544810 20200424143449 1

The starter deck selection screen, after completing the tutorial. All five major factions are available.

Kards decks are broken down into one of five primary factions - Japan, United States, Britain, Soviet Union, and Germany. Selecting one of these factions with which to build a deck then allows an ally to be selected. Ally card can be from any other major power (real historical alliances do not matter here - you can make a German primary US ally deck) or from ally decks. Currently there are two ally decks available - France and Italy. These two factions are supportive in nature and cannot be played as your primary deck at this time,

Major factions Edit

  • Soviet Union: Soviet decks are a mixture of tenacity and offensive power. They tend to grow stronger as the game progresses into its later stages. The Soviets are capable of harming their own HQ in order to gain field advantage, but also have methods of restoring HQ defense.
  • Germany: German decks focus around maintaining presence in the front line and rapidly recapturing the front line if that presence is lost. To do this, many German units possess the Blitz ability to allow rapid advance to the front, as well as Smokescreen to protect units that are waiting in the rear.
  • Britain: The most defensive deck in the game. The British boast many units with the Guard ability and are highly capable of raising the defense of their home base. British orders often enhance the defensive capability of British units, allowing the British player to grind down their opponent if they are incapable of penetrating the British line.
  • United States: The U.S. is focused on mobility and economic power. This is represented by support abilities that allow rapid deployment to the front line and rewarding the U.S. Many of the U.S.'s order cards enable unit destruction or resource enhancement.
  • Japan: The Japanese empire is a very aggressive faction, often rewarding the Japanese player for losing units with the Destruction ability. Japanese orders favor dealing direct damage to the enemy and enhancing the attack stat of Japanese units.

Minor factions Edit

  • Italy: Italy makes heavy use of the Alpine rule and is the only faction that can claim to be able to play around that rule. Alpine causes the unit being deployed to gain an attack and defense buff that becomes more powerful depending on how many Alpine units are already on the battlefield. The only other faction to possess any Alpine units is Germany, which gives them some synergy with Italy. Other Italian units are powerful without the aid of the Alpine rule, but decrease in power as the controlling player takes losses.
  • France: Much like the Alpine ability with Italy, France cannot claim Mobilize as a unique ability, but it is a common ability among their cards. This causes the unit to gain a progressive +1/+1 buff at the start of each of the controlling player's turns, and taking damage causes the ability to cease functioning. Another facet of the French is the Resistance mechanic. This places Resistance cards in the enemy hand. Resistance cards cost one kredit to play, and cause you to discard the top card from your deck. Resistance cards are designed to clog up the enemy hand and tax their resources.
Community content is available under CC-BY-SA unless otherwise noted.