Captains of IndustryNovember 13, 2013
Though you can now read the full WWII: The Card Game rulebook, we wanted to discuss on the blog the resource system we developed for use in the game for a couple of reasons: 1) because it is a very significant departure from the Star Wars CCG, which was our main source of inspiration for the game, and 2) because it is one of the more complex aspects of the game, and could be a source of confusion for new players.
In WWII: The Card Game, the primary source of resources is factories. Factories are simply cards from hand played face down on the table. During a player’s Deploy Phase, the player can place cards from hand face down on the table to create new factories, and then immediately use those factories, plus any factories he/she already had on table, to generate resources. Resources are generated by exhausting (tapping) factory cards, with each factory providing one resource. When a player wants to deploy a card, such as a unit, the player must generate resources equal to the card’s cost by exhausting factories or other cards that provide resources. Additionally, players can spend resources during their Draw Phase in order to draw cards into hand (one resource provides one card). During the Ready Phase of each player’s turn, both players’ factories will ready so that they can be used again on the next turn.So can you simply plop your whole starting hand down on the table turn 1 to get the most resources possible and then spend those resources to refill your hand? No, you can’t. Each player is limited in the number of factories he or she can have at one time by the “industry limit”. By default, the industry limit is the number of different locations on the table (some cards may modify this limit). This puts a limit on how quickly players can ramp up their resource generation as most turns a player will be able to play at most one location card by using his or her Homeland. Players can of course include location cards in their decks that are not placed underneath their Homeland in order to speed up their resource curve, but doing so will also benefit the opponent by raising the industry limit for both players, so it may not be worthwhile.
While any card in a player’s hand can be used to create a factory, some cards are better suited to being used as factories than others. Once a card is placed as a factory, that card cannot be returned to the player’s hand without a special card effect. However, Tactic cards like Axis Reinforcements to the right are particularly good as factories because Tactic cards placed on table as factories can be used as if they were in the player’s hand. So, for example, a player could place Axis Reinforcements down on the table as a factory, exhaust the card to use it as a resource to play another card, and then flip it over to use it as a Tactic. Axis Reinforcements would then be placed in the player’s Used Stack, opening up a slot for another factory to be played. While this may seem like a means of gaming the industry limit, keep in mind that this trick requires the player to expend an additional card from hand to replace Axis Reinforcements as a factory, and since a card draw costs one resource, it’s essentially a wash in terms of resources spent. However, if a player has plenty of cards in hand and needs an additional resource to play all the cards he or she wants to, this trick can be very effective.
You may have noted that the term for the cap on factories is the “industry limit”, and not the “factory limit”. That is because factories are only one kind of industry. In addition to face down cards as factories, players can also play Industry Strategies like Wendy The Welder. These cards are played face up next to any factory cards in a player’s industry area, and also count towards the player’s industry limit. Unlike factories, though, these cards don’t have the built-in capability of being exhausted to provide a resource. Instead, they provide other benefits to a player’s resource generation capabilities. Wendy The Welder, for example, allows the player to place a card from hand back into the player’s deck in order to reduce the cost of the next American sea or air unit the player plays by 3. On the surface, this may seem like a fairly mediocre ability because it costs a card draw and an industry slot (taken up by Wendy), so you’re only getting 3 resources for the price of 2 and you are limited to how you can use those resources. However, where Wendy shines is in that she doesn’t have to be exhausted to use her ability. You could potentially use her as many times as you have cards in hand, allowing for some massive deployment.
Another example of an Industry Strategy is Impero Italiano. This strategy for the Axis takes up a slot in your industry area, but when you deploy an Italian unit, you get to ready a factory, giving you back that resource, and you also get to look at the top two cards of your deck, take one into hand, and leave the other on top. This is like getting two resources (a card draw and a readied factory) for one industry slot, with the added bonus of knowing what the top card of your deck is.
So there you have the ins and outs of resources in WWII: The Card Game. We have only 5 days until the launch of our Kickstarter project, so be sure to “like” us on Facebook and follow us on Twitter (@FanfareGames) to stay up to date with the latest news and info. We hope you’ll back us Monday, November 18! Thanks for reading!This entry was posted in WWII: The Card Game. Bookmark the permalink. ← Happy Veterans Day! Rules for WWII: The Card Game now available! WWII: The Card Game now on Kickstarter! →
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