USA
Air superiority · Stealth fighters · Precision
Rule the skies with stealth fighters and strike with surgical precision from anywhere on the map. Few units: expensive and deadly.
Campaign “Atlantic Shield”
Strategy card game · Free on PC & mobile
Play a card and watch it come alive: armor, fighter jets, drones and artillery on a 3D battlefield. Five nations. One mission: destroy the enemy Headquarters.
Free · Coming soon to Google Play, the App Store and Steam

“The buzz of a moped, and then the whole sky catches fire.”
Shahed-136 TB: Iran card · Drone · cost 3 · attack 6 · defense 2.

Anti-tank: +5 damage to ground vehicles.
AH-64E Apache: USA card · Helicopter · cost 5 · attack 5 · defense 7.

“It flies at hedge height and fires from behind the hill.”
Tigre HAD: Europe card · Helicopter · cost 3 · attack 5 · defense 6.

“The missile city opens, the launcher comes out, fires and goes back into the mountain.”
Zolfaghar: Iran card · Artillery · cost 5 · attack 6 · defense 3.

“German engineering with a 120 mm gun.”
Leopard 2A8: Europe card · Armor · cost 4 · attack 6 · defense 8.

Hidden: if it attacks while not revealed, it deals +4 damage.
Start of turn: deal 2 damage to a random enemy air unit.
F-22A: USA card · Fighter · cost 7 · attack 5 · defense 6.

“Uncrewed turret, armored capsule and no hurry to prove it.”
T-14 Armata: Russia card · Armor · cost 7 · attack 9 · defense 8.

Hidden: if it attacks while not revealed, it deals +3 damage.
Deploy: deal 3 damage to an enemy air unit.
J-20A: China card · Fighter · cost 6 · attack 5 · defense 6.

Hidden: if it attacks while not revealed, it deals +2 damage.
65th NOHED: Iran card · Infantry · cost 2 · attack 5 · defense 4.

After attacking: deal 3 damage to enemy units next to the attacked target.
TOS-1A: Russia card · Artillery · cost 5 · attack 4 · defense 6.

“The steel dragon.”
Type 99A: China card · Armor · cost 4 · attack 6 · defense 6.
PC & mobile · Free
How to play
Deploy, maneuver, own the skies, climb the ranks. That's how wars are won in CHARDS.
Every card costs supplies, and every supply counts. Choose what to play, when, and on which hex: perfect timing beats the priciest card.
Forests, hills, cities and rivers. Find cover, take territory and strike your rival out of the fog of war.
Fighters, bombers and drones take off from your airfield and hit where it hurts. Patrol the front and shield your troops with anti-air.
Compete online and climb the ranked ladder: 11 ranks from Recruit to Marshal, and a new season every month.
Cards & units
30 cards from a single nation: units that take the ground, orders that turn the battle and countermeasures that punish your rival. Every card costs supplies (S).

Anti-tank: +5 damage to ground vehicles.
Javelin Team: USA card · Infantry · cost 2 · attack 3 · defense 4.
Infantry, armor, artillery, fighters, drones… Deploy it next to your Headquarters (aircraft go to your airfield): each turn it can move and attack once by paying its supply use.
Pictured: Javelin Team

Deal 3 damage to an enemy ground unit. If it destroys it, draw 1 card.
Brimstone 3: order · cost 2.
An instant strike: missiles, bombardments, electronic warfare, reinforcements… Play it from your hand, it takes effect and is discarded.
Pictured: Brimstone 3

Countermeasure: when an enemy aircraft attacks, abort the mission and deal 3 damage to it.
Rapid-Deployment NASAMS: countermeasure · cost 3.
Set it face down and wait: it triggers on its own when your rival takes the action it names. Up to 2 set at once; your rival knows they're there, but not which.
Pictured: Rapid-Deployment NASAMS
From riflemen to strategic bombers. Up to 8 units on the board and 4 aircraft on your airfield, ready to fly missions. The symbol in the middle of the card shows its class.
Board Move 1 · Range 1
Forests, hills and ruins cost it just 1 movement. It fortifies on its own and can attack helicopters.
Board Move 2 · Range 2
The spearhead. Infantry can only retaliate against it with Anti-Tank.
Board Move 3 · Range 2
Fast but fragile, with vision 2. Makes the most of roads.
Board Move 1 · Range 2-5
Never attacks an adjacent hex and draws no retaliation. Its long-range missiles reach the whole map.
Board Move 1 · Range 2
Only attacks helicopters and aircraft. Intercepts attack missions within 2 hexes; long-range ones, anywhere on the map.
Board Move 2 · Doesn't attack
Doesn't attack. Has Resupply and protects adjacent allied units from attrition.
Low flight Move 3 · Range 3
Flies low over the board: crosses units and water, but doesn't take territory or get cover.
Airfield Patrol & attack mission
The only aircraft that patrols: intercepts enemy air missions and attacks aircraft in flight.
Airfield Attack mission
Carpet bombing: 2 damage to enemy ground units next to the target.
Airfield Attack mission
Close support: +2 damage if the target is next to your ground units.
Airfield Attack mission
Cheap aircraft: attacks ground units, helicopters, the Headquarters and parked aircraft.
Airfield Support mission
Doesn't attack: early warning, electronic warfare, tankers, transport or reconnaissance.
Base values for each class: some cards change them.
Collection
The rarer the card, the harder it is to get and the fewer copies your deck allows. Spot it instantly by its color and gem.

Anti-tank: +3 damage to ground vehicles.
Ka-52M: Russia card · Helicopter · cost 4 · attack 5 · defense 5.
The backbone of every deck.
Pictured: Ka-52M (Russia)

“Fifty-seven tons that fire on the move at seventy kilometers per hour.”
Leclerc XLR: Europe card · Armor · cost 5 · attack 8 · defense 7.
When played, it slams onto the board with a blue flash.
Pictured: Leclerc XLR (Europe)

Carpet bombing.
Deploy: deal 5 damage to an enemy unit or to the Headquarters.
Tu-160M: Russia card · Bomber · cost 9 · attack 7 · defense 8.
When played, it floats, charges with golden light and lands with a heavy thud.
Pictured: Tu-160M (Russia)
Guaranteed legendary: on average one every 4-5 packs, and at most every 10.
Five nations
Every nation plays differently: its own cards, its own way of waging war and its own campaign.
Air superiority · Stealth fighters · Precision
Rule the skies with stealth fighters and strike with surgical precision from anywhere on the map. Few units: expensive and deadly.
Campaign “Atlantic Shield”
Modern armor · Precision artillery · Integrated defense
Cutting-edge armor, long-range artillery and an integrated air defense. Compact forces that hold the line, hit from afar and never give up a hex.
Campaign “Twelve Stars”
Artillery · Heavy armor · Electronic warfare
Walls of artillery, heavy armor and electronic warfare. Its missiles reach the enemy Headquarters from anywhere on the front.
Campaign “Hammer of the West”
Sheer numbers · Drone swarms · Long-range rockets
Drowns its rival in numbers: swarms of cheap drones, long-range rockets and landings that flood the front.
Campaign “Red Tide”
Ballistic missiles · Drones · Asymmetric warfare
Asymmetric warfare at its purest: ballistic missiles, drone swarms and defenses hidden in the mountains.
Campaign “Gates of Persia”
Collection & store
You start with the starter decks of all five nations, ready to play. The rest of the collection comes from packs, and packs are bought with the gold you earn playing online.

“The Meteor doesn't cut its engine until impact.”
Eurofighter: Europe card · Fighter · cost 5 · attack 5 · defense 6.

Anti-tank: +3 damage to ground vehicles.
Z-10ME: China card · Helicopter · cost 4 · attack 5 · defense 5.

“Fire, reload, vanish.”
HIMARS: USA card · Artillery · cost 5 · attack 6 · defense 6.

Deal 3 damage to an enemy ground unit. If it destroys it, draw 1 card.
Brimstone 3: order · cost 2.

Carpet bombing.
Deploy: deal 5 damage to an enemy unit or to the Headquarters.
Tu-160M: Russia card · Bomber · cost 9 · attack 7 · defense 8.

“A T-72 that has learned something from all its cousins.”
Karrar: Iran card · Armor · cost 3 · attack 5 · defense 7.

Intercepts across the whole map.
HQ-9B: China card · Anti-Air · cost 5 · attack 6 · defense 7.

Countermeasure: when an enemy aircraft launches an attack mission, deals 3 damage to it.
358 Loitering Missile: countermeasure · cost 1.

“First to arrive, from the sea or from the sky.”
7th Marines: USA card · Infantry · cost 2 · attack 3 · defense 4.
An example pack: 9 cards · 2 special · 1 legendary
What's in a pack
How to earn goldYour first online win every 24 hours. The match must reach your turn 3.
4 random missions every Monday, different for each player: wins, ranked, nations, streaks and long matches.
Every month, based on the best rank you reached in ranked, if you played 5 matches or more.
Gold is earned only by playing online.
Online
Turn-based matches on the clock, with ELO. Rise from Recruit to Marshal and cash in gold when each season ends.
Recruit
Private
Corporal
Sergeant
Warrant Officer
Lieutenant
Captain
Major
Colonel
General
Marshal
End-of-season gold by best rank reached.
A new season starts every month and ELO resets to 1000. After 5 placement matches you get your rank.
When the season ends you get gold for the best rank you reached: from 100 for Recruit to 1600 for Marshal.
Top 100, Marshal and each nation's Master: they can't be bought, only earned. And rank backs stay yours when the season changes.
Free to play
CHARDS is coming soon to Google Play, the App Store and Steam. Start picking your side.