2GM Tactics

2GM Tactics

RRP: £35.00
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RRP £35.00
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Category Tag SKU ZBG-2GMing Availability Out of stock
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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • A fun game.
  • Plenty of cards.
  • Playing time.
  • Many ways to play the game, a huge campaign book and even separate solo rules.
  • It isn't your typical war game art work, it is cartoon style, but it works.

Might Not Like

  • It can be a little fiddley, trying to remember which units you have used, which weapons you have fired and remembering to add modifiers.
  • Luck of the draw – with a good card draw, you could conceivably be generating more AP than your opponent, once you are behind it’s very difficult to play catch up
  • Player elimination – in a four player game you could have player elimination.
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Description

2GM Tactics is a full-fledged strategy card war-game where units are represented by cards and you'll be in command of your army. You'll have to build your deck to achieve the goals you've been tasked for. Gear up your troops for the battle; deploy all type of units: armor, artillery and transport units; request air support and deceive your enemy. Lead Patton or Rommel to the final victory; seize buildings; destroy your enemy and conquer the battlefield! Play historical scenarios: go ashore in Normandy, defend Monte Cassino or dig in the Ardennes!

You can play 2GM TWG in two ways. You can play a Battle Royal - players will establish a number of points, they will set up the battlefield prior commencing the battle and the goal is to destroy your opponent's Head Quarter; or you can play a Scenario  historical or not  with a predefined set of rules to deploy units and the terrain, and pre-established conditions of victory.

In a player's turn you'll gain a number of Action Points that will be used to deploy new units on the battlefield and to employ other supporting cards. These Action Points will increase by several ways as the game evolves.

Objectives to achieve the victory during a game are very diverse: from destroying your opponent's HQ to capture the battlefield or inflict a specific number of kills to your enemy. Seizing or bombing a building, capturing enemy's supplies, rescue a flag objective or hold a position for a number of turns are other ways to achieve the victory.

The game includes three different decks: one for the American Army, one for the German Army and a third double-sided deck to represent different types of Terrain.

Each side's deck is composed by cards representing unique types of units and supporting cards. Different types of units - infantry, vehicle, armor, aircraft and transport -, all with their own specific capabilities and with additional equipment to be deployed.

Supporting cards are assorted: you may find Equipment, Promotion, Mines, and Diversion, among others.

Terrain deck includes anything that is needed to make every single battle a unique experience.

Additionally, you´ll find Help and Summary cards along with Flag Generals that will improve your army with their command abilities; 2d10 and more than 100 counters (damage counters, victory points, etc.) and additional equipment to gear up our units depending on the situation.

Contains an additonal promo deck!

2GM is a card game for between one and four players. In this game, players will create and customize their decks to get the upper hand over their opponents. The game takes place in the late years of WW2 and you will get to recreate battles from that era.

2GM was originally published in 2015 over in Spain and due to the great response and sales, this second release is an attempt to get the game out to a wider market.

About 2GM

Being a war game, the idea is simple…. Defeat your opponent. You have the usual troops and vehicles you would expect from a game of this genre and all of these are brilliantly shown in great artwork.

The card quality is good and even just the base game has a lot of cards. The expansions add different country’s armies to the fold and they all have unique and relevant troops/art too. The game plays in around 40 minutes for two players, and goes up to 140 minutes at four players.

As previously mentioned, 2GM is a war game so to gain victory you ‘re going to need to destroy your opponents.

How it plays

Before the game you decide on a number of AP (Action points) and you then build a deck to that value. Different cards cost varying amounts, with infantry costing 1ap and a tank costing up 4ap. This adds a level of strategy to your choices as you want a varied deck, spend too much and you could end up with a shortage of cards later on in the game.

Once all players have formed their deck, you then lay out the playing area. The playing area is made up of double sided tiles which are shuffled and laid out in 3 x 4 pattern. Some of the tiles have different terrain on them which can affect the battle.

Each player’s HQ is placed at opposite ends of the player board and you must try and destroy the opponent’s HQ to win the game. A game turn consists of several phases:

  1. Generate AP from the HQ or any special cards in play.
  2. Draw two cards from the deck.
  3. Move units.
  4. Deploy units by spending AP and play cards from your hand.
  5. Fire/Attack as long as you are in range.
  6. Flip over any used equipment cards.
  7. Discard cards back down to seven.

This is a very simple overview of a player’s turn, you also have to consider, terrain and any ongoing effects. There are also, buildings, bunkers, minefields, wire and much much more in 2GM -which makes it a light-looking WW2 game with great depth and replay-ability due to the huge amount of cards on offer.

The game can end in several ways, a player can run out of cards in his deck, his HQ can become destroyed or you can put a time limit on the game.

2GM Tactical Review

Final Thoughts

I grew up on films like Kellys Hero’s and war games really strike a chord with me. I was hoping this would be a simple game to play, one that I could play solo and with friends. While 2GM is not difficult at all, it is a bit heavier than what it looks like at first glance.

 

The game has everything you would expect from a game in this genre, terrain, tanks, planes and more. The game is a deck-building hand management game at heart and it does this very well.

A war game that instead of traditional counters or minis, replaces these with cards. The game tries to bridge the gap between the heavy war games and the really light ones and to be fair it does that very well. It’s a fun game despite being a little fiddley and swingy at times, the quick playtime and set-up mean it will get a lot of action.

I would recommend anyone who would like to try a war game but find them to complex or boring, to give 2GM ago. A major appeal to the game is the building of your deck before play, what to spend your resources on, do you go big on infantry, massive tanks or Aircraft?

I must mention the game came with a massive scenario book that contains set-up instructions for many famous battles of WW2. This adds so much to the game and as you can play solo you will get a lot of game time out of this book alone.

2GM isn’t for everyone and its flaws of being fiddly and not ultra-light (considering the art gives that impression) will disappoint some, but you cannot deny it’s a fun game with more positives than negatives.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • A fun game.
  • Plenty of cards.
  • Playing time.
  • Many ways to play the game, a huge campaign book and even separate solo rules.
  • It isn't your typical war game art work, it is cartoon style, but it works.

Might not like

  • It can be a little fiddley, trying to remember which units you have used, which weapons you have fired and remembering to add modifiers.
  • Luck of the draw with a good card draw, you could conceivably be generating more AP than your opponent, once you are behind its very difficult to play catch up
  • Player elimination in a four player game you could have player elimination.