Card Driven Wargames in the Pipeline
David Dockter
United States
Minnesota
-
Please add card driven wargames (in the mold of We the People, Paths of Glory, Nap Ward, ) to the list. I'll exercise some censorship and prune games from the list that doesn't match this definition.

Always looking for some new games to run at the BPA card driven wargame con:
http://www.wamconvention.com/
...and trying to update this list:
http://www.wamconvention.com/New%20CDWs.html
Updated June 2011.
-

David Dockter
United States
Minnesota
-
Lifted straight from the description on the BGG entry for this game (as are all the descriptions listed below):
Event Cards: Sturm Europa is a CDG (i.e. Paths of Glory) but plays much more like a traditional wargame than other CDGs. The events introduce political, historical, and technological events in a realistic fashion without scripting or constant "look up" rules. There is a tangible cause-effect relationship to every event and nothing occurs in a seemingly random or ahistorical manner. Players play the cards - the cards don't play the players. Most importantly, the core mechanic of tough gut wrentching decisions which make CDGs so fun is still preserved.
Designed By Michael W. Tan Published By Academy Games
http://academy-games.com/index.php/home/sturm-europa
-------------------------
A couple of knocks at our beloved CDWs in that description 
-
-

David Dockter
United States
Minnesota
-
Kingdom of Heaven is a two-player card-driven game that allows the players to experience the great campaigns in the Middle East between A.D. 1097 and 1291. Nine different historical scenarios pit the greatest commanders of the age against one another: Nur ad-Din, Richard the Lionhearted, Saladin, Frederick Barbarossa, Louis IX, Hulegu Khan, Baibars, and many others.
Each turn represents one year, and the scenarios range in length from the 3-turn First Crusade learning scenario to the 7-turn assault of Baibars on the faltering ramparts of the Crusader States.
The game emphasizes playability, and every scenario should be completable in a 3-4 hour evening. Complexity is approximately the same as Wilderness War by GMT or Shifting Sands by MMP.
Designed By Scott de Brestian
Published By Multi-Man Publishing (MMP)
http://www.multimanpublishing.com/preorder/viewGame.php?id=5...
-
-

David Dockter
United States
Minnesota
-
"Age of Bismarck: The Unification of Italy and Germany, 1859 – 1871 is a strategic simulation which models these great unification campaigns and the nationalistic drives that gave birth to them. Blending an active war fighting with a diplomatic warfare system, Age of Bismarck models the periods of hot war and the much more prevalent periods of cold war during this dynamic thirteen year period of European history.
Age of Bismarck hearkens back to the SPI Power Politics brand of games, ushered into the modern era of gaming by using the unique card-driven system pioneered by Mark Herman in We the People. The system allows a player to assume the role of Prussia, Sardinia, France, or Austria to see if they can successfully blend war and peace to attain their national objectives — objectives which can and will conflict with those of the other nation-states involved. The system also allows two and three player games, which challenges the player through the shifting of national alliances and the blending of nationalistic objectives
Designed By John B. Firer
Published By New England Simulations
http://www.carpatina.com/nes/ (website?)
-------------------
Sounds like a fun game, with the power politics baked in - on a topic that doesn't have many games.
-
-

David Dockter
United States
Minnesota
-
CRUSADE AND REVOLUTION" (C&R) is a card-driven point-to-point movement strategic wargame that covers all the Spanish Civil War (1936-1939). Its rules are based on Ted Raicer’s "Paths of Glory".
Each player takes command of one of the sides (Nationalist or Republican), and looks after all the aspects that involve a war: mobilization, recruitment, movement of troops, offensives, construction of defences… There are also historical events that must be taken into consideration, as the foreign military aid, international policy, change of Republican Government, etc.
The game is finished and will be published by Multi-Man Publishing (MMP).
Designed By David Gomez Relloso
Published By Multi-Man Publishing (MMP)
http://www.multimanpublishing.com/preorder/preorder.php
-----------------
One of two Spanish Civil War CDWs in the pipe.
-
-
David Dockter
United States
Minnesota
-
Triumph of Fascism ("ToF") is a card driven wargame of the Spanish Civil War (SCW) designed by the creator of Triumph of Chaos, pitting the elected government/Republicans against the Fascists/Nationalists. The game is similar to Triumph of Chaos, which was based upon Paths of Glory, and added a substantial political game component. ToF contains many of the elements that characterized Triumph of Chaos including various domestic factions, foreign powers and forces that can switch sides.
ToF will place great emphasis on the interaction of political dynamics, military events and strategic will. Like ToC, Triumph of Fascism will include a political game, where players attempt to enlist various levels of support from factions and foreign powers - ensuring high replay value. Triumph of Fascism will also include a strategic will dynamic with enough fog of war and unpredictability to provide for a tension filled game ending. And, given the SCW's place in the march towards WWII, there will be a "Progression to European War" mechanism creating a variable game ending.
The game will also include air and naval forces at an abstract level, but contains a few levers and dials that players can manipulate to explore the impact that these military components had on the conflict.
Finally, ToF will include a short pregame permitting players to begin the conflict on terms most favorable to their side. The short game will establish initial deployments, outcome initial revolts in various cities, support levels from camps (each side is to split into the various political factions supporting them) and foreign powers, strategic will, etc. There will be a historical setup for those wishing to skip the pregame.
Designed By D B Dockter
Published By Clash of Arms (tentative)
http://www.clashofarms.com/progress.html
-
-

David Dockter
United States
Minnesota
-
Great Campaigns of the Thirty Years War (GCo30YW) is a two-player game of operational warfare in the 17th Century. Armies maneuver on a point to point map of Southern Germany based on the road network available at the time. Each game is centered around a major battle or full campaign season. A Turn is a month divided into a variable number of impulses. Each army has a hand of Campaign Cards that control the amount of activity it may perform, the supplies it must expend, and a special action. Each impulse features one card play per army. Forces are concealed off map so players are faced with limited knowledge of the enemy. The major activities are maneuver, foraging, besieging fortifications, and an occasional battle. GCo30YW is a low-complexity game with emphasis on the players maneuvering their forces, but many decisions await. The low rules complexity allows each player, rather than being encumbered with rules, to focus on choices regarding how to manage his campaign.
Designed By Ben Hull Published By GMT Games
http://www.gmtgames.com/
-
-

David Dockter
United States
Minnesota
-
Lincoln's War is a CDG that reflects the fickle nature of politics and juggling resources during the American Civil War. In Lincoln’s War, the battlefield is an extension of the political arena. One hundred and twenty-five plus historical movers and shakers support or oppose their presidents’ conduct of the war. Each card's activation number can goose a general into action, or be banked as political currency (PCs), used to promote worthy commanders, purchase war material, force indecisive commanders into action or be translated into direct support for commanders in the field. Overwhelming political support (a decisive point spread between the player’s PC totals) or lack of support (driving an opponent to 0 PCs by the end of a turn) is necessary for victory. Unique features include an original combat system, seditious characters, immobilization (commander paralysis) rules, blockade rules and Confederate commerce raiding. The combat system does not employ dice, but does require the player to husband resources in the form of enthusiastic political support (ESPs). Seditious characters such as Joseph Brown and Zebulon Vance for the Confederates and Fernando Wood and Clement Vallendigham for the Union oppose their respective administrations. Expect them to steal political support at some time during the game. Immobilization tokens or ITs replace damage tokens in the game. ITs reflect not only casualties but hesitation, confusion, recuperation perhaps even insubordination. Lincoln's War is nearly ten years in the making. Of moderate complexity, the entire war can be completed by proficient players in under 3 hours. Win or lose, play-testers inevitably experience a high level of sustained tension. Thanks for visiting the site. We very much appreciate your interest and your comments.
Designed By John Poniske Published By Multi-Man Publishing (MMP)
http://www.multimanpublishing.com/preorder/preorder.php
-
-

David Dockter
United States
Minnesota
-
Ides of March is a three-player simulation representing the end of the Roman Republic, with each faction vying for control of the state through both political and military means. As the Leader of one of the three major factions, you control the Leaders, forces, and political resources of your faction in a struggle to win personal control of the machinery of state and thus become “Princeps”, or undeclared Emperor of the Roman World. Rules to play the game with two-players are found at the end of this rulebook.
A shorter Rubicon Module simulates the earlier struggle between Julius Caesar and Pompey the Great who was backed by the Senate that ultimately led to Caesar’s victory and assumption of the position of Dictator-for-Life. Each separate game shares a common set of Strategy Cards, with cards specific to period of civil war added the common deck for the play of that module. Players share a force pool of land and special Units, as well as factional naval forces and major Leaders/generals
Designed By John B. Firer Published By Consim Press
http://www.consimpress.com/
-
-

Chris Hansen
United States Midvale Utah
See my Favorite Contribution Microbadge (Purple Dot) for my collection of reviews from the 2011 Solitaire Print and Play contest.
You are now reading my Avatar Overtext
-
To be published by Compass Games. CDG in the tradition of Hannibal: Rome vs. Carthage but with multiplayer option (up to four) and a different battle system that uses a loss system similar to Paths of Glory. The cards allow you to do fun things like call down the wrath of Babylonian Gods on your enemies.
Designed by Julien Bonnard Published by Compass Games
http://compassgames.com/show/product/the_god_kings
-
-

David Dockter
United States
Minnesota
-
Black and Tan War is a historical game simulation on the Irish War of Independence (1920 – 1921).
Expected Pre-order and Publish date: 2009
Turns are bi-monthly. Irish units are Active Service Units (20 – 150 men). Crown force units are British Army battalions, Auxiliary battalions, and local constabulary forces.
Map represents Ireland divided into regions, generally following county lines.
Probable Components: 22” x 34” map, 320 5/8” counters, 20 page rulebook, 110 cards, 3 player aid cards.
One player controls forces of the British Crown while the other controls the forces of the Irish Republic. Each region may contain RIC (Royal Irish Constabulary), British Army and Auxiliary garrisons. The game centers on "operations" which are conducted through card play.
The game focuses on some key points: • This guerilla war was primarily fought between the Irish Republican Army (IRA) and the Royal Irish Constabulary (RIC), with later, and limited involvement by the British Army. • Irish are chronically short on arms/ammo. Consecutive operations in a region are extremely difficult. • This is not a "war of maneuver". Irish forces generally fought within their locale. Crown forces raided and patrolled from established garrisons. • Lots of historical chrome. Events such as Sack of Cork, Kevin Barry, DeValera returns, Cabinet Indecision, Thompson submachine guns, a few key leaders on each side. • The war in Dublin was fought very differently than in the countryside. • This was very much a war fought to win public opinion. A key factor of the game is British Will (i.e. the willingness of the British politicians and populace to continue the struggle). • The famous “Flying Columns” come into play as an "Upgrade" to the Irish units making them more effective in ambushes, but are easier to catch in a raid.
Designed By Keith Cumiskey, Rich Lechowich
Published By Clash of Arms Games
http://www.clashofarms.com/progress.html
-
-

-
Here's a rarely gamed theme and of particular interest to Pinoy-philes like myself.
From the BGG entry: "Bolos & Krags is a simulation of the Philippine American War 1899-1902 which saw 4 years of brutal guerilla war resulting in 4,000 American soldiers and a million and a half Filipino dead. The war influenced Mao Tse Tung to refine his people's war guerilla doctrine which would haunt the U.S. in Vietnam and Iraq many decades later."
...and...
"This game includes:
Mark Twain, Boxer Rebellion, Philippine Constabulary, atrocities, President Mckinley, 1900 U.S. presidential elections, attrition, epidemics, Mao Tse Tung(Ok, a cameo in the random events), and more..."
CSW entry says: "The game will be a card driven area movement game with one side playing the U.S.A. and the other playing the Philippine Republic."
To be printed some time this year by Fiery Dragon Productions.
-
-

David Dockter
United States
Minnesota
-
Legion of Honor - is an innovative card game that recreates the personal drama of the Napoleonic Wars.
Using a quick playing, card-driven game system, each player assumes the role of a French soldier - or grognard- starting out as a young sergeant or sous-lieutenant trying to make it in life starting in 1792. Fortunately for the enterprising grognard, he can look forward to over twenty years of continuous war provided courtesy of the Directory and Napoleon!
Against the historical backdrop of major historical events that span the period from the Brunswick Manifesto to The Hundred Days, grognards take advantage of the opportunities that Fate provides to advance their station in life. Or not!
Winning the game is achieved in a number of ways: having the highest award in the Legion of Honor, having the highest military rank or having the most glory or wealth.
The game is entirely suitable solitaire play through six players.
http://www.clashofarms.com/LegionofHonor.html
--------------------------
Another borderline one, probably will need to prune it from the list in a day or two...sounds like a NAP CC....sounds cool.
-
-

John Firer
United States Glendale Wisconsin
-
Designed By John B. Firer
Published By Blue Iguana Games Year Published 2009 # of Players: 2 − 2 Playing Time 180 minutes Mfg Suggested Ages 0 and up Category Wargame Mechanic Campaign/Battle Card Driven Dice Rolling Point to Point Movement Simulation Primary Name 1866: The Struggle for Supremacy in Germany
1866: The Struggle for Supremacy in Germany is a card-driven game of one of the most important conflicts of the mid-nineteenth century - the Austro-Prussian War of 1866. It is a two-player game in which one player plays the military forces of the Austrian Empire and the German Confederation, and the other plays the forces of Prussia. Depending on the play of the cards, the Italians or French may make their appearance as well. Historically, Prussia shattered the Austrian army, clearing the way for a Prussian empire in Germany. This game allows players not only to explore what conditions contributed to this outcome, but also whether the Austrians might have been able put an end to Prussian ambitions. Played on a map of nineteenth-century Germany, 1866 allows players to make the political and military decisions to shape the future of Germany. Designed by John B. Firer, designer of Spartacus, the game presents all the elements to provide the full historical feel of the German crisis with great detail, yet without sacrificing ease of play. Complexity is moderate (about 4/10).
Home page: http://www.blueiguanagames.com/1866.htm
-
-

Michael G
United States Pembroke Pines Florida
-
Another Blue Iguana game. This one is by Rob McCarter. I haven't played this one and don't know much about it.
-
-
15.
Board Game: 1812
[Average Rating:0.00 Unranked]

Michael G
United States Pembroke Pines Florida
-
A CDG of 1812 by Rob McCarter of Blue Iguana Games. I haven't played this and don't know much about it.
-
-

Michael G
United States Pembroke Pines Florida
-
Another Blue Iguana Games CDG by Rob McCarter.
-
-

Andreas Propst
Austria enzenkirchen upper austria
-
(I hope this qualifies for the list. If not please delete!)
Panzer Clash is a card driven wargame for two Players about Second World War Panzer battles.
Pick a side, either Axis or Allies, and build a deck of 40 cards out of a pool of 100 different cards in order to defeat your enemey. The deck or Supply contains Factories, Units, Events and Terrain Modifiers. Factories are needed to build Units and Terrain Modifiers as well as to power Events. Units and Events, which usually belong to one or more of the four factions (Germans, Japanese, Americans and Soviets) are used to attack and deal damage to the opponent, have certain beneficial effects on the game or are used to weaken the opponent. For each point of damage a Player receives through Units and Events, he or she puts one card from his or her Supply (deck) onto his or her Junkyard (discard-pile). Is a player unable to draw a card from the Supply, he or she loses immediately.
This game is a retheme of my fantasy card game Elemental Clash with some new twists.
Very special thanks to my historic advisor Bruno Abreu!!
-
-
18.
Board Game: Maj 1926
[Average Rating:5.50 Unranked]

-
The Polish May Coup d'État on May 12-15, 1926 (Polish: "Przewrót majowy" or "zamach majowy") is one of the least known events of the 20th century. Even so, its outcome was very important for the whole world, as it settled the overall course of Poland until 1939, including opposition both to the Third Reich, as well as USRR.
What started as an officers' demonstration led by First Marshall Józef Piłsudski against the unpopular center-right government rapidly expanded into an unsuccesful coup d'état and ended as a short, albeit intensive quasi-revolutionary civil war. It put Poland at the brink of revolution and annihilation.
It is a rare example of an unsuccessful coup followed by a successful civil war.
"Przewrót majowy" had a very special climate. At the beginning it was partly a traditional "szlachta" foray (polish: "zajazd"), partly a political demonstration, with all of the 18th century "honorable war" traditions (including dueling officers and shooting above opponents' heads).
Unfortunately in a few days it fall into an abyss of bloody total civil war, with mass use in the center of Warsaw of tanks, armored trains, heavy artillery and aerial bombardments; with general strike, assassinating, sniping, and execution of prisoners as well as masses of civilian combatants, on both sides. It was really close to use of gas warfare.
The game "Maj 1926" (name may change) depicts those days in an innovative way: a card-driven euro-wargame.
Occupying areas in Warsaw (like the Citadel, telephone center, Prime Minister chancellery, Ministry of Railroad, Ministry of Defense, hospitals, supply depots; also railroad, power, gas and water stations) brings advantages (bonuses to combat, movement, logistics, politics, and many more, including variable phase order). Usually it is necessary to leave a unit to fully exploit such areas (a kind of worker placement).
(Yep, here is no counters, only cards and 8 mm wodden cubes ).
Oddities of this conflict (such as a lack of fog of war, fluent dynamics of aggression, a big influence of politics over the course of battle) as well as all "what-if"s (like foreign intervention) are well represented in the mechanisms.
If you want to make successful coup in Poland (or defend the legal government) and you know the Polish language, it is a game for you.
The game will be published in 2011, on the 85th anniversary of "przewrót majowy".
Unfortunately the author doesn't anticipate an international version (other than translating the manual and all cards into a BGG file), as "przewrót majowy" is a kind of event understandable only by Poles.
-
-

Luca Cammisa
Italy Monza MB
-
Democracy under Siege is a card-driven strategy game that reproduces the geopolitical conflicts and political struggles that led to the Second World War. The game covers the period spanning from 1933 to 1940 and is designed for two or three players. Each player takes the role of one of the three Ideologies that led the major struggle for power during the time-line covered by the game: Democracy, Nazism and Communism.
Democracy under Siege offers an accurate and detailed historical context, supported by more than 110 game-cards: players deal with historical events and political actions in an effort to achieve the political supremacy. Wars are simulated by an abstract combat system that allows players to intervene and influence the outcome of conflicts. The main concepts reproduced in the game are the ideological struggle among the major powers, the race for rearming in order to prepare for WW2 and the building up of a network of diplomatic links with minor nations. These elements concur to the determination of the victory conditions.
-
-

David Dockter
United States
Minnesota
-
From the War of Suns designer - which is still in preorder from MMP.
-
-

David Dockter
United States
Minnesota
-
Looking forward to this one. Designers keeps an active board on consimworld regarding the progress.
-
-

David Dockter
United States
Minnesota
-
Edition 1 published in 2009, but a 2 ed in preorder now.
-
-

David Dockter
United States
Minnesota
-
Another one in the pipe.
-
-

Philip Thomas
United Kingdom London London
-
Sequel to Here I Stand, published by GMT. Has made the cut and is scheduled for November 2011.
-
-

David Dockter
United States
Minnesota
-
In the pipe. War of 1812.
-
-
|
|
Medford
Massachusetts
Granite Falls
Washington
I can't stop thinking about how cool this would be.
As a Trek fanatic, I'd love to see a Star Trek CDG.
Towson
Maryland
I had the same thought a few years ago... so I've been developing a sci-fi CDG that is near completion and plan to start showing it to publishers soon. Hopefully we can get it published but it appears most of these CDG publishers only do historic games. We'll see.
Minnesota
New York
There's a discussion thread at consimworld in the "World War Two/Western Front" folder.