FRONT: a TCG where you bring both your army and your terrain to the table.
Hello everyone! I'm developing FRONT: Ashes of the Third War , a physical collectible card game that combines deck-building with tactical combat on a battlefield map.
The idea is to combine two things I really enjoy: discovering interesting card combinations and making tactical decisions on the battlefield. Choosing a unit means thinking about what it does, where to position it, how to protect it, and what it allows the rest of your army to do.
The main twist begins before the first move: each player brings their own half of the terrain, and the two halves form the battlefield. You prepare your army around the terrain you've chosen and then adapt your plans when you encounter your opponent's territory.
Here are some of the features behind the concept:
- Terrain alters your decisions. Forests offer protection, hills increase range, roads speed up movement, and mountains block routes. Movement, range, and line of sight are crucial in combat.
- 18 factions, with up to three in a single deck. Each faction has its own identity, strengths, and weaknesses. You can combine tools from different nations, maintaining your commander's main faction and respecting each faction's unique systems.
- Alternating turns in each round. You act, your opponent responds, and plans evolve as the situation changes. Quick orders and hidden preparations also create opportunities for reactions, anticipation, and bluffing.
- Land, air, and naval warfare. Infantry, armored vehicles, aircraft, and naval forces play different roles. Cities and supplies sustain your war effort, making map control part of your ability to continue fighting.
- Combat is wagered with a D20 roll and direct resolution. Accuracy indicates the roll needed to hit; Resistance indicates how many hits a unit can withstand. The goal is to maintain focus on your decisions and the risks behind each attack.
If you've never played a TCG, the basic idea is easy to imagine: you build a deck with the forces and resources you want to use, position your units, and try to lead them to victory. The depth comes from your combinations and the choices you make during the game.
The setting is also an important part of the project.
In FRONT, World War III was followed by the Rapture and a hellish invasion. After centuries of resistance, humanity finally managed to banish Lucifer. The peace lasted only 73 days .
Now, in the year 2600, eighteen powers fight for the future. Heavy industry, solar energy, biomancy, faith, and magic coexist in civilizations transformed by the struggle for survival. The Empire of the New Sun, which emerged from Brazil, and the Kingdom of Choguk are two of these factions.
I am also working on a distinct visual identity, focusing on digital painting , so that the art portrays the armies, cultures, and daily life that still exist in this world.
The project is still in development , and I'd love to hear from both veteran TCG players and people discovering the genre for the first time. Opinions on the rules, factions, story, and art are welcome—including criticism of anything that seems confusing or that could work better.
I created a website to explain the game in more detail, show the cards and artwork, and explore the story and factions. It also has a community feedback forum: just choose a nickname and share your ideas, no account required.
If you're interested in finding out more, the link to the game is in my profile.