Fast and engaging: quick set up time and easy to learn gameplay
Deep: carefully balanced deck building combined with customizable starting formations allow players to define their own strategy
Tactical: plays out on a board like Chess with combat reminiscent of classic Tabletop RPGs
Gorgeous: top quality artwork by Keith Thompson, Austen Mengler and More!
Limitless: Contextual tactics mean every card is important in the right circumstance
Command is a card game that plays out like a Tactical
Board Game or Tabletop RPG. It combines the deck building elements of a Trading Card Game with the strategic positioning of a battle field environment. Players move Character Cards around on a
board, playing Support Cards from their hand in concert with Character
movements and attacks in a mad race to destroy the other player's
Commander Card first.
game takes place in the far future on the planet Haven, which, due to a
cataclysmic wave of radiation, will soon be the last livable planet in
the galaxy. Upon learning of the impending disaster, Humanity quickly
scrapped what civilization remained on earth and took to the stars;
arriving at the shielded planet just in time to survive the interstellar
catastrophe. Unfortunately for them, they hadn't planned on its pulsing
gravity field or violent magnetic storms. Doubly unfortunate for them,
they weren't the only ones.
Humans quickly found themselves sharing the planet with the hideous
purple Delylians and the reptilian Gharrana. Each society, however, has
been ripped apart by the trials of their migration effort, cut off and
unprepared to offer a unified front against the enemies that are all
around them. Treaties are made in the only way they can be,
face-to-face, and ragtag armies composed of survivors from all races begin to organize, and move
across the planet's surface.
broken factions from every corner of the universe vying for dominance
of this alien world, the game features a rich diversity of characters.
This diversity is reflected in gameplay in the cards' unique abilities and contextual strategic value. By considering each card's strengths, position and access to support, you can set yourself up
for a variety of strategies and play-styles.
will be able to set their characters’ starting battle formation and
build a unique deck to suit their battle plan. War Command is designed
to give the player unlimited strategic opportunities while remaining
fast and easy to pick up. It's simple enough that most people have the
gameplay figured out in their first couple turns, but complex enough to
support a nearly infinite range of strategic expression.
are two videos below which explain the gameplay in more detail. The first is a
draft tutorial for the digital edition of the game, the second is Game
Creator Ray Hayes sitting down for a game with a GoPro strapped to his
head :) This should help give an idea of the kinds of strategies that
can pay off in a game of War Command.
you're more into reading, check out these links for a breakdown of the
rules of the game and a more detailed look into the universe of War
Command has always been planned and budgeted for exclusively as an iOS
project. Recently we've gone through some internal shuffling in the
programming side of the project, which resulted in our release
ultimately being pushed back but with the possibility of releasing to
multiple platforms much faster, and that got us thinking about our user
see, we've been bringing a printed beta of our game around for people
to play, first at various game shops, then at some conventions
(LepreCon, SaltFest, Phoenix Comicon, etc.,) and we've gotten a
tremendous response every time. People seem to have no problem picking
the game up immediately, and within a match or two it's fantastic to see
how much thought is already going into the decks they put together. The
thing is, while many people were as psyched as we were for a card game
in a convenient, electronic format where you need never fear losing your
cards or, god forbid, spilling coffee on them, our most consistent
request by far was that we also release the game in a physical edition.
here we are. We've already invested substantial amounts of our own
money into this project, and almost everyone who's put serious time in
on War Command has done so at the promise of a future reward. The final
iOS product is still months (and months) away from completion, but the
game itself is practically done-and-waiting, so we've decided to show
you what we've got and throw ourselves on your mercy, Internet.
Most of the money raised here will go to having the game printed and
setting up distribution for the physical edition. (It will also be
available for sale on the War Command website!) However, 20% of what we
raise here will go straight to our Artists for the hard work they've put
into the product already!
Games is a small group of people who have devoted our lives to making a
very large game for the last couple of years. Raymond Hayes, our
founder and CEO, had no prior professional experience in game design when he
came up with the idea for War Command 3 &1/2 years ago. Starting
with nothing but a quality game concept and a die-hard attitude, Ray put
together a talented team of people who, after playing a crude version of the game he put together by hand with index cards, were
willing to invest their time and experience into making War Command a
Mitchell is our Art Director. Having worked for
Bethesda Softworks and Acclaim Studios, he's the voice of experience on
the team and a guiding influence to the game's many artists. As the
head of our Art and Design departments, Shaun was instrumental in
defining the visual feel for War Command and helping our artists
maintain a thread of commonality across their sometimes very different
of the lore behind the game was established between Ray and his younger
brother Rusty Hayes, who also helped with balancing the game and is
currently busy with various PR duties (like writing this!) Rusty has
also developed his own game to be released under Fringe Games in July.
War Command we've put together a team of fantastic artists, ranging
from known fantasy greats like Keith Thompson to fresh talents like
Carly Sorge, Venn Locklear, Aaron Cooper and more from around the world.
expected a lot out of our artists for this project and we definitely
feel they've delivered in spades. A major focus for our art direction
was on keeping the illustrations diverse both in terms of content and
stylization, so the first edition of War Command will present lovers of
sci-fi and fantasy art with a collection that spans genres and never
gets tired or suffers from the drudgery of an oft-repeated pose. Most of
the artists who have worked with us on this product are also
stakeholders in the game, investing their time and talents to help
create a high quality product.
Command is currently slated for a Winter release on iOS (probably in
the January - February range) but with the success of
this Kickstarter Campaign we'll be able to pre-empt that release and get
the game into people's hands a little bit sooner as a physical card game.
hoping to have the Physical Edition released and available for purchase this holiday season, but Backers can expect their copies of the game to begin
shipping out as soon as it's finished and available to us (probably mid-to-late November.)
In addition to the tiered pledge rewards we are also offering un-tiered reward upgrades which can be added onto any pledge. To order an add-on, simply make any other pledge and add the add-on's value to your pledge amount. At the end of the Kickstarter campaign you will receive a survey, just list your desired add-on(s) there and they'll get to you with your reward. If you pledge for any add-on or reward that contains a shirt you will use this same survey to list the size desired.
final iOS game will be available for free, complete with a starter deck
of 31 cards geared toward a commander from any one of the first
edition's three races. From there players will have to purchase new
cards, either with their real-life money or with credits earned in-game.
physical edition will be packaged a bit differently. It will be
distributed as a full game set, with two starter decks and two of every card in
the first edition (except the rare cards, of which there will each be
one) included in a box set with a board, a divider, and the necessary
dice for rolling and damage counting. Future editions may also be
packaged in booster or random packs later on to enhance collectibility,
but for now we just want to make sure that anyone who purchases the game
can get right into it without depending on a bunch of future releases.
retail price for the boxed First Edition set will probably be very close to
the price you'll get it for by donating here, though it might be subject
to change depending on our final retail and distribution costs.
response we've gotten since unveiling the game at SaltCON earlier this
year has truly blown us away, and we could not be more excited for War
Command's eventual release on iOS! It was never our plan to release the
game physically, but after the response we've seen we feel we owe it to
the players and to the game to give it a shot. And if that gives us a
chance at getting it into players' hands sooner, well that is a hell of a
It is impossible to put into words how gratifying it has
been to see people enjoying the game so much at conventions after all
the work we've put into it, and even if this Kickstarter doesn't make it
we really want to thank every person who's given us a word of feedback
or support, not to mention anyone who pledges support here! ;) It's been
a hell of a ride so far!
Risks and challenges
One of the reasons we're so excited for this project is that the game itself is basically done. While the digital version still has a ways to go, the only things we have left to finish for the physical edition are getting the last art assets in place, the box art for the game and the instruction manual, all of which we expect to have done well before the Kickstarter is over.
Our only real fear at this point is if something goes wrong with the manufacturer or shipping company. If there are delays in getting the games out, we will keep you 100% informed as to what's going on and get them to you as fast as we possibly can.
We're hoping that with the success of the Kickstarter we can have the game available for distribution in the coming holiday season. Naturally our first goal is to get it to our Kickstarter Backers.
If the Kickstarter campaign does not succeed, the digital version of the game will still be released as soon as it's ready, and we'll continue to look for an opportunity for a physical release.
While the digital edition will follow a more traditional route for card distribution, the physical edition of War Command is definitely not a traditional collectible card game, as all of the cards will be distributed in a fixed boxed set. Collectibility in the physical edition will be driven entirely by the print-run of your cards and the limited distribution of holographic cards.
It can be kind of difficult to properly categorize War Command. While there are certainly a few games out there of the same genre, the industry hasn't quite settled on a universal term is seems.
Generally we describe War Command as a deckbuilding game with elements of tabletop tactics games and combat influenced by tabletop RPGs, which is admittedly a bit of a mouthful ;)
A deck in War Command consists of 31 cards; 6 character cards and 25 support cards.
At the beginning of a game of War Command, each player sets up his six characters in a battle formation. As the character cards are moved and used to attack on the board, players can play support cards like spell and upgrade cards from their hand to improve their standing. When a character attacks another, the attack and defender each have an option to boost their rolls with an attack or defense card, respectively.
The smaller decks have the effect of helping keep War Command relatively fast paced for a Strategy Game. Players draw one card each turn, and generally by the time the last card is drawn a match has entered its endgame phase.
While the games share several common elements like boards, dice and cards, the gameplay of War Command is quite different from its contemporaries.
In a game of War Command each player only has six character cards, and they start out arranged on the board in each player's chosen battle formation. The only cards you ever play from your hand are support cards to complement or reinforce the movements and attacks of your characters on the board.
Turns also play out quite differently. Rather than completing many actions in several distinct phases, the actions that occur in a turn and the order they occur in are freely determined by the players in a game of War Command. Each player has three actions per turn, and can use them as they wish to move characters, to attack with characters or to play upgrade or spell support cards. This economy of actions forces each player to consider which moves are tactically most important, and also keeps the turns short and the game moving quickly.
One big similarity between the games is that you win by defeating the enemy's leader character, much like toppling the king in chess. However, I think you'll find the battle to get across the board and do so plays out very differently :)
Even if the Kickstarter campaign fails, we're determined to get the game released in a physical edition. Pledging means that as a backer, you'll be kept in the loop for any future developments in our quest to get the physical edition of War Command published. In the event that we try Kickstarter again, you can bet we'll have early bird rewards for longtime supporters!
No! Decks can mix character races however you like. This is reflected in the game's storyline in that all three races arrive on the planet with their cultures crumbling and fractious, and are immediately cut off from support on the surface by the planet's constant magnetic storms. Struggling survivors from all three races are gathered into armies by enigmatic and powerful leaders.
Ultimately, the cards you choose to put in your deck are all down to your personal tactics, but it's important to consider that many support cards are limited in who they can play on by race as well as character class.
Pilgrimage – You receive the Limited Edition Shields of Gharra Upgrade Card and one First Edition Booster Pack. This will contain all of the common and uncommon cards as well as one of the four rare cards. You will also receive access to PDFs of the Instructions Manual, Lore Booklet and Game Board.
War Command – You receive the War Command Boxed Set. This will include the game board, 2 D6 dice, 8 D12 dice (damage counters,) the board divider, two First Edition Booster Packs, two Standard Starter Decks, all four rare cards from the First Edition, and two of the Limited Edition Shields of Gharra Cards. This is enough to set up a simple, four-person tourney.
Commander Edition – You get the boxed set in a special “Commander Edition" box printed only for Kickstarter. This will include the game board, an additional Special Edition game board, 2 D6 dice, 8 D12 dice (damage counters,) the board divider, three First Edition Booster Packs, five Standard Starter Decks, two of each of the four rare cards, two of the Limited Edition Shields of Gharra Cards, one random holographic card and a War Command T-Shirt.
Immortal Edition – Same as the Supreme Leader Edition plus you get the opportunity to work with our creative team to make a new support card, helping decide how it plays as well as the illustration concept.
Supreme Being Edition – Same as the Supreme Leader Edition plus you get the opportunity to work with our creative team to make a new character card, helping decide how it plays as well as the illustration concept.