You can still support World War II: TCG! go to www.ww2tcg.com/donate and back the game via PayPal. You'll receive the same rewards as Kickstarter backers!
- "After playing WWII:TCG, I think I might look into TCG games a lot more. It’s shown me the metaphorical light." - GameplayMagazine
- “There are a lot of interesting concepts and fresh ideas in this game for the TCG world.” – FedoraG4mer
- "The visuals are way above of what we expect from an Indy company." – I love dTCG
- "The ease of entry makes it a fantastic game to pick up as your first trading card game, and the level of strategy possible makes it interesting for even veteran trading card game players." – Indie Love
- "I would call it the “Solforge of World War II.” " - I love dTCG
General Pack Includes:
- 3x Rare Card (Epic Card chance)
- 1x Uncommon Card
- 1x Common Card
- 1x Epic Card
- 4x Rare Card
World War 2: TCG currently provides:
- Over 200 Unique Cards.
- 4 Factions: German, Russian, Americans & Japanese.
- Single Player never ending campaign: We are initially launching the game with 10 campaigns. However, we are committed to continue adding new campaigns to keep the single player experience alive and challenging. Your hero will always have tougher missions to take on!
- Historical Units, weapons, heroes, places and campaigns: In addition to the fictional campaign story, we also wanted to provide accurate representations of the greatest historical events that took place in World War 2. You will be able to play the 6th Ranger Battalion, use a Mosin-Nagant, build a Great Gustav or take part on your own Operation Sea Lion.
- Realistic and brilliant Art Style: We wanted an art style that submerges the players into a warlike atmosphere that takes the Military Card Game genre to a whole new level. World War modeler and artist Anastasios Polychronis provides the art while Ironbelly Studios helps us develop a GUI style that fits perfectly into the game.
- Original Soundtrack: Immerse yourself deeply into the game thanks to the great Original Sound Track that Riverette (Former Blue Cola Recordings) created for us.
- PvP Mode: A Cross-platform multiplayer online experience with an Elo ranking system will be available thanks to Gamedonia, including a mode to play against your friends offline. There are many plans for the PvP mode, but we need your help to be able to include them all, so keep reading!
"You are awakened by the smell of smoke and gunpowder. Suddenly you remember… What began as an easy scouting mission turned into an enemy ambush that wiped out your entire squad. As enemies approach your position, you realize you only get one shot at getting away alive. What they don't know is that vengeance and adrenaline are a deadly combination. Your path to glory starts here…"
The game’s single player mode consists of 100 warfare missions, distributed in 10 Campaigns based on historical military events from WWII.
During the campaign you will be able to recruit famous units from different factions, climb up the military ranks and meet many characters that will help you raise your own Army.
We have many plans to improve the Campaign mode. Over on the stretch goals you can see we marked our first big improvement: Daily Heroic Missions.
Once you complete specific Campaigns, you will be able to unlock Heroic Missions that can be accessed once a day. Those missions will be extremely difficult but they will reward you with a Random Rare card with chances of being Epic!
We have many more improvements for the Campaign Mode just watch for updates to learn more about them!
There are three major types of cards in World War II: TCG – Units, Items and Orders. Every card we created is based on historical units, characters or weapons that took part in World War II.
Units are essential cards in World War II: TCG. Units are used to attack your opponent, as well as to defend yourself from your opponent’s attacks.
Every Unit has three important values – Damage, Defense and Promotion Cost.
Damage is the amount of hit points a Unit deals when in combat.
Defense is the amount of damage a Unit can take before its destroyed. Units are damaged permanently unless healed by an ability or being promoted.
Items are strategic cards that make your Units stronger and, when combined with specific promotions, can have a great impact on damage or defense. The Item card can be attached to Unit cards only if they meet the requirements. Items upgrade automatically when the Unit they are attached to does, therefore they don't have an upgrade cost. If the Unit dies, the item will return to your deck, detached from the Unit.
We designed Item cards so a maximum of 2 items can be attached to each Unit. The first item equipped will cost 1 Action Point, however the second one will cost 2 Action Points.
Orders are crucial cards that if played wisely can change a lost game into a victory.
Orders are executed immediately once you play them, and can be improved using extra Action Points when casting them. The Order effects on a Unit are permanent, unless the Unit dies or is promoted.
We came up with a unique gameplay that mixes some of the best features from traditional trading card games, with a hint of military strategy and warlike thinking that makes the game really fun and challenging to play. Follow us on our website and social media as we will be showing some gameplay footage soon!
THE RESOURCE SYSTEM
Rather than recurring to the standard resource system, we implemented a system that constitutes of three Action Points. Each turn the player will decide how to spend them, highly determining his success in battle. With this system, we removed the tedious resource gathering and unfavorable effects of not having enough (or too many!) resources.
Action Points can be used to:
- Place a Unit in the Battlefield
- Attach an Item to a Unit
- Promote a Unit
- Cast an Order
PLAY A CARD
To play a card the player just has to drag it into the battlefield. Playing a card will always cost 1 Action Point with the exception of Order cards, which can be promoted using additional Action Points when casting them.
Units can be promoted using Action Points. Each Unit can be promoted twice, going from Tier 1: "Private" to Tier 2: "Sergeant" and lastly to Tier 3: "Major". When a Unit is promoted, the buffs and debuffs previously applied to that Unit will be removed and it will be healed to its new tier maximum hit points. If an Item is attached to a Unit, the item will be automatically promoted. Promotions will undoubtedly be a key asset to your game strategy, use it wisely!
There are over 80 special abilities in the game which can be found in many special Units, Items and Orders. An Item with abilities can be attached to a Unit with abilities, the Unit will inherit the new abilities and won't lose any of its own. You can make as many combinations as your strategy requires: The possibilities are endless!
BATTLEFIELD: THE “DOUBLE LANE”
The Battlefield is the central part of the trading card game with 4 different lanes of 3 sockets each. Both players have an Attack Lane, where the fight occurs, and a Support Lane, where you can deploy reinforcement units or artillery. Attack lanes face each other and Support lanes are positioned behind them.
Each player’s turn has three phases – the Start Phase, Main Phase, and Combat Phase.
During this phase all Units on the Support Lane will move to the Attack Lane (if the spot is available) automatically. Six new cards from your Deck will be placed on your Action Hand and your 3 Action Points reset.
The Main Phase is where you can spend your 3 Action Points. During this phase you can play cards or upgrade Units, just remember to use all your action points before moving to the Combat Phase or you will lose them.
The Combat phase starts when you hit the Attack button. The Attack Button will cause all of your Units on the Attack Lane and Artillery Units in the Support Lane to attack. Whenever Units fight each other, they deal damage equal to their attack values. If there is no opposing Unit in the Attack or Support lane, the adversary is the one to suffer the damage. Remember that Enemy Units will fight back when struck even if they aren't ready to Battle yet. Once the combat is resolved the turn ends.
Unlike most Trading Card Games, World War 2: TCG doesn't have a graveyard. Instead once a unit has his health dropped to zero, it will be removed from the battlefield and placed on your deck, giving it the chance to be played in the coming turns. With this feature we want to emphasize the importance of promoting units as well as opening a variety of possibilities in terms of strategy.
TYPES OF MISSIONS:
There are 4 different types of missions available through the Single Player Campaign: Search & Destroy, Survival, Capture and Sabotage.
The game is free-to-play, meaning there will be no need to purchase the game as it will be available for free.
We are aware people nowadays are a bit sceptic about the free-to-play model, however, we want to ensure our model offers the same gameplay possibilities to payers as well as non-payers.
You can trust us on this one, we come from a Social Gaming company that used aggressive F2P models and we want to avoid that at all cost. The main reason we want to use a F2P model is because it synergies well with the multiplatform feature, allowing us to reach a vast pool of PvP players for the multiplayer mode.
However, we don't want you to trust our empty words, so let's explain a little bit what will make our F2P model good for everyone:
There will be 4 Card Rarities: Common, Uncommon, Rare, Epic.
There will be 4 Booster Packs:
- Enlisted Pack: 4x Common 1x Common/Rare (Purchased via In-game Currency)
- Officer Pack: 3x Common 1x Uncommon/Rare 1x Rare/Epic (Purchased via Real Money)
- General Pack: 2x Common 1x Uncommon 1x Rare 1xRare/Epic (Purchased via Real Money)
- Marshall Pack: 1x Common 1x Uncommon 2x Rare/Epic (Reward Login in 7 straight days or Real money)
Heroic Missions: Once you Complete specific Campaigns you will be able to unlock Heroic Missions, This missions are extremly difficult missions that can be completed once per day, but once completed they reward you with one Rare/Epic Card.
As you see the main reason behind this model is to provide habitual players the same possibilities to have competitive decks than the paying users. Non-paying users will Always have the possibility to Daily attain Rare or Epic Cards.
We have more plans to improve this system as the games goes on but you can see our mentality behind this F2P model.
FrozenShard is an indie studio located in Barcelona (Spain) founded in September 2012. After being colleagues and working together for over 5 years in Blizzard Entertainment and with 20 years of experience between us in the game industry, we decided to fulfill our dreams and create our own videogames. Our extensive experience in the gaming industry and passion for videogames, board games, trading card games and e-sports, sets us up as a strong team.
As our first big project we decided to put all our efforts into creating World War II: TCG, since it's a game that blends together our biggest hobbies, trading card games and the World War II setting.
When we created the company, we put all our savings in it and despite the hard times our economy is facing, we always agreed on not accepting external investors. We knew accepting external investors meant a much more comfortable situation but we wanted to make sure we didn't get any conditions or delivery pressure that could lower the quality of the final product. We have been gamers all our lives and we want that to be our main strength when developing video games. But as noble as the cause may sound, the reality is that our funds are on the verge, we've been working overtime for months and pulled “miracles” to achieve what we have now.
To accomplish a top quality game with our low budget has been a challenge and we have everything covered for the launch, but as the development went on we realized we could make the game so much better by adding some features that we simply can’t afford right now.
So if you like what you have seen so far, keep reading as we will define our road map via stretch goals so you know what’s coming. Thanks to you, our game will be as great as you want it for the launch.
Risks and challenges
The main risk we have is the concern that most Indie Game Developers face, having to rush out the game because of the lack of funds. In our current situation this is is our biggest fear and something we want to avoid by all terms. With the 15.000$ we will cover the Studio expenses for the next 2 months which would help us polish the game, launch it Bug-Free and perfectly playable.Learn about accountability on Kickstarter
- (30 days)