Cards for Axis and Allies 1940


  • Soviet Ideas

    Chief of Staff
    Georgy Zhukov- Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.

    Konstantin Rokossovskiy- If the Soviet Union attacks 2 or more contiguous territories and wins then all surviving tanks (and escorted mechanized infantry) in those territories may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city or industrial complex.

    Ivan Konev- Soviet tanks Attack and Defend at +1 during the first cycle of combat.

    Vasily Chuikov- Soviet Land Units attack and defend at +1 during the first cycle of combat in a victory city.

    Kliment Voroshilov- Soviet forces attack at +1 for all cycles of combat, but their casualties are doubled.

    Boris Shaposhnikov- All Soviet land units cost 1 IPC less while at peace with the Axis powers. During wartime, Infantry cost 2 IPCs and may be deployed in any province, even ones without industrial complexes. You can only mobilize 3 infantry per territory in this manner.

    SemyonTimoshenko- Defending soviet forces may retreat to an adjacent, allied controlled province after the first cycle of combat. Soviet forces cannot retreat into a province that is being attacked by axis ground forces during the same turn.

    Aleksandr  Vasilevsky- If the soviets attack axis controlled territories with ground units from multiple territories, or if they attack an encircled Axis held territory (EG a territory that is surrounded by allied controlled territories or seazones), then the attacked Axis land units have their defense values lowered by 1 for the battle.

    Alexander Novikov- The attack value of Soviet tactical bombers is increased to 4 during the first cycle of combat.

    Nikolay Kuznetsov- The defense and attack value of all Soviet naval forces (except transports) is increased by 1 for the first cycle of combat.

    Cabinet Ministers

    Lavrenty Beria- No Soviet ministers or Chiefs of Staff may be assassinated by Axis powers.

    Lazar Kagnanovich- The Soviet Union collects 5 additional ipcs for every major industrial complex under their control at the end of their turn.

    Georgy  Malenkov- All aircraft cost 1 IPC less than normal.

    Anastas Mikoyan- On the Soviet player’s Non-Combat Movement sequence, they check for any units belonging to the U.S. or British that are currently in the following territories: Caucasus, Amur, Archangel, Novgorod, Turkmenistan, or Northwest Persia (if controlled by the Soviets). If the Soviet player so chooses, they may take these units out of play and replace them with the Soviet equivalent. Although the Soviet player now controls these units, they may not be moved until the Soviet player’s next turn. Allied players must consent to this transfer (infantry units transferred represent the transfer of equipment to the USSR).

    Vyacheslav Molotov- The Soviet Union gains an extra 5 IPCs at the end of its turn if it is at war, the convoy in sea zone 125 is free of Axis warships, Archangel is controlled by the Soviet Union, and there are no units belonging to other Allied Powers present in any territories originally controlled by the Soviet Union.

    Nikita Khrushchev- The Soviet player collects 2 ipcs for each of the following territories under soviet control at the end of the turn: Ukraine, Eastern Ukraine, and Volgograd.

    Nikolai Voznesensky- During the Soviet Union’s collect income phase the russian player rolls a die and collects that many additional ipcs. This bonus stacks with warbonds.

    Andrei Zhdanov- The industrial complex in Novgorod is immediately upgraded to a major. The Soviet player collects 2 additional IPCs at the end of  every turn that Leningrad remains under Soviet control.

    Nikolay Shvernik-The Soviet player may move any factory to another space within her originally controlled territories. Only one factory per turn can be moved and it has a move of two, but each factory she controls can be moved in this manner. Units may be produced at this factory at the end of the turn but it follows the ordinary rules. If a major factory moved into a territory that could only support a minor factory then it would only be able to produce as if it were a minor factory. If the territory could not support any type of factory then no units may be built from this factory.

    Filipp Golikov- The Soviet Union automatically gains a technology that is already known by two other powers. Golikov may be discarded to assassinate a German or Italian Chief of Staff or cabinet Minister.

    Puppets

    Mao Zedong- Whenever the Soviets liberate a territory marked with a Chinese roundel, they may keep the territory rather than give it to the Chinese. Additionally, the Soviets may build major industrial complexes in Shantung, Manchuria, and Kiangsu.

    Petru Groza- Place a free tank in Moscow at the end of every turn that Romania is under Soviet control.

    National Committee for a Free Germany- During the Soviet Union’s collect income phase, if the USSR and Germany are at war, the Russian player rolls a die and Germany loses that many IPCs.

    Bolesław Bierut- The Soviets may build a major industrial complex on Poland. Additionally, they gain 2 extra IPCs at the end of every turn that Poland is under Soviet control.

    Kim Il-sung- If Korea is under Soviet control, the Soviet player places 1 free infantry in Korea at the end of their turn.

    Georgi Dimitrov- Gain 2 additional IPCs at the end of every turn that Bulgaria is under Soviet control.

    Khorloogiin Choibalsan- Mongolia and its units immediately join the USSR as though Japan had broken the non aggression pact. The USSR places one free infantry on Ulaanbaatar at the end of every Soviet turn.

    Advantages

    Yakolev Design Bureau- Fighters cost 1 ipc less. Alternatively, you may immediately discard this card to learn the Jet fighters tech.

    Lavochkin Design Bureau- Fighters cost 1 ipc less. Alternatively, you may immediately discard this card to learn the  Long range aircraft tech.

    Tupolev Design Bureau- Bombers cost 1 IPC less. Alternatively, you may immediately discard this card to learn the heavy bombers tech.

    Ilyushin Design Bureau- Tactical bombers are immune to AA Gun fire. Alternatively, you may immediately discard this card to learn the paratroopers tech.

    Dalzavod Naval Industries- Place a free minor industrial complex and naval base on Amur. The USSR gets the benefits of the improved shipyards tech for the purposes of building naval units in seazone 5.

    Grabin Design Bureau- Place a free artillery piece on the Vologda territory at the end of every Soviet turn. Alternatively, you may immediately discard this card to learn the advanced artillery tech.

    Lucy Spy Ring- As long as Switzerland is an independent neutral or pro allied, the USSR is unaffected by the German enigma code card.

    Great Patriotic War- Once per game, if Germany has control over 3 or more starting Soviet territories at the beginning of the Soviet turn, then the Soviet Player may declare the start of The Great Patriotic war. For that turn only, infantry cost 1 IPC less than they normally would.

    Trans Siberian Railroad-  All soviet ground units have a noncombat move of 2 for the purposes of traveling along the following territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut S.S.R., Buryatia, and Amur. The bonus ends when the railway does, so an AA gun starting in Samara and moving to Moscow would not then be able to move into Smolensk. This card must be played before the first German turn.

    Five Year Plans- The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. Russia gains the Improved Factory production Tech. This card must be played before the first German turn.

    General Winter- Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, no Axis armor, mechanized infantry, or artillery may move, and, furthermore, Axis planes are limited to noncombat moves. These modifiers only apply in starting Soviet territories.

    Partisans- If Soviet Infantry survive at least one round of combat when defending against a European Axis attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Axis occupy the province and, on the next Soviet turn, the Russian units are back in play. The Russian player must either have these units attack the territory or move on to another territory. These units may chose to attack provinces behind enemy lines, causing chaos in the rear. Furthermore, Soviet infantry may move through the Pripyet marshes.

    Sharashka- The USSR gets one free tech dice to roll each turn.

    Tankograd- Place a minor industrial complex on Samara. As long as the Caucasus remain under Soviet control, the Soviet player places one free tank in Samara at the end of their turn.

    Katyusha Rockets- Soviet artillery has a move of two and may blitz when paired with a tank. Additionally, Artillery attacks and defends at a 3 during the first cycle of combat.

    Red Orchestra Spy Ring- Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.


  • any card pics yet?


  • Would really like an update.  Seems like a great idea.


  • Hey Danny.

    Great job. I loved your idea.
    But do you have something about espionnage.
    The russian spies were realy activ during WWII.


  • great project, im interested on your cards, can you post them?


  • Dannyboy hasn’t been active since March of 2013.


  • Yo, guys…

    First: Dannyboy & Ghost One (and others): Great work on these cards!
    Second: I see the thread stopped a few years (!) ago…anyone else picked up on the idea?
    Thirdly: I have!…I’ve been reading through all the posts, and i am now trying to gather all the threads (so to speak) and make it one functional system.

    This is a huge project, i feel: it will take a lot of time and game-playing to get thing just right.
    So far i have finished all the “Cards v.1.0” and i’m going to spend this summer correcting,  polishing and fine adjusting.

    My problem is that i need help testing and trying out these cards; anyone?

    A few words/thoughts:

    1. Cards cost 10 IPC.
    2. Before the game starts: each national rolls a die: 1-2= 1 card, 3-4=2 cards, 5-6=3 cards. Each player can choose which cards to start with. Some cards need to be played before G1. Starting cards are free.
    3. R&D/technology can not be ignored, they are now intertwined with the Cards System.
    4. To get more cards into play: some cards lower further card price.
    5. Cards come in 5 categories
          a) Corporations (CO)
          b) National Advantages (NA)
          c) Puppets (PS)
          d) Cabinet Ministers (CM)
          e) Chief of Staff (CoS)
    6. When you buy a card: you don’t need to show it as it is not “active”. Only when you show your card to the rest does it go into play.
    7. You can only have one active CoS at any moment in time, buying a new CoS-card mean you are changing CoS. This only applies CoS.
      8 ) All Character Cards (Cos, PS and CM) may be assassinated (out of the game, never coming back) or wounded (put back into the deck). Some characters have the ability to this.
    8. Some cards refer to other cards or R&D; some cards give discount on other cards, some have objectives that require other cards into play, and some cards negates other cards (example:UK Enigma Code negates/renders useless the German Enigma Machine, and as long as Sovjet Union has Lucy Spy Ring card, the Enigma does not affect them).
    9. There is more trading between/among allied nations and the axis (the give each other support in different ways).
    10. Large nations have a lot of cards (ex Germany has about 50) and small nations have fewer cards (France only has 6 or 8 ) to choose from.
    11. CoS-> usually advantage in field/warfare/execution, change CoS -> change tactic/area of focus
    12. CM & Puppets -> usually political and intelligence/spy -related.
    13. CO -> material/units/production
    14. NA -> any-/everything
    15. you can buy as many cards as you like
    16. you can not sell cards or get a refund

    Comments are very welcome :)


  • i made some cards to ( russia , germany have around 20 ,france, italy less)
    There 4 types: Generals, Admiral of fleet ,  Air comanders and last ones are cabinet staf.
    every power can made combination: 1 gen, 1Adm, 1 air 1 cab<  or 2 gen 1 adm\1 air 1 cab
    generals must participate in combat if player want to use their bonus (bonus is used only in combat where is general), admirals must be placed in same teritory with naval base and air comander on same teritory with air base . Im in test phase, but for now i noticed , theres problem when you control more than one power… to much cards an i forgot to get some bonuses some turns… in my opinion max 3 card per nation will be ok


  • i see…
    well, there are a lot of different systems around, the main thing is that it bring a bit more action and variation to the game, i suppose.

    yeah, two-player game can be a bit daunting, hehe…it can get really messy, really fast…

    having a maximum of 3 cards sounds like a good way to limit the confusion. i’ve found out, that if i am ever going to have a fighting chance of keeping track of it all, i need to visualize and concretize things;
    we’re using printed money (historical board gaming), have physical IC on the board, printed National Objectives and a chart with units statistics, start income, turn sequence (where we have added Convoy Disruption as the last item, making sure we never forget to check for it) and more.
    The same thing we needed to do with these National Advantage Cards, so we just printed them out (i can post them here (if anyone is interested) when i figure out how to do so:).
    This alleviate the problem somewhat (at least for our group), but it is still difficult:)

    In practice (and we haven’t played that many times) we either go for bare-bone-classic version, or with the extended version with cards.
    the first one we play competitive and since we are all well familiar with all rules we can strategize a bit more and compare with other games/groups.
    the latter we play “for fun”, meaning we don’t take thing that seriously and play a bit more fast and dirty, and the social aspects is even stronger (more players, food&beer, discussions over events during ww2 when they show up on cards etc…)
    they are (to us) just two different settings, and we accept them being different…

    the main thing, i guess, is to have fun :)


  • absolutely, fun is on first place :)

  • '16

    I’ve put together a sample card for General “Vinegar Joe” Stillwell, if anyone’s interested.

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