Each card is an abstraction that could mean several things but
still just having one game effect.
For example: The 'Trees' card might mean your opponent is slowed down
by moving through forest, or that your unit has found cover in the woods.
Anglos = British or Americans.
OOA = Out of Action
Type = Formation cards can be of two types: Units or Support
LT = Light Tank Unit
MT = Medium Tank Unit
HT = Heavy Tank Unit
TD = Tank Destroyer Unit
AT = Anti-Tank Gun Unit
Inf = Infantry Unit
FA = Field Artillery Unit
SP = Self Propelled Gun
AC = Armored Car Unit
APC = Armored Personnel Carrier Unit
M = Mortar
MI = Mechanized Infantry Unit
AA = Anti-Aircraft Unit
Air = Air Support
Art = Artillery Support
Pen = Penetration Factor: Used for attacking vehicles.
Inf = Infantry Factor: Used for attacking Infantry
Def = Defense Factor: Used to determine if the card survives an attack.
Rng = Maximum Range: Range cards can be used to negate attacks.
# = Number of that card in the deck.
GERMAN 1944-5 WEST FRONT FORMATION DECK VERSION 001 CARD LIST
Card Name Type Pen Inf Def Rng #
PzIVh MT 9 4 6 2000 6
Panther MT 12 4 8 2000 6
JpzIV TD 12 3 8 2000 2
JpzV TD 15 3 8 2000 2
StgIIIf SP 9 3 5 2000 4
Hetzer SP 9 3 7 2000 2
Tiger HT 10 4 9 2000 2
Tiger II HT 15 4 12 2000 1
Panzergrenadiers Inf 1 3 3 PB 2
Fallschirmjaeger Inf 4 5 4 PB 2
Panzerschrek Team Inf 7 1 2 PB 2
50mmPaK AT 7 2 2 2000 2
75mmPak AT 12 2 1 2000 2
88mmPak43 AT 15 3 1 2000 1
150mm s IG 33 Art 2 8 -- 2000 2
150mm s FH 18 Art 4 16 -- 2000 2
AMERICAN 1944-5 FORMATION DECK VERSION 001 CARD LIST
Card Name Type Pen Inf Def Rng #
M4 Sherman MT 7 4 6 2000 6
M4-76 MT 12 4 6 2000 8 M4-105 MT 6 5 6 2000 2 M5 LT 4 3 4 1000 2
M24 Chaffe LT 7 4 5 2000 2
M10 MT 9 3 5 2000 6 M36 MT 13 3 5 2000 2 M8 AC 4 2 3 1000 2 M7 SP 2 6 2 2000 2
Infantry Platoon Inf 3 3 3 PB 4
M-Gun Platoon Inf 2 6 2 PB 2
M1 81mm Mortar M 1 7 2 2000 1
57mm AT 6 2 2 2000 2
M8 Rocket Salvo Art 3 10 -- 2000 1
155mm Howitzers Art 4 10 -- 2000 2
240mm Howitzers Art 6 16 -- 2000 2
B-25 Mitchells Air 10 12 -- 2000 2
P-51 Mustangs Air 12 4 -- 2000 2
BRITISH 1944-5 FORMATION DECK VERSION 001 CARD LIST
Card Name Type Pen Inf Def Rng #
M4 Sherman MT 7 4 6 2000 6
M4 Firefly MT 11 2 6 2000 4
Comet MT 9 3 9 2000 2
M3 Stuart LT 4 3 4 1000 4
Archer SP 11 3 5 2000 4
Achilles TD 12 3 6 2000 2
Humber AC 4 3 2 1000 2
6 Pounder AT 8 1 1 2000 4
British Infantry Inf 2 3 3 PB 4
Bren Gun Platoon Inf 1 5 2 PB 2
155mm Howitzers Art 4 10 -- 2000 2
240mm Howitzers Art 6 16 -- 2000 2
Hawker Typhoons Air 10 10 -- 2000 2
Spitfire V Air 12 4 -- 2000 2
UPCOMING EFFORTS
Soviet 1942 and German East Front 1942 Set.
British & German East Africa 1943 Set.
Some minor revisions to the existing decks, cards, and rules may be made.
OPTIONAL RULE: ADD RANDOM FACTORS
Requires use of dice.
When attacking add 1D6 - 1D6 to the penetration factor.
Note that negative results are possible.
CARD SET AVAILABLE!
Thank you Janne Thörne (jan.thorne@mail.bip.net) for this work of art.
Click here to get the Card Set
GAME DESIGNERS NOTES
I originally planned doing a game with maps and chits, however
there is at least 300+ games that already fit this description, so I decided
it would be better as a light, quick, filler card game.
You'll notice the American units are mostly inferior to
the German units. Historically, this is more than made
up for by the fact that as the war progressed, Allied
manpower and production of materials swamped that of the Axis.
To make things more fair, you may want to add cards to the Allies decks.
TAVERN BRAWL INTRODUCTION
Card Game for 2 (or more) players.
Common Deck CCG Format.
Fantasy Theme.
A Fight breaks out at Ye Olde Dragon Tavern (& Inn).
Recruit Characters to “your side” to knock out your opponent’s
Characters and drink all his beer.
VICTORY
Reduce your opponent to zero Beers.
TIDBITS
Use coins for damage and bottle caps for beers.
BEERS
Each player starts with 10 Bottles of Beer on the Wall.
THE DECK
Players share a common Deck.
The deck contains 1 copy of each card listed.
CHARACTERS
Characters have 2 Stats: Hits & Strength
Each Character has one or more traits, such as Mage or Fighter.
SETUP
Each player draws 7 cards.
The biggest player goes first.
Players take turns.
Each turn has 3 phases:
Quaff Phase
I’ll get you for that Phase
Brawling Phase
QUAFF PHASE
Draw 3 cards.
Max hand size is 7 cards. Discard excess cards.
If the Deck runs out, shuffle the discard & draw from it.
I’LL GET YOU FOR THAT PHASE
Put characters from your hand into play face up onto the table.
You may attach positive modifier cards (from your hand) to new characters.
Your opponent may attach negative modifier cards to your new characters.
You may attach weapon cards to your characters.
A Character may only have one Weapon attached.
(Note all weapons are makeshift. Swords & such were checked at the door)
Only Fighters may attach Armor cards.
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