Wargame Mechanics Index

Multi-use card hand

A hand of cards is one limited resource spent across several subsystems.

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Watch it played 4 moments

  • 11:28–12:22
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Low blow card reverses fisticuffs duel

    The Stranger engages Keith's character in hand-to-hand combat, where high card normally wins, but Keith plays a matching-suit two to trigger a low blow.

  • 15:47–16:22
    9-Player Pyrrhic War Campaign | TURN 5
    Little Wars TV
    Rule in play Card-drafting terrain setup before battle

    Both commanders use the Age of Hannibal terrain generation system, drafting terrain cards into hand and alternately placing them across the grid to lay out hills, woods, and streams.

  • 4:32–5:08
    Ruthless Rule Review
    Little Wars TV · Ruthless
    Rule explained Interrupting enemy actions with cards

    Tony explains how players can play cards out of hand to interrupt an opponent's turn and snap-shoot at advancing enemies. The video cuts to the Special Card Abilities table on the rule sheet and game footage of a miniature gunfight.

  • 9:20–10:20
    9-Player Pyrrhic War Campaign | TURN 2
    Little Wars TV
    Rule explained Card-based battlefield terrain setup

    The host explains Age of Hannibal's pre-battle terrain setup system, where players deal hands of terrain and stratagem cards and place them face down on a gridded 6x4 table before revealing them to assemble the physical battlefield.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 2 games

3engine
Uses for Action CardsLongstreet Lite

Each action card can invoke a phase, modify a phase, interrupt the enemy, or be spent for its morale value.

How it works

Six-card hand drawn from neutral plus national cards with year indicators. Active player: invoke any phase, or modify a phase if the card bears its symbol (rifle fire, crossed swords combat, bugle movement), max one modifier per phase type. Passive player: play one kepi-symbol interrupt per turn (red-banner interrupts are removed from the game) or spend cards for morale value. No voluntary discards.

Invoke a phase Active Any card may invoke any phase. Modify Active May only modify type of phase indicated by symbol. Interrupt Passive If banner is red, then remove after play. Morale Value Passive
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3engine
Poker hand & Special Card AbilitiesRuthless

The hand of poker cards is a resource used for initiative, reactions, brawling and morale, with ranks granting special powers.

How it works

Cards are played for initiative, to beat an opponent's initiative card for a Snap Shot, as the score in Fisticuffs, and added to a d10 for Get Your Courage Up. Special ranks: A/K/Q/J automatically pass Get Your Courage Up; a 7 for initiative gives one character three actions; A or 4 for initiative revives all Unconscious models; 3 lets the player discard at turn end; 2 is a 'Low Blow' in Fisticuffs.

In addition to determining initiative, cards can also be played throughout the turn to resolve Snap Shots, Get Your Courage Up, and brawling in Fisticuffs. Some cards have special bonuses when played
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