Welcome to Panzer Orders Western Front, a World War 2 card game. This is a stand alone game for solitaire and two-players and is fully compatible with the other Panzer Orders games and expansions.
The game is quick to setup and play, it takes around 30 minutes to play a game and comes complete with everything you need.
You can combine two copies of the game to make either larger or tank-vs-tank games for both solo or multiplayer games or combine this game with existing Panzer Orders games.
Game Contents - With the game you will receive two decks of cards - one deck for the Allies and one for the Germans, plus objective and rule summary cards (112 cards in total). You also get a full set of the rules plus a dice - everything you need to play.
This game is the second game in the series following my first Kickstarter which shipped successfully and on time earlier this year. This project developed from my love of WW2 history, wargaming, card and board games.
You can check out reviews for the first Panzer Orders game (which uses the same rules as this one) at Armchair General:http://www.armchairgeneral.com/panzer-orders-card-game-is-a-blast-card-game-review.htm
"Stunning artwork; fast dynamic play" Armchair General Rating: 90%
Plus you can check out the first Panzer Orders Kickstarter page
and the entry on Board Game Geek
If you would like to know more about the original game and the first expansion, please just message me. I have a very small number available from the first Kickstarter print run.
You can pledge for the complete game, two copies of the game (ideal for those larger games or with 3 or more players) and Fine Art Prints.
You can also pledge for the game and expansion pack (the expansion pack is the from the previous Kickstarter as described fully below).
The Fine Arts Prints are printed on 300 GSM fine art paper by a professional art printing company I have worked with in the past, and look stunning. I can print other artwork from the game (if you prefer - just message me to arrange).
There is a limited number of Pledges for the game plus the first Expansion Pack. The first Expansion is totally compatible with this Kickstarter and check out the video at https://youtu.be/SYkJ3wr36j0
The Expansion Pack, from the first Kickstarter, comes with an additional 40 cards and contains:
Please be aware that this game isn't available at retail - I am an indie game creator and I get a print run manufactured to fulfill the Kickstarter with a few extra copies. This Kickstarter is your opportunity to secure your copy of the game.
First Game- Panzer Orders (£25) - I have a VERY small number of the first game left so please message me first for availability! ALL GONE
Expansion 1 - (£12) - I have a VERY small number of the first Expansion left so please message me first for availability!
Additional Artwork - I can get a wide variety of Fine Art Prints made of my work. Costs are 12 x 8 inch prints are £20 and 12 x 16 inch prints are £40. (Other sizes are available). Please message me if you would like to add on a print or any questions.
There are a series of stretch goals for the game, all aimed at introducing new card artwork variants. Below are some of the artwork variants that have been unlocked:
- £1000 - Allied Tank Destroyer variant - UNLOCKED!
- £2000 - German Panzer variant - UNLOCKED!
- £3000 - Allied Tank variant - UNLOCKED!
- £4000 - Allied Infantry variant - UNLOCKED!
- £5000 - German Infantry variant - UNLOCKED!
- £6000 - German Half Track variant
- £7000 - German Transport variant
- £8000 - Allied Tank variant
- £9000 - German Panzer variant
- £10,000 - German Tank Destroyer variant
If the project hits all those then I will keep adding more!
Following the initial launch of the first Panzer Orders game I have had some feedback from the community both for additional rules and rule clarifications. I have published both rule FAQs, rule cards, counters and a revised set of rules that players can download from Boardgamegeek (or if you'd rather just message me and I will email you a complete set of the rules).
For a complete set of Panzer Orders rules please visit:
The game comes complete with the following rules sets:
1. Two-Player Basic Rules which are ideal for quick, decisive games to learn the basics of Panzer Orders. For a video check out https://youtu.be/aHkpYRtBl7w
2. Two-Player Advance Rules are great for a deeper and longer game with more strategic choices and introduce a variety of new rules to the game. For a video check out https://youtu.be/RFiOS4SEKu8
3. Solo Rules are a complete stand alone solo game where you choose your deck and battle against the game. For an overview video check out https://youtu.be/yXHWy9hPUY4
4. Three and Four Player rules suitable for massive games using multiple decks to allow three, four or more players to combine forces in larger games.
In all these rule sets there are foundation rules that apply to all the different ways of playing the game. In addition to these rules there are also variant rules, different ideas both in the rules themselves and additions from the Panzer Orders community.
The game is made up of two types of card, Infantry and Vehicle. In the top right of the cards there are two numbers. In the photo below on the German Infantry card there is a 6/4 - the first number is the dice roll required on a regular six sided dice to hit an opponents Vehicle card and the second number required to hit an opponents Infantry card.
In the bottom right of the card there are any Special Rules (which are fully detailed in the game rules) and the bottom left the points for that card. These points can be used to build decks with more powerful cards being more expensive in points than regular infantry cards, for example. The circled number (which indicates this card is a vehicle card - a +1 in the Tiger card in the photo above) is used in combat and gives heavily armoured tanks a better chance for survival.
2 Player Basic Rules
Turn Sequence (You follow all of phases below and at the end of your combat phase your opponent plays through all of their phases)
- 1. Draw a Card
- 2. Reinforce Battle Group
- 3. Move Cards
- 4. Dig In
- 5. Combat
In the game, you create three Battle Groups of cards - below is an example (note how cards are placed face down until revealed)
In this example, below- the two players have formed their three opposing Battle Groups.
1. Drawing and 2. Reinforcing Battle Groups - every turn the player takes the top card from their deck and either keeps it in their hand or reinforces one Battle Group with that new card. New cards are always placed face down so the opposing player is unaware of what type of card it is. (Face down cards are revealed if moved, are attacking or attacked)
3. Move Cards - the player can choose to move vehicle cards between Battle Groups (to help strengthen particular groups). Infantry can also be moved but must be paired with a Transport card (such as the Jeep card, or Halftrack)
4. Dig In - the player can choose to Dig In a card and put it in a better defensive position (you simply rotate the card 180 and declare it as Dig In). This gives the card an improvement to its saving throw (in combat) but at the cost that it cannot attack in the Combat phase.
5. Combat - in the combat phase the player declares which cards are attacking which opposing cards before the combat is resolved. Combat resolution is very simple - on every card in the top right there are two numbers (e.g. 6/4). The first number is the dice roll required on a regular six sided dice to hit an opponents Vehicle card and the second number required to hit an opponents Infantry card. Once hit that card is discarded unless the card owner can make a Saving Throw to save the card. All cards have a Saving Throw of a 6 on a six sided dice, and those that are "Dug In" have a Saving Throw of a 5 or 6.
The 2-player game can be won by either destroying all 3 of your opponents Battle Groups or you win if your opponent draws their last card from their deck.
2 Player Game Advanced Rules
The 2 Player Game Advanced Rules take the Basic Rules and expand them in a few key areas.
- 1. Draw a Card (exactly the same as the Basic Game)
- 2. Reinforce Battle Group (exactly the same as the Basic Game)
- 3. Move Cards. For the Advanced Game Rules: For the German player if they move a vehicle card they must roll a D6 and on a roll of a 1 that card has broken down in its starting Battle Group (it failed its move). Please see German Unreliability rule below for full details.
- 4. Dig In (works exactly the same as the Basic Game)
- 5. Combat. For the Advanced Game there is the introduction of Close Combat plus the Shaken rule.(Please see the Advanced Game Combat section below).
- 6. Repair Attempt to repair any “Broken Down” cards - see German Unreliability rules
- 7. Rally At the end of your turn you can attempt to Rally any Shaken cards. You roll a D6 for each card and need to score a roll of a 5 or more to rally a shaken card. A successful dice roll will mean you can revert that card back to normal.
German Unreliability Rule/Broken Down cards. Any time the German player rolls a dice specific to a vehicle card and the result is a 1, then that card has “Broken Down”. If a vehicle card is “Broken Down” then it must be placed on its side and cannot be used for the rest of the German player’s turn. In subsequent turns Broken Down cards can be repaired by rolling a dice per card. On a 5 or 6 the card is repaired and back in play.
Advanced Game Combat. There are two types of combat in the Advanced Game - Ranged and Close Combat. You also declare whether the attack is Ranged or Close Combat. You can target an opposing card with any mixture of Ranged or Close Combat attacks. An attacking card can perform Ranged or Close Combat attacks (one card cannot do both). Any face down cards are revealed only once all attacks have been declared.
If you achieve the role required or more then you have hit the opposing card, and the card is now “Shaken”. Shaken cards are rotated 90 degrees to their side. If Shaken cards are hit again in that turn then are potentially out of the game.
If you hit a 'Shaken' card then the opposing player must make a 'Saving Roll'. All cards have an automatic 'Saving Roll' of a 6. If they fail the 'Saving Roll', then the card is eliminated and put in the discard pile. If they pass the 'Saving Roll' the card is still in play but remains shaken.
Close Combat works very similar to Ranged Combat but with a few differences. In close combat the defending card can fire on one attacking card, just before the combat starts. If this results in the attacking card being Shaken then the attacking card is turned to its side. The attacking card then rolls an attack as normal. If the hit is successful then the defending card receives its saving throw as normal, if it fails it is eliminated and off to the discard pile. If the defending card is not eliminated it can return an attack, again. This return attack is as normal and can lead to the attacking card being eliminated, and the attacking player would have to make a saving throw or loose that card to the discard pile.
3 and 4+ Player Games
As well as playing the game solo or two player you can play the game with three or more players by including more decks into the game. In these games players create two teams (normally an Allied team vs a German team) with each player having their own deck.
Players then create three Battle Groups as if a two-player game and take it in turns to play through the game sequence in turn, but can now move cards between any Battle Group on their team and reinforce any Battle Group on their side. Having play tested these larger games they offer larger scale battles with more players (which is always a lot of fun!) and give the players the options of helping their team mate whilst fending off their opposing player.
For an overview of the Solitaire Rules check out the video https://youtu.be/yXHWy9hPUY4
The Solo game plays somewhat different to the 2-player game. To start with decide which deck you want to play and which you want to play against. Take 6 cards from the opposing deck and randomly put them into two column Battle Groups of 3 cards each. Now take 12 cards and create two Battle Groups of 4 cards each. Keep 4 cards in your hand. In the first turn, reveal the opposing cards. Your objective is to defeat both these two Battle Groups.
In your turn you:
- 1. Draw a card
- 2. Reinforce Battle Group
- 3. Move cards
- 4. Dig In
- 5. Combat
- 6. Repair
- 7. Rally
Phases 1 through 4 work exactly as the two-player game, whilst Combat in the solitaire game is somewhat different to the 2-player rules. In solo play you must discard a card from your hand to activate an attack of that type for your Battle Group. For example, if you want to attack with any number of infantry cards from a Battle Group you discard an Infantry card (and remember infantry cards also include anti-tank, artillery cards as well as soldier cards). If you want to attack with all the infantry cards from both your Battle Groups you must discard two infantry cards. The same applies for vehicles, if you want to attack with your vehicles in a Battle Group you must discard a vehicle card from your hand. You cannot discard cards from your Battle Groups - they must be from your hand. For Combat resolution please refer to the Advanced Game Combat section.
Both the Repair and Rally phases work as per the two-player Advanced Rules.
Opposition Turn After your turn, you play out your opposition. Your opposition turn is a little different:
- 1. Draw 2 cards
- 2. Dig In
- 3. Combat
- 4. Repair
- 5. Rally
Draw 2 cards from the opposing deck. Without looking place them in the opposing Battle Groups (1 card in each Battle Group, if there is only one Battle Group then they both go there).
Dig In - roll a D6 for each card. On a 6 that card will dig in. (the opposing force is considered an attacking force)
Combat - Draw another 2 cards. For the first Battle Group flip over the first card you drew. This will now indicate which type of that Battle Group will attack. Then do the same for the second Battle Group (if there is only one Battle Group, you still draw 2 cards but both apply to that Battle Group (and may result in that Battle Group card type attacking twice). For example for the first Battle Group you draw an infantry card then all the infantry in that Group attack, and the second Battle Group you draw a vehicle card then all the vehicles in that group attack. Once you have determined which cards are attacking you now have to determine their target. Opposing cards will always target an opposing card that has the highest chance of it hitting. For example infantry cards will target enemy infantry cards first. If there are no cards of that type then the card will target the other type. e.g. if there are no enemy infantry cards for the opposing infantry card to target then it will target an opposing vehicle card. You must randomly decide the specific card it attacks of that type using your D6. For example if there are two opposing cards it could target roll a D6 and on a 1-3 it targets card 1 and 4-6 it targets card 2.
The remainder of the combat works exactly the same as the two-player game. Note: the opposing side can only perform Ranged Combat.
Repair - You roll for any broken down vehicles (if your opponent deck is the German deck) as per the two-player game.
Rally - exactly the same as the two player game roll for any Shaken cards.
Victory Conditions: If your opponent deck draws its last card you win. If you draw your last card you loose. If you defeat all opponent Battle Groups you win and if you loose all your Battle Groups you loose. In the very unlikely event of a draw its up to you who won!!!
Please do not hesitate to ask with any questions. My Panzer Orders WW2 art and game design Facebook page is
I'd also like to take this opportunity to thank the countless individuals who have supported and helped me with this project. In particular I'd like to thank all my supporters and followers on my Facebook page, family and friends.
There are too many people to mention but the game and history education resources online are second to none so I want to say a big thank to the particular sites, Facebook pages and groups whose members I am incredibly grateful to:
Solitaire Wargames, Wargamers, Boardgamegeek.com, WW2 Everything, M4 Sherman, World War 2 Axis and Allied Lounge, Tanks & Armored Vehicles of WW2, Panzerwaffe, tank-hunter.com, tanks-encyclopedia.com, Tanks. Being Tanks,
Through games and my art my mission is to help keep World War 2 history alive.
Thanks so much for looking at my Kickstarter!
Risks and challenges
We have tried to minimise the risks associated with this project and having collaborated on a past Kickstarter project learned a lot from that experience.
With this game, all the illustration art is done and complete - we have a printers in the UK ready to print the game, who we have worked with before. The printers specialise in card games and can print any print run from literally one copy, so I have no minimum order quantity. We have done a print test to ensure that the cards look great. In addition we have factored in extra time, just to be sure. Creating this game has taken thousands, tens of thousands of hours in creating the art, designing the game and putting everything together so we are fully committed into getting this game into your hands!
Thanks so much for your support and taking the time to looking at my work!
MattLearn about accountability on Kickstarter
- (30 days)