your hand. Do not remove that Army this turn.
Spoiler (click to reveal)
Italian light infantry was highly regarded by both allies and enemies alike, so I think it's a nice and simple way of making the Italians a bit more durable.
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Jeff Johnson
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The Speer card would probably be used to recover Blitzkrieg after the British discarded it with Enigma. That's a very powerful effect. They'd still lose another turn to get Blitzkrieg played again, though, which might be enough to balance it - losing or wasting a turn is often huge in this game.
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Ian Brody
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The Ardennes Offensive card is precisely the same as a card coming in Alternate Histories, the kickstarter for which starters in about 7 hours....

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Damian Olczak
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Oakfed wrote:
The Speer card would probably be used to recover Blitzkrieg after the British discarded it with Enigma. That's a very powerful effect. They'd still lose another turn to get Blitzkrieg played again, though, which might be enough to balance it - losing or wasting a turn is often huge in this game.


Exactly what I was thinking while creating this one! Time is essential for Germans, because not only Russia can play their Response and Status cards, but also the Allied invasion comes closer and closer.

At first I planned on making the card "Discard the top card of your draw deck. Choose 2 cards from German discard pile. Take one into German hand and shuffle the other into the German draw deck." I decided it was lacking a bit, so I remodelled as it is now.

IanBrody wrote:
The Ardennes Offensive card is precisely the same as a card coming in Alternate Histories, the kickstarter for which starters in about 7 hours....


I thought that there might be a similar card or two in the expansion, but I didn't think that I would be spot on. Neat!

It's nice to have an additional Land Battle or Build Army card in your deck, even if it can be used in a very specific place. Still, it's both useful in late and very early game.
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