KARDS is easy to learn as it is related to conventional strategy and card games. The strategic depth of KARDS, however, is compelling.
To help kickstart your KARDS career, we have compiled valuable tips and tactical advice.
Learn more about:
Especially in the beginning, it is important to understand the info presented on a card.
The costs of a unit (deployment and operation) and its attack/defense values are straightforward and visible on the card.
Many cards have extra abilities which considerably increase their tactical and strategic value.
The KARDS Encyclopedia, accessible in game, has detailed information about each ability. You can also browse through the entire card collection and review each card.
Here are examples that you will regularly encounter in KARDS:
Some of the units in KARDS have additional effects that can significantly impact the course of a match.
These effects can be either one-time effects, persist as long as the unit is on the battlefield, or even survive the destruction of the unit.
The effects are activated by certain triggers, for example when the unit is being deployed or destroyed or when a special situation occurred on the battlefield. Some effects are unconditionally active.
Some examples of triggered effects:
KARDS features a wide range of effects, many of them which are based on historical performance the actual units.
Always carefully read the card descriptions!
Playing Orders cards result in a one-time effect and the disposal of the order card. In some cases, Orders effects can be blocked by Countermeasures or influenced by units on the battlefield.
When you issue an Order, the game will check if your opponent has an activated Countermeasure available in his deck to cancel this Order. If the Countermeasure is being triggered, your Order will be ignored and then discarded.
If your Order hasn't been blocked by a Countermeasure, the effect of the Order will take place. The exact effect is described in detail on the Order card itself.
Some examples of Orders and their effects:
Orders can significantly change the course of the battle and should not be underestimated.
Countermeasures are triggers in your hand that are hidden from the enemy and can result in an action during the enemy turn.
Countermeasures can be in two states: Activated and Deactivated. Activated Countermeasures can be triggered by enemy action. Deactivated Countermeasures won't do anything.
Activated countermeasures can be triggered during the next enemy turn. This will happen automatically and depends if the enemy is performing the action described on the Countermeasure.
One of the many exciting challenges in KARDS is finding combinations of cards that can work together with devastating effects on the battlefield.
Have a look at the following combo:
There are countless other combination possible, the only limitation is your creativity and your ability to think in tactical term.
In the heat of the battle, it is easy to lose sight of all your units and orders available in your arsenal. The able strategist, however, keeps a cool head and has nerves of steel even in the wildest battle!
Here are some hints that can help you keeping your troops together and winning more battles: