Quartermaster General
Quartermaster General can be summed up as the setup of Axis & Allies (two teams playing as the nations of WWII) meets the pieces mechanic of Diplomacy (one army or navy per space) meets the card play of Sentinels of the Multiverse (each nation gets its own deck based on that country).
RulesAir Marshall expansion rules (air forces)Alternate Histories expansion rules
The players:Germany- The main Axis bruiser. Can get very powerful cards into play to turn into a blitzing powerhouse.
Italy- Specializes in instant one-off cards to both bolster Germany and buy them time to get into gear.
Japan- Specializes in cards that can set up future ambushes and sneak attacks. Can pursue an Asian conquest strategy or a dash to the United States mainland.
United Kingdom- Not the most powerful Allied fighter, but several cards allow them to spring up in all corners of the globe, representing their far flung empire.
Soviet Union- Most cards deal with them burning through their deck to keep invaders out at all costs, which they will need when they are inevitably doubled teamed or face a geared up Germany.
United States- The most versatile of the Allies. Can pursue action against Japan or Europe, boost allies, or surpass Germany in fully geared up powerhouse given enough time.
Turn
Each turn, a nation goes down the list:
1. Play Card
(you must play one card from your hand)
2. Air Force
(you may play a Deploy Air Force card to build an air force on any space with your supplied army, OR discard a card to "marshall" (move) an existing air force to any of your supplied armies)
3. Check Supply
(check to see if all of your units are in supply, remove those that aren't)
4. Victory Step
(score victory points: 2 points for each supply (star) space your nation is sole owner of, 1 point for each supply space shared with an ally, may not score any VP if your nation's home space is occupied by an enemy army)
5. Discard
(discard a minimum of 1 card OR lose 1 VP, draw back up to 7 cards in your hand)
Special action: Reallocate Resources
You can use Reallocate Resources once during your turn, at the beginning of your Turn.
Discard 3 cards from your hand to search your draw deck for a Build (army/navy/airforce) or battle (land/sea) card.
You must show everyone the card you drew, then add it to your hand.
Your turn continues normally; it does not count as your Play Card action.
Supply/placement rulesA unit is "in supply" if you can trace a string of your units (armies & navies) back to a supply (star) space. Navies have an additional requirement of needing a friendly army (any navy of you or an ally, not just your own) adjacent to them (The US would need an allied army in Latin America or Africa in order to supply a navy in the South Atlantic, a navy in the North Atlantic alone would not cut it).
You may only build new units adjacent to your existing supplied units, in spaces that contain no enemy units. Some cards will specifically mention if they can break this rule. You may always build an army on your nation's home space (if it is not occupied by an enemy army).
Each nation may only have one army/navy per space, but teams can coexist in the same space (Italy & Germany can both have an army in the same space, etc.). An air force must occupy the same space as one of your armies.
Card typesBuild Army- Build an army on a valid space.
Build Navy- Build a navy on a valid space.
Deploy Air Force - Build an air force on the same space as any of your supplied armies (that does not already contain one of your air forces)
Land Battle- Battle a land space adjacent to one of your pieces (army or navy). Choose 1 enemy army on that space and eliminate it
Sea Battle- Battle a sea space adjacent to one of your pieces (army or navy). Choose 1 enemy navy on that space and eliminate it.
Event- A one time use card with special instructions that takes effect immediately.
Response- A card that is played face down on the table. May be turned over and immediately take effect any time its trigger condition is met.
Status- Play face up on the table. The only card type that remains in play all game (until canceled by an opponent card).
Bolster- The only card type that is played outside the usual Play step. May be played whenever the text says it can. Does not count as a play action.
Economic Warfare- One time use cards that force the enemy to discard cards.
VictoryAt the end of the U.S. turn, if one team is 30 or more victory points ahead, they win.
After turn 20, the team with the most VP wins (Axis win ties)
Expansion rulesWill be playing with both expansions as their complexity is minimal and they really help the balance and variety of strategies.
Air Forces-
An air force must exist in the same space as one of your nation's supplied armies or navies. If at any point that army/navy is removed, the air force must retreat to an adjacent supplied army/navy or be destroyed.
If the army/navy is targeted by a battle, you may choose to remove the air force instead. If the attacker has his own air force adjacent to the battle, he may sacrifice his air force to cancel that out (both defending pieces are removed).
French/Chinese units-
France and China have their own units. They may not be built or attack unless a card specifically refers to French/Chinese units. They score any victory points for the Allies (France during the UK's turn, China during the US')
General TipsYou almost never want to discard Build Army and Land Battle Cards. Navies and Sea Battles can be useful, but the game is ultimately decided on land. Running out of Build Army or Land Battle cards is bad news.
The most valuable cards are ones that let you do more than one thing in a turn (build multiple armies, battle a space then build pieces, etc.).
A direct plan you can execute immediately (or soon) is better than a plan dependent on conditional long term plays.
If an enemy country is focusing its actions in one theater, hit them in the other.
You may "battle" an empty space, or "build" in a space you already have a piece, in order to fulfill some trigger condition on a card (i.e. you may battle an empty space to trigger a card that says "battle a space, then build an army" in order to just build the army)
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Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Not signing up for this game makes everyone just as bad as Hitler.
With 3 people I've found the best split is 2 people on the Allied team controlling the U.S. + Russia/Britain with the 3rd person controlling the whole Axis team.
Preferences?
Axis- Germany, Italy/Japan
Allies- UK/Russia, USA
@Preda @NotoriusBEN @Phyphor @Daemonis for preference
2- Italy/Japan
3- UK/Russia
4- USA
geth roll 1d4 for Daemonis
1- Germany
2- Italy/Japan
3- UK/Russia
geth roll 1d3 for Phyphor
Preda is the remaining "not Italy": UK/Russia
NotoriousBEN takes Italy/Japan
https://www.youtube.com/watch?v=UVNHcob3oJg
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
(PM the discards)
i.e. "Battle a sea space, then build a navy on that space." You could play a Sea Battle card to "battle" an empty sea space in order to build a navy there.
Each rulebook lists how many cards there are. Particularly helpful is the very last page of the Airmarshall rulebook which gives you the exact breakdown of each deck. Very useful to know the total number of Build and Battle cards in each nation's deck. (Alternate history added more cards after Airmarshall, but didn't add any more Build Army/Navy or battle cards so those numbers are still accurate).
And when you finish your cards you watch the rest of the game and do nothing while the other side crush what's left of you...
So beware what you discard, you have VERY FINITE resources.
edit: also, how much private planning is allowed?
French and Chinese units cannot be built or do battle (attack) unless a card specifically mentions that it applies to French/Chinese (generic build and battle cards do not work on them). They collect victory points for the Allies as normal (French on the UK turn, Chinese on the USA turn).
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
No. Also the Middle East is not adjacent to the Balkans.
Also keep in mind that straights (the anchors with red arrows) are by default controlled by the Allies, even when empty. They can ONLY be used by the Axis when they have an army occupying the land space with the anchor. If you do not have control of a straight, the connecting body of water is not adjacent. (UK could do a sea battle from the North Sea to Mediterranean but Italy/Germany could not do battle in the North Sea from the Mediterranean unless they had an army in North Africa).
There's no mention in the rules about this, but it does say you cannot disclose cards in your hand or facedown response cards to anyone, even teammates. This is hard to enforce with secret conversations, so for the sake of ease and to make a more interesting forum read, I'll say that all communication with players has to be made in the open here.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
@Phyphor for Germany's turn
-Play Step
-Air Force Step
-Check supply
-Victory step
-Discard step
WWII game, check
Playing Germany, check
Land Battle Western Europe
Attack France, check
Deploy air force in Germany
No discard, draw 2
+1 points
NotoriusBEN wait before playing Italy's turn
@Preda UK, go!
Axis- 1
Allies- 0
Germany
United Kingdom CURRENT
Japan
Soviet Union
Italy
USA
Deploy Air Force North Sea
No discard. Draw 2.
1 VP
@NotoriusBEN with Japan.
Play Response Card facedown
No discard (-1VP). Draw 1
1 VP
@Preda for Russia
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN