Another COVID project: a World War I card game
11/28/2020
Around the time I was in college the great 90s card game fad started. Perhaps the two biggest names to come out of it were Pokemon and Magic: The Gathering, but the fascination with custom/collectible card games quickly spilled over into wargaming circles.
The game that got my attention was Dixie by Columbia Games (which is still around). Dixie was a fun little game of the American Civil War that allowed one to do run a small-scale in half an hour or so. It was essentially the same combat system as the one used in their 'block games' for tactical combat.
It wasn't in the same class as other card games because while one could 'create' a deck, it had to conform to historical realities (one couldn't create a division made up of Iron Brigades, for example).
There were other card games, whose names I've long since forgotten, but Dixie inspired me to make my own game set in World War I. I called it "Hymn of Hate" after a German war-song the British appropriated to describe the morning and evening barrages that fell daily.
The game went nowhere, though I did commission some artist friends of mine to make cards for it. They went on to bigger and better things, and even used the card art, so at least it wasn't wasted.
All of this is the back story to a project that helped me keep Election Madness at bay, which was resurrecting that card game.
Between Hymn of Hate's original development and that last few weeks, I've played a lot more card games. I got pretty addicted to Decipher's Star Wars card game (before George Lucas nuked it) and still have a good-sized collection of cards. I've also used cards for some of my military operational wargames.
The result is that I've got a first-run version put together that pits two corps/army level commanders against each other for the mastery of the front lines. I've been using normal playing cards to work with, but modifying deck composition to suit my order of battle needs. At present, each side has a 60 card deck which includes the standard 52 cards plus the Jokers, two additional Aces, two additional Jacks and two more Jokers (total of 4 Jokers).
The number cards represent infantry battalions while the face cards represent barrages, trench artillery and recon elements. I treat Aces as 'wild cards' that can do many different things to give the game more elements of strategy.
My goal is to get this to around 1/2 hour playing time, and it's getting close. The trick is to balance victory requirements with decision making and also ensure that pure card draw doesn't determine the outcome.
I have a draft set of rules and when I get it cleaned up, I'll post it here.
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