KARDS - The WWII Card Game

KARDS - The WWII Card Game

About Rotation system.
In conclusion, I think it's one of the worst things that effect kards.
Yes, here can be any kind of nice effect for kards.
But I think here are more bad effects.

Decrease of the range of strategy:
Nobody use old cards. It's because new cards have much higher value than older one.
And yea, so, except nation combo, one nation couldn't have more than 3 decks.

OP cards:
I know making op cards make money. But, a little bit of higher power, it's okay. But the problem is here. I see you an example.

East Surrey Regiment: 2/6 guard, standard, in BASE
Frontier force: 2/5 fury and 0/3 guard HQ attacker, standard, in B&I

Here might be higher merit of ESR (deployed number, operation cost, etc.). But you guys can see what greater card than other is!! Locking ESR into rotation don't help solve this problem.

So the problem is decrease of range of strategies. And I think the system exists to justify OP cards in new expansions.... How about that, players? I'd like to hear your opinion.
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romy May 24 @ 2:14am 
quite the opposite, the rotation system expands the strategical aspect.

we have several decades of experience with that, look how all the CCG who didnt rotate died because of the lack of strategies they resulted in and how all those who thrive implemented some kind of rotation system, including 30 years old star MtG.

Without rotation, the only way to keep the game alive is to do exactly what you say : having each expansion release OP cards that makes old cards irrelevant, not only does it reek powercreep scam but you get quickly in a situation where it kills the game itself.

The rotation system, in the other hand, allows the game to stay fresh and creative without falling into the powercreep trap to sell new expansions.
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