KARDS – The WWII Card Game – Tips and Tricks

Tips and Tricks Before The Match The strongest cards, measured by inclusion of four or more […]

Tips and Tricks

Before The Match

The strongest cards, measured by inclusion of four or more total copies across the five decks upon reaching Field Marshall, were:

  • USA: M8 Greyhound, M16 Half-Track*, 30th Regiment, M4 Sherman, Death from Above*
  • Soviet: Bloody Sickle, Katyusha*, From the People, T-34-85
  • Japan: Imperial Order, Naval Operation, Osaka Regiment
  • German: Panzer 35(t), Panzer III-J*
  • Britain: Lancashire Fusiliers

All these are standard except for four that are limited (*). A strong, low-budget deck is tempo with high-stat minions (units) and removal spells (orders). Tempo means your mana (kredit) curve starts middle with 1-2 cost cards, peaks high at 3-5, and tapers low at 6+. Based on the above, the easiest deck for a beginner would be USA-Soviet. Start with:

  • 3 x M8 Greyhound
  • 2 x M16 Half-Track*
  • 3 x 30th Regiment
  • 3 x M4 Sherman
  • 2 x Death from Above*
  • 3 x Bloody Sickle
  • 2 x Katyusha*
  • 3 x From the People
  • 3 x T-34-85

And fill the rest with whatever you enjoy, really! Though you can have four copies, I had at most three because flexibility helps more. Be sure to include enough cards to draw six to eight total cards in the deck. An empty hand with high kredits spells death!

During The Match

  • Mulligan for 1-3 cost cards.
  • Trade units by matching your attack stat to their defense while keeping your unit alive, if possible. Even a 1-health survivor will cost them a unit or order!
  • Use guard and buffs to make the reverse difficult for them.
  • Keep your units on the same side of HQ for easier guarding.
  • Save your removals (damage, destroy, retreat, etc.) for artillery, smokescreen, and armored threats.
  • Deal random damage first, then area damage, then single-target damage to maximize your output.
  • Try to use all your mana each turn.
    An exception is when your units will die or they have a board clear in hand. Signs of an incoming board clear include them 1) having zero to one units compared to your three or four and 2) skipping their turn while holding several cards. Usually having two or three more units than they do is enough.
  • Clear their units before going for face (HQ).
    An exception is when you have lethal this turn or the next and need the extra damage.
  • It’s not over until it’s over! Don’t show off when you’re about to win, and don’t surrender when you’re about to lose. A lucky card may turn the tide!

After The Match

Note which cards remained unused or which (type of) cards could’ve saved you, then adjust your deck after each defeat. Play arena for quickest progress. From what I’ve gathered, the rewards are:

  • 0 wins: 1 pack + 0 gold + (1 standard)
  • 1 win: 1 pack + 0 gold + (1 standard or 10 resources)
  • 2 wins: 1 pack + 2 gold + (1 standard or 2 gold + 1 pack)
  • 3 wins: 1 pack + 4 gold + (1 standard, 3 gold, or 9 resources)
  • 4 wins: 1 pack + 6 gold + (2 gold or 1 pack)
  • 5 wins: 1 pack + 9 gold + (1 limited)
  • 6 wins: 1 pack + 15 gold + (5 gold)
  • 7 wins: 1 pack + 18 gold + (2 specials, 2 packs, or 1 special + 1 pack)

You get one pack, a fixed amount of gold based on wins, plus a random bonus (samples included). If you follow the above principles, you can easily average 4+ wins, which is superior to buying packs. Arena favors aggressive decks and meat shields without text because combos are harder to perform.

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