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.
Your choice of equipment defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.
Equipment Rankings
| Equipment | Tier | Best For | Notes |
|---|---|---|---|
| Blitzkrieg | S | German aggro decks closing a game from a life total the opponent thought was safe. | 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. |
| Katyusha | A | Soviet decks that want free board presence and chip damage without touching their kredit curve. | Soviet rocket artillery with a zero kredit deployment cost that adds a random point of extra damage when it attacks. |
| Mito Regiment | A | Japan burn decks where even a losing trade still moves the enemy HQ 2 closer to zero. | A 3 kredit Japanese infantry unit with 2 attack, 3 defence, an operation cost of 1 and Blitz. |
| The War Machine | B | USA ramp decks planning to land expensive bombers before the opponent can contest them. | An American economic order that grants an extra kredit slot, pulling your whole curve forward by a full turn. |
| Hawker Hurricane | B | British control decks that need an answer to enemy bombers without giving up board position. | A British fighter. |
S-Tier: 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.
| Attribute | Detail |
|---|---|
| Tier | S |
| Best For | German aggro decks closing a game from a life total the opponent thought was safe. |
| Key Mechanic | Kredit economy |
| Recommended Build | Germany |
How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.
Best builds using Blitzkrieg: Pairs naturally with Germany thanks to how their stat scaling lines up.
A-Tier: Katyusha
Soviet rocket artillery with a zero kredit deployment cost that adds a random point of extra damage when it attacks. Artillery can fire from the support line at targets anywhere on the board.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Soviet decks that want free board presence and chip damage without touching their kredit curve. |
| Key Mechanic | Deployment and operation costs |
| Recommended Build | Soviet Union |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Katyusha: Pairs naturally with Soviet Union thanks to how their stat scaling lines up.
A-Tier: Mito Regiment
A 3 kredit Japanese infantry unit with 2 attack, 3 defence, an operation cost of 1 and Blitz. When it is destroyed it deals 2 damage to the enemy HQ.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Japan burn decks where even a losing trade still moves the enemy HQ 2 closer to zero. |
| Key Mechanic | Frontline and support line |
| Recommended Build | United States |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Mito Regiment: Pairs naturally with United States thanks to how their stat scaling lines up.
B-Tier: The War Machine
An American economic order that grants an extra kredit slot, pulling your whole curve forward by a full turn.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | USA ramp decks planning to land expensive bombers before the opponent can contest them. |
| Key Mechanic | Ally nation limit |
| Recommended Build | Britain |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using The War Machine: Pairs naturally with Britain thanks to how their stat scaling lines up.
B-Tier: Hawker Hurricane
A British fighter. Fighters police the air, and because aircraft can attack from your own support line they do not need frontline control to be useful.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | British control decks that need an answer to enemy bombers without giving up board position. |
| Key Mechanic | Combat keywords |
| Recommended Build | Japan |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using Hawker Hurricane: Pairs naturally with Japan thanks to how their stat scaling lines up.
Equipment Progression Path
The order you should acquire equipment as you progress:
- Starting gear → Enough to clear Ranked Battle
- Katyusha → Your first real upgrade, available early
- Mito Regiment → Mid-game upgrade with good scaling
- Blitzkrieg → Best-in-slot, aim for this by late game
- Upgrade to max → The power spike from max upgrades is enormous
Equipment Tips
- Always upgrade your primary equipment before diversifying. One strong option beats three mediocre ones.
- Match your equipment to your build's stat priorities for maximum scaling.
- 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.
- Check our tier list for how equipment rankings affect overall build effectiveness.
More KARDS - The WWII Card Game Guides
- KARDS - The WWII Card Game KARDS - The WWII Card Game Overview
- KARDS - The WWII Card Game Best Builds
- 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 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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