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Nations are the the five military powers that exist in KARDS:

  • Britain
  • Germany
  • Japan
  • Soviet Union
  • United States


Each Nation has their own set of cards to create a unique profile based on the historic events and reflects the nation's strengths and weaknesses.


Main nation and ally nation

Your decks can contain cards from up to any two nations: your main nation and ally nation.

Your main nation in a deck has a minimum of 28 cards (HQ + 27 cards). Your ally nation in the deck can be any other nation and is limited to a maximum of 12 cards. Combining a main and ally nation in a deck and playing it accordingly is one of the major thrills and challenges in KARDS. 



Britain has a good selection of ground units, many with defensive abilities such as Guard or Smokescreen, and the RAF air superiority for inflicting more serious damage. Their Orders and Countermeasures are focused on defensive gameplay.

Playing Britain as Main Nation fits a defensive playing style with emphasis on a strong support line and using air superiority or Orders to halt and weaken the enemy before delivering the final blow.



Germany has a powerful ground force, among them many units with Blitz, Smokescreen or other special abilities. Their Orders and Countermeasures are focused on temporary effects, destroying cheaper units, removing enemy units and attack orders against the enemy Support Line.

Playing Germany as a Main Nation suits an offensive playing style, capture and hold the Frontline and use Blitz units and Orders to weaken or destroy the enemy forces. 



Japan has infantry and air units as pillar of their armed forces. Their units may not be the strongest, but they make up for it with their Rout (kamikaze) abilities and cheap but effective Orders to back them up.

Playing Japan as a Main Nation suits an offensive playing style, swarm the Frontline with kamikaze units backed up by Orders and support units that boost the offensive.


Soviet Union

Soviet Union has infantry and tank units as the focal point of the Red Army. Their Orders consist of a powerful collection of attack or resource boosters, repairs and reserves.

Playing Soviet Union as a Main Nation suits an offensive or defensive playing style, depending on the Ally. They have cheap units, many with Blitz, perfect for an aggressive strategy, but they also have strong Guard units and Orders that can easily halt the enemy advance.


United States

United States forces have an even distribution of infantry, armor, artillery and air units, many with “silent” effects that boost friendly units or penalize enemies. US Orders are mostly focused on boosting attack or defense, random damage or destruction and Frontline control, plus a strong “card draw” theme. In general they are very well balanced and equipped for a prolonged or mid-range game.

Playing the US as Main Nation can suit both an offensive and defensive playing style, depending on the Ally.


Historical accuracy

While the cards are carefully designed and balanced to create a unique profile for each nation that accurately reflects history, you can use your imagination and go beyond the strict boundaries of history by creating exciting new combinations of nations working together.

Do you want to challenge history and create your own version by combining forces, for example, of US and Germany? Maybe you want to see how well Soviet and Japan would have done? 

Of course, you can as well go for a more historically accurate deck and only combine the actual Axis and Allies of WWII.

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