Board Game
Tides of War
By Matt Doherty · Art by Shyanna Lewis-Hudson
Tides of War is a 2-player in which generals will place commanders, units, and tactics into campaigns to claim the front-lines, capture strategic locations, and to fight with the most valor. The player that has collected the most valor at the end of the game wins! Tides of War is played in 8 phases: 4 Commander and 4 Units & Tactics phases. In each Commander phase, players will alternate placing commanders into one of 3 available locations across 4 campaigns, claiming any immediate bonuses that the Commander grants. Then Generals will alternate playing Units & Tactics cards onto an active commander to gain ground, capture strategic locations, claim valor, or to use a special ability. Cards played will have either immediate effects, in-game effects, and/or end-game effects. The main focus of grey cards will be to move the front-line to control campaigns and to score valor points. Purple cards are built around capturing strategic locations, either from neutral sites or from the enemy. Orange cards grant command points so that more expensive cards can be placed. Green cards are gas attacks and are used to destroy enemy units & tactics cards and reverse the effect(s) of the destroyed cards (Detail how green cards are played to remove the top-most card of the opponent in the same campaign). Blue cards are specialized cards that have a wide range of effects that can be strategically played. At the end of the game, if a campaign is in a General's control, then they receive all the valor and bonuses listed on the card. Any valor designated on commander, units & tactics cards are compiled. Any strategic location owned by a player is 3 points. The player with the most valor claims a strategic victory! —description from the publisher
- Abstract Strategy
- Card Game
- Wargame
- World War I
- Area Majority / Influence
- Multiple Maps
- Action Points
- Command Cards
- Closed Drafting
- Layering
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