KARDS - The WWII Card Game

KARDS - The WWII Card Game

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All secret achievements
By normalnut
This guide contains all secret achievements, as well as tips on how to get them.
   
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Preface
Before reading this guide, I recommend getting at least half of all the secret achievements. You can probably get the easiest ones without prompting, and it will be difficult to achieve the conditions for getting the most difficult ones in a normal battle.
  • Secret achievements can be obtained in any battle, including training and battle with a friend.

  • The cards in reserve can be used in your deck. This does not affect the achievement in any way.

  • Some achievements are counted during the battle, and others after it.

  • Some achievements require certain cards

  • If you want to earn achievements in a battle with a friend, then keep in mind that there should be no cards in reserve in the deck.

At the time of the creation of the guide, there are only 12 secret achievements in the game.
In the manual, they go in the same order as in the game.

The manual is written through a translator, so there may be errors in the tips.
Boomerang
Return an enemy Leopold to opponent's hand with Leopold
Issued during the battle

Tip: The description refers to the German artillery LEOPOLD

The most difficult achievement, which is very difficult to accomplish without a friend. The chance that the opponent will have Leopold is very low. In a ranking game at low ranks, most have simple decks with a small number of elite and special cards, while at high ranks, everyone makes a deck with new cards. In an out-of-rating game, people either want to test their deck or run daily missions. Therefore, there are few people with this card.

The only good advice is to look at the number of cards in the opponent's hand and the number of enemy units on the battlefield. When you place Leopold, the enemy units go into opponent's hand and if there is no room in hand, then the units are reset. So the main requirement is to return the Leopold to the opponent's hand. If the Leopold does not hit the hand but simply drops, then the requirement will not be counted.

If you don't have a Leopold, then you can use a Finnish DEPOT RAID order that will give you a salvaged version.
Thin Red Line
Win a game with only 1 defense remaining on your HQ
Issued after the battle

Tip: Use a deck with strong units to control the battlefield, and "get cards" orders to quickly place units and move to exhaustion faster. It is important to have orders in the deck that deal damage to the HQ in order to leave 1 unit of defense.
Below is the deck from which I knocked out this achievement:














%%24|jB;1S;0E0j0y1i;0x171v7Hlqre <==== deck code

Don't forget
  • Before you reach exhaustion, the enemy's HQ must be damaged enough so that you can destroy it in one turn.

  • due to exhaustion, the HQ loses 1 defense unit for each card not taken, and this figure increases. That is 1+2+3+4+5=15 , so, before exhaustion, you need your staff to have 16, 11, 7, 4 or 2 defense.

  • Don't use the "Draw cards" orders to get cards during exhaustion (STIFF UPPER LIP and LEND-LEASE)
David and Goliath
Destroy at 7+ cost unit with a unit that costs 1 or less

Issued during the battle

Tip : take a British unit with mobilization into the deck or make a Soviet meta with light infantry. Whether your squad will survive the destruction of the enemy does not matter.
I dropped my grenade
Destroy your HQ in your own turn
issued after the battle

Tip: Make a Soviet meta in alliance with Germany of damage to your HQ.
Supersoldier
Deal 20 or more damage in one attack
issued during the battle

Tip: Damage should come from the unit, not from an order or placement effect.
There are many ways to improve the unit. You can use the British meta of "attack = defense", the meta of survival in battle, or the American meta of ramping (increasing kredit slot) with the further use of infantry 12th INFANTRY REGIMENT.
There are three orders that can significantly increase the attack:
  • American UNITY IS STRENGTH
  • The Soviet COUNTER OFFENSIVE
  • German COMBINED ARMS
It is best to combine them, because the main condition for maximum buff is the quantity of your units on the battlefield.
Last Man Standing
Win a battle where both players have no cards left in their decks

Issued after the battle

Tip: the tactics are similar to getting achievement "Thin Red Line", but you just need to observe three things.
  • so that the enemy's HQ is not destroyed ahead of time
  • so that your HQ doesn't get destroyed ahead of time
  • so that you have approximately the same quantity of cards in your decks to go into exhaustion at the same time.
the redesigned deck is shown below














%%21|;0pjBqd;0x0ypP;0E171S1vlqre <==== deck code
The Fortress
Win a battle where your HQ has 40 or more defense

Issued after the battle

Tip: Make the British meta in alliance with Italy to receive defense and then benefit from it.
Makeshift army
Win a battle where you have 3 or more Salvaget units on the battlefield

Issued after the battle

Tip: Use the deck for disposal and quick victory by occupying the front line. You can try the American meta of the front line in alliance with Finland, but I used Britain in alliance with Japan.














%%23|;1U;1ilEpP;0p17gpn2nOnRtQ <==== deck code
Hallucinations
Play 3 or more copies of an Elite unit during one battle
Issued during the battle

Tip: Use units and orders that create copies:
  • American order UNCLE SAM
  • Soviet order SPECIAL REINFORCEMENTS
  • Soviet 336th GUARDS NAVAL
    (copies a unit with a cost of 3 or less, when it costs 4)
Total Annihilation
Use TO THE LAST MAN to destroy 10 or more units
Issued during the battle

Tip: For this achievement, you need to have a Japanese order TO THE LAST MAN

It is necessary that on the battlefield

The enemy had 6-9 units and you had 1-4 units
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤили
You had 6-9 units and the enemy had 1-4 units

That is, either the enemy must control the battlefield, or you must. In the first case, a deck with guards and pin orders is suitable. In the second case, a deck with cheap blitz units and "get a card" orders is suitable. In both cases, the United States, with its ramps and the 32nd INFANTRY REGIMENT, can be taken as an allied nation.
Below is a universal deck.


















%%35|63666C7sp7;79bKr1tG;6xqv;5Z75glpdpE <==== deck code
Classic Blunder
Use ENVELOP to kill 5 units at the same time

Issued during the battle

Tip: To achieve this, you need to have a German ENVELOP. If you don't have it, you can get it by deploying German infantry 15. AUFKLÄRUNG.

Before activating the countermeasure, there must be 4 units on the front line so that on the next turn the enemy will move the last unit by activating the countermeasure.

A deck with pin orders and with artillery/fighters/bombers to destroy unnecessary enemy units on the support line is best suited here.
Logistician
Repair 4 units and destroy 4 units with NAVAL ENGAGEMENT

Issued during the game

Tip: For this achievement, you need to have an Italian NAVAL BATTLE order

To fulfill the Requirement, it is necessary that there are 4 units on both support lines. It's not necessary that all your units on the support line are damaged. Even an untouched unit is given a naval battle recovery and the condition is counted.

Britain is best suited in an alliance with Italy, as it has a variety of pin orders and a DELAYING TACTICS order that will move units from the front line to the support line. A meta is well suited for protection and the subsequent benefit from this.














%%27|m0;0E;0d1ggWhO;090o17hVlqre <=== deck code
Coming soon!
immortal
Place a unit on your first turn and win the match with them

This achievement was highlighted in the marine update trailer at 38 seconds.
https://www.youtube.com/watch?v=cfWnuRgnzYs
At the time of writing this guide, this achievement is not in the game, but it may be added in the next expansion or update.


The developers also plan to duplicate existing achievements along with new ones in steam.
End
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