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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
28.00
€
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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cielo
加入空軍及虛擬歷史(Alternative History)。事件牌有趣,新增了Bolster牌更能打出Combo。必入的擴充。
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.
Scifi66
Note I own and enjoy the first edition which I regard as an a great casual/quick 6 player game in 60-70 minutes and heartily recommend. The first edition is at a Goldilocks time range where you can play it again back to back in the same evening by simply switching countries! And it feels light hearted - if you lose so what you had fun. All of these points below reflect the new changes/differences to the older version: + It looks like there were balance changes to some cards + I didn't notice map line changes but the new board seemed brighter - Not a fan of Airpower. Looks more authentic but in reality I didn't feel it added much to the game and had some rules grit attached. Caused people to play out of turns too, "I forgot my Air Power card or would have moved this here" x Discard or lose 1 VP! Caused a tremendous amount of AP and disrupted flow. Given there were usually cards you wanted to discard I felt this added nothing except extra time to the game and I can't remember anyone not discarding a card in 20 rounds. Ugh. - Bolster cards. Previously the only surprise moments came from Response cards so you could make your plays based upon the information on the table. Again in practice this slowed the game as turns were interrupted by people springing bolster cards onto the table. They caused some rules confusion too, this edition has gone from being casual gamer friendly to more gamer territory. - Admittedly minor but the turn marker being at the bottom of the board was an issue as we usually make the US player move the Round marker as they are last in the turn. - Game length 3 hours is too long when it is a 6 player turn game. Even 2 hours would really drag but I much prefer snappy quick games. The game wasn't as fun, due to the length it made it more serious. If a more grinding, grimmer arm wrestle is what you want this will be a positive for you.