Last Front: The Strategy Card Game (Canceled)
Capture territories, gain bonuses and burn your opponents in this fast-paced high stakes card game set during WWII!
Last Front is a World War II tabletop strategy card game. It is entirely self-contained - no deck building or expansions required! It plays well with 3-6 players and takes 45-60 minutes per game. The goal of the game is declaring and winning battles by outbidding your opponents and capturing territories.
Players deploy troops, Tanks, Planes, and Defenses of different values in order to make their bid. Special Cards and famous Icons are played to boost units' abilities. These cards feature historical photos of prominent people, events and weapons.
Event Cards can create dramatic upsets in the balance of power while capturing Territories gives players additional bonuses based on that country's strengths.
If funded, the game will be distributed in the Spring of 2016 unless we are able to get it sooner. We want the highest quality manufacturing and want to ensure all pieces are shipped at once. Many of you may get early access to the print and play game if you back at certain levels and the rule book is available for your review right now. We invite you to take a moment and watch our game play videos as well.
We look forward to hearing feedback on the game as we continue to refine and develop new content prior to delivering to the printer.
Backers of this Kickstarter will be the first to receive Last Front: the Strategy Card Game. With your support we will upgrade and offer expansions to the game as well as generally improve the manufacturing quality.
The game will come with everything you need to play.
- 131 Battle Cards which include Units, Special cards and Icons
- 16 Territory Cards representing six nations that fought during WWII: Germany, USA, Great Britain, Soviet Union, Italy and France
- 17 Event Cards
- 12 page mini rule book
- That's all you need to play!
Unit Cards make up the bulk of the game. These have a simple point value based on type: Troops, Planes, Tanks and Defenses. The type of Unit card determines how any bonuses or modifiers are applied.
Special cards either modify Unit cards of a particular type or present special rules a player can use against their opponents. We love games with "burn" cards, so we built Last Front with these in mind!
Icons Cards function in a similar fashion to Special Cards. The main difference is that they feature specific people of note from all sides of the conflict, including military leaders like Patton, Rommel and DeGaulle as well as soldiers and spies like Virginia Hall, Gerhard Barkhorn and Vasily Zaytsev.
As players acquire Territory Cards they gain special bonuses that are unique to that country. For example, the USA gains a bonus to Troop unit cards, USSR gains a bonus to Defense unit cards and Great Britain gives a bonus to Plane units.
Territory Bonuses really impact game play as each player eventually becomes more of a threat, particularly when they earn multiple bonuses from different territory types. Additionally, as players collect territories they become vulnerable to attacks from other players, creating a fast-paced and chaotic shifting of power from one player to another!
In the Battle Deck there are four Draw Event cards that let a player draw from the Event Deck. The effects of these cards can be extreme (bad and good), so players have to decide carefully whether to incur the risk. Events include fire bombing raids, harsh winters, war bond drives, secret weapons and code decryption.
We hope to raise enough money to offer expansion decks that can be folded seamlessly into the core game play, much like Settlers of Catan does. We look forward to hearing your recommendations for different people, events and subjects that can be used in future additions to the game!
Here are the stretch goals we would like to reach!
In order to keep both the printing cost and the consumer cost down we decided to break 52 cards out of the game we have built and offer them as an expansion. If we meet this stretch goal, we will add new backer rewards so you can pick this up, too. The expansion decks from both stretch goal 1 and stretch goal 2 will fit in the basic game box, making it easier to keep the game together.
The expansion deck will include:
- 4 Icon cards: Omar Bradley, Gerdt Von Rundstedt, Lyudmilla Pavlichenko, and Charles DeGaulle
- 10 Special cards: Salvage, "Nuts!", 2 more Blockades, 2 more Counter Intelligence, 2 Resistance, 2 New Recruits
- 20 more Unit cards: 6 more Troops, 4 more Tanks, 5 more Defenses and 5 more Planes
- 8 Event cards: 3 War Weary, Surrender, Traitor!, and 3 more War Bonds
- 2 more Draw Event cards
- 4 France and 4 Italy Territory cards
Another 52 card expansion pack for the core game! This includes a completely new Unit type: Ships!
We haven’t made or formally tested all of these cards yet, but meeting this stretch goal will allow us to pay for creating the cards, printing them and licensing any photos needed from various archives around the world. Plus we could commission another awesome cover painting.
If we meet this stretch goal, we will add new backer rewards so you can pick this up, too. The expansion decks from both stretch goal 1 and stretch goal 2 will fit in the basic game box, making it easier for you to keep the game together.
This expansion would add:
- 7 Icon cards, including prominent figures like Chesty Puller, Admiral Yamamoto and Douglas MacArthur
- 8 Special cards, including Kamikazes, Booby Traps and Marines (Oorah!)
- 10 Troop Unit cards
- A NEW unit card type: Ships! 20 high value Ship unit cards
- 3 new Event cards, including Surprise Attack and Atomic Bomb
- 4 Japanese Territory cards
If we meet this goal, rather than simply offering a 52 card expansion for the Pacific we would make an entirely separate game with 156 cards! It would feature items listed in the Pacific Expansion stretch goal with plenty of additional cards. Both games will use the same mechanics and have the same card backs. This allows you to mix and match between the versions to tailor the game to your preferred rules, Icons, Events and Territories. If we meet the stretch goal requirements, we will add a new reward levels so you can pick this up, too!
These are our current backer rewards. As we reach our stretch goals we will add more at all levels!
Want to enhance your pledge with more awesome swag without committing to a higher level? Select items below and add the amount to your pledge. After the Kickstarter has ended we will verify the pledge amount and items you wanted to add.
The primary rules and mechanics of the game are included below, but you can check out the complete rules with our Rule Book PDF; completely free.
1. Player draws one card from Battle deck
2a. If player makes bid (First player must choose a territory to fight for and must make an opening bid)
1. Place card/cards down in display
2. Declare any Special or Icon cards played at face value
3. Add modifiers from Captured Territory Bonuses, Special and Icon cards, etc
4. Declare any “dug in” points
5. Declare they are finished
2b. If player withdraws
1. Declare they are withdrawing
2. Draw one card to their hand
3. Discards display (if any)
3. Next player’s turn (clockwise)
The goal of the game is declaring and winning battles; capturing territories by outbidding your opponents.
Players are each dealt a hand of six cards. The first battle is declared for a valid Territory Card. The dealer or player who won the last battle plays first, placing cards from his or her hand face up into their display. The total value of the cards in the display, including any modifiers from Special, Icon, Event cards played or Territory Bonuses, constitutes his or her opening bid.
Each player takes a turn to either exceed the previous player's bid by at least one point or withdraw; discarding any cards in their display and saving the remaining cards in their hands for another battle. The last remaining player with cards in their display wins the territory. The winning player places the Territory Card in front of them and discards their display before declaring the next battle.
Dig In Rule
Players can "dig in" and commit cards in 10 point increments, making them immune to effects from opponent Special, Icon and Event cards. This has the added benefit of cutting down on the amount of math that needs to be done each turn.
The game ends when victory conditions are met based on the number of people playing or desired game length. This is generally based on the number and type of Territory Cards a player has accumulated.
Risks and challenges
We are primarily a digital game company, so this is our first foray into print games. It seems like a logical step for us because we all play board and card games as much if not more than digital games. Print games also don't require a programmer to get involved and, thus, are less expensive to produce.
We also deliberately designed a card game knowing that custom tokens, dice and other board game elements add to the production cost considerably. Plus it's never fun when you lose a token and have to use a nickel or Lego minifig as a placeholder in order to make a game playable! This is our first print game, so there will always be a little risk in that newness, but we designed a game that has as few moving parts as possible to mitigate that.
We have almost a decade in experience creating and producing digital games, apps and websites and a talented team of professionals with a passion for games and design. We don't have to worry about a lack of dedicated resources to continue to develop and perfect our game.
Someone once told us they should call this platform "KickENDER" since so much work has to be done before you can even launch a campaign. We have already spent our own time and money creating, testing and promoting the game as well as licensing photography from archives and news agencies around the world. Now we just need help to manufacture and distribute it. We are counting on you to help us get Last Front in print! Thanks for your support and look for weekly updates highlighting the ways we are making the game better.
- (40 days)