Kards - The WWII CCG Wiki
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"There are 40 cards in a deck, each one crucial to winning."


Kards Main


There are 8 Cards by type in Kards - The WWII CCG.[]


Types[]


Infantry Units[]

  • Infantry Units are usually weaker units, but are more cost effective and stronger early-game

Tank Units[]

  • Tank units are often quite strong, but are more expensive and better late-game.

Artillery Units[]

  • Artillery Units can attack while not in the frontline, but are weaker than most units and usually cheaper.

Fighter Units[]

  • Fighter Units can attack while not in the frontline and stop bombers from attacking other units, but can be more expensive. They are crucial to stopping bombers.

Bomber Units[]

  • Bomber Units can attack while not in the frontline, and usually have high damage. However, they cannot attack ground units if there is an enemy fighter. Bombers also cannot counterattack when attacked by an enemy Unit.

Order Cards[]

  • Order Cards are cards that vary in cost, and have special effects. Order Cards are crucial to winning a game.

Countermeasure Cards[]

  • Countermeasure Cards are cards that counter certain effects or actions during a game, such as National Fire Service, which activates its effect when your HQ takes damage; or Enemy Spotted, which activates its effect when the enemy takes the Frontline.

HQ Cards[]

  • HQ Cards is the most important card in your deck. If your HQ is destroyed, you lose the game. Currently, HQ Card types are only cosmetic.


All items (8)

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