KARDS is a WWII collectible card game from Icelandic studio 1939 Games, built on 40 card decks that pair one major nation with up to 12 cards borrowed from a single ally. Both headquarters start at 20 defence and the match ends the moment one of them hits zero. What sets it apart from other digital card games is the frontline: your board is split into two lines, and which line a unit sits in decides what it is allowed to attack.
Picking the right build determines how your experience plays out. These builds are ranked by overall effectiveness, factoring in damage, survivability, gear requirements, and how well they scale into endgame. New to the game? Start with our beginner's guide first.
Quick Rankings
| Build | Tier | Playstyle | Core Gear |
|---|---|---|---|
| Germany | A | Balanced | Best available |
| Soviet Union | A | Balanced | Best available |
| United States | A | Balanced | Best available |
| Britain | A | Balanced | Best available |
| Japan | A | Balanced | Best available |
For detailed meta rankings, see our KARDS - The WWII Card Game tier list.
A-Tier: Germany
Germany is a top-performing option in KARDS - The WWII Card Game.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Blitzkrieg | A German tactical order that hands a unit a large attack boost, which is why it turns up in aggressive lists hunting a single lethal turn. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Kredit economy | You start with one kredit slot and gain another at the beginning of every turn, refilling to your full total each time. |
How to Play Germany
Germany focuses on a balanced approach to content.
Why this build works: Blitzkrieg does the damage and Kredit economy keeps it running, which is why this sits at the top of the list. See our weapons guide for detailed equipment breakdowns.
Pros:
- Highest overall performance
- Straightforward gearing path
- Works in all content types
Cons:
- Popular pick, resources may be contested
- Needs specific gear to reach full potential
A-Tier: Soviet Union
Soviet Union is a strong option in KARDS - The WWII Card Game.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Katyusha | Soviet rocket artillery with a zero kredit deployment cost that adds a random point of extra damage when it attacks. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Deployment and operation costs | Every unit card carries two numbers: a deployment cost to put it on the board and a smaller operation cost paid each time it moves or attacks. |
How to Play Soviet Union
Soviet Union focuses on a balanced approach to content.
Why this build works: Pair Katyusha with Deployment and operation costs and the build stops depending on a good start, so it holds up across most content. See our weapons guide for detailed equipment breakdowns.
Pros:
- Most versatile option
- Straightforward gearing path
- Works in all content types
Cons:
- Lower peak damage than S-tier
- Needs specific gear to reach full potential
A-Tier: United States
United States is a strong option in KARDS - The WWII Card Game.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Mito Regiment | A 3 kredit Japanese infantry unit with 2 attack, 3 defence, an operation cost of 1 and Blitz. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Frontline and support line | Units in your frontline can attack enemy support line units and the enemy HQ. |
How to Play United States
United States focuses on a balanced approach to content.
Why this build works: Frontline and support line covers the gap Mito Regiment leaves open, so the build stays usable even when a fight goes badly. See our weapons guide for detailed equipment breakdowns.
Pros:
- Best survivability
- Straightforward gearing path
- Works in all content types
Cons:
- Slower clear speeds
- Needs specific gear to reach full potential
A-Tier: Britain
Britain is a specialized option in KARDS - The WWII Card Game.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | The War Machine | An American economic order that grants an extra kredit slot, pulling your whole curve forward by a full turn. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Ally nation limit | A deck holds exactly 40 cards built around one major nation, and at most 12 of them may come from a single ally nation. |
How to Play Britain
Britain focuses on a balanced approach to content.
Why this build works: This one leans on Ally nation limit rather than raw numbers, and The War Machine is what makes that trade pay off. See our weapons guide for detailed equipment breakdowns.
Pros:
- Strong in group/team content
- Straightforward gearing path
- Excels in its niche
Cons:
- Weaker solo performance
- Requires deep game knowledge
A-Tier: Japan
Japan is a specialized option in KARDS - The WWII Card Game.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Hawker Hurricane | A British fighter. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Combat keywords | Seven combat keywords do most of the work: Ambush, Blitz, Fury, Guard, Heavy Armor, Shock and Smokescreen. |
How to Play Japan
Japan focuses on a balanced approach to content.
Why this build works: Hawker Hurricane and Combat keywords pull in the same direction here, which separates this from the safer picks above. See our weapons guide for detailed equipment breakdowns.
Pros:
- Unique, rewarding playstyle
- Straightforward gearing path
- Excels in its niche
Cons:
- High skill floor, punishing when misplayed
- Requires deep game knowledge
Build Progression Path
- Start with Soviet Union: the most forgiving option for learning the game
- Transition to Germany once you understand core mechanics and have access to Blitzkrieg
- Keep a United States setup for content that keeps killing you
- Try Japan for a fresh experience once you've mastered the basics
Follow our walkthrough for the optimal progression path through each area.
Gearing Tips
- Invest in your primary equipment first, since it gives the biggest power spike. See our weapons guide for rankings.
- Read operation cost, not just deployment cost. A 2 kredit unit with an operation cost of 2 eats a third of your turn four economy every single time it swings, which is exactly how aggressive draws stall out with a full board.
- Frontline units can attack the enemy support line and the enemy HQ directly, while support line infantry cannot attack at all. Deciding which line a unit enters is therefore a bigger decision than which unit you deploy.
- Don't spread upgrade resources across multiple builds until endgame
More KARDS - The WWII Card Game Guides
- KARDS - The WWII Card Game KARDS - The WWII Card Game Overview
- KARDS - The WWII Card Game Tier List
- KARDS - The WWII Card Game Walkthrough
- KARDS - The WWII Card Game Beginner's Guide
- KARDS - The WWII Card Game Tips & Tricks
- KARDS - The WWII Card Game Weapons Guide
- KARDS - The WWII Card Game Combat Guide
- KARDS - The WWII Card Game Boss Guide
- KARDS - The WWII Card Game Maps & Locations
- KARDS - The WWII Card Game Crafting Guide
- KARDS - The WWII Card Game Classes & Characters
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