While we are often focused on playing Kards, there is some interest out there in making Kards too.
Being a bit of an amateur game designer myself, I figure that we can use our Tuesday time slot to start throwing our ideas out there.
A caveat, I don’t claim that these cards will ever appear in Kards itself. I can’t say that these as necessarily 100 percent balanced either. I can’t say if 1939 Games even looks at this stuff. This is mostly for fun and a different way to think and talk about the game. Overall, these are not real cards.
If you would like to share your creations, or react to these, feel free to make comments below, send messages over to email@example.com or hit me up on the Discord.
Just make sure to send along a little bit of a description of your card (text or video is cool) and talk about the thought process behind making it.
In the interest of fairness, I’ll go first.
My first thought is adding the French into the game. My idea behind their style of gameplay focuses on going after an opponent’s deck instead of their HQ. Otherwise known as “mill.”
My thought for the flavor behind this is that after France fell, the resistance they provided was more about sabotage and disruption then brute force. This, of course, was just one aspect of the French during the war, but it was the focus that I went with.
8 cards, 5 units, 3 Orders
After doing some research about the French during the war I definitely wanted to include the Senegalese Tirailleurs. They played such a crucial role in the war for the Allies.
Mechanically, I wanted to keep things simpler at this rarity while also going after that mill aesthetic. The majority of the units are more defensive since that was the French mindset at the outset of the war. The exception I have are the tanks after I discovered that France had a ton of light and medium tanks at the start of the war.
6 cards, 4 units, 1 order, 1 countermeasure
For the limited cards,
Mechanically, I stuck with keeping the naval exploits as orders. I also wanted the two tanks at this level because they can be used defensively as pseudo-removal orders or slide into other strategies if desired. I found that this was the most difficult rarity to try and design toward. They needed to be a step up from the baseline, but not so good that they can change the game – a tough balance to strike.
4 cards, 2 units, 1 countermeasure, 1 order
If you have never looked into the story of Jean Moulin during the war, I highly recommend it. The 12th Motorised Division is almost as interesting for their bravery at the Battle of Dunkirk.
For gameplay, this is a level where I felt like you can start doing some more bombastic things. I also wanted to make an expensive small unit with a cool ability. Mostly just because I wanted to.
2 cards, 1 unit, 1 order
I think the flavor of these two speak for themselves, but mechanically I wanted to add to the 0-4 unit cycle (even though I spiced it up with it being a tank) and for De Gaulle I wanted to make an extremely powerful and extremely simple effect.
I’d love any feedback you have about these and also see what you have created as well!