EARLY ACCESS  //  SET 1: GREAT POWER COMPETITION

AIR POWER

Trading Card Game

A strategic card game in an era of Great Power Competition where logistics wins wars. Strategy, operations, and tactics must align. You are the Air Force Commander.

Designed by a USAF veteran.

Join the briefing list. Early access. First intel.

COMMANDER'S BRIEFING
CLASSIFIED // SET 1: GREAT POWER COMPETITION // EYES ONLY
250
Cards in Set 1
3
Factions
3
Win Conditions

Every Decision Has Weight

Built on real-world joint airpower doctrine. Not rock-paper-scissors with jet fighters — an operational campaign where supply lines matter as much as firepower.

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Logistics Chains

Your MOB projects supply forward. FOBs extend reach. Tankers bridge the gap. Every strike asset needs a chain behind it — and every link is a target.

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Kill Chain Execution

ISR finds targets. Shared data enables fires beyond visual range. Stealth slips through detection nets. Assembling a working kill chain is where skill separates from luck.

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Action Economy

One activation per unit per turn. Move. Ability. Attack. Withdraw. Cheap units give you more activations. Expensive units deliver significant effects that can shift the entire battlespace.

Three Factions. Three Philosophies.

Each faction reflects real-world force structure and strategic identity. How you build your base defines how you fight.

FACTION: USA
United States
Centralized Forward Projection

The American doctrine is power projection. A massive main operating base feeds supplies through a chain of forward outposts, each one pushing the fight closer to the enemy. Your fighters launch from hardened airfields while tankers keep them in the sky. When the spear tip strikes, the entire weight of the logistics network is behind it. Cut the chain, though, and the tip goes cold.

FACTION: RUS
Russia
Layered Defensive Fortress

Russia fights behind walls. Rings of surface-to-air missiles, overlapping radar coverage, and artillery batteries turn every approach into a kill zone. The enemy must bleed for every kilometer. While they exhaust themselves against your layered defenses, your counterattack force waits — fresh, fueled, and ready to exploit the gaps they left behind.

FACTION: CHI
China
Distributed Network Warfare

China doesn't build a fortress — it builds a web. Independent hub nodes scatter across the battlespace, each one a self-sufficient cell of drones, cyber warfare, electronic jamming, and ISR. Destroy one node, and the network reroutes. The enemy chases ghosts while your swarms converge from directions they never expected. Resilience is the weapon.

Three Ways to Win

Every faction can pursue any victory path.
Your doctrine, your tempo, your call.

Base Destruction

Reduce the enemy Main Operating Base to zero HP. Smash through their defenses and kill the heart.

MOB HP: 20 → 0
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Victory Points

Control enemy territory sectors to accumulate VP. Positional dominance wins the campaign.

TARGET: 30 VP
⚠︎
Morale Collapse

Drain morale through asset destruction and INFLUENCE operations. Break their will to fight.

MORALE: 10 → 0

Get Early Intel

Join the briefing list for early access, playtest invites, and first look at Set 1: Great Power Competition.

No spam. Operational comms only.