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Quartermaster General- Axis & Allies of the Multiverse

MrBodyMrBody Registered User regular
edited June 2017 in Critical Failures
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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).

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Rules
Air 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 rules
A 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 types
Build 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.


Victory
At 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 rules
Will 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 Tips
You 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)

MrBody on
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    PredaPreda Registered User regular
    Sign UP

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    MrBodyMrBody Registered User regular
    Will nobody try to stop Preda Hitler's bid for world domination?

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    NotoriusBENNotoriusBEN Registered User regular
    Are we sure we dont want this game to last as long as the actual war?

    SIGN UP!

    a4irovn5uqjp.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
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    MrBodyMrBody Registered User regular
    Know who else didn't sign up for a game of Quatermaster General? Hitler!

    Not signing up for this game makes everyone just as bad as Hitler.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well if Hitler didn't do it!

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    MrBodyMrBody Registered User regular
    If Hitler didn't jump off a bridge, would you?

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    MrBodyMrBody Registered User regular
    edited May 2017
    Hmmmm....that's 3. Unless someone else knows someone they can invite, I don't think we'll be getting any more.

    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?

    MrBody on
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    MrBodyMrBody Registered User regular
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    PredaPreda Registered User regular
    I've already played the game once as Italy. I'll prefear to not play the same nation again.

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    DaemonisDaemonis Registered User regular
    Sign up, if not too late

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    MrBodyMrBody Registered User regular
    Okay, with 4 we'll do:

    Axis- Germany, Italy/Japan
    Allies- UK/Russia, USA

    @Preda @NotoriusBEN @Phyphor @Daemonis for preference

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    DaemonisDaemonis Registered User regular
    No preference, no experience

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No real preferences

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    MrBodyMrBody Registered User regular
    1- Germany
    2- Italy/Japan
    3- UK/Russia
    4- USA

    geth roll 1d4 for Daemonis

    Daemonis:
    1d4 4 [1d4=4]

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    MrBodyMrBody Registered User regular
    Daemonis is USA

    1- Germany
    2- Italy/Japan
    3- UK/Russia


    geth roll 1d3 for Phyphor

    Phyphor:
    1d3 1 [1d3=1]

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    MrBodyMrBody Registered User regular
    Phyphor is Germany

    Preda is the remaining "not Italy": UK/Russia

    NotoriousBEN takes Italy/Japan

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    NotoriusBENNotoriusBEN Registered User regular
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Geth knows what I was secretly hoping for!

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    MrBodyMrBody Registered User regular
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    MrBodyMrBody Registered User regular
    Will pass out starting hands tonight.

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    MrBodyMrBody Registered User regular
    edited May 2017
    Cards dealt to everyone. Each nation draws 12 cards at the beginning. Choose 5 to discard from each nation hand. Hand limits will be 7 for the rest of the game.

    (PM the discards)

    MrBody on
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    DaemonisDaemonis Registered User regular
    edited May 2017
    Did not get my cards.

    Daemonis on
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    MrBodyMrBody Registered User regular
    Protip: Some cards have a prerequisite that you build a unit or battle a space, then do another action. You may "battle" an empty space or "build" where you already have a piece for the purpose of triggering the other action.

    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.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    What are the deck sizes? base + air + alternate cards so 60ish?

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    MrBodyMrBody Registered User regular
    Yeah it's roughly 60ish. USA has a couple more than everyone else, Italy a couple less.

    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).

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    PredaPreda Registered User regular
    MrBody wrote: »
    Yeah it's roughly 60ish. USA has a couple more than everyone else, Italy a couple less.

    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.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited June 2017
    How do french and chinese units work? Can the UK/Russia build them with normal cards, use them with normal "land battle" cards, etc. Or do they only activate with special cards?

    edit: also, how much private planning is allowed?

    Phyphor on
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    MrBodyMrBody Registered User regular
    Running out of cards is a bit harder than the base game where everyone only had 30ish cards in their deck. Although now you mandatory have to discard a card every turn and there are a lot more cards that require you to discard others in order to activate them.

    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).

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    NotoriusBENNotoriusBEN Registered User regular
    Also map clarification. Is the west usa adjacent to the north pacific? Im seeing this weird sliver by seattle/vancouver

    a4irovn5uqjp.png
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    MrBodyMrBody Registered User regular
    edited June 2017
    Also map clarification. Is the west usa adjacent to the north pacific? Im seeing this weird sliver by seattle/vancouver

    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).

    MrBody on
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    MrBodyMrBody Registered User regular
    re: secret planning

    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.

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    NotoriusBENNotoriusBEN Registered User regular
    Ive made my decisions then, phyphor. Im gonna do what the synopsis of these decks tell me they can do and im gonna do what i can to assist you in europe.

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    MrBodyMrBody Registered User regular
    edited June 2017
    Can't edit any images right now, but we can start play. Go by the map above for now and everyone has 1 starting army in their home territory (Eastern US for America), also 1 French army in Western Europe and 1 Chinese army in China.

    @Phyphor for Germany's turn

    -Play Step
    -Air Force Step
    -Check supply
    -Victory step
    -Discard step

    MrBody on
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    MrBodyMrBody Registered User regular
    Note: you do not have to disclose what any discarded cards are, only cards that have been played.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Let's see
    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!

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    MrBodyMrBody Registered User regular
    Are you saying +1 VP because you didn't want to discard a card? (making it 2-1)

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yes

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    MrBodyMrBody Registered User regular
    Round 1

    mVb6989.png

    Axis- 1
    Allies- 0

    Germany
    United Kingdom CURRENT
    Japan
    Soviet Union
    Italy
    USA

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    PredaPreda Registered User regular
    Build Navy North Sea
    Deploy Air Force North Sea
    No discard. Draw 2.
    1 VP

    @NotoriusBEN with Japan.

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    NotoriusBENNotoriusBEN Registered User regular
    JAPAN

    Play Response Card facedown

    No discard (-1VP). Draw 1
    1 VP


    @Preda for Russia

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