A downloadable game


Suits of War is a wargaming ruleset that attempts to simulate a rank-and-file wargame using only a standard deck of playing cards and a few tokens that can be played on a kitchen table in about 40 minutes to an hour.

Gameplay demo here on my channel. Battle report here.

Note about this version. This game is still in the playtesting phase and lacks features planned for the full release. Upcoming features include rules for morale, different scenarios, different realms with unique perks and actions and other options for playing with more than 2 players. I encourage players to use this ruleset as a toolkit for wargaming and applying the own imagination to come up with interesting scenarios to play. Neither the art or rules are final and player feedback will always be appreciated.

StatusIn development
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJohan
Tags2player, cardgame, deckofcards, physical-game, Tabletop, wargame

Download

Download
SoW_02.pdf 5.8 MB

Development log

Comments

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(+1)

Hello! I'd like to start by saying this is a very promising project and I do hope to see it developed further! I have run a few games now, 2 against myself and 2 with friends. It is quite tactical! Unfortunately, I've decided to run another scenario against myself and have encountered some issues with the rules.
I have here a photo of a scenario I've encountered. The ring is an objective and the 5 of spades has successfully charged at the 9 of diamonds. The 9 is facing the ring. I used dice as my activation markers so the numbers on them don't mean anything. This runs into 2 different rule questions (and an extra question that isn't really as game breaking but I would like it clarified):

1. What direction is "backward" when flanking? Correct me if I'm wrong but I haven't seen your videos cover flanked attacks fully. Your battle report video shows a single flank charge, which results in the immediate death of the defending unit, and so doesn't explain what would happen if the unit were to survive. I see 2 possible interpretations of what "backward" means in general: a) the opposite direction of forward (i.e. the opposite of the marching direction of the defending unit) or; b) the marching direction of the attacking unit. In both interpretations, a unit attacked from the front would be repelled away from the attacker, as you have shown, but in the case of flanked attacks or rear attacks the distinction becomes important.

1.a. Is there such a thing as "rear" attacks? The rules don't specify anything about what happens when you attack a unit from the rear, but given the rules about shifting and marching which distinguishes between "shifting" backward and "marching" forward, there must be a difference? Though in the first place it is sometimes difficult to keep track of which side of a unit is the front or rear due to the symmetrical design of standard cards. I use a deck with asymmetric pictures of flowers so that I can tell the difference, but the standard designs would make this tricky, especially after some turning. 

2. What happens if, when forced to move backward from an attack, there is no room? As is evident in my photo, the 9 has no room to move back fully in either interpretation of what "backward" means in your rules. Does the movement simply get cut short? If that were the case the 9 would still be in melee range afterward -- again in either interpretation -- which I suppose could be interesting, but for some reason I doubt this was intended.

I hope you will have patience with my questions. I find this game very interesting and I look forward to suggesting it at gatherings rather than playing bridge or cribbage again.