• Can somebody please post a link for these cards?


  • Even just attach them to a post would be good

  • Customizer

    Yeah… was wondering that myself.  Haven’t heard anything back about 'em…


  • Cursa, Thanks again for event card list. Made my cards out of card stock painted to the color of countries and then printed off computer and cut to 3" x 2"  size of business card. Might also put on countries logo.

  • Liaison TripleA '11 '10

    Pics and post?


  • Here is a list of 52 we started playing with (the first two letters are the card equivalent: so AD is ace of diamonds).  We play by our own rules, all countries on board are worth 1 pt except capitals and factories, we don’t play the standard game with everyone taking a country, so the cards may be different if you play a standard game.  I can give more details on our version if people like, but basically all we did for the cards was add a draw card round after combat movement but before resolving combats.

    we have played with most of these, this is a revision so the revisions haven’t been tested but seem similar.

    ADOil shortage – transports can not move for a full turn – card must be played immediately, affects every country for one turn (your combat moves remain this turn, but you may not move your transports your next combat move.  But non-combat movement will be allowed).
    2DFuel shortage – tanks can not move this round – card must be played immediately, affects every country for one turn (your combat moves remain this turn, but you may not move your tanks your next combat move.  But non-combat movement will be allowed).
    3DLate orders – half of the infantry units arrive late for battle, they do not get to attack the first round – Can be used when one of your territories is attacked. Must be played or discarded before your next draw phase.
    4DMissed orders – one type of unit does not get to attack the first round (random) – Must be played immediately, affects one of your attacks you declare this round. Roll randomly to determine which attack is affected, then roll randomly to determine the type of unit that misses the first round.
    5DBolstered defense – locals rise up to help the army, add 20% to the infantry stack rounded down (1-9 infantry =+1, 10-19=+2).  These units can be taken as casualty but they disappear after battle even if not taken as a casualty. Must be played before your next draw phase, can be used when one of your territories is attacked or you may use it when someone is attacking any other territory.
    6DPill boxes - Repel amphibious assault – no shelling of the beach attacks this round. Must be played before your next draw phase, can be used when one of your territories is attacked or you may use it when someone is attacking any other territory.
    7DLeague of Nations steps in – all neutral defenders get +20% infantry rounded down (minimum of 1 infantry). Card must be played immediately.
    8DTemporary tech - Scientific breakthrough, roll for a research tech that you may use this turn only (until your next draw phase).  Card must play immediately.
    9DWoman at work – Factory output doubles (can place 6 units in a 3 unit factory etc) next turn.  Card must be shown immediately but its effects do not take effect until your next turn. Only affects your factories.
    10DGeneral’s refuses orders – one of your generals refuses its attack orders.  Random determine from one of you declared attacks this round. Destroy one infantry from the declared attackers to regain control of military.  If no infantry are in attacking zone, destroy one infantry elsewhere.
    JD Propaganda – Two infantry rise up in a neutral country and attack an enemy occupied neighboring zone. If no neutrals remain that can attack an enemy, you may place two infantry in an enemy controlled territory that is unoccupied by anything (no factory, airbase, etc).  Opponent loses the IPC. You must play this card before your next draw phase. 
    QD Assassination attempt foiled – destroy one unit in enemy capital.  Card must be played immediately. Card does not affect sea zones.
    KD Subs run silent – remove any of your subs from the board that you desire (after writing down their starting position), if they have movement available, you may move them and write down their location on a separate piece of paper for non-combat.  Subs reappear at the beginning of your next turn, or if an enemy boat enters their zone (forcing a fight if it’s a destroyer, automatically sinks any transports that enter its zone if unaccompanied).  If subs enter a battle they get to use their attacking ‘to hit’ number for the first round and the other boats use their defense value (second round and beyond is sub defend, sub may still submerge at any time if no destroyers are present).
    AH No Retreat – Attacking force can not retreat.  You must play this card before your next draw phase.  You can play it against any opponent after they declare their attacks but before they start rolling for combat.
    2H Code breaker – attack orders intercepted, retreat from one zone attacked this round.  You must play this card before your next draw phase, you can only play this card when one of your territories are attacked (allowing your armies to withdraw before the battle and you can only move one space to an area you control to withdraw).
    3H Sandstorm – pick one zone in Middle East or Africa without a factory.  A sand storm prevents any units from moving into our out of that zone.  You must play this card before you next draw phase, it is in effect for one full round of turns (if you play it on your turn, it ends on your turn.  If you play it on France’s turn it ends on France’s turn, etc)
    4H Winter sets – choose one zone along the north without a factory (must touch the top of the board or touch a zone that touches the top of the board). No units move into or out of that zone this turn. You must play this card before you next draw phase, it is in effect for one full round of turns (if you play it on your turn, it ends on your turn.  If you play it on France’s turn it ends on France’s turn)
    5H For god and country – a territories air force volunteers for the unwinnable fight.  Any air units from one zone gain the kamikaze ability for one round. You must play this card before you next draw phase, it can affect any countries air force in one territory. Planes are not forced to use kamikaze ability.  For the purposes of this card, any plane that is a kamikaze chooses its target and hits on a 5 or less.  Capital ships still require two hits to sink.  Kamikazes can be used as industrial bombers doing d6 damage (they can not be shot down).
    6H Forced march – one stack of infantry may move 2 squares this round.  Card must be played immediately. You may move an infantry stack that has not yet moved in combat movement 2 squares to enter combat or you may move an infantry two squares during non-combat (you may not retreat an infantry after combat as its ‘forced march’ movement)
    7H Friendly support – a neighbor aids your cause.  Roll a die 6, add ipc’s to your funds. You must play this card immediately.
    8H Desert fox – reroll one round of tank rolls. Must be played before your next draw phase, can be played on any nation’s armor after an attack roll.  After card is played, owner of armor must reroll that set of attack rolls taking the new total for hits/misses.
    9H Hartmann’s Maneuver – reroll one round of fighter rolls. Must be played before your next draw phase, can be played on any nation’s fighters after an attack roll.  After card is played, owner of fighters must reroll that set of attack rolls taking the new total for hits/misses.
    10H Yamamoto’s manual found – reroll one round of naval rolls (one type of naval unit of your choice). Must be played before your next draw phase, can be played on any nation’s naval force after an attack roll.  After card is played, owner of navy must reroll that set of attack rolls taking the new total for hits/misses.
    JH Indecision – after all attacks are declared this round, randomly withdraw one of the attacks (die roll).  This card must be played before you next draw phase and after a nation has declared their attacks but before they have rolled any hits/misses.
    QH Precision targeting – all industrial bombers do 6 ipc damage this round. Note, heavy bombers don’t do 12, just 6.  This card must be played before your next draw phase; it can be played on any nation’s bombers.
    KH Mussolini’s dilemma – You must attack at least 5 different territories the next round.  Destroy one infantry in capital if you only attack 4 territories.  Destroy 2 if you attack 3 territories, etc.  Card must be played immediately.
    AS Churchill’s aura – double the number of infantry in defense of any territory with a factory (up to 5 extra infantry).  You may hold this card until you wish to play it.
    2S Stalin’s lesson – after a battle where you lose at least 10 infantry, you may place 2 of those destroyed infantry into an adjacent territory. You may hold this card until you wish to play it.
    3S Roosevelt’s sale – you may sell up to 10 units to another country (or countries, 10 total).  The countries may pay 1 less IPC for them, you gain 1 more IPC than listed (for example, you could sell 4 infantry to one enemy (they pay 8 to bank, you gain 16 IPCs).  Buyers must place units in factory territories. You may hold this card until you wish to play it. You do not remove items from the board, these are increased production that you are selling off (to you enemies?)
    4S Secret path – you may move units into an impassible territory for one turn.  They must move out of that territory next turn.  You may hold this card until you wish to play it.
    5S Elite squad – one random type of unit other than infantry subtract one from each roll in the first round.  This card must be played before your next draw phase.  Any nation or neutral may be the target of this card.
    6S Surprise Attack – half of the defending infantry (up to 5) do not return fire round 1.  You must play this card before your next draw phase. It can be used on any attacking army.
    7S Sabotage – 2 die 6 damage to a random capital factory (yours included).  Card must be played immediately.  Damage is applied after your place units phase (so it doesn’t affect your placement this turn).
    8S Strike – one factory cannot produce units this turn. Card must be played immediately. Card can not target capital factories.  You may choose any country’s factory.  If only capital factories exist, card is discarded.
    9S Poor roads – your tanks and mechanized infantry’s movement reduced to 1 for this turn. Card must be played immediately. If a tank moved 2 spaces to enter battle, withdraw it one space.
    10S Radar Glitch – your Aircraft movement reduced by one this turn if an airplane will splash because of this (due to its combat movement) you may withdraw the plane from battle and land in the zone it took off from.  Card must be played immediately.
    JS Fear for subs – all of your non-sub naval units movement reduced by one this turn. Card must be played immediately. If units moved two spaces to enter a battle, withdraw them one space.
    QS Tech problems – enemy’s tech advancement fails this round.  IF an opponent has a tech, card must be played immediately.  If an opponent does not have a tech when this card is drawn, you may hold the card until you wish to play it. The tech fails for an entire round (until your next draw phase if played immediately, otherwise, a full round of turns from when it is played).
    KS Spy – roll die 6 a roll of 6 results in a new tech being learned from an enemy (randomly determined). If an opponent has a tech, card must be played immediately.  If an opponent does not have a tech when this card is drawn, you may hold the card until you wish to play it.
    AC Defector – a great scientist defects to your side, you may buy 1 tech roll next round at a 5 or 6 for success. Card must be played at your next purchase phase (and roll made immediately).  This is a bonus tech roll, you can still purchase your normal amount of rolls per turn.
    2C Unrest at home – each unit cost one more IPC to produce in your capital.  Card must be shown immediately but it takes effect next turn.
    3C Political unrest – one unoccupied territory an enemy controls becomes a neutral with 2 infantry defenders. Card must be played immediately unless no enemy has an unoccupied territory.  If no enemy has an unoccupied territory, you may play it during the draw phase of any subsequent turn that you wish.
    4C Back room dealings – you may pass through one enemy controlled territory (you must not finish your move in that territory but you may end in a different enemy territory that is unoccupied (you may not end in an enemy occupied territory).  You may end in a neutral’s territory. This includes being able to pass through canals or straits.  You have two turns (including this one) to play this card or you must discard it.
    5C Hurricane in the Atlantic – one naval unit destroyed in a random occupied naval zone in the Atlantic owner is able to salvage half of its cost in ipc.  Card must be played immediately.
    6C Typhoon in the Pacific – one naval unit destroyed in a random occupied naval zone in the Pacific owner is able to salvage half of its cost in ipc.  Card must be played immediately.
    7C Rough seas – amphibious combat is prevented for one full cycle of turns (that includes this combat round, so none of your amphibious assaults work this turn).  Card must be played immediately.
    8C Clouds over Europe – all aircraft based in Europe is grounded, no units my fly into Europe for one full cycle of turns.  Card must be played immediately.
    9C Earthquake – Any country controlling a territory in America loses die 6 ipc.  Card must be played immediately.  May affect multiple countries.
    10C Fire – one factory takes die 6 ipc damage this turn that cannot be repaired until next turn (reduced output capability).  Card must be played immediately.  Randomly determine which factory from all the factories on the board.
    JC The Calvary has arrived – One mechanized infantry appears in a territory of your choice.  Card must be played immediately.
    QC Monsoon – 1 infantry is destroyed in South East Asia.  Infantry is chosen by the player to your right.  Card must be played immediately.
    KC Peace in the Middle East – No combat is allowed in the Middle East for one full turn.  Card must be played immediately.

  • '10

    I was working on a set of these a while back.  Maybe I will re-open the project.

    Here is a sample of what I had

    Cards.JPG

  • Sponsor '17 '13 '11 '10

    I took your 52 Event cards and modified them for the Global 1939 game.
    They added a nice twist and everyone had fun with them, thanks!
    I will post them on them in a few days, I need to tweak them once more.

  • Customizer

    The first edition of the Attack! game has some nice ideas for cards like this…


  • I think event cards it’s a great addittion for the game.
    I will try to send an example of my event cards. (When I’ll found the time).
    I used the same size as poker cards.

    By the way, FMG sample is realy good…


  • I would like to use the event cards from crusaderiv in the Anniversary edition.
    As he hasn’t been active in a while, would someone be so kind and send me the document or provide a link here ?

    Thanks


  • I sent you a PM

  • '21 '18 '16

    We use and event system. Roll 2 D6 dice and add result. The rolls occur at the beginning of the turn before the first player. This is for Global 40 but i’m sure you could tweak it to any other game.

    Events - Event 2 can only happen one time for each power in a game whether negated or not.
    Event roll is not to be re-rolled if a one-time event that has already occurred or been negated is rolled again. Roll is lost and is to be considered a “No Event”.

    Germany
    5-9 No events
    2 – Hitler is assassinated. Germany now worth 10 IPC. Power struggle between the SS and the Wehrmacht ensues throughout Germany. No combat movement. Non-combat movement permitted.
    Wehrmacht General Staff stages successful military coup against Nazi High Command (combat permitted/event negated) by a roll of 3 or less. +5 applies no matter outcome. Himmler, Goebbels, and Goering have been executed along with sympathetic officers of the High Command.
    3 – French revolt. French partisans are disrupting supplies from France. While Germans occupy France value is reduced to 1 IPC
    4 – Naval reallocation from High Command. Place one free submarine in any sea zone adjacent to an operational German controlled industrial complex.
    10 – Industrial output from the Ruhr region increased for war production. Western Germany worth 8 IPC.
    11 – Franco joins the Axis powers. Spain can no longer remain neutral due to increasing pressure from Hitler.
    Place German units consisting of 4 INF, 1 armor, 1 mobile infantry, 1 artillery, 1 fighter, 1 naval base, 1 airbase, 1 Minor Industrial complex in Spain. Place 1 Italian transport and 1 Italian destroyer in SZ 92. Morocco place 1 Italian INF (This event is negated if Spain is ever seized by the Allies prior to the event.)
    12 – “Total War” mobilization of homeland army. Infantry cost 2 IPC’s this turn. Can happen more than once.

    USSR
    5-9 No events
    2 – Stalin dies. Russia now worth 8 IPC. Power struggle between Red Army and Communist Party ensues throughout USSR. No combat movement.  USSR does not have to be at war for this event to occur. If not at war USSR is awarded +5 IPC upgrade only. Non-combat movement permitted.
    Generals establish military government (combat permitted/event negated) by a roll of 3 or less. +5 applies no matter outcome.
    3 – Mongolian uprising. Mongolia has agreed to join the Japanese. Japan player roll one die for each Mongolian territory with standing armies. For a roll of 2 or less indicated number of troops printed in each territory. (This event is negated if Mongolia is ever seized by the Allies prior to the event.)
    4 – Peasant resistance forces disrupt German supply.
    Germany can conduct non-combat movement in only 3 Russian territories due to rail disruption damage. Only land units are disrupted. Air units are not affected. Germany can quell the resistance by sending additional SS security groups with a roll of 3 or less. Can happen more than once. Cannot happen again after the 3 is rolled.
    10 – Applies only if USSR is at war with Germany. Allied supply lines open. USSR collects additional 10 IPC’s this turn on collect income phase. If not at war with Germany, peaceful trade conducted with Germany and USSR collects 5 IPC’s this turn on collect income phase. Can happen more than once.
    11 – Extra reinforcements from the East Place 4 free infantry in Novosibirsk. Can happen more than once.
    12 – “Total War” mobilization of homeland army. Infantry cost 2 IPC’s this turn. Can happen more than once.

    Japan 5-9 No events
    2 – Japan runs out of resources.
    If not at war with USA, UK, Dutch, French and ANZAC, The oil embargo has finally affected the home island and the war with China. No combat movement. Non-combat movement permitted.
    Negotiations with USA, UK, Dutch, French and ANZAC can continue (combat permitted/event negated) by a roll of 3 or less.
    If currently in a state of war with USA, UK, Dutch, French and/or ANZAC,
    POW’s and Chinese peasants put to work in slave labor camps in all of Asia (combat permitted/event negated) with a roll of 3 or less.
    3 – Chinese partisans attack supply lines. No combat movement in China only. Air units not affected. Non-combat movement permitted. Resistance can be quelled by sending additional security forces with a roll of 3 or less. Can happen more than once. Cannot happen again after a 3 is rolled.
    4 – Expert construction crews landed. Immediately place one free airbase on any territory that is currently occupied by at least one infantry unit. Can happen more than once.
    10 - Naval reallocation. One free destroyer immediately placed adjacent to any coastal Japanese industrial complex. Naval yards convert civilian workboats to destroyers this turn. Can happen more than once.
    11 – Deeper ports and larger transports allow for larger cargos to be delivered to industrial zones. Japan now worth 12 IPC.
    12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn. Can happen more than once.

    USA
    5-9 No events
    2 – If USA is at war: Anti-war movement has turned over Congress, the Senate, and a new president is elected. Peace movement begins to take hold. Social unrest and protests against the war erupt everywhere in the country. Racial equality is demanded by blacks and other minorities. No combat movement. Non-combat movement permitted.
    Riots can be quelled/suppressed and marshal law established (combat permitted/event negated) by a roll of 3 or less.
    3 – If USA is at war: Roll 3 dice and total is the number of IPC’s immediately returned to the bank.
    Anti-war sentiment is growing. Members of Congress and Senate begin to question America’s involvement in the war. Labor strikes nationwide cripple industrial centers The American citizens are tired of rationing. US government diverts resources to civilian population to dissolve social unrest among homeland. Combat is still permitted. Can happen more than once.
    4 – Increased resource contributions from South and Central America. USA receives 5 IPC immediately from bank. Can happen more than once.
    10 – Naval reallocation. One free destroyer immediately placed adjacent to any coastal USA industrial complex. Naval yards convert civilian workboats to destroyers this turn. Can happen more than once.
    11 – Increased industrial production, USA collects additional 5 IPC this turn on collect income phase Can happen more than once.
    12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn. USA does not need to be at war for this event to apply. Can happen more than once.

    China
    2 – Chiang Kai Shek and Mao requisition all available men for the upcoming civil war. No combat movement. Non-combat permitted.
    USA/UK persuade China to keep fighting together on a roll of 3 or less(combat permitted/event negated).
    3 – Loss of supply. Burma Road is closed this turn due to heavy rain and landslides. No IPC bonus applied for the Burma Road this turn. Artillery are not permitted for purchase. Units may still move and combat within those zones. Can happen more than once.

    4 -10 no events

    11 – Russian war contributions. Place a total of 3 free infantry on any of the following territories: Kansu, Tsinghai, Sikang (These are the ones that border the interior of Russia closer to Moscow) Can happen more than once.
    12 – Additional Flying Tiger air wing added. Immediately place one free fighter on any territory with at least 1 Chinese infantry. Can happen more than once.

    England
    5-9 No events
    2 – Churchill has been toppled. No combat movement. Anti-war sentiment increases across the empire and chaos erupts in Parliament. Mainland England begins to question the war, and the colonies, including Indian territories, temporarily disavow loyalty to the crown. Non-combat movement permitted.
    Riots can be quelled/suppressed and marshal law established (combat permitted/event negated) by a roll of 3 or less.
    3 – India revolts.
    Gandhi and anti-war sentiment swells within the masses in India. Due to increased desertion by conscripted troops, India is now worth 1 IPC.
    4 – Indian mobilization.
    Indian people mobilize for defense of capital. Place 4 free infantry in India. Negates event 3 if currently in revolt (no troops awarded if currently in revolt). Can happen more than once.
    10 – UK Pacific only. Increased industrial output for war production. Can happen more than once
    India collects additional 5 IPC’s this turn on collect income phase
    11 – UK Europe only. Increased industrial output for war production. Can happen more than once
    England collects additional 5 IPC’s this turn on collect income phase
    12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn. Can happen more than once.

    Italy
    5-9 No events
    2 – Mussolini toppled. Italian people tire of war and question their involvement in a particularly German affair. No combat movement. Non-combat movement permitted.
    Riots can be quelled/suppressed and marshal law established (combat permitted/event negated) by a roll of 3 or less.
    3 – British special forces disrupt Italian ports with sabotage and increased mining of waters by submarine crews. On this turn, African supplies are cut off due to increased mining of the Mediterranean. Half of African income is collected this turn. Half of any other European territories without a rail line (continuous friendly land route to Rome) is also denied. Can happen more than once.
    4 – Industrial technology is implemented. Factory in Southern Italy is upgraded to a major facility at no cost.
    10 – Increased African support. On this turn, Ethiopian tribes enlist to help Italy. Place 2 infantry in Ethiopia. Can happen more than once.
    11 – Increased war production. Italy collects additional 5 IPC’s this turn on collect income phase. Can happen more than once.
    12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn. Can happen more than once.

    Australia
    5-9 No events
    2 – Prime minister toppled. No combat movement. Anti-war sentiment grows. Civilian population is tired of rationing. Social unrest increasing among Aboriginal tribes. Non-combat movement permitted.
    Riots can be quelled/suppressed (combat permitted/event negated) by a roll of 3 or less.
    3 – Massive typhoon strikes Australia
    100 year storm devastates Australia. Flooding and destruction unprecedented. Half money returned to bank to repair damage sustained from storm. Factories, ports and airbases in New Zealand and New South Wales sustain 1 damage each. Can happen more than once.
    4 – British supply arrives. Australia receives 8 IPC’s immediately. Can happen more than once.
    10 - Aircraft conversion.
    Civilian seaplanes converted to coastal military patrol craft. Place one free fighter on any undamaged Australian controlled airbase regardless of location. Can happen more than once. Single fighter only, not one fighter per base.
    11 – Increased war production. ANZAC collects additional 5 IPC’s this turn on collect income phase. Can happen more than once
    12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn. Can happen more than once.


  • @seancb
    This looks also very interesting, your variant will be the next I will give a try.

  • '21 '18 '16

    @wolf555 let me know if how you like it and if you have any questions. We also have espionage rules and country specific tech to bolt on if you would like a copy of these send PM and email i will send you the master file. There is also a 1939 setup we created to go with Global 40 board.


  • Hello there,

    does somebody have the event cards ? i’m really interested because i was searching for something to change the game of axis and allies global. Thx


  • @Partydad said in Event cards:

    Hello there,

    does somebody have the event cards ? i’m really interested because i was searching for something to change the game of axis and allies global. Thx

    Well, the text for one set of cards are included in one of the posts. They are indexed with numbers and letters, such as 2C or 10S, which stand for two of clubs and ten of spades. There are 52 cards, one for each card in a standard deck of cards (not counting any joker cards).

    In another post there is another set, which are rolled for (roll 2 six-sided dice, add together) and then the effect is looked up on a table.

    So, I would say that the “cards” are already posted, if you look carefully enough. :-)

    -Midnight_Reaper


  • @crusaderiv hi could i also get these event cards? please


  • @Call77 said in Event cards:

    @crusaderiv hi could i also get these event cards? please

    He hasn’t been on site for almost 2 years now. I have his cards. PM me your E Mail and I’ll send you the file.
    Last time we talked he said he was moving and nothing since then.

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