The Tactical Guide to Generations
Generations is a tactical deck-building card game spanning five eras of warfare — from Napoleonic line infantry to stealth aircraft and drones. This guide explains the battlefield layers, the Power economy, and the tactics that win battles.
The five generations
Every deck belongs to one of five generations, each with its own nations, commanders, units and artwork:
- Generation 1 — Age of Muskets. France, the United Kingdom and the United States field line infantry, cavalry and cannon.
- Generation 2 — The Great War. Trenches, machine guns, early tanks and biplanes.
- Generation 3 — World War II. Seven nations including Germany, the Soviet Union, Italy and Japan, with armored spearheads and heavy bombers.
- Generation 4 — Insurgency. Regular armies face Afghan guerrillas; helicopters, jets and special forces enter play.
- Generation 5 — Near-Future War. France, the UK, the US, Russia and China deploy stealth aircraft, drones and precision missiles.
The battlefield layers
Units deploy to distinct layers, and controlling them is the core of every battle:
- Frontline. The contested ground. Units here strike the enemy headquarters; hold it or lose it.
- Support. Artillery, snipers and specialists that fire from safety and enable deeper tactics.
- Surveillance (Generations 4–5). A third layer for scouts, drones and recon. Spotting the enemy grants intel — extra cards, extra Power and precision strikes — and unlocks deep attacks by artillery and aircraft.
Power: the resource of war
Power is your economy. It grows each turn and pays for deploying units, moving them, and using commander abilities. Spending Power early on cheap units seizes tempo; saving it unlocks elites and game-changing special cards. Commander doctrines let you spend Power to reinforce or boost specific units.
Key tactics
- Armor tempo. Tanks can move and attack in the same turn — use them to punish an empty Frontline.
- Bombers. In Generations 3–5 bombers strike anywhere and take no return fire, but they never defend and suffer without Surveillance support.
- Evasive units. Guerrillas like the Afghan Donkey Forces can only be targeted by special forces, snipers — or helicopters.
- Elites and specials. Decks are capped at three elite units and two special cards. Specials are battle-altering: sacrificing HQ health for swarms, erasing the strongest enemy, or wiping whole layers.
Commanders and nations
Each nation brings a unique card pool and historical commanders, and every commander has a doctrine — a passive or Power-driven ability that shapes your strategy. Build a 30-card deck in the deck builder, pick your commander, and test it against the AI or a human opponent online.