@Trenacker:
First of all, many thanks to both of you for your replies. This is exactly the kind of feedback that I was seeking.
No problem at all. The customization area is my favorite because you can only play the OOB game so long before it becomes a science. Expanding and improving on the game is enjoyable for me, both in a mechanical and artistic sense.
@Trenacker:
Is there anyone out there who can render an informed opinion on whether Photoshop is a must-have for this kind of work? PowerPoint 2013 has a lot of improved functionality over earlier versions, but because it isn’t made for photo editing, a lot of clumsy work-arounds are required to produce layered images.
One big question I have is how to deal with card backings. I know the old trick of printing out the two sides separately and gluing them together, but I’d prefer to print a single sheet, front and back.
Surely there must be a template out there, used to create cards for other games, that can help me size the cards properly?
YG used some program, I forget which, but it was not Photoshop. And he also used an internet card printing company called Artscow to custom print his decks. It was my impression that people could go to the website, find his deck and order their own sets. I believe it was all based on a 52 card deck in standard playing card size.
That should be a good resource to start with. I did not work with them specifically, so I do not know if there is any flexibility in size.
@Trenacker:
The idea is to have three sets of cards. One set is a general deck of cards that will be used in common by all the players. The second set is divided into multiple, smaller, national decks, one for each player-country in the game. Players will draw a hand of 5 cards, two from the general deck, and three from their respective national deck, at the start of the game. (If one player is representing multiple countries, they will draw full hands for each individual country, respectively.) Cards will indicate when they may be played. The third set of cards is the Event deck. One Event is drawn and played immediately prior to the start of each nation’s turn.
Beginning in the second round, players will draw one new card from both decks (two cards in total) at the start of each turn, first from the national deck, and then from the general deck. Players stop drawing when they a full hand of 7 cards and may not draw again until they have played one or more of those cards, reducing the size of their hand to 6 cards or fewer.
Sounds like you have the general mechanics pretty well down. 7 cards per nation looks like a lot to me, but depending on what they are it really may not be too much. My concern with drawing one card per turn was that not enough cards would be able to be played. Drawing a few to begin the game alleviates that.
@Trenacker:
In terms of categories, I think we can confirm:
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Units - Cards that allow a player to place special land, sea, or air units on the board during his or her Placement phase. Special units may be represented by special markers (e.g., slips of paper, coins placed beneath an OOB game piece) or by after-market pieces. Units are represented at the army corps, naval squadron, and air wing level.
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National Advantages - Cards that attempt to approximate conditions specific to each nation, including industrial capabilities, technological leads, doctrinal preferences, the actions or contributions of “minor” allies (e.g., Finland, Siam, etc.), and special military capabilities (e.g., access to colonial troops).
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Leaders - Cards representing various personalities with a decisive impact on each nation’s war effort, especially political and military leaders.
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Strategy & Tactics - Cards representing various doctrinal and logistical innovations that provide the player with advantages in combat and production.
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Events - Cards that deal with political events that could have changed the outcome of the war. For example: an aggressive naval building program by the Dutch, resulting in deployment of large cruisers to the NEI; the Rasputitsa in Western Russia; or the opening of a neutral port to Axis commerce raiders and submarines.
National Advantages: As stated, for some reason I really like these. I am struggling with whether or not these should be disclosed when the game starts though. Depending on what exactly these are determined to be, it may be a little unfair to spring them on your enemy without him at least knowing it will come at some point.
Leaders/Strategy&Tactics: I see these categories having a lot of overlap and could possibly be combined. Leaders and national tactics are intertwined. Just my opinion.
Events: This one I am little unsure of. The events you allude to in your examples border on examples of alternate history, which I do not like as a framework for the game. Granted, Axis & Allies is an exercise in alternate history in-and-of-itself, however to introduce alternate history into the game artificially through cards and rules is not something I am for. At least, that is my opinion.
My proposition would be an event card which is predicated on an action by the cardholder. For example, to open said neutral port to the Axis, Germany must do ‘A’. Sort of like one of those old Mission Cards in Risk. To get X reward you must accomplish X task. This would provide for the introduction of actual historical pivot points where if certain decisions were made alternate paths may have been taken. I think that most of these would be political in nature since you already control the tactical part.
My conception of the Event Card is also informed by the Fortune cards from Axis & Allies: D-Day. If I remember correctly, they involved things like weather conditions or chance events that you can either improve, keep normal or make more difficult based on a pre-roll. Food for thought at least.
@Trenacker:
The flavor text – a little “factoid” providing background on each card – is a sticking point only because I think that every card already needs to include all the rules necessary to use it. This, combined with the need to include a decent-sized picture and all the other relevant information, leaves very little space for even a sentence or two of interesting information at the bottom. One option is to ditch the roundels in favor of identifying faction association on the backings of each card. Another is to use the stripes in the upper left-hand corners, or else just the colored borders of each card, to communicate information that would otherwise be presented as a silhouette elsewhere on the card itself.
The indicating style is really up to your aesthetic tastes. I personally like either the roundels or colors. The factoids would be cool, but as you said, you likely won’t have enough space for it.
@Trenacker:
I agree that the initial focus should be building something fun. We can then move progressively to balance it based on user feedback.
Agreed. Though as before, I would stress simplicity above all.
@Trenacker:
In a first round, I plan to make full decks for the US, UK, FEC/ANZAC, China, France, Russia, Italy, Germany, and Japan. Each national deck will also cover contributions of “minor” allies. Thus, the Japanese deck will include cards relevant to Manchukuo and Siam. Some cards may need to be discarded during play. For example, the Japanese may be required to discard an unplayed card allowing it to place troops in Siam if an Event has already been played that causes Siam to remain “true” neutral or enter the Allied camp.
Sounds like some of your ideas may work best with Historical Board Gaming’s Global War map. It has a lot more detail for the minor Axis/Ally members and neutrals.
@Trenacker:
In a second round, I may make additional decks based on the Global 1914 map, with the intent of doing a play-through into the WW2 period. Thus, I’d need to add decks for the Austro-Hungarian, Ottoman, Portuguese, and Spanish Empires. I’d love to see a custom map adding a Confederate States of America and the possibility of playing all of the ABC nations in South America, but I won’t hold my breath.
This is very ambitious. As CWO Marc pointed out, this is very much alternate history. It almost would require some sort of graphic board to move political boundaries. That is just the start of issues. But more power to you and good luck.