Imagine a world where NATO and the UN no longer exist and Superpowers are crippled beyond repair. Instead, in their place, exist regional alliances threatening world domination. In “Blitz Creed”, a game seeking funding through Kickstarter in April 2026, players will be taking on the role of these alliances and attempting to conquer the world one region at a time. Special thanks to Game Creator and Founder Taha for sending a prototype my way for coverage purposes. It’s important to stress that prototypes do not always reflect the finished product, so everything you see and read about here is subject to change. I’m also required by FTC regulations to disclose that I was paid to cover this game, however any and all opinions remain my own. The only thing paid for here was my time and expertise.
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Overview
The main goal of the game is to secure three regions. To secure a region, players must collect the appropriate number of color-coded country cards. Completing three whole sets in this manor wins you the game. To get started, each player receives 5 face-down cards from a shuffled deck and then choose a starting player with turns going anti-clockwise.
On a player’s turn they’ll draw 2 cards, then perform up to 4 moves (they need not use them all) on “dispute” and “battle” moves with a maximum of 2 for each move.
Dispute Moves involve the active player playing a card into the discard pile and observing / resolving its effect. Battle Moves, on the other hand, can involve deploying soldiers into your outpost, adding a country to your front-line, attacking a country with soldiers, or launching a regional strike. Each of these actions counts as one Battle Move. You can also use a Dispute Move or Battle Move to simply discard an unwanted card from your hand.
To carry out an attack against another player’s county, the active player must first have soldiers in their own outpost and are then discarded when attacking. The attacking player chooses a country to attack from in their own tableau, adding the strength of soldiers to it to get a final attack value. The defender can play reinforcement cards to defend their own country. If the attack value is equal to or greater than the defending value, the attack succeeds and the country card is moved to the attacking player’s tableau.
Dispute cards break up this attack / defense cycle. A Coup d’état card can instantly award you a country from another player, so as long as the country is not already in a secured region (a number of country cards that satisfy the number needed in that set). Care Package / Supply Drop cards allow players to draw cards, while Military Service cards let you take soldiers from another player’s outpost.
Turns continue until one player has secured a total of 3 regions.
Note: The above doesn’t cover every rule found in the rulebook, but should give you a general idea as to how the game is played.
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Thoughts / Impressions
I have to stress that I consider pre-crowdfunding copies to be prototypes as manufacturing and stretch goals often change quality to some degree, not to mention any changes the developers might make to the art or rules as the result of supporter feedback. That said, I was very impressed by the art and card quality of the product I did receive. I still recommend some card sleeves however, as my cards were slightly warped on arrival.
I’d love some kind of solo mode to go along with standard rule-set. Solo modes offer a game much more replayability and attractiveness…it’s probably why BoardGameGeek is flooded with so many user-made solo variants across the game library. Some if it would be hard to automate since most of the game is reliant on player choice, but I suspect that it could be done.
I like how simple the game is to learn, reminds me a tiny bit of “Monopoly Deal” except here, the theme is world domination. I feel like however that there should be some kind of penalty for initiating and then failing an attack. I say this because the attacker will, nine times out of ten, pick the attacking country that has the highest strength value which is usually going to be the same one until they acquire a better one later on. I’d like to see a reason to use less powerful countries to attack from…perhaps a variant to where the attacker has to forfeit their country should they fail the attack?
Games ended being fairly chaotic. Some games were quick because someone achieved their sets quickly, while others went on longer because the country cards needed to complete sets were toward the bottom of the deck. The quicker playtime though is a bonus for those who want to bring it on a trip…the small box size makes it a great travel companion for two. Higher player counts may be a bit more chaotic because there’s nothing to address teams or alliances…anything goes to win the game.
As stated above, things are still subject to change. The developer sent some updated card art after the fact for me to share. The art has a more serious tone now, to go along with the water-color effect. I personally love the changes.
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“Blitz Creed ” has a ton of potential. It’s a new approach to “Monopoly Deal” and gives it a modern and militaristic feel. Give this project a look to see if it’s right for you!
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Kickstarter: https://www.kickstarter.com/projects/blitzcreed/blitz-creed-the-card-game
Website: https://www.blitzcreedgame.com/
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https://youtu.be/CWPJvqFpuC8



