DVG - Medic!
Par Dan Verssen Games
Statut actuel
Fonds récoltés : 17 163 €
"YOU CARRY NO WEAPON. EVERY SECOND A SOLDIER LIES IN THE MUD, THE CLOCK IS TICKING..."
The Western Front is a crucible of fire and steel. Across the rocky ridges of Tunisia, the beaches of Normandyand the snow-swept forests of the Ardennes, the air is thick with lead.
But you are not here to take lives. You are here to protect them.
As a US Army Combat Medic, you are deployed into the heart of battle. Armed only with your surgical kit—Morphine, Sulfa, and Bandages—and your raw courage, you must sprint through the mud, dodge incoming artillery, and perform emergency triage under heavy enemy fire.
In Medic!, every choice is a matter of life and death. Will you play it safe and wait for supplies, or risk a makeshift treatment with your last bandage to save a bleeding private? The lives of your platoon rest entirely in your hands.
WHY BACK "MEDIC!"?
A Unique Solitaire Experience: Designed from the ground up for solo play, Medic! turns the traditional wargame on its head. Instead of maneuvering divisions or firing artillery, you manage the high-stakes logistics of a field medic.
10 Historic Scenarios: Fight through a fully-realized historical campaign of 10 distinct Situation Scenarios, starting with the arid heights of Tunisia and culminating in the desperate struggles of the Western Front.
Tense Risk Management: Do you have the perfect drugs to guarantee a cure? If not, you must build the Result Deck and push your luck. The tension of drawing that final card determines whether a soldier is stabilized or degrades.
Physical Triage & Card Rotation (New Rule): Experience the physical weight of time. Unstabilized wounded cards literally rotate 90 degrees counterclockwise at the end of each turn, degrading their health status. If they rotate past their critical limit, they are KIA.
Every copy of Medic! contains premium components designed to withstand the rigors of combat:
Heavy-Duty Tactical Mat (Grid Board): The tactical theater where you will coordinate your movements and triage your patients.
Premium Tactical Cards:
o Situation Cards: Defining the unique layout, rules, and historical challenges of each scenario.
o Medic Cards (Wounded Soldiers): Your patients, each featuring custom historical names, triage levels, and unique wounds, plus unique Special events of the battlefield.
o Medical Supplies Cards (Pharma Deck): Your vital stockpile of Morphine, Sulfa, and Bandages.
o Result Cards: Used to resolve the thrilling "Uncertainty" of emergency treatments.
o Special Medical Supplies Cards (Phase B): Powerful, scenario-wide passive abilities.
o Card Counter Medic (Medic Token): Representing your physical presence on the grid.
High-Impact Tokens & Counters: To add an alternative way to track stabilization, health statuses, and Medical Supplies.
Full-Color Technical Manual & Field Regulations (Rulebook): Richly detailed with clear rules and historical context.
STANDARD OPERATING PROCEDURE (SOP)
Before treating your first patient, you must prepare your field strategy across five sequential setup phases on the Tactical Mat:
1. Phase A (Scenario Initialization & Logistics): Load your scenario (starting with Scenario 1: Tunisia) and draw your starting Pharma supplies (2 cards for every Medic Card indicated on the Scenario plus 1 card of your choice).
2. Phase B (Special Medical Supplies Procurement): Select exactly one of four unique passive abilities to guide your scenario:
o Bunny Leg: Redraw 1 Result Card per Situation Scenario.
o Stretcher Bearers: Evacuate a stabilized Medic Card for 0 AP once per Situation Scenario.
o Skilled: Permanently add +1 'OK' card to every Result Deck compiled during this scenario.
o Resupply: Replenish your hand with 3 Medical Supplies Cards of your choice once per Situation Scenario.
3. Phases C & D (Grid Layout & Spawn): Lay out the wounded soldiers face-up on the designated grid Mat spaces and apply any starting Special Events.
4. Phase E (Medic Ingress): Deploy your Medic token to the field. The Medic must physically occupy the same space as a wounded card to provide care.
THE 2 ACTION POINT (AP) ECONOMY
Each turn, you must carefully allocate a strict pool of 2 Action Points (AP) with tactical discipline:
· Movement (1 AP): Move your Medic token to an adjacent Medic Card.
· Base Cure (1 AP): Apply medical Pharma cards from your hand to a wounded soldier.
· Stretcher Bearers / Evacuate (1 AP): Evacuate a stabilized soldier to secure Victory Points.
· Emergency Resupply (2 AP): Spend your entire turn restocking your bag to draw 3 new Pharma cards next turn.
TREATMENT UNDER PRESSURE: THE RESULT DECK
If the Pharma cards you play from your hand perfectly match the squared requirements on the casualty's card, they are stabilized automatically—no risk, no draw!
But if you apply partial or incorrect medicines, the wound is not fully closed. You are forced to compile and draw from the Result Deck: Result Deck = (1 Base OK) + (1OK per Pharma Card used) vs [X NO Cards] The triage penalty (X NO Cards) injected into the deck depends on the patient’s current triage profile:
· Delayed (Green): Add 1 'NO' Card.
· Immediate (Yellow): Add 2 'NO' Cards.
· Critical (Red): Add 3 'NO' Cards.
Will you draw an OK card to stabilize them, or a NO card to see their condition worsen?
CRITICAL DEGRADATION (PHASE H)
Time is a relentless adversary. At the end of each turn, every non-stabilized soldier on the board physically rotates 90 degrees counter clockwise. This physical rotation exposes a higher, worse health status printed on the card flank.
If a soldier rotates past their critical limit, they are officially KIA (Killed In Action). Every soldier lost (KIA) results in an immediate and irreversible penalty of -2 Victory Points (VP). High casualty rates will trigger a unit-wide mission failure!
5. RISK, REWARD & TRIAGE SCORING
Your final evaluation depends heavily on your efficiency and the lives you save. To win, you must master the scoring modifiers of each Triage level:
· Delayed (Green Triage): Easier to stabilize (+1 NO card in Result Deck). Successfully saving them awards +1 Extra VP, but losing them to KIA costs -2 Extra VP [15].
· Immediate (Yellow Triage): Moderate difficulty (+2 NO cards). Saving them awards +2 Extra VP, but losing them to KIA costs -1 Extra VP.
· Critical (Red Triage): Extremely difficult (+3 NO cards) [9]. Successfully stabilizing them awards a massive +3 Extra VP, and if they are lost to KIA, there is 0 Extra VP penalty.
6. END OF CAMPAIGN EVALUATION
Calculate your final score across all completed scenarios to determine your military commendation: Final Score = Total Evacuation/Treatment VP - (Total KIA times 2)
14- VP: Mission Completed (No Medal) — Barely acceptable field performance.
15 – 19 VP: Bronze Star — Commendable tactical skill under fire.
20+ VP: Silver Star — Exceptional heroism and mastery of combat triage.
Medic! Airborne Division: Introduces the chaos, isolation, and adrenaline of vertical envelopment. Emulating the historic drops of the 82nd and 101st Airborne Divisions during D-Day, Operation Market Garden, and Operation Varsity, this expansion strips the Medic of their reliable starting gear, forcing them to brave enemy patrols to recover scattered supply crates while treating casualties under the cover of darkness. Includes 6 counters and 48 cards.
Medic! The Forgotten Front: Gothic Line brings players to the rugged, mud-slicked Apennine Mountains of Italy (1944–1945). Medics face a multinational theater featuring American, British, Brazilian (FEB), and Italian Partisan forces. Success here requires fighting steep vertical inclines, managing temperamental mule trains, and treating the shattering psychological effects of prolonged artillery bombardments. Includes 12 counters and 40 cards.
Medic! Urban Front: Civilians in the Crossfire thrusts players into the brutal, block-by-block siege warfare of ruined European cities like Aachen, Caen, and Ortona. This expansion introduces a profound moral dimension to the core gameplay loop. Medics are no longer just managing military triage; they must now brave falling rubble and disrupted supply lines to treat local populations trapped in the ruins, where a failure of ethics can cost you the mission. Includes 6 counters and 48 cards.
EU, UK, AUSTRALIA, AND CANADA FRIENDLY
We are US, EU, UK, Australia, and Canada-Friendly! DVG prepays taxes and VAT fees for games shipping to the US, EU, UK, Australia, and Canada!
We will charge actual shipping costs for US and International destinations in the post-Kickstarter Pledge Manager. The below estimates are shipping costs for one core game.
Giving exact shipping prices in the Kickstarter is not possible due to each country having its own shipping weight ranges and package size adjustments to shipping costs. Please keep in mind these are estimates, and the actual shipping costs may change based on the number of Stretch Goals we Unlock and Add-Ons you choose.
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