KARDS - The WWII Card Game

KARDS - The WWII Card Game

DeTyJe Sep 15, 2019 @ 2:00am
Tips for Deck Building?
Hi y'all Kards is my first venture into deck building games outside of some Slay The Spire but the deck mechanic in Kards is a lot more open ended than that of StS. So my question is what is a good strategy for building my first deck. Should I bulk up on a certain unit type or unit ability. Keep a uniform distribution of Kredit cost or have most of my deck be low or high cost cards? Any help I could get would be greatly appreciated.
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callhimzombie Sep 15, 2019 @ 6:14am 
I think the most important question for a deck is, what you want to do with it. Maybe your strategy is basing on artillery, that is killing the enemy from the support line. The USA are predestinaed for that, because they have a lot of artillery and support units like the M8 greyhound. With that strategy you don't have to attack from the frontline, but you have to hold ist. So you add different support cards, that increase the defence of your frontline units.

If you wan't to use a unit spamming tactic, you can use the japanese with there mass of cheap infantry with Blitz and Fury. Also the Japanese have a lot of cards, that make your units stronger. There units also often have death abilities, doing damage to the enemy HQ or units when dying.

My best deck at the moment is one with the British als major power and Russia in support:

Units:


2 X No. 10 Commando (B)
3 x 5th Brigade (B)
3 x 84th Infantry Regiment (R)
1 x 26 Engineer Regiment (B)
2 x Matilda Mk II (B)
1 x Hudson Mk III (B)
2 x 22nd Guards Brigade (B)
3 x Royal West Kents 8B)

Orders:

2 x Cup of Tea (B)
2 x AA Barrage (B)
2 x burning Sky (R)
2 x Supply Drop (B)
3 x Naval Suppor (B)
3 x For the King (B)
3 x From the People (R)
3 x Convoy HX 175 (B)
1 x Critical Hit (R)
1 x (Arctiv Convoy (R)

It isn't compleate now, but it's working. The main idea is to bring units with guard on the table and boost der attack strenght. With Naval Operation I can increase the attack strenght of a guar unit im compare to it's defence. So the russian 84th Infantry Regiment with 1/8 becomse a 8/8 WITH Guard. Or I have the Royal West Kents on the field with the ability, that every unit with guard is dealing damage similar to its defence when attacked. If the enemy don't have artillery or bomber, who ignore Guard, the enemy must attack my guard units before dealing damage to the ajected units like the Matilda or the Hudson.
Another damage dealer can be the Commando Unit, it deals 1 Damage to a random enemy (including the HQ) for every played Order card. I have 22 often cheap order cards....and 1 damage is better then nothing. And if there are heavy enemy units on the board, I can use Critical Hit or from the peaople to deal direct damage.

It isn't a perfect deck, but as I said, it's working well. I should show you, that a strategy for a game is more important then expensive, high damage units.
Tristan Sep 15, 2019 @ 12:37pm 
A nice distribution of credit costs is a good start, as is trying to make sure that your cards generate value. eg Pinning a unit for a turn, or gaining some base health is nice, but if you havent removed one of their units, or added one of your own to the board, you've not advanced your position in the game. That's why cards like Nebelwurfer, Zero and Panzer IV F2 are among the best. they hurt their board and add something meaningful to your own
TheMasterBlaster Sep 15, 2019 @ 2:19pm 
honestly, i think a more important deck building issue for KARDS is how to create a winning Draft deck.

I've made Draft decks which I was sure would win several games, only to strike out with 3 losses at the very beginning. I've also had draft decks which I didnt think were all that special win 7 games.

for regular gameplay, you're kinda limited when you're a noob and dont have a massive card collection.

there really aren't that many cards in KARDS, so I suggest browsing the SHOW ALL CARDS in the deck building library. You'll quickly notice the strengths and weaknesses of each faction. I have 30 hours of gameplay, and there are still some cards which I misunderstand while playing.

like most deck building games, you need an early, mid, and late game plan for your deck based on how you plan to win. be sure to look at the 'curve' of the deck - the number of cards you have for each kredit cost.

too many low cost cards, and your deck will run out of steam unless you get a quick victory. too many high cost cards and you might lose to a fast deck unless you have adequate early game defenses. click on the bar graph icon in the deck building library to see the curve of you deck.

good luck!
Last edited by TheMasterBlaster; Sep 15, 2019 @ 2:20pm
non Sep 28, 2019 @ 11:02pm 
Suggestion: build an all aircraft deck, it´s unbeatable.
You might wonder: "but no war was ever fought without land units?".
Yeah, well, this game is not about logic.
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Date Posted: Sep 15, 2019 @ 2:00am
Posts: 4