Kards - The WWII CCG Wiki

Numerous unit cards have different special abilities. These can generally be divided into two types:

  • Special effects or specific conditions of the unit that are written and explained on the card itself
  • Abilities that have a corresponding keyword and can be found on many cards; these are explained in the section below

There are also some units and orders that give new abilities or keywords to units. Hovering your mouse over the unit in question or looking at the corresponding ability logos below it should tell you what special abilities that unit possesses. Make sure you read and observe all cards and effects carefully as these are an extremely vital part of every game!



  • When a card is added to your hand:
    • It does not activated Draw-based triggers.
    • If your hand is full, the added card is Milled.
  • When a unit is added to the battlefield:
    • The unit will be added to the rightmost side of the support line, unless otherwise specified in the card text, and with several exceptions (such as BP-43 Armored Train, 1st Rifles, cards that add LEGIONS, and a few others).
    • The unit's Deployment effect will not trigger.
    • Countermeasures that trigger when a unit is deployed will not activate from a unit being added.
    • If the line the unit would be added to is full, then the unit is not added at all.


  • When you deploy or add a unit with Alpine, it gets +1/+1 for each other Alpine unit you control.


  • When a unit with Ambush is attacked, the Ambush unit deals damage to the attacker first. If this destroys the attacker, the Ambush unit does not take retaliation damage.
  • Ambush is lost after the first attack, regardless of whether or not the retaliation damage destroys the attacking unit.
  • Ambush is regained at the start of the controller's turn.


  • Units with Blitz can move or attack on the turn that they come into play.
  • Units with Blitz cannot move and attack on the turn they come into play unless they are a Tank.


  • Combat is when two units attack each other, regardless of the damage inflicted.
    • Attacking an HQ does not count as combat.
  • Combat damage is the damage dealt by a unit based only on its attack stat.
  • Damage dealt by orders or a unit's mechanics does not count as combat damage:


  • When a unit with Deployment is played normally from your hand, its Deployment effect as written on the card will activate.
  • If the target increases the cost it takes to target it (e.g. Red Devils), the Deployment does not activate.
  • Deployment abilities will not trigger when added to the battlefield through another card:



  • Units with Destruction activate an effect when they are destroyed while on the battlefield.


  • A card is removed from your hand.
    • Discarded cards are not Removed, so they do not activate Remove-based triggers.


  • A card that is drawn is placed into your hand from the top of your deck.
    • When your hand is full, you can still draw cards, but they will be Milled.


  • A unit with Exile allows it to be put in a deck of a specific nation not from its original nation.
  • The nation of an Exile card can be seen by hovering your mouse over the card in-game.
  • In a match, Exile cards are counted as cards of the nation whose logo appears in the upper right, and not as cards of the Exile nation.


  • Units with Fury can attack twice each turn.
    • You still have to pay the unit's operation cost for each attack.


  • Units and HQs adjacent to a unit with Guard cannot be attacked except by bombers and artillery.
  • Units that have Guard themselves cannot be guarded by another unit.
  • Units with Guard cannot have or gain the Smokescreen buff.[1]

Heavy Armor [x][]

  • A unit with Heavy Armor [x] receives x less damage from attacks, wherein [x] is the number indicated on the card.
  • Heavy Armor does not reduce damage from orders or from a unit's mechanics that deal a bonus damage value in the description:
  • The maximum Heavy Armor that any unit can have is Heavy Armor 3.


  • A unit or HQ cannot take damage while it is immune.
  • Immune units can still be destroyed by:
    • Cards that specify a Destroy effect.
    • Cards that lower defense, such as Dive Bombing or Root Out the Enemy, to 0.


  • When a card with Intel [x] is played, the opponent reveals [x] random, unrevealed cards from their hand.
  • Intel cards can still be played even if all cards in the opponent's hand are revealed.


  • When a player's hand is full, cards that are drawn or added will immediately be removed.
    • Milled cards are not Discarded, so they do not activate Discard-based triggers.
    • This term is not officially used by the game, but is widely accept to be the proper term for the situation.


  • Units with Mobilize receive +1/+1 at the start of their controller's turn.
  • Units permanently lose Mobilize when they take damage, with exceptions:
    • Bloch MB.152 prevents units from losing Mobilize.
    • H75-C1 allows units to gain or regain Mobilize.


  • Units with a Passive affect the battle with their specified effect so long as they are on the field.
  • Units with a Passive have a plus sign underneath the card.


  • A unit that is Pinned cannot move or attack for as long as it is still Pinned.
    • Passives and Triggers still function, so long as they are not tied to the unit moving or attacking.
  • Pinned units stay Pinned until end of their controller's next turn.
    • Effectively, Pinned units lose one turn of operation.
    • Units that are Pinned on their controller's turn will also still be Pinned until the end of their controller's next turn.


  • When a unit with Pincer is played with at least one other friendly unit on the field, you must choose a unit to apply the Pincer to.
    • If no other unit is available, the unit can still be played but the Pincer effect does not activate.
  • When the effect is successfully applied, the Pincer unit and selected unit gain the specified effect of the Pincer.
  • If either unit leaves the battlefield or is taken control of by the opponent, the Pincer effect is permanently lost.


  • When a unit is Removed, the unit leaves the battlefield but is not destroyed.
    • If the unit returns, it is added to the rightmost side of the support line.
    • If the support line is full, a unit cannot return and is permanently Removed.
    • Units that are Removed from the battlefield do not trigger their Destruction abilities.
  • When a card is Removed from your hand or deck, the card is permanently gone for the remainder of the battle.
    • Removed cards are not Discarded, so they do not activate Discard-based triggers.


  • When a unit is fully repaired, its defense is returned to its current maximum value,
    • A unit's current maximum defense is its original defense along with all defense increases before being repaired.
  • If a damaged unit gains defense equal to or greater than the damage it has taken, the unit cannot be repaired.
    • If a unit's defense is displayed in white or green, repairing that unit will do nothing.


  • When a unit retreats from the frontline, it moves back to the owner's support line.
  • If the support line is full or if the unit is retreating directly from the support line, it is sent back to the owner's hand.
    • If the owner's hand is full, the unit is Milled.


  • Units or HQs with Smokescreen cannot be directly attacked by units.
  • Units or HQs with Smokescreen can still be targeted by orders, Deployment, Destruction, and non-targeting bonus damage mechanics:
  • Guard units and units that are in the frontline do not have and cannot gain Smokescreen.

Take Control[]

  • When a player uses a card that takes control of (or 'steals') an enemy unit, that player becomes the new controller and can use the unit freely for the specified duration.
    • The owner (the player who originally played the unit) of the unit does not change, thus cards that refer to the owner (e.g. Carrier Cover or Grounded) still refer to the original controller, and not the one who currently controls the unit.
  • If a player takes control of the only enemy unit in the frontline, that player takes the unit, and consequently, the frontline.
  • If a player takes control of an enemy unit that shares the frontline with another enemy unit, or if a player takes control of an enemy unit that is in the enemy support line, the controlled unit is moved to the support line.
    • If a player's support line is full, that player cannot play 'take control' cards.
    • If you take control of an enemy infantry unit that is in the support line, while either you have the frontline or there are no units in the frontline, you will only be able to move the infantry unit but not attack with it.
  • If a 'stolen' unit is sent back to hand, it goes to the owner's hand and not to the hand of the player that has taken control of it.
  • If Ural Factories or Red Banner is played on a 'stolen' unit, the player who used Ural Factories or Red Banner is counted as the owner of the newly-spawned card. (i.e. the new unit does not go back to your opponent at end of turn)


  • Units with a Trigger activate a specified effect under some kind of condition.
    • This is visually shown by a gear underneath the card that rotates when the Trigger activates.