KARDS - The WWII Card Game

KARDS - The WWII Card Game

Has anyone ever had fun playing against 'One Roof' or 'Push'
I mean yes it is nice to beat these decks, but as soon as I see the 'Lose' Credit cards, I just really want to Forfeit, I wish they had more cards that worked around the loss of hte credits versus, oh here draw out your entire deck with 30 kredits, and PUSH, oh I drew my 4x common kards, I WIN, all jokes aside who playtested these cards and thought, man people are gonna love this.
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Showing 1-5 of 5 comments
IndianaJonny Nov 13, 2024 @ 7:56am 
That's the main reason Shibata exists in it's current form; to punish order-heavy decks.
puschit Nov 13, 2024 @ 9:24am 
I prefer 60th Cavalry Regiment, though, because it actually stops them right in the track.
Shibata however can LOSE you the game against Push! decks because it sometimes turbostarts them and enables them to win with a single Push!
romy Nov 13, 2024 @ 1:23pm 
Yes I had fun playing both with and against a lot of decks. Variety is the main strength of Kards.
Both of those decks are predicated on successfully executing the combo OTK. It is extremely aggravating when that happens, but in case an enemy cannot do this, those decks are practically useless. That's why I personally don't play them, I like more versatile decks.
puschit Nov 14, 2024 @ 6:26am 
Which is a shame in the case of self-credit-denial. I feel like many of these cards could be added to regular decks and would add spice and tactics to the game where the player needs to make the trade-off work. I mean we had Desperate Measures since the very first expansions and it was used in many agressive decks since then without any combo. It was just a choice between having strong early removal at the cost of a deminished lategame and maintaining the option of finishing the game with cards like KI-61 HIEN or N1k-J SHIDEN that important turn earlier.
Cards like 40th Cavalry Regiment are also interesting on their own, trading a kredit slot for a cost-reduced hand.
But a select few cards turn this into a combodeck, One Roof being the main cuplrit but also 5th Regiment, 144th Infantry Regiment and especially The Great Expanse (I don't mind Commit The Reserves). With those in existance you'd be stupid to not play them in a bundle and here we are.

What the devs don't get is that they rarely think about how decks feel like to play and especially play against. I am pretty sure that the winrate of the SKD deck isn't high enough to think about any nerfs (not so sure about Push decks, mostly because there are very different builds out there) but it surely feels very VERY bad when you lose to them. You can have full life and a dominant board (including a unit guarding your HQ) while the opponent has no board, is down to 5 life and half the kredit slots - and yet he can win from this position within a single turn. But this doesn't register with the devs.

However, the problem is this: Combo decks are always controversial in CCGs but there are also always players that enjoy this style of playing the game. Usually, as long as the win percentages are low enough, this is, all factors combined, considered a positive thing because it adds diversity. Basically, if 20% of players like combo decks and the existing combo decks don't dominate and aren't easy to play, the diversity they add is worth the occasional frustration it cases when it does win a game here and there.
But it's hard to judge where "dominating" begins or how much the existance of several non-dominant combodecks add up to feel like you play against combo too much. It could also be the case that these decks wreak havoc on certain levels of the ladder where players don't know how to handle it (or lack the cards to do so). The latter can be especially troublesome if the lower winrate in higher parts of the ladder keeps those combo decks within the lower levels of the ladder where they cause the most frustration.

Personally I hate monochrome combodecks in any CCG since the very first day Prosper-Bloom hit the scene in 1997 (thanks, Mike Long :P ) but I always maintained that they do have their place in a game like this as long as they always end up somewhere between half-decent and meme deck. And if they go beyond that, it usually triggers a ban-wave with big repercussions and revisions of how to design cards ("Combo Winter" of 98/99). Unfortunately this never lasts long and after some years you'll be back at the same spot where you left. And it always ALWAYS involves cards that convert one resource into another, duplicate resources, circumvent mana costs and/or manipulate what you draw - which should make it easy to prevent disasters but apparently is way too tempting for devs.
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Date Posted: Nov 13, 2024 @ 7:06am
Posts: 5