Upload a flag for any nation and a portrait for any commander. They are saved in this browser. You can also place files in the folders img/flags/<code>.jpg and img/commanders/<id>.jpg (same file type as the card images).
Each card shows, in order of priority: an image you uploaded in this browser, then a file in the image folder named after the card id, then the default drawing.
Uploads are kept in this browser. You can also put files in folders next to the game; an uploaded file always wins. Card images, flags and commander portraits are in the Card library.
Shown at the end of a battle for your side.
Without a custom file each effect uses a built-in synthesised sound. Music plays only if you add a file.
Reduce the enemy HQ from 20 to 0. You play against the computer.
You get 1 kredit on your first turn and one more each turn, up to 12. Kredits pay to deploy cards and to move or attack with units (the dark diamond is the operation cost). Unspent kredits are lost.
Units deploy into your support line (up to 5). Infantry, cavalry and tanks can advance into the frontline, which only one side can hold at a time. When the frontline empties, it becomes no man's land again.
Drag a card from your hand onto the battlefield to play it, or onto a target. Drag one of your units onto an enemy to attack, or onto the frontline to advance. Tapping and using the buttons works too.
Long-press any card on a phone to see its full illustration. Set countermeasures stay in your hand, raised, faded and marked SET.
The game counts rounds (one turn each). From round 13, each HQ loses 1 at the start of its owner's turn, then 2 in round 14, 3 in round 15, and so on.
Each unit can move or attack once per turn, but not on the turn it arrives unless it has Blitz. The attacker and defender deal their attack value to each other at the same time. Damage stays.
Orders take effect immediately. Countermeasures are set face down (up to 3) and trigger on the enemy's turn when their condition is met. The opponent sees how many you have set, but not which. A countermeasure that was not triggered returns to your hand at the start of your next turn, if your hand has room (9 cards); otherwise it stays set.
Changed your mind? Tap a countermeasure you set this turn and choose Take back: it returns to your hand and you get its kredits back. Once your turn ends it stays set.
Before a battle, choose a commander for your main nation. Each gives a permanent bonus, such as a stronger HQ, extra cards, an extra countermeasure slot, a deploy bonus for a unit type, or a free bombardment of the enemy frontline each turn. The opponent gets a random commander of its nation; hover over or tap its name in the top bar to read it.
Build your own in the Deck builder: 40 cards, at most 3 copies of a card, at most 12 ally cards and at most 6 aircraft. Without a saved deck, one is built automatically from your main nation, one ally and shared cards. Cards marked "From your list" come from your source file. Historical notes are short summaries; check them against a primary source before using them elsewhere.