A Deck of Gods

Using a Card Deck
for Random Events

By Victor O. Schmidt

One of the best things I ever did to both simplify my rules, games, and table top systems was to institute a deck of "chance cards" -- one of which is drawn each turn. Using these, I no longer have to rely upon complicated charts, tables, and laborious bookkeeping to get variety and excitement in the game.

Further, it meant that in my own rule system "OH GOD "ANYTHING BUT A SIX!" I could frame the game using very simple, easy to remember principles and allow the complexity (mostly exceptions to the basic rules) to flow from the cards. This is in keeping with my theory of game design, which is: "Simple Rules / Complicated Scenarios." The bulk of this article is therefore a detailed list of the cards and their effects.

Now I understand that any such card system has to be rules dependent. That is, the cards will invariably, no matter how general you try and make them, refer to a specific rule set. Further, depending upon their vocabulary, they will have drastically different effects if directly imported into another rule system. For example, initiative, and who has it, is a big part of my game, and obviously games which do not use it, or use it in a different way will not apply the results on the cards the same way. Indeed, they may be unuseable! However I have tried to make these cards as generic as possible, and the IDEAS, if not the specific application of the cards should be adaptable to any rule system. At the same time you could use, or not use, this card or that, depending upon your predispositon.

Here I freely admit that my point of view is unique. While I am completing my Ph.D. in Early Modem European History (Renaissance and Reformation) my approach to wargames is only indifferently historical. When I was much younger I used to think that if I won a game of Africa Corps (Avalon Hill Board Game - ED) playing as the Germans, it mean't that I could have won the war in North Africa for the Germans. Now I realize it simply means that (occasionally) I can win a game of Africa Corps.

Therefore you can understand how I take a jaundiced view of the claims of my fellow hobbyists about historical accuracy and "leaming how the armies worked and how the generals felt. Considering my own favorite period the odds of my commanding an army (let alone one that uses pikes and arquebus') varies between slim and none, and Slim was last seen leaving town in a hurry. So any pedagogical utility of the game has little validity. As to competition, I don't know about you, but I tend to game with my friends, and I take little joy in beating their brains out. I'm told that things are somewhat different on the other side of the pond, but I don't know for sure.

Therefore games at Victor's use a research methodology somewhere between C.B. DeMille and P.T. Bamum. (I understand that this may be hard for you English to accept but remember this is America where TV's Xena Warrior Princess passes for classical history.) We are more interested in spectacle than simulation. (And frankly I'd pay money to watch Lucy Lawless read the New York Telephone book.) What all of this means is simply that the cards are to be used as models or "idea sparkers." If you like them, use them, if they don't fit here and there, change them, but at all costs don't overcomplicate them.

Making the cards is easy. You can use simply blank business size cards and write on them by hand, or use index cards if you want a larger size. If you have access to a word-processor and a computer with some graphics capability, depending on how fancy you want to get the sky is the limit. I have included an sample of some of my cards that I made using COREL DRAW as an illustration of what might be done.

Once you print these out, mount them on a sturdy bristol board stock using a spray fixative. This can be a chore, but it's worth the effort.

DETAILED CARD LIST

Below is a listing of the cards in the "Oh God Anything But a Six" event deck. Each card is numbered at its lower left hand corner for reference and these numbers are used here to refer to the cards. In order to save space and avoid repetition identical cards are listed separated by commas. In most cases identical cards will exist for the side with initiative and that without, and in this case the side without initiative's cards are enclosed in parenthesis. Thus on the first entry below we have 001,002,(003,004). This means that there are two cards like this for the side with initiative, cards 001 and 002, and two more (enclosed by parenthesis) for the side without initiative, cards 003, and 004. In the text itself the "side with initiative" is always used and this must be changed to "the side without initiative" when making cards 003 and 004. Note that this specification of side may occur many times in the card. This must be "flipped" between the two as appropriate. Those cards with numbers underlined apply to BOTH sides.

001,002,(003,004) BOLT FROM THE BLUE

The side with initiative chooses two leaders or officers. The side without initiative cannot chose these. The side without initiative may chose any two other leaders in the army of his opponent and roll for them. On the following chart.

    6= Leader unharmed
    5= Leader ability less 1 for the rest of the battle.
    4= Leader ability less 2 for the rest of the battle.
    3= Leader injured, ability reduced TO I for the rest of the battle.
    1-2= Leader seriously wounded or killed and removed from the field.

005,006,(007,008) KEEP INITIATIVEALOSE INITIATIVE.

The side with initiative keeps it this turn and does not have to roll or use an initiative card.

009,010 LULL IN THE BATTLE

For some reason the action dies down. both sides toss in one initiative card and both cannot fire or charge. They may only move those units not within 1 measure of an enemy unit. They may move their special pieces (headquarters, camp, line of retreat).

011,(012) NO COURIERS

All officers and leaders of the side with initiative are hampered by being temporarily out of couriers. All officers of that side are reduced by two ability points for this turn.

013,014,015,016 WEATHER CARD - LIGHT RAIN

A light rain has begun falling each turn until a 1 or 2 is rolled or another weather card of any type is drawn, in which case all weather of any type stops. The new card is ignored. Until then All non artillery fire is reduced to a range of 1 measure and hits only on a 1 which is a D. Artillery fires two measures and hits on a 1 or 2, which is a D.

017,018 WEATHER CARD - HEAVY RAIN

A heavy rain has begun falling. It will fall each turn until a weather card of any type is drawn, in which case the weather stops. The new card is ignored. All officer and troop abilities reduced TO one. No firing at all.

019,020 WEATHER CARD- EXTREME HEAT

It will be extremely hot until another weather card of any type is drawn, when the heat stops. All unit and officer abilities reduced by one. All troops that make their movement receive a disorganized marker. All charge abilities reduced TO one.

02,022,023,024 NIGHT HAS FALLEN

Night has fallen but the game continues. Either side may retire at will and force a draw. If neither retires, the battle continues normally into the late evening. All unit and officer abilities reduced to 1. All fire at maximum of I measure where only a 1 is a hit and the result is a D. Any troops rallying off markers which roll a 6 are broken.

025 WEATHER CARD- WILDLY INCLEMENT WEATHER

Monsoon, sandstorm, blizzard, torrential downpour - whatever blows your hair back... Each turn each side discards one initiative card, no firing, or long moves and everything moves one measure. All troop values reduced to 1. Event canceled when any other weather card of any type is drawn, in which case all weather stops.

026 WEATHER CARD - FOG

A dense fog envelopes the battlefield. No long moves, all movement abilities reduced to 1. All fire reduced to 1 measure and hit with a 1 which is a D. In charges BOTH sides use the following table instead of the standard melee table.

    6= Surrender and removed from the field .
    5= Broken and fall back 1
    4= Disorganized and fall back 1
    3= Disorganized
    2= Fall back 1.
    1= No effect.

027 - WEATHER CARD -SOLAR ECLIPSE

After 1590 this card only serves as a weather card to remove other weather cards. Before that date roll one die for each side. I= Army interprets it as a sign of divine favor. Rally, stand, and charge value raised to 5 2= The same as I but only raised by 1. 3=4 Your general loses confidence. Toss in one initiative card. 5= The Army interprets it as a sine of divine anger. Rally, stand, and charge reduced by 1. 6= The same but Rally, sand, and charge value reduced to 1.

028- WEATHER CARD - PLAGUE OF TRULY BIBLICAL PROPORTIONS

Oh G'won... you really didn't think we'd put in something like that do you? How sick do you think we are? This card just ends any other weather card. If no weather card in play, then both sides, when rallying this turn, if they roll a six on the rally the unit is broken. What the heck... why shouldn't you suffer.

029,(030) HEROIC RALLY

The side with the initiative may, on this turn only, attempt to rally BROKEN UNITS. If they do rally the broken marker is removed. (Note, if you are playing that you can normally rally broken units then this card allows you to attempt to rally ELIMINATED UNITS. However, regardless of its rally factor, the unit has a rally of 1. Officers can be used to better this.

031,(032) OFFICER IMPROVEMENT

The side with initiative chooses three officers from his own side and rolls for them on the following table.

    1= Leader value up three points.
    2= Leader value up two points.
    3= leader value up 1 point
    4-6 = No effect

033,(034) OUT OF AMMUNITION

The side with initiative rolls one die for each unit with fire ability. If the roll is a 5 or a 6 it is out of ammunition and cannot fire until it is replenished by having an ammunition wagon within I measure and rolling anything but a six.

037,038,(039,040) DEVASTATING FIRE

The side with initiative in any fire it makes this turn which is NOT ON A FORTIFICATION OR ROUGH TERRAIN may chose to roll on the table below. Range of the firing unit is unaffected.

    1= Target eliminated
    2= Target broken
    3= Target disorganized
    4-5 = No effect
    6= This card is cancelled and returned to the deck.

041,042,(043,044) UNIT DETERIORATION

The side with initiative chooses three units from the enemy army. The side with initiative rolls one dice for each and applies the result.

    6= The unit goes down three points in value.
    5= The unit goes down two points in value
    3-4= The unit goes down one point in value
    2- 1 = No reduction.

The commander of the unit decides which values will go down and by how much. He may break up the penalty among any values. One attribute may be substituted for one point.

045,046,(047,048) UNIT IMPROVEMENT

The side with initiative chooses three units from his own army. He rolls on one die on the following chart for each.

    1= unit goes up 3 points in value.
    2=unit goes up 2 points in value.
    3-4 - Unit goes up on 3 point in value
    5-6= No increase.

The commander of the unit decides which values will go up and by how much. He may break up the increase among any values. One attribute may be substituted for ALL points of increase.

049,050,(051,052) OFFICER DETERIORATION

The side with initiative chooses three officers from his own side and rolls for them on the following table.

    6= Leader value down 3 points.
    5= Leader value down 2 points.
    3-4= Leader value down 1 point.
    1-2= Leader value unchanged.

Officers can't be reduced to less than 1.

053,(054) PANIC RUMORS

The side with initiative has wild but unfounded rumors sweep through the ranks. That side must roll one die for each unit.

    6= If within 1 measure of an enemy unit, it surrenders, and if further than 1 measure, it is broken.
    5= Unit retires off the field (simply pick it up and put it in the box).
    4= Unit disorganized and runs 3 measures.
    3= Unit runs 2 measures.
    1-2 Unit unaffected.

055,056 EXPERT PLANNING

(There are no matching cards for this one for the side without initiative as that side cannot make long moves).

All Long moves by the side with initiative this turn are successful unless a 6 is rolled. On the first six rolled this card is cancelled and sent to the discard pile.

057,058,(059,060) FORTUNE SMILES

The side with initiative has all the abilities of its troops increased by I for this turn only.

061,062,(063,064) FORTUNE DOES NOT SMILE

The side with initiative has all the abilities of its troops reduced by I for this turn only.

065,(066) PARALYSIS IN COMMAND

The side with initiative cannot use any officers this turn to modify troop abilities.

067,(068) BRILLIANT MANEUVER

The side with initiative can, after making one action with a unit attempt to make a second wit the unit (including the same type of action). This can be done for each unit in the army. Each time he tries roll one die.

    1-3 = The unit may do the second action
    4-5= The unit may not do the second action.
    6= The unit not only may not do the second action, but this card is cancelled.

071,(072) ATHENA IS AT YOUR SIDE

The side with initiative has, for this turn only, one free "one" which he may use on any die roll (except initiative). Once used the card is sent to the discard pile.

073,(074) SOUND THE RECALL

The side with initiative may recall any troops making an off-theboard march and enter them on any hex on his own side of the board. This card cancels the LOST card. If no such troops making off the board movement, he may remove three green disorganized markers from any of his units.

075,(076) WILD GOOSE CHASE

The side with initiative must roll as below and remove the officers and units shown to guard against a rumor (completely untrue) of a flank attack.

    1= 1 officer 1 unit
    2= 1 officer 2 units.
    3= 2 officers 2 units
    4= 2 officers 3 units
    5= 2 officers 4 units
    6=3 officers 5 units.

077,(078) MERCENARIES CHANGE SIDES

The side with initiative chooses three mercenary units in his opponents army (if any) and rolls on the following chart. If no such units, he can move three enemy units one measure for infantry and two measures for cavalry.

    1-2 =Unit is under the orders of the side with initiative for the rest of the game.
    3-4 = Unit marches off the field.
    5- Unit remains in its position for the rest of the battle.
    6 Unit unaffected.

079,(080) DESERTION

The side with initiative chooses four units from his opponents anny. He then rolls one die for each.

    1= Unit runs off the field and is out of the game.
    2-3= Unit runs three measures and cannot charge any more this game. Otherwise unaffected.
    4-5= Unit unaffected.
    6= Rolling stops and this card is sent to the discard pile.

081,(082) PETULANT LEADERS

The side with initiative chooses three leaders from the other side's army and rolls a die for each one.

    1= All troops within I measure of the leader are under the control of the side with initiative for two turns.
    2= As 1 above but only for 1 turn.
    3-4= Two units within 1 measure of the leader are under the control of the side with initiative.
    5= Leader is unaffected.
    6= Stop rolling and return the card to the discard pile.

Troops under control of the side with initiative may do anything except fire on or charge their compatriots.

083,(084) LOST FORCES

Any forces of the side with initiative making off-the-board-movement are lost and cannot enter the present battle ever. If no forces of this side are making such movement then the side without initiative must place four disorganized markers on the units of the side with initiative.

085,(086) TERRAIN

The side with initiative can change three hexes of terrain one step in either direction. Thus rough can become clear or very rough. Very Rough can become an Blocked terrain, or Rough and so forth. The umpire has veto over any change.

087,(088) RAID

The side with initiative has a few light troops or commando-partizans who have infiltrated the enemy lines and may attempt to destroy three of his ammunition wagons. Roll one die for each.

    1= Wagon blows up and any other unit within 1 measure must roll. If it rolls a 5 or 6 it is broken.
    2-3= Wagon is destroyed.
    4-5= Wagon is not affected.
    6= This card is cancelled and sent to the discard pile.

089,090,(091,092) STONEWALL DEFENSE

The side with initiative may, when charged, declare a "Stonewall Defense" and stand automatically. Use the chart below instead of the normal charge process.

    1= Charging unit eliminated.
    2= Charging unit broken, run 3 measure, charged unit disorganized.
    3= Charging unit broken, run 1 measure, charged unit broken.
    4= Charging unit AND charged unit both broken. Charging unit back 1 measure.
    5= Charging AND charged unit eliminated.
    6= This card is cancelled and sent to the discard pile. Use normal charge resolution.

093,094,(095,096) STEAMROLLER ATTACK

The side with initiate may, when charging declare a "Steamroller Attack" and charge automatically. The chart below is rolled on instead of the normal charge process.

    1= Charged unit is eliminated and charging units gets a bonus "E" charge.
    2= Charged unit eliminated, charging unit is disorganized but takes the position.
    3= Charged unit AND charging unit Broken but the charging unit takes the position. Charged unit runs three measures.
    4= Charged unit AND charging unit Broken , but the charging unit takes the position. Charged unit runs I measure.
    5=Charged and charger eliminated.
    6= This card's effect is cancelled and it is sent to the discard pile. Use normal charge procedure.

097,(098) OFFICERS REVIVE

The side with initiative may bring back into play any two officers removed due to rolling a 6 on officer use during the game. This cannot be used to recall officers who are with off the board movement or LOST.

099,100 SMOKE.

Clouds of smoke envelop the battlefield. Both sides place three smoke markers. On each subsequent turn after the initiative phase, each side may either add, move, or remove one smoke marker. Any unit within I measure of a smoke marker cannot fire or be fired on. If the other SMOKE card is drawn while smoke is in play, all smoke markers are removed.

101,(102) FIND THE PATH

Any forces of the side with initiative making off-the board movement arrive when and where they desire. if no such forces then the side with initiative may move one unit of the side without initiative one move.

103,(104) IDIOT WITH INITIATIVE.

An officer of the side with initiative takes it into his head to pull off a really dumb move. The side without initiative may move three units of the side with initiative on a completely successful long move.

105,(106) UNEXPECTED REINFORCEMENTS

The side with initiative may enter from his own board edge, unexpected reinforcements from troops uninvolved in the battle. Roll one die.

    1= Three officers and 5 units.
    2= Two officers and 4 units
    3= Two officers and 3 units
    4= One officer and 3 units.
    5= One officer and 2 units
    6= One officer and one unit.

107,(108) EDICT FROM THE GODS.

For some reason the side with initiative has determined it has lost the battle. The battle is over the other side has won.

109,(110) MORNING HAS BROKEN.

The day of battle has ended but there was no opportunity for a night action. The battle is now in a successive day. Untip all officers, and remove all markers (broken and disorganized). All units of the side without initiative remain in place. All units of the side with initia tive must be further than I measure from them. Both sides get two initiative cards back, chosen at random.

111,(112) ASTOUNDING EVENT

During movement the side with initiative may move over rough, very rough, or blocking terrain as if it was clear terrain. Roll on the following chart.

    1-2-3= The unit may make the move.
    4-5= The unit may not make the move.
    6= The effect of this card is cancelled, send it to the discard pile.
Units cannot cross blocking terrain if they cannot do so in a single move.

113,(114) SURPRISE RESERVES

The side without initiative may place from forces not involved in this battle, one unit and one officer anywhere on the field. He may not put this within 1 measure of any enemy unit or special piece.

115,(116) FIELD EXPEDIENT

The side with initiative may, if he has lost one of his special pieces, create a new one from materials on hand. This is the work of a brilliant, but heretofore unrecognized subordinate. You also get to change the value of an "1" rated leader to a 5. If no special pieces was lost you still get this leader.

117,(118) RETROGRADE MANEUVER

The side with initiative suddenly becomes concerned for the safety of its leader, supplies, camp, or line of retreat. That unit must move one unit from the field to "headquarters, camp, or line of retreat". If you are not using special pieces then one unit must be located to a table edge for the rest of the game. Simply pick up the unit and move it.

119,(120) TACTICAL ERROR

The side with initiative may move one unit of the army of the side without initiative.

Sample Cards


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