Card Title: Type Force Fronts Notes:
Allied Shipping S 2 A
Advanced Radar S 2 A
Convoy Support Groups U 2 A
American Air Force U 2 A
Partisans U 2 A
Roosevelt L 2 A
Assassination Plot S 2 A
Fuhrers Interference S 2 A
British Intelligence S 2 A
American Industrial Might S 2 A
Economic Strangulation S 2 A
Crack Enigma S 2 A
Allied Manpower S 2 A
Liberation S 2 A
Stalin L 3 E
Arctic Convoys S 3 E
T-34 Tanks U 3 E
Red Army U 3 E
Communism S 3 E
Soviet Air Force U 3 E
Scorched Earth S 3 E
Russian Winter S 3 E
Siege of Leningrad O 3 E
War without Mercy S 3 E
Siberian Troops U 3 E
Rasputitsa S 3 E
Moscow Counteroffensive O 3 E
Zhukov L 3 E
Timoshenko L 3 E
Defense of Stalingrad O 3 E
Operation Citadel O 3 E
Night Bombing Raids S 3 W
Strategic Bombing S 3 W
Royal Air Force U 3 W
Battle of Britain O 3 W
Evacuation at Dunkirk S 3 W
British Expeditionary Force U 3 W
Operation Overlord O 3 W
D-Day O 3 W
Operation Fortitude S 3 W
French Underground S 3 W
Operation Cobra O 3 W
Operation Market Garden O 3 W
Churchill L 2 WM
Royal Navy U 2 WM
Free French U 2 WM
Flying Fortress U 2 WM
Charles de Gaulle L 2 WM
Eisenhower L 2 WM
Montgomery L 2 WM
Patton L 2 WM
Bradley L 2 WM
El Alamein O 3 M
Operation Torch O 3 M
Tunisia O 3 M
Soft Underbelly S 3 M
Operation Husky O 3 M
Monte Cassino O 3 M
Break the Gothic Line O 3 M
Atomic Bomb S 7 A 1945+
GAME DESIGNERS NOTES
World War II in under an hour!
Will do the Pacific Theatre as a separate game.
I hope I didn’t give the Mediterranean theatre too much emphasis.
MORE CARDS
Here’s a few more examples of cards (titles only) you might want to add:
Japan Attacks Russia (What if)
Japan Defeated (What if)
Destruction of Army Group Center
P51 Mustang
Sherman Tanks
Easy Company
Red Ball Express
Nazi Treasure
Code-breakers
Normandy Hedgerows
Mulberry Harbors
Invasion of Crete
Drive to the Rhine
Operation Typhoon
Katyusha Rockets
Lend Lease Program
Tiger Tanks
Operation Anvil
British Electronics
VARIANTS
Make it that certain 'American' cards cannot be played until 1942+.
EAGLES OF GLORY
READY AIM FIRE - Custom Variant
By "Ian Milnes" and "Alexander Herklotz"
IMilnes@manukau.govt.nz
klotzher@hotmail.com
INTRODUCTION
Two player Card game depicting Napoleonic era warfare.
THE DECKS
There are 3 decks:
The Battalion decks cards are chosen from an army list.
Note that both opponents choose the same timeframe.
Minimum number of cards is 25, maximum 50.
Note that there is a budget for every card.
The difference of budgets of the opposing decks may not exceed 10%
(The player with the higher budget has to drop some cards to be
in range of the allowed budget).
Multinational armies are allowed, as long as a nation is not in both decks.
Units of different nationalities may not stack together.
Generals of other nations may command allied units.
The Tactics deck.
The Commander Decks have also an army list.
Choose up to 6 commanders. Note that they also have a budget,
which is added to the overall budget of the battalion decks.
The Tactics deck has 1 of each card in the list, and 2 of each Terrain card
SETUP
Each player creates his Battalion deck.
Each player forms a line of 5 stacks of cards, starting maximum as noted.
The opposing lines face each other.
These stacks are called:
Stack: Start Max Card Limit
Left Flank 2 5
Left Centre 3 6
Centre 3 6
Right Centre 3 6
Right Flank 2 5
Place Battalion cards up to the starting maximum card limit face down in each stack.
Line Infantry and Artillery may be placed in Centre stacks.
Cavalry, Light Infantry and Horse Artillery may be placed in any stacks.
Heavy cavalry may not be placed in any stack at the start of the game.
Shuffle the appropriate Commander Deck, deal yourself 6 cards, and add
them to your Reserve deck.
Shuffle your Reserve Deck, and deal yourself a hand of 5 cards.
Once both players have completed above, turn cards in your stacks face up.
They will remain face up for the first turn only.
After the first turn, all cards are played face down, representing the “Fog of War”.
The first player to be routed from 3 of his 5 forward positions loses.
TURN SEQUENCE
Players take turns.
Each turn has 6 phases:
Draw Phase
Terrain Phase
3. Reinforce Phase
4. Attack Phase
5. Morale Phase
6. Discard and Redraw Phase
DRAW PHASE
Draw 2 cards from your Reserve Deck.
If the deck runs out, shuffle the discard and draw from it.
The maximum hand size is 7. Cards in your hand over the maximum do not have
to be discarded until the Discard/Redraw Phase.
TERRAIN PHASE
You may play a Terrain card onto an appropriate stack.
Terrain cards remain in effect for the entire game
REINFORCE PHASE
You may move any or all battalions from your hand to any of your stacks.
All reinforcements from your hand go to the bottom of the stack they reinforce.
Prior to the above, you may reorganise one stack, and move one card from
a stack to an adjacent stack.
You may move any card in a stack (You are not limited to the top one)
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