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Quartermaster General: East Front box art

Quartermaster General: East Front

Game ID: GID0445719
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video iy_9WGsFHZo Rules Teach at 3:02 sentiment: positive
video_pk 67578 · mention_pk 163721
Quartermaster General: East Front video thumbnail
Click to watch at 3:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic card design that represents historical events.
  • Engaging strategy due to card mechanics and supply rules.
  • Ability to combine with other Quartermaster General games for a larger experience.
Cons
  • Supply rules can be complex for new players.
Thematic elements
  • World War II Eastern Front
  • World War II
Comparison games
  • Twilight Struggle
  • Quartermaster General
  • War of the Ring card game
Mechanics (from transcript analysis)
  • Area Control — Players control stars on the board to score points.
  • card drafting — Players draw cards, and some cards are selected as 'first game' cards for a smoother introduction.
  • Combat — Combat involves attacking, defending, and options to continue or retreat, often involving card play.
  • hand management — Players manage their hand of cards, which are essential for actions and reactions.
  • Movement — Pieces can move, with specific rules for tanks and airplanes, and restrictions on moving into enemy-occupied spaces.
  • Multi-use cards — Cards can be used for effects, as reactions, or discarded for actions.
  • Supply lines — A key feature where units must trace a path back to supply flags, with interdiction rules affecting unit availability.
  • Variable player powers — Factions have different decks, and specific cards can grant unique abilities or actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's funny because me and Vicki always say whenever we're doing a long journey, we check the traffic beforehand, right? We always say that and we never do.
  • If my military machine behaves in efficient manner
  • The more you learn, the more you learn the cards, the more skillful the game becomes in a way.
  • You don't discard down limit. There's no hand limit. There's no hand.
  • The Germans have to make a a big push at the start. And either I presume you need to be scoring more than the Russians here because eventually I think they will build up
  • And it is called Quartermaster General. Is it about logistics?
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