Worlds 2 War board game prototype
WW2 era technology board game for players who are done re-fighting history and ready to battle on an endless variety of new worlds.
Worlds 2 War board game prototype
WW2 era technology board game for players who are done re-fighting history and ready to battle on an endless variety of new worlds.
Worlds 2 War is a board game of WW2 era technology for 2-7 players, played on unlimited random worlds. This game is for players who are done re-fighting history and ready to demonstrate their command of grand strategy. Economic power and clever use of deception will strengthen a player's strategy.
The game will come with two large maps that players can write on with dry or wet-erase markers to make in-game builds and additions. Using our proprietary map generator program, the players will print out and add continents and terrain onto the base maps. This unique system allows for unlimited worlds to be created and used with the boardgame.
The rules of this game focus on grand strategy, deception and economics. A strong economy is important to out-produce your opponents, strategy to out-maneuver the opposition and deception to misdirect your foes.
A key component of the game is the ability to mask your forces as well using ghost armies and dummy units to draw out your enemies. Secret builds, unseen submarines, hidden armies and secret research complete the full range of military deceptions. All of these elements taken together allow a level of fog of war unseen in any board game, forcing players to test their game theory and make the best decisions they can with limited intel.
A game without meaningful choices is called an exercise. In our game a player has many paths to victory. With limited resource a player must choose how much to build the economy, produce combat forces, or invest in Research and Development. A player must also decide where to focus combat power, should it be on the seas, in the air or on land? All the while a wise commander will keep these decisions hidden from the enemy.
The goal of this Kickstarter campaign is to make 30 prototypes to send to game reviewers and to perfect the online map generator. On achieving this modest funding level, all backers above the $45 level will be able to have full access to play this game, however they will need to provide their own game pieces and print out all the charts, army cards and battleboards from our online PDF versions. At higher funding levels, further stretch goals will enable all backers to receive physical copies of this game, more maps, more add-ons and even the expansion set including a supply system and more unit varieties.
We are excited to make our vision of Worlds 2 War a reality. We are a small enterprise of dedicated gamers from around the globe trying to get our board game made. We realize that you have many options to fund other projects and appreciate your donation to this project. To return to Kickstarter's original idea of funding small amateur projects that would not finish without the help of donations from people like yourself. You will be helping us make an original and innovative board game! We appreciate your help and look forward to collaborating with more gamers from all over the world.
Worlds 2 war is a board game played for world conquest on a large hex-based map. The game will link to a web page which generates unlimited worlds for the players to download and conquer. W2W is a grand strategy game playable by 2-7 players focused on world dominating strategy involving WW2 era land, sea and air units. The players will need to develop a coherent strategy, a strong economy, use the bluffs of a poker champion and misdirection of a master magician to achieve world conquest.
Unlike most war games that focus on units and moving them around, a major portion of victory in this game will rely on your successful use of deception and misdirection to defeat your opponents.
"All warfare is based on deception" Sun Tzu
A note about economics- A strong economy is built on trade, not just the (small) profit on that trade, but more importantly within your empire on the economies of scale that it enables. Instead of every city making their own trains, trucks, guns or whatever you need, each city makes one item and focuses on that item. This enables unprecedented efficiency and economies of scale. So the more connected cities and trade a player establishes, the greater the reward or surplus. The player is free to spend this surplus however suits that leader best. For a brief glimpse of this in your daily life: walk to the nearest corner store or hardware store and count the number of items that are made in your town. If you discover greater than 1/10 of 1% it would be highly unusual. Although we are speaking of a time 80 years in the past, the concept remains the same. And other than food, no city of this era was ever self-sufficient on goods, especially highly technical state of the art military goods. If anything, giving any single city any measurable productive capability on its own is a massive stretch. Even the items that are "made" in your city, mostly likely are assembled from sub assemblies and raw materials acquired elsewhere and transported to final assembly. Certainly no automobile was ever mined from raw materials and fully assembled where its factory line existed.
Economics is the balancing of scarce resources and the choice of alternative uses, based on the value of the next best forgone opportunity. For this game, a player must choose desirable yet mutually exclusive actions; the basic relationship between scarcity and choice.
Even though all nations that engaged in the Second World War had unique economies and costs of productions, they all had to make choices where to allocate their resources, this is the basis of economics. So to simulate this, and force players to make these choices, an absolute cost for each choice of arms is not needed, only the relative costs between them. For example, for the USA in the relevant era: training and equipping one infantry division costs about the same as a Fletcher class destroyer, or 2 Gato class submarines, or ½ a motorized division. Many simulations fail also to properly simulate that every use of paratroopers costs as much raising and equipping the same size force. For example a glider that cost around $15,000 was used to deliver 13 troops or one 75mm artillery piece, or one jeep to pull that gun. A 75 mm howitzer can also expend its own weight of ammunition in a single bombardment. This means that a single theoretical airborne division of 10,000 men would cost over $10,000,000 to deliver via glider transport (gliders and parachutes are considered expendable after a single use). A further cost of $2M to deliver the 48 guns of the 4 artillery battalions would be incurred. One glider per gun, plus one glider per jeep to move the gun and a single load of ammunition yields 3 gliders per gun times 48 howitzers of 75MM (standard airborne size) at $15,000 per glider.
It is important to place proper values on items in order to appropriately use that same product. Without proper values, a realistic outcome cannot be possible. Most war games ignore this cost associated with paratroopers and this allows players to over-use paratroopers to an unrealistic extent.
Another example of undervaluing a valuable resource was the value placed on a Japanese draftee said to be 10 sen, or the cost of the postage to mail the draft notice.
militia- (image under development) These poorly trained troops are cheap to produce and will at best slow your enemy down. They represent militia forces, second line garrison troops, workers armies, home guard and volkssturm. They are almost useless in attack role, but given a fortress or a city to defend, they can inflict some damage on your enemy.
Infantry- A well balanced division of foot soldiers which includes riflemen, and lesser numbers of support troops- light artillery, engineers, heavy weapons, and all the support troops needed to keep the force fighting. They are slow, and not particularly strong. But they are still fairly cheap and any army on attack or defense would do well to have many of these troops.
Paratroopers- (image under development) Elite infantry that can be rapidly delivered via aircraft to quickly bolster a defense or capture territory deep behind enemy lines. Although elite and slightly more effective than regular infantry, a wise commander will always remember that they are lightly equipped troops and will not stand long against heavier forces. They are also nearly twice as expensive to train and outfit as your regular troops, additionally each deployment by air requires an expensive single use delivery device- be it parachutes or gliders, or a combination of both.
Motorized infantry- These troops are almost identical to the basic infantry except they are truck mounted, increasing their usefulness and mobility. Due to their trucks, they are able to carry slightly heavier weapons, this combined with their mobility increases their combat effectiveness, although this comes at a cost of nearly twice that of infantry. They are a must for any rapid advance.
Artillery-Expensive and slow, artillery can grind your enemy down with little risk to themselves. They are equally good on offense and defense. They are too expensive to risk on their own as well as being more effective when combined with other unit types.
Armor-Fast and powerful, tanks are your strongest land unit, and also the most expensive. However to use them to their full effectiveness they should be accompanied by infantry. Wherever you see tanks, be assured an attack is coming.
Ghost units- never trust your eyes alone to tell you where the enemy is strong. Every unit has a dummy version to distract you and draw fire away from the real forces. A player must also use intuition and cunning with these units in play.
Oceans are controlled by the navy and used as their roads
Transport-This is how your land troops move across the water. They are cheap and vulnerable but necessary. One could even say that transports are the whole reason for every other naval piece..either to sink them or to protect them.
Q-ships- secretly armed merchant ships designed to lure enemy submarines into a surface attack or to prey on other transports. With a bit of luck they have even taken on warships.
Submarine-A submersible commerce raider. They are also effective against enemy warships. Although slow, they are stealthy and have a powerful surprise attack.
Destroyer-The cheapest surface combat vessel. They are fast and equipped to detect submerged vessels, as well as capable of all other naval combat roles. They are cheap, for a naval unit, and should be abundant in any navy. No convoy should be without an escort of destroyers.
Cruiser- (image under development) Larger and more powerful surface vessels. They are a powerful and cost-effective addition to any fleet.
Battleships-The pinnacle of naval gun power. No other naval vessel can stand up to their guns. They are also great for shore bombardment to convince enemy land forces to keep their heads down while your troops come ashore.
Aircraft carrier-floating airbases for your naval air power. They are weak on their own and should never be sent out without a support fleet. The air component allows long range striking and support power for both land based and naval combat. In a pinch they can also act as fast transports.
Air units- Those who control the skies decide where and when to fight.
Fighter plane-Use these to control the skies as well as scout for enemies and remove prying eyes from your armies. Fighter planes can also lend a hand to any surface combat and to protect your vital economy/industry.
Dive bomber-Surface attack planes are best for attacking ground forces and ships. They are cheaper than fighter, but weak in air combat. When combined with armored forces they act as mobile long range artillery and increase the flexibility of an attack.
Heavy Bombers-These are your strategic bombing formations. Used en mass they can devastate your enemy's economy. They are very expensive, as well as being weak on defense. However due to their endurance they can spot submarines when they periodically surface for air, and can also lend a helping hand in any ground assault.
Parachutes-Every long range attack by your paratroopers consumes one 'parachute', which are nearly as expensive as raising the initial force. They are best used as a surprise attack or to increase the odds of an attack.
Army markers- Are a convenient way to move large stacks of units and have no game effect
Fortresses-Players may build large defensive works to protect vital areas
Airfields may also be built to increase the range and flexibility of your air force.
Ports - (image under development) can also be added to speed the loading and unloading of your troops, as well as to increase your economic capacity.
Cities-All production and value of resources are represented by the cities in the game. They also provide strong defensive advantages to the owner.
Roads and railroads-these speed the deployment of your troops as well as being a key component to your economic infrastructure
Some simulations impose an artificial initiative to try to represent how armies and fleets move against one another. For this game, the initiative develops organically as players move against one another or hold actions to conserve their forces.
A word about dice- My initial thought was to do away with dice and rely on a Rock-Paper-Scissors exchange of Artillery-Infantry-Armor...but in the end, warfare does involve chance. Players are reminded that dice are just the randomizer, they do not control the game, so there is an option to limit the dictates of fate. Our first choice was the 20-sided die as each +1 or 1 number difference represents a clean 5% change. However dice that never stop rolling and fall off the table or knock over game pieces caused us to switched to the 12-sided dice. Lastly I believe in a "Call them where they fall"policy for dice- no rerolls
City and army cards-We provide a limited number of these for each player. This should be sufficient to conceal and confuse the opposition as to the exact placement of forces in front line cities and advancing armies. If players feel the need to have more of these, print out and use them. We felt it was not needed to conceal every third line soldier deep in your interior lines.
Our vision is to create a simple board game of limitless possibilities to allow players to create their own history instead of just rewriting it. The game focuses on grand strategy, economics and deception at the national level of up to 6 different theoretical nations in a game of exploration, expansion, economic growth and conquest.
The game has 2 levels of difficulty, with the basic rules streamlined for quicker play and easier understanding. The advanced rules provide a better simulation with more detail.
Nearly all war games allow for a player to have an unrealistic amount of intelligence (Intel) on all the forces in play. Full Intel is a myth, a real world leader would have imperfect knowledge of all forces and be forced to make the best decisions with imperfect knowledge. Our game has several unique approaches to simulate this fog of war and force each player to make judgment calls using best guesses and intuition. Players will never have full knowledge of the complete Order of Battle for the opposition. The game further aids and encourages the use of feints, fakes, bluffs and hidden forces to tip the scales to the side of the calculated gambler over a 'pure' strategic approach.
We also attempt to demonstrate the true inter-dependency of economics and production. Players will need to build up their infrastructure as they expand and conquer. Along with engaging in strategic combat, wise players will stay informed with the use of reconnaissance and intelligence gathering on enemy forces.
The final aspect of our vision will be the creation of a computer simulation that progresses from our board game. The computer game will build on the same concepts, but due to the nature of the medium will advance the fog of war concept farther. The computer version will also allow solo play.
We are excited for the opportunity to make this game a reality.
Here are some of the chips that will be included in the board game.
The “?” chips are used by a player to give the enemy an impression of strength where none exists. In a similar vein, the ghost army pieces convey strength, but unlike the “?” pieces which are a mere filler, the ghost army can actually draw an enemy attack in combat, extending the usefulness of a player’s combat units. Look at the stack on the right in the photo under the infantry, an opponent will not know if it is an empty threat (Left stack) or dangerous stack of elite forces (center stack).
Battle cards- the basic version will have only one combined battle card for simplicity. The advanced version will have 3 different charts for more accuracy: one for land and combined combat, a second one for naval and naval air combat and the third combat chart is for air to air combat only. Regardless of the chart, all combat works the same way-with combat results implemented simultaneously. Combat proceeds in a number of discrete turns called impulses until one side or the other is eliminated, or voluntarily ends combat by withdrawing (attacker) or retreating (defender).
Players line up their forces on either side of the combat chart on left side for attacker and right side for defender. Each piece has a specific target number rolled on a 12-sided die (D12) to achieve a success in combat, line the pieces up according to this number. “?” pieces do not enter the combat chart, Ghost Army pieces DO. Unrevealed ghost army pieces are placed in the column corresponding to the unit they are impersonating. Ghost army pieces do not roll attack rolls, but they may be removed as casualties. Even though the combat is simultaneous, for simplicity, the attacker rolls first. For every success the attacker rolls, one defender (owner’s choice) is placed into the “casualty zone”, but behind the same column as they started. After all attacks have been rolled, the defender then rolls the corresponding target for each piece on the defender side, including those in the “casualty zone,” the attacker removes one piece for each success the defender achieves.
At the end of each impulse the attacker or defender may choose to yield the field to the enemy-except amphibious assaults. Allies attacking or defending together share the same combat and if they cannot agree on which piece to remove, the opponent chooses which faction must lose a piece. Co-belligerents may not defend together, and when attacking, the defender chooses which force to engage first.
Intro to maps
Our first prototype map with some sample islands. The prototype maps printed too dark.
Roads, Railroads and Combat air patrol (CAP)
Roads, rails and infrastructure should be black. Convoys, CAP and entrenchments, may be written with the player’s color.
Other Infrastructure improvements
Introduction to Land Units
We are also preparing to make a video game!
Some production is already on the way!
W2W Stretch Goals
Basic Goal $10k The game board prototype is made and the map generator is finished.
Stretch goal 1 $60k Board Game 1 is made and available to all backers donating over $125.
Stretch goal 2 $110k Board Game 2 is made and available to all backers donating over $195. This expansion will also feature expanded rules covering all the added aspects, as well as a greater variety of terrain in the world generation map. Some of the additions will be: alpine troops, marines, mechanized infantry, light carriers, assault ships, medium bombers and strategic and critical resources. The game will also feature a unique, flexible and realistic supply system. This supply system will be easy to use and quick moving.
Stretch goal 3 $160k Computer game is available to all backers donating over $250. This first computerized version of the game will be the single player version of the basic game. All wireframes, GDD, art and playable units are already created. It is programmer ready.
'Free' Stretch goals that all players will benefit from above $60,000 level :
+$3000 If this goal is achieved, all players will receive as part of their game- 30 event cards. These are one-time random events that affect the game in a small way. Examples of event cards are: Achieve a one time code breakthrough: the player may immediately move up to 3 combat units from a city of choice to any (defensive) combat, playable any time. Luck in battle-the player gains in a single combat up to three rerolls.
+$3000 A set of 30 goal cards, at the start of play, each player draws 2-4 of these cards. When that player achieves that unique goal, an important reward is granted. Two examples would be: be the first player to successfully employ in combat the paratrooper unit. Reward: increase that player's Air transport capacity by +1. The second example would be: be the first player to build 6 battleships. Reward: the player converts one of his battleship to the Super Battleship, which has +1 combat DRM and +1 hp.
+$5000 24 National objective cards. Each player chooses 1-2 of these before the game begins. Each national objective gives the player a permanent game bonus for achieving and maintaining certain goals. Examples: 1. Have the largest surface fleet- the player gains $5 for having the largest fleet (add the value of all surface combat vessels). 2. Maginot mindset-the player receives $5 per turn when the player controls 5 or more level 3 fortresses.
+$3000 World map-We are developing a more inclusive world map that will have neutral minor powers, and their established trade routes. This will become a part of the map generation process.
*If at the time of funding, the highest rewards are not filled, the next closest backers will be allowed to assist in the naming and choosing of flags for the factions and cities.*
Number of pieces per game set:
Capitol cities-6, one in each color, plus the center victory city in white
Cities-32 in full 3d. 28 additional city pieces as 2d chits, all in white.
36 forts and 24 coastal forts, all 3d stackable. With an additional 30 of each as chits.
Port and airfields-30 as reversible cardboard chits
Each of the following sets will be in the 6 colors of the player and in full 3d:
4 battleships (3 real and one ghost BB)
5 aircraft carriers
total of 33 ships
Motorized infantry/truck 12
total of 72 land based troops
12 Fighter airplanes
8 Dive bombers
5 Heavy bombers
total of 25 air units
6 Army markers
For a total of 136 military pieces in 6 colors for 822 colored pieces, plus 93 white pieces = 915 pieces in 3d
Additionally the game will include 640 chips to represent additional forces and 30 color coded control markers for each faction.
The game will also have a double sided map of a 40" diameter hexagon. Land on one side and water on the reverse.
102 page manual separated into a basic and advanced game, with walk-through and diagrams
Our current manual will be in English. Spanish will be available online. We need help in other languages, if a backer would like to help with language translation, he/she will have the right to name a city.
36 twelve-sided dice, 6 of each color, for combat
12 six-sided dice for research
3 dry erase markers
150 pieces of money, (60x$1, 12x$5, 12x$10, 18x$20, 12x$50, 6x$100)
The following will be printed on hard card stock:
4 battle boards (one for basic, three for advanced-ground, naval, air)
6 army and city forces board, one per faction
6 privacy screens with quick reference game data
6 foam game piece sorting trays
1 economy tracker
The last two charts will be made out of Tesla Amazing sticky boards
Gearing chart to track each faction's unit construction bonus
Research and Development tracker
Cost and budget: All pieces and game design costs have already been covered. The following costs are assumed for creating 500 games. The first 30 copies are for the game reviewers, leaving 470 copies for backers.
$4500 Map generation program
$9,000 Maps at $18 each
$17,500 1000 3d game units X 500 games at $.035 per piece
$6400 640 chips at $.02 each X 500 games
$1500 500 game manuals at $3 each
$750 Dry erase pens
$2500 Card stock printing $5 for each game set
$900 Gearing and R&D trackers
$1000 Foam trays and privacy screens
$750 Control markers and money
$2500 Box and shipping material
$7500 Shipping cost of $15 for 500 units
Total $59,000 Yields a per unit cost of $118
End notes/game development ideas
The gearing chart we intend to make so it can be mounted on a wall. The gearing chart tracks the number of each unit that a faction makes which determines the production bonus that player receives. Most units will fall to ½ the cost.
Similarly the research and development (R&D) chart can be mounted on the wall and will track the projects successfully researched and deployed by each faction.
The economy tracker shows the income each faction will receive every turn, less any strategic warfare damage (convoy attacks and city damage).
Simultaneous movement will be confusing to many players initially. A way to ease into the simultaneous movement is to have players move one piece or stack at a time, starting with the game host and proceeding clockwise around the board. If every player says “pass” for one full rotation, the game moves to the next move segment (from air to naval to land movement).
Every player will only have a small number of unique 3-d pieces to play with, for additional pieces; universal (white color) chips are used that are shared by all players. These universal chips may be topped by a player’s own 3-d piece or a colored control marker.
Thank you for your support. Let's make Worlds 2 War board game!!!
Risks and challenges
The risks are fairly low once the funds are raised, nothing new is being developed. Everything is only presented together in a new and unique manner. The greatest risk was in the development of the random map generator and adapting it to home use. This hurdle has already been successfully passed. The map generator is currently only available as a prototype.
All of the charts and cards for game play have likewise been completed. The largest difficulty remaining is the cost-effective production of our unique in-house game pieces. If this cost barrier is not overcome, we will instead use 3rd party pieces.
- (30 days)