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News 12.10.17 New website template has been launched! Keep checking back for further information and additions! Currently limited to no mobile functionality, sorry.
News 03.10.17 New card design is being implemented for the initial release, despite all cards having been prepared for release. Design 3.2 will be more visually appealing and slightly improve certain aspects of game play such as identifying and using resources.
News 06.03.17 Rivals set is planned to utilize improved card design and art work corresponding to regional styles in addition to adding additional aspects to the game to better represent the region.
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Special Factions and Flashpoint sets


Origins: The concept for the Global Security came from a more general idea of what it means to play card games virtually and physically and how these can coincide. Why must we buy expensive boosters, for the many expansions every year hoping it contains what we want or need (though containing a lot of repetitive, useless filler cards to further boost company profits) and not also have to buy those same cards or boosters in the application the company has for the game? Methods were designed to try and easily integrate the two concepts; how to use the same cards you own physically on your computer or mobile device with out numerous burdensome codes. Unfortunately it was too soon to realize such a concept and it was decided to develop a game to use for the idea first and Global Security was one of many ideas.

Why Global Security, and why military units? It was decided that there are more than enough fantasy games. In fact, such games are quite different overall as it assumes the existence of some form of magic in a paradigm where you may take a unit, or in their this case a creature or monster, with say 1 hit point and 1 Attack and amplify it so it can become a 20 attack "sweeper"; a game that is even less challenging to make. OR EVEN WORSE some games do not even require you to use creatures in order to win and even create multiple expansions every year which render the previous expansion useless. Modern war card games are also quite rare, many games focusing on WWII. Only modern units that are currently in use or are suspected to be in use are seen in the game, at least in the first set. It is also hoped the cards may act as a reference for enthusiasts alongside being part of a game.

So Global Security is anchored in reality, if you or an enemy has a tank there will be very little manipulation in regards to its size, though there are minor upgrade cards for units or single attacks these remain minimal. Further grounding in reality is: Can we expect an M1A2 Abrams for example, to attack a bomber or submarine unit? No! So you will not see such nonsense in this game.

K.I.S.S. aka: Keep it Simple, Stupid was applied to the game concept. As the game was continuously developed it became clear steps had to be taken away from simplicity in order to make a better, more realistic game. The hope is that the end result is a realistic and engaging game while still retaining some simplicity for easier play. The game has taken on many forms and the final product is almost unrecognizable from the original.

Many hours were put into the development of the game but also many more into researching the militaries and capabilities of various countries.

Hundreds of cards were developed with hundreds more planned, to expand current factions and add new ones. Unfortunately many cards had to be cut from this printing run. The Global Security: Challenge to Hegemony release will feature most of the necessary cards, the focus is on the basics, the units. While future expansions will see more units, variations, factions as well as unique strike and upgrade cards and interesting mechanics we are excited to release. Several expansions are planned, some of which will add future units, those which are currently in development, as well as retired units. The ideas is also lingering of expansions with former, popular conflicts such as WWI, WWII, Korea, Vietnam and with minor tweaks other time periods, if deemed feasible. If the game picks up enough interest the development of an application for tablets or online version will further be pursued. If they are released then the original idea of integrating the cards you have physically into the virtual game will also be attempted if it is deemed realistic.

Why photos and not art? This was a personal decision, as preference was placed on the real depiction of units as they atually exist. Nevertheless, there is much interest in future expansions or rerelease which utilize quality art or possibly 3d renderings. One quite anticipated expansion will see multiple art styles varying by faction. As a side note, while we are confident in the game we have developed it is also quite clear there is not very much support for this genre and investing in artists at this stage was unrealistic.

Keep checking back for updates

Hundreds of cards have already been prepared with many more planned, spread across many factions, some of which will be released in the base set.
Below are the main types of cards you can expect to encounter.


Territory cards generate resources during your turn, these can be used once per cycle (your turn or during the enemy's turn). During your next turn they regenerate and may be used again, unused resources are not compounded; they are not added to your resources next turn. Territories are the land you control and fight for, some territories may also have text which alters units operating on them. You will be fighting on, defending and capturing territories, when you capture an enemy territory naturally you may use its resources. Perhaps it is a good idea to have many territories, or perhaps too many will become a liability, it is up to you. Some cards deny the use of resources from captured territories.
These cards help create a dynamic experience as they may also be placed strategically.
Units Your main cards, they will be doing the fighting and operate in many theaters. Ground Includes soldiers, Armor such as Tanks, IFVs, APCs, Radar, Anti-Air and so on, Air Includes Helicopters, Fighters, Bombers, Drones and Transport, Sea Includes surface vessels, Submarines and Transport. Units are deployed to your territories (if ground or air) or to your EEZ/ Territorial Waters (if Sea) using your resources, you may also opt to instead of using a unit, sacrifice it and add any resources with green borders to your resource pool. Units may also have Capabilities indicated by bold text. There are many capabilities including Drone, Stealth, Spy, Camouflage, Pop Smoke, Anti-Terrorist, Amphibious and Terrorist, to name a few. For example, units with the Terrorist capability can only be countered or attacked by Anti-Terrorist units.
These cards modify the battlefield or units for long periods of time. They include modifying units such as additional armor or weapons or modifying the battlefield in other ways.
Unlike others, Strike cards can be used even during the enemy's turn, though some may be best used during your turn. They can be an attack all on their own or alter the battlefield for one turn, slow or disable an enemy unit, avoid an attack, modify an attack, allow you to search for a card, make your enemy discard a card.. these are all short term and usually only last for one attack or turn.
These cards are much like units, but unlike units they are not shuffled into your armory. These are set aside and are deployed or called into action by units under your control. The difference can easily be spotted by their pentagon image and the word "reinforcement". They include Land and Naval mines, ICBMs and units-like cards.

In the Global Security: Challenge to Hegemony main set you can expect to see four major factions: The reigning Hegemon the USA as well as NATO,Russia, and Terrorist/ Non State Actors factions. As part of the Kickstarter release as a stretch reward a fifth faction, based on current world events will be released, Ukraine.

The well oiled military machine the likes the world has never and may never see again. This faction pours billions into the development of its high tech military units. As always, advanced technology come with a hefty price tag but they will be worth it. The cons of this faction include the poor availability or cheaper, fodder units.
victory, if any, at any cost. Units and resources will be sacrificed for the greater goal, creating terror for terror's sake and any perceived victory, no matter the size. They do not have the prettiest or newest equipment but they have the maniacally fanatical vigor to use them.

the most successful and resilient military alliance in the history of earth has outlived its unnamed adversary, the USSR, and in fact has also welcomed many former USSR states. As a result, it is perhaps the most diverse faction around, containing American, Russian as well as a variety of domestic units. This diversity and team building comes at a price, the all too real national caveats which limit the types of actions certain national (sub-faction) units may undertake. Sub-factions representing NATO in this set include, the UK, France, Germany, Poland and the Czech Republic.

the fallen second pole to the bi-polar cold war world. Its military is a shell of its former self with new gains and investment only being made recently. As a result, many of its units are old or retired but the top armor and anti-air units remain quite formidable, and with a cheaper price tag than their American counterparts. Russia retains ambitions of empire and glory, and it has proven it is willing to pick on any seen as small and weaker even if only for minuscule territorial acquisitions, which have not been seen in the region since the 20th century


Cards and units with a blue faction flag, as seen to the left may be used by any faction decks.


Cards and units with a UN faction flag may also be used by any faction. The exception is they may only deploy UN units, they cannot control them. The UN unit will automatically take an action when certain criteria are met.


After independence they gave their nuclear arsenal to Russia in exchange for the promise of peace. While continuing to produce important military hardware for Russia their own military was allowed to crumble. As a result their equipment may be mostly dated or limited in number, but given Russia's new imperial ambition they can no longer remain complacent, the continued existence of the infant republic hangs in the balance. They must use everything available to fend off its deceitful neighbor who preys on small and weak states while the world watches and implements passive measures against the aggressor.

Global Security Copyright Ant Army LLC 2014. All Rights Reserved.