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"miniature games with card-based mechanics" Topic


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1,191 hits since 8 Jul 2015
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Shadowdragon08 Jul 2015 5:11 p.m. PST

Other that Malifaux and Fairy Meat, are there any other miniature games out there that use a card-based set of mechanics?

45thdiv08 Jul 2015 5:19 p.m. PST

Relick knightss i believe does.

Gonsalvo08 Jul 2015 5:21 p.m. PST

All Piquet and Field of Battle family games (if which there are many)
The Sword and the Flame (etc)
Maurice
Longstreet
To the Strongest!

Many, many more

Dynaman878908 Jul 2015 5:24 p.m. PST

Almost everything TooFatLardies.
Fireball Forward.

surdu200508 Jul 2015 6:05 p.m. PST

GASLIGHT
The Look, Sarge, No Charts series of rules
The Sword and the Flame
Muskets and Tomahawks
Brother Against Brother

Personal logo Extra Crispy Sponsoring Member of TMP08 Jul 2015 6:30 p.m. PST

The Commands and Colors board game system, including memoir 44 and Battle Cry are often played as miniatures games and the rules use a card based mechanic…

vtsaogames08 Jul 2015 7:18 p.m. PST

Day of Battle.

Martin Rapier08 Jul 2015 10:54 p.m. PST

Many of our home grown sets used card based activation, as do rules such as TSATF, Fireball Forward etc.

MHoxie09 Jul 2015 2:09 a.m. PST

Tactical Assault Games has a few:

link

(Phil Dutre)09 Jul 2015 2:57 a.m. PST

It depends on what you mean by a "card-based set of mechanics".

If you mean cards for activating units and driving the turn sequence, there are zillions of games (well, maybe hundreds ;-)) who do this. Compared to 10 years or so ago, it's nothing extraordinary anymore to have a game that uses cards for activating units.

Personal logo etotheipi Sponsoring Member of TMP09 Jul 2015 7:11 a.m. PST

My games usually leverage a deck of playing cards to implement fog of war mechanics. They're ubiquitous, familiar to players, support complex probability manipulation, and allow you to offload complexity outside the play of the game.

Andoreth09 Jul 2015 9:27 a.m. PST

Rules with No Name

Ottoathome09 Jul 2015 10:35 a.m. PST

My rules, Oh God, Anything but a six, uses an optional Event deck the effects of which are for one turn only and are random, evenly balanced between both sides, and not ones where you can play gin-rummy with the miniatures having a purely secondary role.

The other deck is the combat results deck, which is dealt out by the person in combat, which the enemy then tries to avoid by a morale roll. If you don't "roll them off" they go on the unit and take effect.

The cards are special printed.

Personal logo The Virtual Armchair General Sponsoring Member of TMP09 Jul 2015 5:03 p.m. PST

Other titles using one or more card decks for various purposes include "John Company," "Boilers And Breechloaders," "Rough Riders!", "B'hoys!," "The Sun Never Sets," and "Waken The Storm!", all available through TVAG
(http://www.thevirtualarmchairgeneral.com/079-rules.html).

Card Decks in support of "The Sword And The Flame," and "800 Fighting Englishmen" (among other titles) are available through this link

Cards! An indispensable tool in the war game designer's toolbox!

TVAG

VonBlucher09 Jul 2015 7:17 p.m. PST

Lost Battalion Sergeants game.

Personal logo Extra Crispy Sponsoring Member of TMP09 Jul 2015 7:40 p.m. PST

Brother Against Brother uses cards. My rules have a deck of ards for random events/bonuses and are an easy way to introduce scenario elements without having to write a page of rules for it.

Shadowdragon13 Jul 2015 9:39 p.m. PST

@Phil Dutre. I mean games that use cards instead of dice to resolve tests. So games like the ones i already mentioned: Malifaux and Fairy Meat.

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