Wargame Mechanics Index

Card-driven activation

A deck of cards determines which side/unit acts or what can be done.

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Watch it played 4 moments

  • 10:55–11:27
    "Star Wars" Endor Wargame
    Little Wars TV
    Rule in play Imperial Discipline card reactivates the AT-ST

    Tony and Miles resolve the effect of their Imperial Discipline command card, returning an order token to the pool so their AT-ST walker can activate a second time in the same turn.

  • 17:15–18:41
    Fourth Kawanakajima Wargame
    Little Wars TV
    Rule in play Black card run gives Uesugi full initiative

    Steve explains the game's card-draw activation deck; an unlucky streak of five or six consecutive black cards grants Uesugi total movement freedom while Takeda watches helplessly.

  • 3:38–4:32
    Ruthless Rule Review
    Little Wars TV · Ruthless
    Rule explained Card-driven activation and initiative bidding

    Greg explains how players are dealt five poker cards and simultaneously bid one card for activation, with higher cards going first and suits breaking ties. Footage shows players holding hands at the table, along with an excerpt of the Actions section from the rule sheet.

  • 4:13–5:25
    Fire as She Bears Rules Review
    Little Wars TV
    Rule explained Card Activation and Admiral Passing

    Greg and Steve explain the division-based card activation system and how superior admirals can pass on card draws to delay their move.

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 6 games

2turn

A small deck of character cards plus Raw/Skilled/Veteran/Hero action cards, a Reload card and a Joker determines which character acts.

How it works

Players take turns drawing; a character card gives that character a turn. An action card is laid face up and the next player who draws a character of at least that class may take it into hand (to give a free turn later) or use it at once for a hasty shot. The Joker reshuffles all discards, the reload card and held action cards back into the deck.

The Fate Deck is used to determine which character takes a turn, and which characters load their weapons. The players take it in turn to draw a card
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2turn
Playing card(s) to invoke a phaseLongstreet Lite

Each phase must be invoked by playing a card; disorder-causing actions require two.

How it works

Any card may invoke any phase and is discarded even if the phase is not used. If any unit is to do something that causes disorder (interpenetration, difficult terrain, formation change or about-face within 6BW of the enemy), the phase must be invoked with two cards, after which all units may do so freely.

If he wants any of his units to do anything that causes disorder in a movement or combat phase, then the active player must use two cards to invoke that phase.
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2turn

Each character has a card in the Fate Deck and acts when it is drawn.

How it works

The deck holds one card per character, four class action cards (Citizen, Gunman, Shootist, Legend) and a Joker. A drawn character card gives that character one action and is discarded. The Joker reshuffles all discards, and any held action cards must be played immediately or discarded back into the deck.

The Fate Deck is used to determine which character takes a turn. A card (or chit or whatever) is turned, then: If it is a character card, that character immediately takes a turn
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2turn

One card per unit plus special cards; when a unit's card is drawn it receives one order.

How it works

The deck holds a card per unit (a horse regiment shares one card), one Officer card per C-in-C and brigadier, two Artillery cards (all batteries of both sides may fire), two Reload cards and one Turn Over card. Orders are Hold, Move, Maneuver or Charge. Scenario cards for reinforcements or engineering may be added.

The Order Deck consists of one card per unit. When a unit's card is drawn, the commanding player may issue one order to the unit.
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2turn
Card-driven activation sequenceWrath of Heaven (Tenchu)

Drawing a type's card activates all models of that type for one or two actions.

How it works

The deck holds 4 Ninja cards (1 action), a Banzai bonus card (any Ninja and heroes take one action), 2 Samurai (2 actions), Ronin cards (2 and 1), 3 Ashigaru, 3 Civilian and 3 numbered Event cards. Faction-vs-faction games use two sets. Actions: move 6" (Ninja sprint 9"), move into melee, shoot, or another action such as opening a chest.

When a card for a particular unit type comes up, all the units or models of that type are activated and may take one (or two) actions, depending on the card.
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1turn

Activation uses the parent system's coloured card deck composed per force.

How it works

Crown cards (red): Regulars 4, Irregulars 4, Artillery 2, 'Indians' 4; Māori cards (blue): 'Indians' 4, Irregulars 4.

Crown Cards (Red): Regulars (4), Irregulars (4), Artillery (2), ‘Indians’ (4) Māori Cards (Blue): ‘Indians’ (4), Irregulars (4)
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