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Subject: Searching wargame with 100% card driven combat rss

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Jochen Balzer
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I'm searching for wargames that are mostly card games and have combat rules that only use cards. Nothing else.

What I'm looking for is a ruleset for multi-unit vs. multi-unit combats, 100% card driven.

Does anybody know at least 1 game that works like that?
If its rules are available that would be awesome.

Hope someone can help.
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Steven Mitchell
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Up Front seems the obvious candidate. It is long out-of-print, but you can get a semi-professional reprint through Wargame Vault.
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Andrew Kluck
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Perhaps more abstract than you're looking for, but in Polis: Fight for the Hegemony combat is handled entirely with cards. The sieges use dice, however.
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David Janik-Jones
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Combat Commander, Up Front, Breakout Normandy, Fields of Fire! The Raven King (game publisher) ... that's me!
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Maria and Freidrich?
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Declan Breen
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Popular Front https://boardgamegeek.com/boardgame/68603/popular-front
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Caleb
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Sekigahara: The Unification of Japan

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Aaron Silverman
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We the People was one of the first CDGs and used cards to resolve combat. It was more trouble than it was worth, though -- the remake (Washington's War) replaced 'em with dice rolls.
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Brian Train
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Long out of print, simplistic, and ill-received, but all cards:

Combat Cards

More recently, The Battle for Hill 218 and some Warpspawn free card games available here: http://www.angelfire.com/games2/warpspawn/HistoricalGames.ht...

Brian
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Jochen Balzer
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Hi guys.
Thanks for all these game proposals.

I don't care if a game is out of print since I'm just interested in the combat rules.

I'm trying to create an only-card-wargame without anything but cards. So my combats have to be driven by cards, too, of course.
 
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Roger Hobden
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Combat Commander: Europe
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Fred W. Manzo
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Hannibal: Rome vs Carthage

and

Dead Reckoning from Tiny Battle Publishing (it's a zombie wargame).
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Eric Brosius
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Note that We the People and Hannibal: Rome vs. Carthage do use dice for certain combat-related things. (E.g., to determine battle casualties in the latter.)
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Andreas Krüger
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Fields of Fire uses cards for combat but they are just a random number generator.
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Brian Korreck
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Battle Line
 
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Michael Bowker
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Sergeants Miniatures Game: Day of Days or Sergeants Miniatures Game: Red Devils or Sergeants D-Day are all totally card driven games.

There are two versions of the game, Sergeants Miniatures Game and Sergeants D-Day. The miniatures game uses 20mm miniatures. D-Day uses 10mm (with the base maybe 12mm) cardboard standees.

Each solider (except a core set of Characters) are totally unique. No matter how many you buy you will never have a duplicate.

Both are totally card driven.

The rules are online, either here or the manufacturers web page.

They are working on getting out armored vehicles soon.

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Colin Raitt
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Birthright Fantasy battle rules. Each card is a company of 200 men. Draw a card, match symbol on units own card to the drawn card's to score a hit, rout, fallback or morale check.Other cards represent terrain. Form your line on the 3x5 grid. Birthright Campaign Setting
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Tonny Wille
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Strike of the Eagle
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Brian McCue
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Kriegspiel: "Combat results are done by computing odds (1-1, 1-2, 3-1, etc) and using a CRT by cross-referencing one of 4 defending strategies and 3 attacking strategies (no dice)."

(Normally considered a flop, BTW.)
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Bob Titran
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Different from Battle Line, above, is Battlelines.
 
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D-Day at Peleliu and all its D-Day friends.
For something science fiction Night of Man.
 
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Richard Irving
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patton1138 wrote:
Up Front seems the obvious candidate. It is long out-of-print, but you can get a semi-professional reprint through Wargame Vault.


Semi-professional???????????
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Jeff Curtis
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Airborne Commander fits as well.
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Richard Irving
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McEve wrote:
I'm searching for wargames that are mostly card games and have combat rules that only use cards. Nothing else.

What I'm looking for is a ruleset for multi-unit vs. multi-unit combats, 100% card driven.

Does anybody know at least 1 game that works like that?
If its rules are available that would be awesome.

Hope someone can help.


Of course, almost ANY dice based combat system could be replaced by cards--see Combat Commander series. Some of the Area Impulse series included rules for using chit pulls for the same effect, etc. It may effect odds slightly (since the card distribution forces the numbers to be precisely match the standard histogram--unless cards are burned through play (as they are in CC.))


We the People and Hannibal are primarily card based, but use a die for determining initiative and losses.

Some games not mentioned *At least non-dice vcombat):
- Down in Flames series. (If the attacker's action is not countered it takes effect in dogfight. Bombing and strafing are resolved with card draws.)
- Rachel Simmon's games which compare hidden unit strengths
- Kingmaker (card draw for winning attack odds and noble deaths.)
- Wings of War and descendants use card decks to secretly add up damage and critical hits.
- Diplomacy
- Attack Sub (submarine warfare game loosely cased on Up Front)
 
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Rex Stites
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rri1 wrote:


Of course, almost ANY dice based combat system could be replaced by cards--see Combat Commander series. Some of the Area Impulse series included rules for using chit pulls for the same effect, etc. It may effect odds slightly (since the card distribution forces the numbers to be precisely match the standard histogram--unless cards are burned through play (as they are in CC.))


I assumed he meant something where players play cards from a hand to resolve combat rather than using cards as a random number generator as in Combat Commander.
 
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Lee Trowbridge
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Kingmaker -- at least the first edition.
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