Tide of Iron Redux

By idjester, in Tide of Iron

Is anyone interested in playing a new "Redux" version of Tide of Iron? Basically I have changed the way the command cards play and have created or updated the cards to play within the new system. You now gain command cards for each objective hex you control but you gain command points the same way. All of your command cards are held in your hand until you spend command points strickly during the action phase of the game to activate them. This brings a FOW and uncertainty to the game because you never know what card your opponent might have.

The new cards are based upon the original cards or new and interesting things I wanted to add to the game. I have created 156 cards for version 1 of these new rules and with the help of Tide of Iron fans I'm hoping to iron out this system. (No pun intended)...

Here is the introduction to this new system if your interested...

Introduction:
This is an advanced variant called “Tide of Iron Redux” for one of my all time favorite games, Tide of Iron by Fantasy Flight. While I enjoy this game immensely with the different strategy rules I think they totally missed on the concept of card play and their implementation of the cards into the game. IMHO this is the one and only area that needs to be revisited to complete this game and allow it to play up to its full potential. Although this Redux plays slightly different most of the main core concepts and design of this game stay intact. Infact unless specifically mentioned all base games rules are followed to the letter of the rule book and FAQ. While the core system for Tide of Iron is solid I believe that the card concept was totally implemented incorrectly. There is no wonderment or suprise factor built into the current card system and players can plan and attack according to what they know their opponent is capable of preforming. While this is great for some players, others are looking for somthing more. I'm hoping to improve on an already great game by changing a few basic concepts and changing how certain things are done while still retaining the core mechanic of the Tide of Iron system.

Redux Overview:
This Redux version of Tide of Iron makes the game play more like real war, with chaotic and undetermined events happening all of the time. You can never know what your enemy can or can’t do and each turn brings new surprises that must be dealt with by each player. This version won’t certainly be for everyone but those players that enjoy a game with lots of “fog or war” and the unknown will certainly enjoy this version. With the simple changes of this version to the core game you will find that every scenario will play differently each and every time you play it because the new cards will allow to you alter and change what happens during your turn. Best of all the core game will mostly stay intact, unless specific changes are mentioned, so players familiar with Tide of Iron will be able to start right away.

Preparing for Play:
Print out all of the following cards on card stock paper or normal paper if you prefer and then insert them into card sleeves. You will hold these cards in your hand like your are playing poker and your opponent will not be able to see or known what cards you have. This brings intrigue and doubt into the game because players never know what cards his opponent has in his hand and what those cards can do to “mess up” his plan.
Once the cards are ready for play you can pick and choose if any of the card “types” should be removed from the scenario before play begins. For example is your scenario does not include any vehicles you would want to remove any “vehicle” type cards before beginning. Although keeping these cards in the deck will create “dead cards” which can be useful to bring command confusion into the scenario. But that choice is left for the players to decide.
Pick a scenario and choose sides. Setup the scenario as described.
Deal 4 new command cards to each player and give each player 4 command points. Each player can keep 3 of this 4 dealt cards, reshuffle the unused cards back into the command deck. Determine who has the initiative and begin play.

Initiative Cards:
One of the few core rules from Tide of Iron that has been changed is the initiative cards and the rules for using them. Use these rules instead:
There are no initiative cards used in the advanced rules. The person playing the country that is given the starting initiative by the scenario starts with this initiative for the first round.
When the second round starts and every round thereafter the non-initiative player can spend 2 command points at the beginning of the round to take the initiative from the other player.
This is repeated at the start of every round and initiative is gained only if the non-initiative player pays the 2 command points. If they choose not to spend the command points then initiative stays with the initiative player and play proceeds.
This rule change allows the use of command points to be spend on the command cards instead of building up command points on the initiative pool.

Phases of the Game:
There are new rules for the phases of the game and you should follow these phases instead.
Start of Round Phase
1) Starting at turn 2 the non-Initiative player can pay 2 command points to take the initiative from the other player if they wish to have initiative for that round.
Action Phase
Same as core rules except players can now play command card during this phase by spending command points.
Command Phase
1) Determine Control over Objectives – as normal
2) Receive Command and Victory Points – as normal

Status Phase
1) Draw Command Cards – draw one command card for each objective hex you control.
2) Remove Tokens – as normal
3) Place units in Op-Fire mode – as normal
4) Squad Transfers – as normal
5) Scenario Reinforcements and Events – as normal
6) Command Card Discard – players discard command cards so that they only have a maximum of 7 cards in their hand.
7) Advance the Round Marker – as normal
Start over at the start of round phase.

Drawing Command Cards:
During the “Draw Command Cards” phase players will draw one command card for each objective hex they control, beginning with the initiative player drawing cards first then the non-initiative player. Determining control of a hex is done just like the base rules. If a player does not control any objective hexes he will not draw any command cards nor will he receive any command points.
Unlike the normal Tide of Iron card concept players will draw command cards and keep them secrete from their opponent, like they are playing a game of poker. They will build their starting command card hand at the beginning of the game and gain more cards each round for each objective hex they control. When command cards are drawn from the deck they are added to a players hand and not shown to his opponent. These cards are kept secrete until they are played by paying command points to activate them.

Receive Command:
Players receive command just like the core rules as outlined in the game. These command points will be used to pay for command cards that they have in their hand or to take the initiative at the start of a round. If a player does not have any command points they can not play any command cards nor take the initiative at the start of a round. Players can keep command points from round to round and it is not required they use any command points during a given round. There is no maximum amount of command points a player can accumulate throughout a given scenario.

Playing a Command Card:
Players will now be able to play command cards during the action round by paying for them with the command points they receive by controlling objective hexes or the command points they start the game with. All command cards cost between 1 and 4 command points which must be paid in full to play that card.
1) Each command card uses a “play timing” and a command card can only be played during that time. If a player tries to play a command card outside of this timing it is disallowed.
2) Each command card has a cost that must be paid in command points and that full amount must be paid when you play your command card. If a player can not pay the full amount of command points to play that card then it is disallowed.
3) Some cards also have rules within the “effect text” that the player playing the command card must be able to perform to be able to use that card. If a player can not follow ALL of the rules in the effect text then that card can not be played.
4) If a player plays the command card at the proper time, pays for the full amount of command points, and is able to perform the full text effect then they can play that card. You will follow the complete directions of the text from start to finish to complete the command card. The player who plays the command card has complete control over what happens during the playing of that card and controls its outcome.
5) Players can play command cards in response to other players moves and/or activations. Once a player mentions that he wants to play a command card the other player must wait until that player plays his command card before playing a command card himself. Once a player plays a command card the other player then has a chance to play a command card, if he wants, before the same player has a chance to play a second command card.
If both player simultaneously state they wish to play a command card the active player plays his card first.
6) The effect text on the command cards override the default rules for Tide of Iron.
7) All command cards are discarded after they are played whether the card effects happened or not.

Command Card Discard:
During the Command Card Discard Phase all players discard down to a maximum of 7 command cards. They may keep any of their cards but any card discard can be looked at by your opponent. These cards go into the discard pile.

As described, this sounds like an interesting variant. I would certainly be interested in giving it a go. Where/how can I get a set of the cards?

I will be reviewing the cards and double checking them for accuracy, once that is complete I will send them out to interested people. If you want a copy just email me -requesting them.

Hello! This sounds very cool and I would like to try it out also. However, I cannot find your e-mail address in this forum... and I see no private message function. How can I contact you to play test or try out the Redux?

Thank you!

James

I should be finishing this up here later this week. Since it seams like a problem to look at my email through the profiler which I didn't know about if you want a copy when it is finished up just send a request to k pfan@ in sight .rr .com just all of the spaces.

KIRK

k pfan@ in sight .rr .com just "remove" all of the spaces. Sorry about that last post./

Does anyone that I have sent this too have any feedback for me?

Just wondering....

yojimbo said:

Hello! This sounds very cool and I would like to try it out also. However, I cannot find your e-mail address in this forum... and I see no private message function. How can I contact you to play test or try out the Redux?

Thank you!

James

There is a private message function, but you both must be "FRIENDS" in the FFG forum. Just add someone, wait that he/she accepts you as a friend, click on "MY FRIENDS"... and there you see a PN button in front of everyone of your friends.

Siegfried

I'm hoping to move on to version 2 of this Redux version in the next several weeks based off play tests and reports. If you have played this version and have any comments/thoughts/suggestions please let me know.