Kards features multiple categories of cards sorted into card types. A card's type can grant the card innate abilities allowing it to impact the battlefield in different ways. There are currently seven types of cards in the game. Two of the types, "Countermeasures" and "Orders," are non-combat cards - these cards are used for an effect but do not deploy a card to the battlefield unless specifically stated. The remaining card types are all combatants of some variety whether they be soldiers of crewed vehicles. Combatant cards can be one of any of the following types: Infantry, Tank, Fighter, Bomber, and Artillery. Rarely, some units such as the Italian Savoia Cavalleria may count as more than one unit type.
Order: An Order is a simple play-for-effect card. When an order is played the listed text explains what occurs. A simple example is the British Convoy HX 175 which has the effect "Draw 2 cards."
Countermeasure: A Countermeasure is the only example of reactive gameplay in Kards. When a countermeasure is present in a player's hand, it can be in the "activated" or "deactivated." The default state of a countermeasure card is deactivated. While deactivated, a countermeasure card does nothing: it is just a card in the player's hand. The owning player can change the countermeasure from deactivated to activated by paying its cost. When paying for a countermeasure, the opposing player cannot see that the cost has been paid, meaning that changing a countermeasure to the active state is a hidden effect from opposing players. While in the active state, a countermeasure will have listed criteria for what will trigger the countermeasure's effect. Opponents will trigger effects during their turn, potentially becoming tripped up and having a plan fall apart due to a countermeasure. After the opponent's turn concludes, if the countermeasure has no been triggered by the opponent the countermeasure reverts to the deactivated state. If a player wishes to deactivate a countermeasure on their own turn (to refund the cost) they may play the countermeasure on the battlefield. This will cause the countermeasure to remain in the player's hand, and the kredit cost will be refunded. The opposing player will receive no indication that this process was performed.
Infantry: Infantry are the most basic card in Kards. They are usually the backbone to a given deck, but there is no rule mandating this. Rather, infantry are the most common card available, and are well represented in the kredit curve. Unlike other card types, Infantry are granted no inherent extra rules. Cards representing cavalry are grouped into infantry. Considered a ground unit.
Tank: Tanks are a less common card type in Kards. They are prevalent enough to where a deck can be formatted around them, or perhaps even made primarily with them. Tanks break a key rule of Kards where a given card cannot move and attack in the same turn. This means that a tank may advance to the front line and engage in combat in the same turn. The player must still pay the cost to move the card, and then pay the cost again to attack. Cards that represent armored cars are grouped into tanks. Considered a ground unit.
Artillery: Artillery cards assume a supportive role on the battlefield. They are often characterized by lower combat stats, but have the advantage of not receiving retaliatory damage during combat. Furthermore, artillery is capable of attacking targets anywhere on the battlefield. This means that artillery in your support line is capable of attacking enemy units in the enemy support line. Attacking into or from the front line with artillery will still not incur retaliatory damage. Contrary to logic, artillery is capable of attacking air targets. Considered a ground unit.
Fighter: Fighters represent one of two available aircraft card types. Fighters are similar to artillery in that they can attack anywhere on the battlefield regardless of position. Unlike artillery, fighters will take retaliatory damage from their target. Fighters have a passive defensive ability which prevents bombers from attacking targets in the same row as the fighter. Considered an air unit.
Bomber: Bombers are like fighters and artillery in that they may attack targets regardless of their battlefield location. Bombers cannot attack targets that are in the same row as a fighter. When making an attack, bombers do not take retaliatory damage. When attacked, bombers themselves do not deal retaliatory damage.