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Deep War
Deep War
by (Self-Published) (2018)
Player Count
2 to 6

Player Ages

Playing Time
20 minutes to 1 hour
  • Card Game
  • Dice
  • Wargame
  • Collectible Components
  • Fighting
  • World War II
  • Designers
  • (Uncredited)
  • Mechanisms
  • Cooperative Play
  • Hand Management
  • Card Drafting
  • Dice Rolling
  • Deck / Pool Building
  • Player Elimination
  • Family
  • Crowdfunding: Kickstarter
  • Rating: 9.86/10 from 14 users


    Kickstarter live page:

    Based on WWII mechanics, Deep War is a fast paced strategic card game. The 2 players have to choose their faction, one Commander and than build their own armed forces.
    Every Commander has its own skills and values around which specific and focused strategies can be built.

    Each player must create their decks using 30 cards for the main deck and a certain amount for the Reserve deck (if requested by certain cards).
    They can choose from a huge variety of classes and types. Players can use in the same deck every combination of units they wish, like: infantry, artillery, reconnaissance vehicles, AA guns, tanks, SPG, fighters, bombers, aircraft carriers, submarines and many others.

    Units have a certain deployment cost, attack and defense values, skills and historical descriptions.
    When the battle begins, both players start with 0 Manpower. This value is necessary for card deployment and skill activation and it grows up by 1 each turn, but it can be lowered or increased even more using powers (like a well performed bomb-raid or a supply vehicle deployed).

    Units fight each other and can attack the Commanders.
    Ground units cannot attack the Navy, except for some special cards like coastal defense guns. The Navy can attack ground units only if the fire is coordinated by a spotter. Like in real life, the Aviation is a crucial part, planes are capable of attacking every other card on the field and can be attacked only by other planes or Anti-Air capable units.
    The player who most wisely creates his deck and uses the synergies between its cards to beat the enemy commander will win the game. Beware...there are secret weapons, which can overturn even the most desperate situation.

    —description from the designer

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