Quartermaster General: WW2 - Total War Expansion

Quartermaster General WW2 Total War comes with 165 new cards, pieces for China and France, and air force pieces for all countries. There is also an updated sequence of play tile and some other useful counters in addition to the rules booklet.

Most of the expansion is written into the cards themselves, and thus requires no explanation to get started. But there are a few mechanical changes:

  • Chinese and French pieces are (rightly) added as combatants, but played by the existing 6 powers. While the addition of Chinese and French pieces fundamentally alters the scenario, the changes to the rules are negligible.
  • The mechanics of using Air Forces are most of the new rules you’ll need to learn. Air Power cards are used to deploy air forces and gain air superiority. Air forces can be used to defend your armies and navies and intercept other air forces.
  • Bolster cards have been introduced. Bolster cards are played directly out of hand as a reaction to play.
  • Finally, you must discard at least one card during the discard step or lose a Victory Point. Making this decision is the most complicated part of Total War!

The base game largely focuses on providing a “what if” narrative of World War 2 by abstractly portraying the real history and capabilities of the combatants. In Total War, many of the cards represent alternate histories, like Sea Lion, the invasion of Britain that never happened; or the development of Landkreuzers, German 1000-ton tanks.

We’ve all had our ups and downs with expansions for our favorite games; nobody wants new mechanics that just end up obscuring the fun part. What Total War strives to do is focus on the fun part. You will immediately appreciate the explosion of new card combos created by Total War – essentially magnifying the best part of the game.



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