Tips for KARDS

This page is a comprehensive list (UNDER WORK) of almost all of the niche and small things that will not only improve your gameplay, but also your enjoyment and ease of access of the game. This list ranges from explaining floating kredits, to teaching you how to navigate collection in-game. We hope you enjoy this list as it did take a bit to make, and we hope it will further improve your enjoyment of the game.

## Navigating "Collection"

The Collection section is located under the 'Cards' menu in-game, at the top left corner. It provides a comprehensive list of all the cards you own. By ticking the 'card' icon, you can view a list of every card available in the game. In addition to the basic functionality, here are some useful tips and features that you may not be aware of:

1. There is a search bar located at the top left corner. While it allows you to search for specific cards, you can also search using keywords such as "Elite," "Special," "New" (to display all cards with the "NEW" tag), "Gold" (to show cards with a gold foil), "Smokescreen," or "Blitz." Entering a main keyword like "Blitz" or specifying a rarity like "Limited" will exclusively display those cards.
2. Typing any word or sentence in the search bar will show you every card with those words in their description and/or title.

* On the right side, you can select an Expansion under the Set section to view all the cards in that particular Expansion. There are also various other filtering options available.
* Each card in the collection has a small icon displayed at the bottom right, indicating the Expansion it belongs to.
* In the top left corner, you can find an overview of the number of cards you own, represented as a percentage for each collection. This is denoted by the three lines icon.
* Right-clicking on a card will provide you with information about the listed keywords on the card, the artwork's origin, and its inspiration.

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## Navigating Friends List

* You can find the Friends List in the top right of the main menu, below the Discord icon.
* To add friends, click on the friend icon and get your name and the four numbers after the # at the top of the friend menu; or get your friend to give you theirs. After that, input their name into the little bar at the bottom and hit "add friend."
* Your friend may need to restart your game to see friend requests, or to accept them.
* When you have accepted their friend request or they accepted yours, you will notice a small crosshair icon, and a chat bubble icon. Click their name once for a "Remove Friend" option.
* The friend list will show you if a player is Offline, In Battle, In Training or In Menu.
* Clicking the Crosshair will invite the player to a friendly battle, where you both pick a deck and fight; if they accept. Currently, friendly battles do give exp; but a very small amount - that equal to training mode.
* The chat bubble is an in-game chat system, that also allows you to chat while in battle; but you must join the chat before entering battle to talk in it during battle.
* The chat icon disappears after exiting/restarting your game, and chat history is not saved afterwards.

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## General In-Battle Knowledge

In battle, sometimes you might think a play is good; but it actually loses you the game - or you didnt expect them to have a countermeasure. This list will be small but include crucial info that may be obvious to a trained eye, but you might not know.

* Countermeasures cost kredits. Since they are technically not played until activated, you cannot tell if the enemy has one activated, as you cannot see if they have spent kredits on one. Instead of looking for spent kredits, look for how much is left over at the end of their turn, aka "Floated kredits." if they didn't use 5 kredits; they have enough to have an Entrapment activated, so if you do not attack this turn the Entrapment will not activate and they have effectively wasted 5 kredits. Or, you could play around it; like attacking with a weak unit first so the Entrapment destroys your weak unit instead of your good ones.

* Dont place guards in places that doesn't protect your HQ. Say you have a support line of two planes. If you place a Grenadier Guards in between the planes, it will protect the planes; but it leaves your HQ open to be attacked. This is usually considered a bad move, as the HQ is the most valuable piece of any game.

* Typically decks tend to be similar, this means if you can figure out what type of deck they're playing, you know what you're going up against and what type of cards they may have in a deck. For example, if they play a StuG III-F and a Panzer II-A; you know they are most likely playing a "Fast Heinz" deck, and that means they will most likely have cards such as Fast Heinz, Panzer III-F, and Enigma. You can play your cards around what you expect their deck to be, and have counters ready for what they will have.

* Always read card effects you haven't seen! So many new players tend to over look some cards with niche effects; for example C6N Saiun which causes countermeasures to not activate. A lot of newbies tend to forget this and get pretty confused when their countermeasures do not activate.

* Each unit has its own niche thing. Bombers do not take damage when attacking, but do not deal damage when attacked. These types of things are good to keep an eye out, for example tanks can both move and attack in the same turn, and artillery can also go through guard. Knowing how to deal with these types of situations can win you more games.

* If a plane is on the board, a bomber can only attack the plane when trying to attack anything else in the same line, and its the only time bombers can take damage in return when attacking. Bombers also do not deal damage if a plane is attacking it. Artillery can go through guard, and virtually nothing can stop it from attacking. It also deals damage when attacked, but does not take damage from attacking.

* More soon to come! :)

## Niche In-Battle Effects

When in battle, there are some effects that can be a bit confusing, or you might not know how exactly they are executed. This usually includes cards such as Sendai Regiment; where you might not know that if you kill Sendai, it will always return your unit to the right-most side of your support line, and if your support line is full; you permanently lose your unit.

* Winter Offensive does not trigger cards such as Secret Operatives, because Winter Offensive technically does not target a single unit. This includes any AOE card.
* The wording on Uprising is such that you may choose to target a friendly unit and as such also circumvent any anti-targeting countermeasures (while not avoiding Ultra or Dowding System, of course).
* If your support line has 3 cards in it and you play a card such as Panzerzug 61 BP42, or 6th Airborne, it will not spawn the additional units, as your Support line is full.
* Killing a Sendai Regiment will always return your unit to the rightmost side of your support line.
* If you play Patriotic Firestorm and then move your units up, they will keep their +2 Attack gained from Patriotic Firestorm. This lets you combo cards like T-34 1942 and Patriotic Firestorm.
* 8th Cavalry Regiment allows you to ignore Fatigue damage (damage taken to HQ when you have 0 cards left to draw)
* Ki-100 Goshikisen can still die to hard Removal such as Blade of the Samurai, but cannot die to Soft removal such as Tactical Strike on your turn.
* 12 Kredit slots is the soft cap, but you can actually have a maximum of 24 Kredit slots, by using cards such as Hour of Need and War Bonds.
* You can add M36 Jackson to your support line by discarding it yourself with the opponent's U-16.
* The maximum HP your HQ can have is 99.
* The maximum Attack and Defense a unit can have is 99, but there used to never be a maximum amount. this included HQs.
* You can AA Barrage your own Planes.
* Katyusha's extra damage Ignores Heavy Armour
* All damaging orders ignore Heavy Armour
* War Production and cards similar can discard Resistance cards
* C6N Saiun makes Countermeasures unable to trigger, this is often overlooked by new players. A6M3 Zeke also forces Countermeasures to cost 2 more.
* Imperial Strength can discard your **own** Countermeasures, if you activated them before using Imperial Strength.
* You cannot see an opponent that has activated Countermeasures, however you will see that they did not use kredits. This means if you can see your opponent did not spend 3 kredits, he could have an Envelop activated.
* The M4A1 adds itself to your hand if the enemy makes you discard a card, so if you play a U-375 and see the enemy draw two cards, this means he most likely has two M4A1.
* "Added" cards do not give deployment effects. This includes Seaborne Invasion and Special Assignment.
* Home Defense always adds the Type 3 Chi-Nu next to the HQ.
* There is not a maximum Operational cost a unit can have.
* Isolation and Sendai Regiment will always add a frontline unit back to your support line.
* If your opponent plays Overcast, it will not duplicate SB2C Helldiver
* A game cannot draw in any way possible. There is always a winner and a loser, Even if you play a card like Winter Offensive to killed both HQs at the same time, damage is calculated in order; so whichever HQ is calculated first, wins.
* More are to be added.
* Shibata will kill itself if you have Long Range Desert Recon on it.

## To be Continued

More will be added to this page, just wait!