Overview
Battlecards is an expandable (not
collectable) card game of World War II. DGA Games released their Western
European Campaign (Great Britain vs. Germany) in 2002 and will be releasing a
Pacific Theater Campaign (United States vs. Japan) shortly, with sets for the
Russian Front and
African Campaign to follow. When you purchase the basic set you get
three decks: a Great Britain Arsenal deck, a Germany Arsenal deck, and a set of
"Conflict" cards. The Arsenal cards come in three flavors: ground, air,
and sea. The Conflict cards control the events of the game. There are 5
expansion sets available for the Western European Campaign that add new Arsenal
and Conflict cards. As it stands now (without additional campaigns), this is
essentially a two player game (though DGA has published some variant rules to
play multiplayer in a single campaign, I haven't yet tried them).
How the Game is Played
The allied and axis players start with their Arsenal decks, which can be
customized with the expansion sets or even additional starter sets. The
game plays just fine with the basic set, and I'll limit my discussion to that
starting configuration. The deck of Conflict cards is shared by each
player. Each player starts by drawing 6 cards from their Arsenal and
deploying three of them to the front. The deployed Arsenal cards will be
used for battles, and battles may use any combination of the ground, air, and
sea forces. The German player begins the game by drawing a Conflict card
and performing the action specified. Conflict cards loosely fall into the
following categories:
- Military Buildup - allows the player to draw cards from the Arsenal deck
into his hand, deploy some of them, and discard the rest
- Retained Action - allows the player to hold onto a card for later use.
These cards can be used to disrupt the enemy's actions or give bonuses in
future battles.
- Immediate Action - allows the player to immediately take an action to
help their own forces or disrupt the enemy. Examples include capturing
an enemy unit or reorganizing a deployed stack of cards into two stacks
(Divide & Conquer)
- Battle - allows the player to enter into battle with the enemy if the
pre-requisites are met and if the aggressor chooses to fight.
The combat system is fairly straightforward but does present some twists that
caused confusion initially. Each Arsenal card has 6 numbered attributes:
attack values for ground, air, and sea, and defense values for ground, air, and
sea. In addition, each arsenal card has a firing phase from 1 to 4.
Combat occurs in phases: all phase 1 units get to fire first (aggressor then
defender), then phase 2, etc. This allows, for example, anti-aircraft guns
to shoot down enemy planes before they get a chance to attack. Combat is
resolved by using the Conflict deck as a random number generator. Let's
say a bomber is attempting to attack an enemy ship. The bomber has a sea
attack value of 15, while the ship has an air defense value of 5. The
attacker draws a card from the Conflict deck, and if it is greater than the
defense value but less than or equal to the attack value (in this case, from 6
to 15), then the enemy ship is destroyed. At the end of the 4 phases if
either player has lost all of the Arsenal, then combat is over and the winner
gets to keep the Battlecard. If forces still remain, either player can
choose to withdraw and concede victory to the other player but still retain some
of their forces.
Some Arsenal cards are weak in and of themselves in combat, but provide
valuable bonuses to other units. Fighter, for example, are usually most
valuable either shooting down other planes or providing support to bombers
through combat bonuses (sounds like real life, yes?). It is these
capabilities that create for interesting tactical and strategic decisions in the
game - there are a limited number of powerful cards, so a balance of forces is
critical. In our games we've found the battleships to be the most powerful
units - they fire early in the round (phase 2) and several of them can fire up
to 4 times.
Play continues until one player wins a key final battle or achieves a certain
number of victory points. This game is quite long - I play with my two
sons (ages 6 and 8) and we find ourselves often stopping after 90 minutes with
only half of the victory points achieved. A full game will last from 2 to
3 hours.
The Arsenal and Conflict decks get cycled several times during the course of
a game, and it is rare for card to be eliminated from the game completely
(leader assassinations are one example).
Quality of Components
The card quality is outstanding - better than any collectable card game
I've played and with outstanding photography for artwork. I wish more card
game manufacturers would go with The rules could use some work - I would prefer
a small booklet version of the rules and it needs more explanation of certain
characteristics of the game, particularly the special combat effects of certain
cards. The online FAQ
makes up for this, but the rules should be more self-contained. Hopefully
they'll fix this with some of the upcoming expansions. Future expansions
will also come with a placemat with areas for deck and deployed forces placement
as well as a rules summaryS.
Quality of Game Play
I love playing this game, and look forward to exploring the subtleties of
force deployment and deck construction in future games. There is tension
created when Battlecards are drawn - should I go into combat yet? Should I
wait until I deploy more forces, potentially allowing your opponent to do the
same? There are also difficult choices in Arsenal card deployment - should
I focus on balancing forces or should I beef up just my air and sea forces
initially? I played most of the Avalon Hill hex-based wargames back in the
day, and I love games with WWII themes. This is clearly a simpler game
than any of those, but with the shorter playing time combined with the quality
artwork and depiction of forces, I'll be playing this one for a while. For
now I'll be rating this game an 8 - it might get an even higher score with the
upcoming release of the expansions and potential for strong multiplayer
campaigns.