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Quartermaster General WW2 (Second Edition): Total War (Exp)
Expansion of:
Quartermaster General WW2 (Second Edition)
90m - 90m
2 - 5 Players
Ages 13+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
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Quartermaster General WW2 (Second Edition): Total War (Exp) quantity
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Kickstarter – Gamefound
Board Games
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Family and Children
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
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elijah234
Good addition of the air element, which adds another layer to strategy. Good introduction of France and China to balance out the early Axis runaway train. The downside of the expanded card deck though (even with the new discard rule) is that economic warfare is not a painful as it once was though. And even the Axis players don’t have to worry about running out of cards in most games.
waddball
Never played original AH or AM (or original base), so no point of comparison. The new cards seem well-considered, though many (esp. the Bolsters) are very edge-case. One interesting side effect of narrow path cards is that it makes them easy discard fodder. Given discards are mandatory, and often non-trivial, it creates even more interesting asymmetry (the UK and US for instance, barely notice the discards, while Germany and Japan face really hard choices). The air units give a bit more resiliency, though I'm not sure I like the luck of the draw. I still struggle with France and China. They can't always be relevant (that would be too ahistorical), but I have yet to find it worthwhile to make them relevant at all. I think there's a good case to be made for playing in either mode (Total War vs Base QMG). Base feels more pure, more abstract. TW has a lot more card flow and more opportunity for "big" turns, but also a little cruft and overhead.
chocoworm
확장이 들어가면서 프랑스와 중국이 추가되고 카드도 보강되었는데 룰을 제대로 이해하지 못한 초코 때문에 첫 테플은 별로라는 느낌을 받은것 같다. 다음에 하면 잘해야겠다.