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Need card ideas for my alternate World War I card game, Conscript! Please!

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Empires
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Hey guys, I really need some creative help. I've finally got a good rule framework down in the file below (subject to change), but what I really need is some ideas for cards. Really, I'm looking for anything, but here are some creative pointers. Please read the rules first, though!

Conscript is set in an alternate World War I in the 1930s time period. It's a deck builder with some RTS-style elements. The alternate-history is a little fantastical but nothing super crazy (so I don't REALLY want super-magicky stuff, but walkers and zeppelins and crazy inventions are ok) I need card ideas for the different factions, and the different card types are units (used to attack stuff and hold points) and tactics (special action cards). Each factions units and cards are distinct, including their basic starting Infantry. I've thought of a few idea below as examples.

The faction-ideas (no "real" names or flavor yet) and their relative strengths are below:

Soviet Union- all about the attacking with cheap but crappy units, that gain strength from mass attacks. Their basic infantry unit in their deck, the Conscript, is a 0 cost, 1(infantry)/1. An advanced unit, the Commissar, gives +1 attack to other Soviet infantry in the same location.

The Holy Roman Empire (The Germans)- all about gigantic expensive units that are extremely powerful.Their basic unit, the Grenadier, has 1 infantry and 1 vehicle attack, and have a Clear Garrison attack (for 1 Ammo).

America!- extremely rich. Units gain bonuses for having lots of resources, and have plenty of paid abilities to scale off those resources. All-about being well-supplied and sustainable. Can't really think of any specific cards for them, but I think good Aircraft, and units which help sustain such as Medics and Engineers, and probably lots of card draw (by spending resources of course.)

Japan/China- Loves being fast and low resource. Function well off of having few resources, such as their basic infantry Warrior which has a 3 for their melee attack, or their Imperial Cavalry which can move without fuel. (Because horses.)

Middle East/Ottomans- Can't think of really any cards for these guys, but I know I want them to be able to be stealthy, possibly stealing? good at managing the discard pile (or taking cards from it), and being flexible in general.

It'd be a great help to me if I could get some ideas, and please don't hesitate to ask any questions. Thanks!

X3M
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Some idea's...

5 Factions. That is a good number.

With China/Japan, choose one. They don't belong to each other. Unless you are using them as an Alliance. Then it would be ok, but there was a clear difference in combat style.

Soviets had very extreme differences in unit strength. You see this returning in games like Red Alert. Where you indeed have the crappy conscript. But also very heavy tanks.

This is how I think it should be;
So with having the type of quality or quantity. But also group bonusses:
-Soviets; quantity infantry, quality tanks, group bonus for the infantry.
-Germany; quality infantry, quality tanks, group bonus for the tanks.
-China/Japan; quality infantry, quantity "cavalry", group bonus for the infantry.
-America; quality infantry, quality tanks, group bonus for both, yet you need to put resources in it. So overall, they are often weaker then the other factions untill you spend a lot.
-Middle East; quantity infantry, quantity "cavalry", no group bonus. But they can steal units? And use any kind of bonus on them depending on where the unit comes from. They can even combine the bonusses.

So if one faction has for example;
"This is a conscript"
Having 3 means a bonus of +1 to the fourth infantry unit.
If Middle east "steals" 3 conscript and a German infantrist. The German infantrist can get the +1 bonus too. If you don't like that idea. You still can do a group bonus to the Middle East cavalry. They had better cavalry then China/Japan.

ps.
I forgot about the kamikaze pilots. There where a lot in WW2. Are you planning on using them?
Air was way weaker and slower in 1930 than in 1945.

Empires
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Not really what I was looking for, but thanks.

Hey there, thanks for the response!

I guess I was looking more for specific card ideas, not the overview of what the faction does. I already know what I want the overview to be, but I really need like ideas for a specific card for that faction.

Also, as I said in the beginning post, names are not official, so China/Japan is just a term for an alternate Asian empire. As for the "kamikaze" pilots, anything believable goes, it's supposed to be a World War I where everything happens a little bit later, and technology is a bit more advanced. so yes, jet fighters and mecha walkers are good.

I'm looking for something like this (this is all I've really thought of so far).

Grenadier- German Infantry (Level 1) 2 Cost
1 Attack vs. Infantry
1 Attack vs. Vehicles
1 HP
Clear Garrison ability ( 1 Ammo)

Conscript- Soviet Infantry (Level 1) 0 Cost
1 Attack vs. Infantry
1 HP

Commissar- Soviet Infantry (Level 2) 3 Cost
1 Attack vs. Infantry
3 HP
Other Soviet Infantry here have +1 Attack

Banzai Charge- Asian Tactic 3 Cost
Choose 2 Asian Infantry, they may each move and make 1 immediate melee attack

Warrior- Asian Infantry (Level 1) 1 Cost
1 Attack vs. Infantry
1 HP
3 Melee Attack

Imperial Calvary- Asian "Vehicle" (Level 1) 3 Cost
1 Attack vs. Infantry
1 Attack vs. Vehicles
2 HP
2 Melee Attack.
Does not use fuel to move.

Rifleman- American Infantry (Level 1) 2 Cost
X Attack vs Infantry
1 HP
X is equal to Ammo on Rifleman (max 3)
Clear Garrison ability(1 Ammo)

Motorrad- German Vehicle (Level 1) 3 Cost
2 Attack vs. Infantry
2 HP
Can move 1 space further when moving.

Molotov Trooper- Soviet Infantry (Level 1) 3 Cost
1 Attack vs. Vehicles
Clear Garrison ability (free)
2 HP

Sniper- Soviet Infantry (Level 2) 5 Cost
4 Attack vs. Infantry
1 HP
May attack 1 space further away.

This is all I really have right now. I really need some ideas. Please and thank you :)

Zag24
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Americans

Well, you said that you want the Americans to be wealthy and good at converting resources to fighting ability. How about latching on to Henry Ford's idea of the assembly line, and making a Mobile Factory. This is a very large, very slow unit that produces small automated units as long as you continue to feed it resources.

The small units which it creates have a fixed, smallish lifetime, at which point they explode, causing damage. (Possibly they also have some emplaced guns so do a small amount of damage while they are traveling to the place they are to explode.) Because the small units have such a short lifetime, you have to move the mobile factory close to the action, and it leaves you with supply line issues for the resources.

Empires
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Thanks!

Zag24 wrote:
Well, you said that you want the Americans to be wealthy and good at converting resources to fighting ability. How about latching on to Henry Ford's idea of the assembly line, and making a Mobile Factory. This is a very large, very slow unit that produces small automated units as long as you continue to feed it resources.

The small units which it creates have a fixed, smallish lifetime, at which point they explode, causing damage. (Possibly they also have some emplaced guns so do a small amount of damage while they are traveling to the place they are to explode.) Because the small units have such a short lifetime, you have to move the mobile factory close to the action, and it leaves you with supply line issues for the resources.

Thank you! This is sort of what I'm looking for. In the flavor of my game so far, America's president actually IS Henry Ford (so it's rather fitting). America has turned into a true plutocracy in this timeline.

Now for the actual unit, for stats and such, um, how about something like this? I don't have any plans for "token" units which that kind of sounds like, but being able to have units deploy from it and also be a sort of armed behemoth would be very cool, thanks!

Mobile Factory
American Vehicle (Level 2) Cost 12?
Infantry Attack 1
Vehicle Attack 2
Aircraft Attack 1
HP 8

You may deploy units in this location.
Only moves 1 space when moving.

Empires
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On BGG as well

Made the same thread on BGG, if you post there, I will tip you some GeekGold!

Here's the link: http://boardgamegeek.com/thread/1213281/please-contribute-card-ideas-my-...

X3M
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I don't know what kind of

I don't know what kind of mechanic you have in mind. So just some written idea's for now.

Germany:
Speciality is cannon type units.
- Howitzer, a vehicle that needs deployment in 1 turn? Then has a massive destruction on any ground unit. A glass cannon that needs close quarter back-up.
- AA-gun, a structure that does medium damage against air.
- Pantzer! a tank that shows more quality than any other tank. A bonus for each additional Pantzer of +1 damage due to communications.

Soviet Union:
Speciality are rocket type units.
- V2-Launcher, a vehicle that has no deployment. Any way a massive destruction on any ground unit. Also a glass cannon that needs close quarter back-up. The rockets could be stopped by AA though.
- RLS, a structure that does high damage against air. But has a lower reload. 1 turn? So the player needs to think hard before deciding how many RLS will try to stop the first air strike.
- Rocket base, a structure that does massive damage, yet needs a lot of reload time. The rocket (not a nuke but strong) can be upgraded constantly until fired. Can be a game ender.
- V1-Soldier, infantry unit that fires a small rocket. Good against tanks.
- A tank that is stronger in defense then the German Pantzer. But no bonus of any kind.

China/Japan:
- Samurai, infantry unit, strong against infantry. Actually has good defense against anti infantry weapons that are not high in damage. Lets say a -1 on any weapon. So weapons with damage 1 do 0. Weapons with damage 2 do 1. etc.
- Ninja, infantry unit, strong against infantry. Has a chance in dodging any weapon. Yes, any weapon. Also can crawl, walk, run around enemy units. Confusing them. The unit that the ninja is close to can't do a thing and needs help of other units.

America:
- A tank that is weaker in defense then the German Pantzer. Has no bonus of any kind.
- The Howdoyoudowitzer :) Also a tank, exactly the same. Except this one has a longer range. Outranging any other tank. Thus a first strike. Does not work against rocket based weaponry. And does not work against the Howitzer.

Empires
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Thank you!

This is more of what I was looking for, actual card ideas! Thanks, I'll get these added to my BGG entry here soon.

DifferentName
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Great theme

Great theme for a deck builder! WW1 started with horses, and ended with fighter planes and tanks.

Airplanes were used a lot for reconnaissance at first, before they got into shooting at each other. If there are any hidden cards (in a deck or in a players hand), using planes for those effects could be cool.

Empires
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Thank you, that's a good

Thank you, that's a good idea!

EthosGames
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A few unit ideas I had:

These are definitely alternate reality units but I had fun dreaming them up.

Holy Roman Empire (Germans)

As we all learned from Raiders of the Lost Ark and The Last Crusade Hitler was fascinated with the idea of using the paranormal and occult as weapons (at least according to pop culture). What if he had succeeded?

The Geistkrieger - a brigade of paranormal specialist that is relatively defenseless but with a number of special skills including teleportation, temporary mind control over nearby enemy units, and a hefty spontaneous combustion self destruct ability.

What if the hindenburg had not gone up in flames?

The Dirigible Skycrane - a unit with the ability to transport large numbers of troops and artillery. Perhaps there could even be shielded "flying castles" fitted with long range artillery and anti aircraft.

The Soviet Union

I guess I am just on a blimp kick but...

The Sarancha - An inexpensive unit that is basically disposable airborne infantry. A few thousand soldiers strap themselves to mini blimps and black out the sky with their inevitable advance using hand launched bombs and sniper equipment to destroy targets below. These units would be super vulnerable but make up for it in sheer overwhelming numbers.

Russia's proto KGB spy network/Anti Soviet Rebels - This "unit" would be more like an ability where the Soviet Union player could roll a dice and have a 4/6 chance of converting an enemy unit (presumably having been spies all along) to its side and a 2/6 chance of losing a unit of the same type to their target's nation (as rebels). Obviously this would present some serious balancing challenges but I thought it was interesting for brainstorming's sake.

China/Japan

Chinese Rocket Infantry - Artillery Infantry combo unit that can do serious damage but has a limited number of rocket ammunition rendering it effectively just infantry after it runs out.

Japanese Mech. Samurai - Mechanical exo-suit that can be used by any samurai infantry unit (basically needs another unit to operate it) and is super effective against enemy infantry. The benefit to this is that while the pilot may die the Mech could be repaired and continue to operate. The stats on this unit would basically be that of a lightweight tank.

The Middle East/Ottomans

Parabolic Heat Beam Towers - ok i might be reaching a bit for this one but what if they had the ability to create towers that focused large amounts of sunlight on distant objects burring or melting them. (great defense against metal tanks when you can melt them as soon as they are visible on the horizon.)

For some reason I feel these guys are thematically more likely to use targeted poisoning, some sort of natural plague or some lost technology rather then high technology.

What about assassins, summoned sandstorms or locusts or some sort application of greek fire?

You could always have mounted camel units.

'Merika

I like the mobile robot production plant idea. What about the ability to entice other nation's scientists to America? Other than that I was thinking

GI Jetpack - Uses a Jet Pack using Pulsjet technology that was around during WW1. These guys would be less likely to zip around and hover and more likely to be able to launch themselves far into enemy teritory and then paratroop in. Could be useful in surgical assaults on the Soviet and German blimp units.

Good luck with the game!

X3M
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That personal blimb is an

That personal blimb is an exelent idea. I like it.

And for ridiculous ideas regarding lost technology. How about chinese tea sprayers. The tea is a melange of several poisons.

I think a flamethrower goes with the germans. A good anti infantry unit while the grenadier has more anti vehicle capabilities.

Empires
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Thanks!

@EthosGames

Thanks! I had seriously considered making the Reich paranormal, and if I positive feedback on it I might continue that way. As of right now, the game is kinda firmly in Dieselpunk mode. I do love me some Germans summoning Cthulhu, though :p

Ha, the Soviet Units made me laugh, I'll see what I can do.

I have some stuff along those lines for the Japanese (the empire is now named the Shogunate :D ), but I like the idea of mechas for them. I think the name "Steel Ronin" might be cool :p/

I've decided to actually cut the Middle Eastern race, just so I can focus on making a better 4 player game. Doesn't mean there won't be expansions ;)
Some cool ideas here though!

And I really like the Jetpack infantry.

I've updated my BGG post with some more ideas I had thought of, though they are pretty bland as far. These might freshen them up, and if you have a BGG account, comment there and I'll tip you some GeekGold!

http://boardgamegeek.com/article/16510205#16510205

@X3M Yeah, I'm definitely planning on adding some Flammenwerfer teams :)

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