Top Trumps Cards from Issue 365

As promised, you can download the ‘Top Trumps’ cards I designed for Arthur Harman’s game here. I have provided a ‘blank’ on the sheet for you to make your own, but we will be creating more of them and uploading them here soon.

For details of the Top Trumps series, see Top Trumps is a registered trademark of Winning Moves UK Ltd. All rights recognised.

4 comments for “Top Trumps Cards from Issue 365

  1. Kirby
    29th October 2013 at 6:29 pm

    I read this article with real interest as a little “light bulb” went on! I am currently designing a set of colonial wargames based on the “Battle Cry” game. Starting with the Zulu War of 1879 and ending with 2nd Boer War, I made up a “mini pack” of 12 British and 12 Zulu leaders each numbered 1-12 ( 1 being the “best”- and 12 the “worst” ). I’ve developed 6 “headings” – Experience / Courage / Tactical skill / Strategic Ability / Popularity / Energy ( the general’s “va va boom” factor ). The general a player draws at the beginning of the game / scenario “controls” the way the battle goes:-
    The number 1 British General is Colonel H. Evelyn Wood VC. He gets a +1 on 1D6 at the start to deployAFTER the enemy ( so using his experience ( if he wins ) to deploy accurately against the enemy ). He adds +1D to his own and adjacent units ( his men respond to his reputation for bravery ). On a “6” on1D6 at the start of each turn Evelyn Wood can use an additional Command card from his hand ( of 6 ) to exploit the tactical situation. He also gets an additional Command card ( 6 rises to 7 each turn ) to reflect Wood’s ability to “read” the strategical situation. Wood’s popularity allows the unit to ignore an EXTRA retreat flag ( on the dice ) as he steadies the morale of his men. Finally, as the first turn determines who starts first, Wood gets a +1 on 1D6 to move first throughout the game.
    This is worth a bit of serious research, and the cards show a picture of the general ( difficult for 12 Zulu leaders! ). The research allow you to match the characteristics to what is known about each particular general. In the game it allows a lot of variables – 2 friends always play their games together in a way that reflects their characters; but what happens if a Zulu or Dervish general card is a “2” ( second best ) against a British “11” general ( pretty well hopeless! )
    This has really changed the timbre of our games.

    • henryhyde
      29th October 2013 at 6:38 pm

      Thanks for your terrific reply – some great ideas there! I’ll let Arthur know.

  2. Jim Getz
    2nd September 2013 at 7:36 pm

    Thanks Henry!!

  3. Ray
    2nd September 2013 at 1:19 pm

    Excellent! I was only reading the article not 5 minutes ago!

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