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Have a look at the KARDS roadmap which shows an entry labelled "Historical Campaigns".
What exactly would you like to see?
Hey everybody. I am new at this game (and Steam, actually) but I do think, that campaigns would be nice. Yoy asked about what would we like to see... here my ideas:
CAMPAIGNS:
-Special cards to be won in campaign missions or at the end of the campaign itself: only if you win a mission or you fulfill some conditions you get for your collection that special card. That means that not all the players will have the same cards and there will be only one copy available for each player, and that the player can go forward with the campaing even if he fails a mission.
-Maybe campaigns should be played with specific an default cards, not your deck. That means. the missions should be played with the "necessary" cards for it. Anyway, the player should have to choose from the available set the best cards to play a mission according to its conditions. At the end, according to your punctuation, you will get for your collection some "normal" cards and the special card mentioned before. However, as I am going to explain later, this is also a good idea for scenarios, then I have an alternative idea: maybe campaigns should certainly be played with the the player's deck, that is, the cards that he chooses from his collection. All the missions of the campaing will be played with the same cards as if it were an army, but a player could also have a little deck of reinforcements (12 cards) in order to change between missions the cards.
-It would be interesting to include a promotion ability for the units, which means that the unit attack and defense values will be improved. All units should have at least 2 rangs: the normal one and the promoted one. I am not sure, though, if it should be just a feature for campaigns or for the normal game (or both). If it is for campanigns, what I would suggest is the following: as campaigns are a series of missions, the player will have the possibility to promote a unit between scenarios for a certain gold cost, if it has not been destroyed. However, I think the promotion ability is better for the normal play mode: all cards will have an icon to promote for a certain amount of kredits (so, credits will be used for playing cards, making operations and promoting units). A unit can be promoted in game if it hasn't performerd any operation or it has not been attacked that turn. Promotion takes the card off the game and returns it to the player's hand (with the increased values and healed, then), so that he can play it again.
-I think it would also be a good idea to include some kind of "structural" abilities which affects the characteristics of the game. For example, nation abilities. For instance, if you play with the German, all orders are 1 cheaper to play. This way the player can play the same campaing selecting differents nations. However, I would say the best way to include this structural abilities is through generals (or marshalls): in every scenario (or every campaing) the player has the option to choose one of some generals (representing to be the character). For example, if you choose to play as general Patton, then all tanks are cheaper to play. This feature can also be included in the normal game mode, but as optional. In fact, the generals could also be unlocked according to the player's performance or won through the normal card packs.
SCENARIOS:
-As I understand it, scenarios are predefined historical battles. Each scenario is different and will be played with a default set of cards. This set of cards could be always the same for default, or maybe the player could have the option to choose the cards from the given and "necessary" card set for that scenario.
-Some of the cards can be exclusive cards only available to play in the scenarios, as representing something special that happened and thou they can't be added to the player's collection. Or, as in campaigns, they could certainly be "normal" cards that you only win by completing the scenario or uncommon cards which you may also eventually got from a new set. For example, if you win the operation Market Garden, then you get a paratrooper, which have the ability to be directly placed in the frontline.
-Campaings missions and scenarios can be the same, I mean they can represent the same historical event (for example, there can be a scenario for the battle of the Bulge and a mission for the Battle of the Bulge in the Ardennes campaign), but thanks to the different mechanics they won't be exactly the same. So the difference is, as already explained, that scenarios will be only played with the given cards (an so they will be more historical), which are the same for all players, but the campaing mission will be played according to the cards (the army) the player have choosen.
-Scenarios may be played against the AI or another player.
OTHER SUGGESTIONS:
-I also have suggestions for new cards, although this has nothing to do with the campanigns. I mean, I am just making now a common suggestion:
a) Naval cards, and so a new type of unit. However, as the game is made, it doesn't seem necessary, but it would be also realistic and nice. But if this is included, the mechanics of the game should be changed a bit, because naval cards ans flying cards shouldn't work as any other card, interacting with all. I must say, though, that I understand that planes are just defined by own characteristics even if it is not completely logic (how can a plane be bombed from an artillery unit?? Or be destroyed by infrantry units??). If the mechanics are changed, that should be different. However, as I said, it doesn't seem necessary and it doesn't completely dislike me.
b) I would include some counteractions cards that prevent damage or block the enemy. For example, "adaptation", which cancel the next enemy attack (so, the enemy player will have payed for the attack, but it will not really take place). Or "infraestructure sabotage", which makes all movements be +2 expensive. Or "military intelligence: make a copy to your hand of the first enemy unit played." Or "minefield: when an enemy unit moves to the front, deal 1 damage to it and pin it,"
c) Some other counteractions could be counterattacks. For example, "counterfire: if any enemy artillery attacks you, you may response and attack it with any of your artillery". Or "counterstrike: if a fighter or bomber attacks you, you may attack that unit with any oy your fighters". Or "the best deffense is a good attack: when an enemy attacks any of your cards for the first time, your card will attack first. If the enemy is destroyed, the it won't be able to attack your unit".
d) New orders: "entrenchment: +2 defense to all units in the front line. If a unit attacks, loses entrenchment". "Spionage: the enemy shows his hand and you take one of his cards".
-I think there should be more medics, mechanics and engineers cards. However, I don't know what is the best: to include these as passive permanent effect, or give more cards any kind of medical, mechanical or engineering ability.
In the first case, we would have then: "medical X: heal at the beginning of your turn X points for every infantry unit", "mechanic X: heal at the beginning of your turn X points to your tanks" and "engineer: give +1 defense at the end of your turn if this unit hasn't operated".
In the second case, wihich allows more flexibility, the idea is to create more units taht heal infantry units and other that heal tank units and others (engineers) that could maybe cancel the negative effects of enemy abilities over your units or boost something. As medical ability I would include, for instance: "deployment: heal all infranty units" or "at the end of your turn, heal 1 point to each infantry unit". As mechanical ability I can mention: "adjacent tanks are completely recovered", or "heal 2 defense for your tanks at the end of the turn". And as engineering abilities: "own tanks cannot be pinned", "ignore the heavy armour ability of the enemy", "gain +1 attack when a tank of yours is destroyed" or "ignore the guarded ability of the enemy", for example.
-And finally, I think the ability heavy armour is not completely balanced: the tanks with this ability should be damaged at least 1 point. What happens now is that they may not recieve any damage but destroy the enemy and I don't think is balanced. However, this is certainly to be thought, and besides I am suggesting now engineering abilities which can actually counter this.
I think it already differentiate from other CCGs, now it's hard to find some new features while maintaining the difference.
For KARDs, I would love two "types" of campaigns - short Theater campaigns (such as Africa Corps, D-Day, I Shall Return, etc) and a Grand Campaign (chose a Major Power and play through a war vs cpu)
Campaign play opens the game up to solo play - the training mode is really not good enough for this - although I appreciate the difficulty that might come in having to store the info for a player's overall collection vs what is unlocked for a campaign
Id like to see "digital puzzles" we saw them in gwent but NOT as temporary events but as permanent challenge. The should be like advanced tutorials to get the knowledge to get into competitive.
Moreover, they could be the very needed method to reward each player with dedicated special/elite cards to get your first real deck for your faction asap.
I personally play around Top 20 regularly since 2020 and I spent hundreds of Euros just to keep in line with what I faced there.
You cannot expect a deck out of like 600 ressources to compete with something out of 4k-5k even now so when this game goes 1.0 it desperately needs to give noobs some real value early and quite cheap.
So if you have to charge money for this (I wont recommend but you decide) I would strongly recommend charging a fixed amount like Hearthstone does.
Like 10-20 Eur for 2-3 hour campaign and some very valuable cards like 2-3 Elites/ etc.
This could fix the lack of skins btw too.