Cards for Axis and Allies 1940
Ghost One last edited by
Has no one looked at the cards? I feel like everyone stopped caring about the cards.
What they want is a downloadable file to make the physical cards so they can playtest with them…
Ghost One last edited by
ohhhhhhh, opps I guess I should have thought of that. :lol:
I’m thinking of trying to start a kickstarter to
1. Pay Hasbro for the rights to do this (maybe I’ll send a message to Larry Harris about it)
2. Hire an artist to do the art for all the cards
3. Find someone to print X number of sets
4. Work with people to playtest these ideas somewhat.
5. Make arrangements with HBG and FMG to sell it (course funders at certain levels would get a free set)
Regarding the card types I was thinking of ditching the commander cards (just using a Chief of staff card as a cabinet minister who’d have an effect on the war effort in some way).
Some good revision ideas posted here.
Here are some of my ideas for Germany so far. Cards would cost around 10ipcs and the player would be able to pick which card they want to buy.
Some obvious/actual German cabinet ministers and chiefs of staff where left out on account of their wartime crimes. However, the importance of some people is so great to their side that I’ve included them (E.G. Speer, Goebbels, and Goering).
Chiefs of Staff (you may only have one Chief of Staff at a time. Changing your Chief of staff will return him to your deck).
Heinz Guderian- If attacking German forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) 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.
Hermann Goering- every bomber taking part in a strategic bombing raid does 1d6 +3 damage
Karl Doenitz- When 3 or more subs attack the same seazone their attack value is increased by one. This bonus is lost if the number of subs drops below 3.
Kurt Zeitzler- The defense value of German infantry is increased by one during the first cycle of combat.
Erwin Rommel- German tanks and Mechanized Infantry units have a combat move of 3 and may blitz through 2 unoccupied territories.
Erich von Manstein- the attack value of all German land units is increased by +1 during the first cycle of combat.
Eberhard Milch- The defense value of German Fighters is increased by one whenever they scramble or defend against strategic bombing raids.
Albert Kesselring- Fighters gain the combined arms unit characteristic when paired with tanks. Additionally, if Germany has the paratroopers tech, then each airbase may send transport 3 infantry into a battle.
Gerd von Rundstedt- When a German territory is attacked, tanks and mechanized infantry from adjacent territories may move into the attacked territory. (Like scrambling, but with tanks and mechs). This ability may only be used in a single territory and only once per round.
Erich Raeder- The attack value of German Battleships and cruisers is increased by one during the first cycle of combat. This bonus also applies to offshore bombardments.
Kurt Student- The attack value of German paratroopers is increased by one during the first cycle of any combat. Additionally, Germany may use paratroopers to attack any territory within their range, even if no other land units are present in the battle.
Albert Speer- During Germany’s collect income phase the German player rolls two dice and collects that many additional ipcs. This bonus stacks with warbonds.
Wernher von Braun- Multiple rockets may bomb the same territory during the German turn. However, Germany is limited to one rocket attack per each individual facility. For example, Germany could hit London with 3 rockets but one these attacks would have to be split between the industrial complex, the airfield, and the naval base.
Wilhelm Canaris- Germany immediately gains every tech that has been discovered by 3 enemy powers. (I’m at a loss here, as Germany’s spy chief he should be represented. However, he was an anti-nazi and occasionally fed intelligence to the allies).
Joseph Goebbels- Newly purchased Infantry do not count towards the unit production cap of factories in West Germany, Germany, and Greater Southern Germany. For example, a major factory in Germany could produce an unlimited number of infantry in addition to the 10 units its limited to. Factories must be able to produce at least one unit to take advantage of this.
Joachim von Ribbentrop- Germany may attack neutral countries in Europe (Portugal, Spain, Sweden, Switzerland, and Turkey) without other neutral countries turning into pro-allied neutrals. However, this bonus does not affect Spanish and Portuguese colonies. If Germany attacks Portugal then Portuguese Guinea, Angola, and Mozambique become pro allied. Likewise, a German attack on Spain turns Rio de Oro pro-allied. Furthermore, the Soviet Union must wait one additional turn before it can declare war on Germany or Italy.
Gustav Krupp- Tanks cost 5 ipcs.
Ferdinand Porsche- Defending German tanks may not be destroyed during the first cycle of combat, nor may they be killed by offshore bombardments.
Konrad Zuse- German tech tokens cost 4 ipcs.
Otto Skorzeny- As long as Skorzeny is in the cabinet the allies cannot assassinate a German cabinet member, puppet, or chief of staff. Once per game Skorzeny may be used to assassinate an enemy cabinet member, puppet, or chief of staff. Immediately discard Skorzeny after he is used in such a fashion.
Philippe Petain- The Germany player places a free infantry on Southern France at the beginning of every turn that Germany controls France, Southern France, and Normandy-Bordeaux.
Vidkun Quisling- The costs of building Germany facilities in Norway are halved (though Norway is limited to a minor industrial complex while Quisling is active). Additionally, the income from the Scandinavian National Objective (Denmark and Norway under German control and Sweden neutral or under axis control) is doubled.
Ion Antonescu- Germany immediately receives a free minor industrial complex on Romania (or a free upgrade to a major if they’ve already constructed a minor there). Additionally, because of Berlin’s control of Romanian oil, the German player receives one free tank on Western Germany at the end of their turn (provided that Romania remains under German control).
Miklos Horthy- Germany immediately receives a free minor industrial complex on Slovakia-Hungary (or a free upgrade to a major if they’ve already constructed a minor there). Additionally, Germany gains 4 additional ipcs at the end of every turn that it controls Slovakia-Hungary, Yugoslavia, and Romania.
Andrey Vlasov- Germany gains 1 ipc at the end of its turn for every 3 Russian units destroyed during that turn. (Represents POWs who joined Vlasov’s “army”).
America First Committee- The United States may not declare war on any Axis power before turn five unless first declared war upon by an Axis power or an Axis power captures London, Moscow, Sydney, Calcutta, or any Canadian territory.
Haj Amin al-Husseini- Germany may immediately place 12 ipcs worth of units on Trans Jordan if it is under their control. Germany may build up to 3 infantry on Trans Jordan every turn. If Egypt, Trans Jordan, Iraq, and Syria are under axis control then Saudi Arabia immediately becomes a pro axis neutral.
Rashid Ali al-Gaylani- Germany immediately gains control of Iraq and its 3 infantry. Germany gains an additional 2 IPCs at the end of every turn that it controls Iraq.
These are some of what I have so far. Input is most welcome.
Advantages (These cards represent various “national advantages” or events). The following is a list of some German ideas.
Enigma code- Until the enigma code is cracked (via a card) enemy ground units’ defense values are reduced to 1 during the first cycle of every land combat where Germany is the attacker.
Flak 88s- German AA guns can fire at Tanks and Mechanized Infantry. This works the same way as with the air defense trait. Each AA gun in the territory may fire up to three times, but only once per attacking tank or mechanized unit. The AA guns fire only once, before the first cycle of combat. For each “1” rolled, the attacker must choose one Tank or Mechanized Infantry as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle. The Air Defense rolls happen before Flak 88s may target ground units, and any AA guns that shot at incoming air units may not be used against attacking ground units.
Atlantic Wall- German infantry and artillery defend at a 3 during the first cycle of combat when the allies launch an amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.
Second Hendaye Pact- If Germany controls Gibralter, Southern France, Normandy-Bordeaux, and United Kingdom and Spain is neutral then Germany takes immediate control of Spain and Rio de Oro. Germany places 2 infantry in Rio de Oro in addition to 1 minor industrial complex and 6 infantry on Spain. Furthermore, Germany gets an additional 18 ipcs worth of units to place on Spain or in a seazone bordering spain (91, 92, 93, 104, and 105).
Second Molotov Ribbentrop Pact- The Soviet Union may not declare war on any European Axis power before turn six unless first declared war upon by a European Axis power or an Axis power captures London. Additionally, Germany gains an extra 5 ipcs at the end of every turn that it remains at peace with the USSR.
Vichy France- Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to German Control. The Territories and Units in Morocco, Algeria, Syria, and Tunisia immediately convert to Italian control. French Indo China immediately converts to Japanese control without triggering a war with the allies (or Violating its peace with the allies NO). French naval units bordering these areas are unaffected. This card must be played before the first German turn.
Plan Z- Place one additional German submarine in every seazone that already has at least one German submarine. Alternatively, Germany may start the game with an aircraft carrier and two Destorreys in sea zone 114. This card must be played before the first German turn.
Volksstrum- If the Soviet Union controls Poland, Slovakia-Hungary, or Romania then Germany recieves a 1ipc refund for every infantry unit built in the following territories: Western Germany, Greater Southern Germany, and Germany. Germany recieves this refund after it places its units at the end off its turn.
Reichswerke Hermann Goering- During its collect income phase Germany collects 1 additional IPC per each industrial complex under its control. Alternatively, the German player may permanently discard this card to immediately learn the warbonds tech.
Rheinmetall- If West Germany is under German control then the cost of German AA guns is reduced to 4 IPCs.
Greater Germany- During its collect income phase Germany collects 5 additional IPCs if it controls all of the following territories: Holland-Belgium, West Germany, Greater Southern Germany, Slovakia-Hungary, Poland, and Switzerland.
Deutsche Werke- Immediately place a free naval base in Germany. Germany is considdered to have the improved shipyards tech for the purposes of building ships (other than submarines or transports) in seazone 114. This bonus is only applicable on turns where the naval base in germany is completely undamaged. If the facility had to be repaired then Germany does not get the bonus for that turn.
MAN AG- Immediately place a free minor industrial complex in Greater Southern Germany (or upgrade to a major industrial complex for free if one is present there). Germany recieves a free mechanized infantry unit in Greater Southern Germany at the end of every turn that both Romania and Greater Southern Germany remain under its control. Alternatively, the German player may permanently discard this card to immediately learn the improved mechanized infantry tech.
Blohm & Voss- German subs built in seazone 112 cost 1 IPC less than normal. Alternatively, the German player may permanently discard this card to immediately learn the super submarines tech.
Junkers- Immediately place a free airbase on Germany. Tactical bombers cost 10 ipcs if built on Germany. This bonus is only applicable on turns where the air base in Germany is completely undamaged. If the facility had to be repaired then Germany does not get the bonus for that turn. Alternatively, the German player may permanently discard this card to immediately learn the paratroopers tech.
Heinkel- Immediately place a free airbase on Greater Southern Germany. Bombers cost 11 ipcs if built on Greater Southern Germany. This bonus is only applicable on turns where the air base in Greater Southern Germany is completely undamaged. If the facility had to be repaired then Germany does not get the bonus for that turn. Alternatively, the German player may permanently discard this card to immediately learn the Heavy bombers tech.
Focke-Wulf- Fighters built on a starting German territory cost 1 ipc less than normal. Alternatively, the German player may permanently discard this card to immediately learn the Long Range Aircraft Tech
Messerschmitt AG- Fighters cost 1 IPC less than normal. Alternatively, the German player may permanently discard this card to immediately learn the Jet Fighters tech.
Italian Social Republic- If Southern Italy is captured by the allies then all remaining Italian units and territories are transfered to German control. All original Italian territories are now treated as though they were starting German territories. Thus, if Germany captured Rome, the German player could upgrade the industrial complex there to a major. Additionally, Germany now collects income from Italian national objectives except for the redundant NO regarding control of Iraq and Persia. This card may only be played with the consent of the Italian player.
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.
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.
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.
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.
vecnalives last edited by
any card pics yet?
dboss824 last edited by
Would really like an update. Seems like a great idea.
crusaderiv last edited by
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.
Fenris last edited by
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:
- Cards cost 10 IPC.
- 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.
- R&D/technology can not be ignored, they are now intertwined with the Cards System.
- To get more cards into play: some cards lower further card price.
- Cards come in 5 categories
a) Corporations (CO)
b) National Advantages (NA)
c) Puppets (PS)
d) Cabinet Ministers (CM)
e) Chief of Staff (CoS)
- 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.
- 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.
- 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).
- There is more trading between/among allied nations and the axis (the give each other support in different ways).
- 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.
- CoS-> usually advantage in field/warfare/execution, change CoS -> change tactic/area of focus
- CM & Puppets -> usually political and intelligence/spy -related.
- CO -> material/units/production
- NA -> any-/everything
- you can buy as many cards as you like
- 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
Fenris last edited by
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
I’ve put together a sample card for General “Vinegar Joe” Stillwell, if anyone’s interested.