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KARDS is a digital collectible card game set around twentieth-century warfare, focusing on turn-based strategy and deck construction. Players represent major nations and command units, orders, and support cards to control the battlefield. The game emphasizes positioning, timing, and resource management rather than fast reactions. Matches are structured around alternating turns, where decisions made early can shape the outcome several turns later.
Each match in KARDS is played on a battlefield divided into a front line and a support line. Units must advance toward the front to apply pressure, while support cards influence combat from safer positions. Resources increase gradually each turn, limiting how many cards can be played and forcing prioritization. This structure encourages careful planning, as committing too many units early can leave a player exposed later. The battlefield layout adds a spatial element uncommon in many card games, making positioning as important as card value.
Deck construction in KARDS is tied closely to national identity. Each nation has access to unique card pools that reflect distinct strategic approaches, such as infantry-focused tactics, air superiority, or defensive play. Players can combine a primary nation with an allied one, allowing limited access to additional cards at higher cost. This system supports experimentation while maintaining clear strengths and limitations. Successful decks are built around synergy rather than individual card power.
In the middle of progression, players commonly focus on the following aspects:
During matches, KARDS places pressure on long-term decision-making. Each action has visible consequences on the battlefield, and recovery from mistakes is limited. Combat resolution is deterministic, reducing randomness and rewarding foresight. Because information is mostly public, players must read opponent intent and adapt within known constraints. This transparency shifts emphasis from chance to prediction and planning.