About

Last Front is a World War II tabletop strategy card game. It is entirely self-contained - no deck building or expansions required! It plays well with 3-6 players and takes 45-60 minutes per game. The goal of the game is declaring and winning battles by outbidding your opponents and capturing territories.

Players deploy troops, Tanks, Planes, and Defenses of different values in order to make their bid. Special Cards and famous Icons are played to boost units' abilities. These cards feature historical photos of prominent people, events and weapons.

Event Cards can create dramatic upsets in the balance of power while capturing Territories gives players additional bonuses based on that country's strengths.

If funded, the game will be distributed in the Spring of 2016 unless we are able to get it sooner. We want the highest quality manufacturing and want to ensure all pieces are shipped at once. Many of you may get early access to the print and play game if you back at certain levels and the rule book is available for your review right now. We invite you to take a moment and watch our game play videos as well.

We look forward to hearing feedback on the game as we continue to refine and develop new content prior to delivering to the printer.

Backers of this Kickstarter will be the first to receive Last Front: the Strategy Card Game. With your support we will upgrade and offer expansions to the game as well as generally improve the manufacturing quality.

The game will come with everything you need to play.

131 Battle Cards which include Units, Special cards and Icons

16 Territory Cards representing six nations that fought during WWII: Germany, USA, Great Britain, Soviet Union, Italy and France

17 Event Cards

12 page mini rule book

That's all you need to play!

Unit Cards are used to make your bids by adding their face values.

Unit Cards make up the bulk of the game. These have a simple point value based on type: Troops, Planes, Tanks and Defenses. The type of Unit card determines how any bonuses or modifiers are applied.

Special Cards function as "burn" and "boost" cards.

Special cards either modify Unit cards of a particular type or present special rules a player can use against their opponents. We love games with "burn" cards, so we built Last Front with these in mind!

Special cards have a variety of special rules that can shift a battle in anyone's favor! Note that some of the cards shown here will be part of our first stretch goal.

Icon Cards boost Unit card values...among other things!

Icons Cards function in a similar fashion to Special Cards. The main difference is that they feature specific people of note from all sides of the conflict, including military leaders like Patton, Rommel and DeGaulle as well as soldiers and spies like Virginia Hall, Gerhard Barkhorn and Vasily Zaytsev.

These are all of the Icon cards we have and tested. Some will be featured in our first stretch goal.

Territory Cards are what it's all about. Capturing Territories awards bonuses in battle!

As players acquire Territory Cards they gain special bonuses that are unique to that country. For example, the USA gains a bonus to Troop unit cards, USSR gains a bonus to Defense unit cards and Great Britain gives a bonus to Plane units.

Territory cards, including ones that will be part of our first stretch goal.

Territory Bonuses really impact game play as each player eventually becomes more of a threat, particularly when they earn multiple bonuses from different territory types. Additionally, as players collect territories they become vulnerable to attacks from other players, creating a fast-paced and chaotic shifting of power from one player to another!

Event Cards represent the winds of war.

In the Battle Deck there are four Draw Event cards that let a player draw from the Event Deck. The effects of these cards can be extreme (bad and good), so players have to decide carefully whether to incur the risk. Events include fire bombing raids, harsh winters, war bond drives, secret weapons and code decryption.

These are all of the tested Event Cards, inlcuding some from the Stretch Goal 1 expansion.

We hope to raise enough money to offer expansion decks that can be folded seamlessly into the core game play, much like Settlers of Catan does. We look forward to hearing your recommendations for different people, events and subjects that can be used in future additions to the game!

Here are the stretch goals we would like to reach!

In order to keep both the printing cost and the consumer cost down we decided to break 52 cards out of the game we have built and offer them as an expansion. If we meet this stretch goal, we will add new backer rewards so you can pick this up, too. The expansion decks from both stretch goal 1 and stretch goal 2 will fit in the basic game box, making it easier to keep the game together.

The expansion deck will include:

4 Icon cards: Omar Bradley, Gerdt Von Rundstedt, Lyudmilla Pavlichenko, and Charles DeGaulle

and 10 Special cards: Salvage, "Nuts!", 2 more Blockades, 2 more Counter Intelligence, 2 Resistance, 2 New Recruits

2 more 2 more 2 2 20 more Unit cards: 6 more Troops , 4 more Tanks , 5 more Defenses and 5 more Planes

, 4 more , 5 more and 5 more 8 Event cards: 3 War Weary, Surrender, Traitor!, and 3 more War Bonds

and 3 more 2 more Draw Event cards

cards 4 France and 4 Italy Territory cards

Another 52 card expansion pack for the core game! This includes a completely new Unit type: Ships!

We haven’t made or formally tested all of these cards yet, but meeting this stretch goal will allow us to pay for creating the cards, printing them and licensing any photos needed from various archives around the world. Plus we could commission another awesome cover painting.

If we meet this stretch goal, we will add new backer rewards so you can pick this up, too. The expansion decks from both stretch goal 1 and stretch goal 2 will fit in the basic game box, making it easier for you to keep the game together.

This expansion would add:

7 Icon cards, including prominent figures like Chesty Puller, Admiral Yamamoto and Douglas MacArthur

and 8 Special cards, including Kamikazes, Booby Traps and Marines (Oorah!)

and 10 Troop Unit cards

Unit cards A NEW unit card type: Ships! 20 high value Ship unit cards

unit card type: 20 high value unit cards 3 new Event cards, including Surprise Attack and Atomic Bomb

cards, including and 4 Japanese Territory cards

If we meet this goal, rather than simply offering a 52 card expansion for the Pacific we would make an entirely separate game with 156 cards! It would feature items listed in the Pacific Expansion stretch goal with plenty of additional cards. Both games will use the same mechanics and have the same card backs. This allows you to mix and match between the versions to tailor the game to your preferred rules, Icons, Events and Territories. If we meet the stretch goal requirements, we will add a new reward levels so you can pick this up, too!

These are our current backer rewards. As we reach our stretch goals we will add more at all levels!

Want to enhance your pledge with more awesome swag without committing to a higher level? Select items below and add the amount to your pledge. After the Kickstarter has ended we will verify the pledge amount and items you wanted to add.

Optional Ala Carte options to add to your pledge!

The primary rules and mechanics of the game are included below, but you can check out the complete rules with our Rule Book PDF; completely free.

Turn Order

1. Player draws one card from Battle deck

2a. If player makes bid (First player must choose a territory to fight for and must make an opening bid)

1. Place card/cards down in display

2. Declare any Special or Icon cards played at face value

3. Add modifiers from Captured Territory Bonuses, Special and Icon cards, etc

4. Declare any “dug in” points

5. Declare they are finished

2b. If player withdraws

1. Declare they are withdrawing

2. Draw one card to their hand

3. Discards display (if any)

3. Next player’s turn (clockwise)

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The goal of the game is declaring and winning battles; capturing territories by outbidding your opponents.

Players are each dealt a hand of six cards. The first battle is declared for a valid Territory Card. The dealer or player who won the last battle plays first, placing cards from his or her hand face up into their display. The total value of the cards in the display, including any modifiers from Special, Icon, Event cards played or Territory Bonuses, constitutes his or her opening bid.

Each player takes a turn to either exceed the previous player's bid by at least one point or withdraw; discarding any cards in their display and saving the remaining cards in their hands for another battle. The last remaining player with cards in their display wins the territory. The winning player places the Territory Card in front of them and discards their display before declaring the next battle.

The game plays between 2-6 players but 4 seems to be the best. This image represents a game in progress and shows how some of the different rules can affect the bids.

Dig In Rule



Players can "dig in" and commit cards in 10 point increments, making them immune to effects from opponent Special, Icon and Event cards. This has the added benefit of cutting down on the amount of math that needs to be done each turn.

Victory Conditions

The game ends when victory conditions are met based on the number of people playing or desired game length. This is generally based on the number and type of Territory Cards a player has accumulated.