A Strategy Card Game Built for Tacticians

Most strategy card games stop at attack and defense numbers. Generations goes further: it is a free deck-building card game where positioning, timing and reconnaissance decide battles across five eras of warfare — from Napoleonic muskets to stealth drones.

What makes it a real strategy game

  • Layered battlefields. Units fight on a Frontline, a Support line, and — in later eras — a Surveillance layer. Where you deploy matters as much as what you deploy.
  • A real economy. Power grows each turn. Spend early for tempo or save for elites and game-changing special cards.
  • Information warfare. In Generations 4 and 5, spotting the enemy grants intel — extra cards, extra Power and precision strikes.
  • Armor and evasion. Tanks shrug off damage, guerrillas can only be targeted by special forces, snipers and helicopters — every matchup has an answer.

Five generations of warfare

Each deck belongs to one era, with its own nations, commanders, units and artwork:

  • Age of Muskets — line infantry, cavalry and cannon.
  • The Great War — trenches, machine guns and early tanks.
  • World War II — seven nations, armored spearheads and heavy bombers.
  • Insurgency — regular armies against guerrillas, helicopters and special forces.
  • Near-Future War — stealth aircraft, drones and precision missiles.

Build your deck, pick your commander

Build a 30-card deck from your nation's unique card pool — capped at three elite units and two special cards — and choose a historical commander whose doctrine shapes your strategy. Then test it against the AI or challenge a friend online with a private room code.