Title screen

Field training

Generations Tutorial

Everything you need to command: the rules, every nation, real sample exchanges and the strategies that win.

1 · The goal

Reduce the enemy HQ to 0 Health. You build a 30-card deck from one nation in one generation, led by a historical commander. Each deck can hold at most 3 Elites, 2 Special cards, 8 copies of a standard card and 6 copies of a Limited card.

Power is your resource. It grows each turn and pays for units, orders, moving and commander reinforcements.

2 · The battlefield layers

  • Support — up to 6 cards per side. Units deploy here; artillery and snipers fire from here safely.
  • Frontline — up to 6 cards in the contested ground. Only one side can hold it; units here can strike enemy Support and the HQ.
  • Surveillance (Gen 4–5) — up to 3 cards per side. Drones and recon draw cards, generate Power or strike each turn, and let air units reach deeper.

3 · Anatomy of a turn

  1. Gain Power and draw a card.
  2. Deploy units to Support. New units show a Deployed tag and can't act until next turn — unless they have Blitz.
  3. Move a unit to the Frontline (tanks may move and attack in the same turn).
  4. Attack. Each unit that acted shows an Operated tag.
  5. Play orders at any point — they hit instantly and are revealed to both players.

4 · Combat simulator

Real card match-ups: attack, return fire and final health, including national traits and armor.

Infantry exchange

When infantry attacks, both units deal damage: the defender fires back.

1 · Attack

Illustration of Infanterie de Ligne

Attacker

Infanterie de Ligne

France · infantry

Attack 3 · Health 2/2

3 damage
Illustration of Redcoat Line Battalion

Defender

Redcoat Line Battalion

United Kingdom · infantry

Attack 2 · Health 4/4

Infanterie de Ligne attacks for 3 damage.

2 · Return fire

Illustration of Infanterie de Ligne

Attacker

Infanterie de Ligne

France · infantry

Attack 3 · Health 2/2

2 damage
Illustration of Redcoat Line Battalion

Defender

Redcoat Line Battalion

United Kingdom · infantry

Attack 2 · Health 1/4

Redcoat Line Battalion returns fire for 2 damage.

3 · Outcome

Illustration of Infanterie de Ligne

Attacker

Infanterie de Ligne

France · infantry

Attack 3 · Health 0/2 · Destroyed

Final health
Illustration of Redcoat Line Battalion

Defender

Redcoat Line Battalion

United Kingdom · infantry

Attack 2 · Health 1/4

Result: Redcoat Line Battalion survives with 1 Health; Infanterie de Ligne is destroyed.

Tip: Trade cheap units for expensive ones, not the other way around.

Artillery bombardment

Artillery fires from Support and never takes return fire.

1 · Attack

Illustration of 155mm Schneider Howitzer

Attacker

155mm Schneider Howitzer

France · artillery

Attack 4 · Health 3/3

4 damage
Illustration of Doughboys

Defender

Doughboys

United States · infantry

Attack 2 · Health 3/3

155mm Schneider Howitzer attacks for 4 damage.

2 · Return fire

Illustration of 155mm Schneider Howitzer

Attacker

155mm Schneider Howitzer

France · artillery

Attack 4 · Health 3/3

No return fire
Illustration of Doughboys

Defender

Doughboys

United States · infantry

Attack 2 · Health 0/3 · Destroyed

No return fire — the attacker is untouched.

3 · Outcome

Illustration of 155mm Schneider Howitzer

Attacker

155mm Schneider Howitzer

France · artillery

Attack 4 · Health 3/3

Final health
Illustration of Doughboys

Defender

Doughboys

United States · infantry

Attack 2 · Health 0/3 · Destroyed

Result: Doughboys is destroyed; 155mm Schneider Howitzer has 3 Health left.

Tip: Keep artillery behind a Guard to whittle enemies down safely.

Armor duel

Armor reduces every hit by its value, down to zero. Both tanks fire, but plating absorbs part of each shot.

1 · Attack

Illustration of Panzer IV

Attacker

Panzer IV

Germany · tank · Armor 2

Attack 4 · Health 6/6

2 damage
Illustration of T-34/76

Defender

T-34/76

Soviet Union · tank · Armor 2

Attack 3 · Health 6/6

Panzer IV attacks for 4, minus Armor 2 = 2 damage.

2 · Return fire

Illustration of Panzer IV

Attacker

Panzer IV

Germany · tank · Armor 2

Attack 4 · Health 6/6

1 damage
Illustration of T-34/76

Defender

T-34/76

Soviet Union · tank · Armor 2

Attack 3 · Health 4/6

T-34/76 returns fire for 3, minus Armor 2 = 1 damage.

3 · Outcome

Illustration of Panzer IV

Attacker

Panzer IV

Germany · tank · Armor 2

Attack 4 · Health 5/6

Final health
Illustration of T-34/76

Defender

T-34/76

Soviet Union · tank · Armor 2

Attack 3 · Health 4/6

Result: T-34/76 survives with 4 Health; Panzer IV has 5 Health left.

Tip: Answer heavy armor with orders or destroy effects — they bypass or overwhelm plating.

Bomber sortie

Bombers strike any layer and take no return fire, but never defend.

1 · Attack

Illustration of P-47 Thunderbolt

Attacker

P-47 Thunderbolt

United States · air

Attack 4 · Health 2/2

4 damage
Illustration of Type 88 AA Gun

Defender

Type 88 AA Gun

Japan · artillery

Attack 3 · Health 2/2

P-47 Thunderbolt attacks for 4 damage.

2 · Return fire

Illustration of P-47 Thunderbolt

Attacker

P-47 Thunderbolt

United States · air

Attack 4 · Health 2/2

No return fire
Illustration of Type 88 AA Gun

Defender

Type 88 AA Gun

Japan · artillery

Attack 3 · Health 0/2 · Destroyed

No return fire — the attacker is untouched.

3 · Outcome

Illustration of P-47 Thunderbolt

Attacker

P-47 Thunderbolt

United States · air

Attack 4 · Health 2/2

Final health
Illustration of Type 88 AA Gun

Defender

Type 88 AA Gun

Japan · artillery

Attack 3 · Health 0/2 · Destroyed

Result: Type 88 AA Gun is destroyed; P-47 Thunderbolt has 2 Health left.

Tip: In Gen 4–5 keep a Surveillance unit in play or each sortie costs the bomber 1 health.

Hunting the evasive

Only Special Forces, Snipers or Helicopters can attack Evasive units.

1 · Attack

Illustration of UH-60 Black Hawk

Attacker

UH-60 Black Hawk

United States · air

Attack 4 · Health 3/3

4 damage
Illustration of Donkey Forces

Defender

Donkey Forces

Afghanistan · infantry

Attack 3 · Health 4/4

UH-60 Black Hawk attacks for 4 damage.

2 · Return fire

Illustration of UH-60 Black Hawk

Attacker

UH-60 Black Hawk

United States · air

Attack 4 · Health 3/3

3 damage
Illustration of Donkey Forces

Defender

Donkey Forces

Afghanistan · infantry

Attack 3 · Health 0/4 · Destroyed

Donkey Forces returns fire for 3 damage.

3 · Outcome

Illustration of UH-60 Black Hawk

Attacker

UH-60 Black Hawk

United States · air

Attack 4 · Health 0/3 · Destroyed

Final health
Illustration of Donkey Forces

Defender

Donkey Forces

Afghanistan · infantry

Attack 3 · Health 0/4 · Destroyed

Result: Donkey Forces is destroyed; UH-60 Black Hawk is destroyed.

Tip: Bring at least one evasive-hunter if you expect to face Afghanistan.

5 · Nations by generation

1st Generation — Line & Column · 1648–1860. Massed manpower in ordered ranks. Muskets, cannon, cavalry charges.

France

Grande Armée: infantry gain +1 Attack but have 1 less Health.

Commanders: Napoleon Bonaparte

Illustration of Imperial Guard
Imperial Guard
Illustration of Old Guard Grenadiers
Old Guard Grenadiers
Illustration of Guard Horse Grenadiers
Guard Horse Grenadiers

United Kingdom

Thin red line: Guard units gain +1 Health.

Commanders: Arthur Wellesley

Illustration of Coldstream Guards
Coldstream Guards
Illustration of Life Guards Heavy Brigade
Life Guards Heavy Brigade
Illustration of Black Watch
Black Watch

United States

Frontier resilience: units costing 2 Power or less gain +1 Health.

Commanders: George Washington

Illustration of Morgan's Riflemen
Morgan's Riflemen
Illustration of Continental Light Dragoons
Continental Light Dragoons
Illustration of 1st Delaware Elite Infantry
1st Delaware Elite Infantry

6 · Key tactics and keywords

  • Armor — every hit is reduced by the armor value.
  • Blitz — acts the turn it deploys. Great for finishing a weakened HQ.
  • Cloaked — hidden from enemy ground troops, snipers and helicopters until it attacks, which reveals it. Orders and artillery can still strike a cloaked unit.
  • Deception — the next unit attack against this unit hits a decoy and misses entirely. Granted by Commander Rommel's tanks and orders like Operation Bertram.
  • Evasive — only Special Forces, Snipers and Helicopters can attack it; orders still hit.
  • Guard — enemy ground troops must attack it first. Use it to shield artillery.
  • Precision orders — you pick the target; only explicit order immunity protects it.
  • Snipers — fire from Support with no return damage, but cannot hold the Frontline alone.
  • Special Forces — can attack Evasive units; normal line, Guard and cloak restrictions still apply.
  • Specials — game-altering orders, max 2 per deck. Time them for a decisive swing.
  • Surveillance (Gen 3–5) — a unit with Surveillance in your Support line lets your artillery and aircraft strike enemy Support and the HQ, and spares your bombers the 1 damage they take attacking without Surveillance. It only works while the unit stays in Support.

7 · Strategy

  • Curve your Power. Mix cheap, mid and expensive cards so you deploy every turn.
  • Win the Frontline. Holding it lets your units hit the HQ while denying the enemy.
  • Trade efficiently. Use the simulator above: attack where return fire won't kill you.
  • Play to your doctrine. Cheap mass nations should swarm; expensive overmatch nations should protect their big units.
  • Save answers. Keep an order for the enemy elite instead of spending it on a cheap unit.