
World War II: TCG is a free-to-play collectible card game. Create your own Army Deck with Tanks, Infantry, Aircrafts, Ships, Submarines and Structures!
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Languages: English*, French, German, Spanish - Spain, Russian*languages with full audio support
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Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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So, you should know a bit of backstory... FrozenShard studios making gameclones over and over and over again to rip off additional cash from the same basic idea. I don't know which one was the first, yet here is a list of their games you can find on Kongregate (for free): Star Quest TCG, Magic Quest TCG, World War II TCG and Heroes Empire TCG. All 4 games using the exact same idea, same units, same map, same balance, mechanics and they were even lazy about interface and just copy-pasted, doh. They also share grind and high $$$ prices, despite developers often answering to comments about how they gonna improve it and make less pay to win. Year after year nothing changes, well, that's what rip off trully is... Now about game. This is quite a good game for year 2010. If you have time machine, make sure to teleport back and play it — would be lots of fun. But we are in 2019 (atleast most of us), far far in a future where CCG genre is large and fat. World War II has simply nothing to offer you. It lacks cards, it lacks grapchics and it actually is not about world war (basic troops with pistols can destroy tanks xD). There are plenty of different better games, like You-Gi-Oh! Duel Links, MTG online, Evolution: The Video Game, etc. Each has unique style and mechanics and each will require LESS $$$ in order to progress. If you played any FrozenShard studio game —> you played them all. Somewhere after campaign stage 22 it becomes hard to play and you have to grind coins and open packs. Also you need to invite 100 friends and connect to facebook. One strong card can destroy enemy completly, also destroying all the fun and balance. Mostly you just need a unit who can greatly self-heal and / or deal remaining damage to enemy base. Boom, you won. This is not a game about collecting cards, this is about how much patience you have before paying thousands of dolars for pretty much nothing. After 1-2 years they will release another game, call it "Anime Girls: TCG" and copy past everything as they like to do. By supporting this game you support cloning of old ideas, lack of imagination and more importantly, you will help "pay to win" system live for another few years. Players of different platforms already uniting, we don't want lootboxes, we don't want special deals with rare cards which you can get only by paying! Give us a game, FOR US, not for your endless wallet. This is Steam, a gaming platform, not a cashgrab board. We don't like all that listed above. Payed skins? Ok, great. Payed cards? Get lost!
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Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Seemed Good at start. BUT as u rank up You hit a PAY wALL AGAINST THE A I / It becomes near inevitable that 2 beat it U need more rounds than what u start with. Its £0.99 for 2 extra round s per battle map . But there is dozens & dozens & dozens of more maps 2 battle thru . Its just a cash sap
Hey guys. From the looks of things I'm the first to review this, and I'll do this service as games like this tend to get lost in the shuffle on Steam. To begin: This game is a WWII card game which officially goes by the name WWII: Stronghold. I expect they've genericized the title on the store for copyright reasons. It's free to play and over the past 2.4 hours hasn't given me any unexpected negative surprises. An excellent game based on mechanics and flavors, though I can see the simple graphics as being a potential downside. You can skip to the bottom for the final scores, but allow me to go in-depth with the next few paragraphs. Gameplay: Starting with the meat and potatoes. There are 3 general types of cards: Units, Equipment, and Orders. Units: Infantry, Armor, Aircraft. They have some special abilities and each possess both attack and HP, similar to Magic: The Gathering. A personal favorite change is how "Trample" in MtG has been renamed "Brutality" in Stronghold. Equipment: Weapons, supplies, tactical equipment, etc. These provide permanent changes to units, such as the camo nets which can keep your units away from the fighting in a "sniper" sort of role. Orders: Inspiring speeches, tactics, and so on. One-time boosts for your side or penalties to your opponents. From my experience this will be something which modifies stats, such as concentrate fire which deals 3, 6, or 9 damage to any target based on how much you pay (see below). The Process: The way all of this works together is actually pretty fluid and diversifies it a bit from the Magic comparison. While you play units and they have to wait a turn before attacking, they are deployed to one of three "lanes" in the rear deployment zone and move up to the attack zone at the start of the next turn. From here your unit attacks the first enemy unit in its lane, dealing its damage and taking return fire, typically. When there are no units in a lane, your opponent takes direct damage (and I expect it hurts like in Yu Gi Oh...). Ultimately the field set-up means you can only have 6 units on it at a time. You might think this would cause serious stalling in the game, but you'd be wrong. Units can be promoted and the diversity of cards is great enough that combining these two facts meant I passed my turn without spending all my resources a total of once over 20 matches. One last thing of note is that each card costs only 1 supply to deploy. The units are tightly balanced for this reason, though the above-mentioned promotions for your units will cost different amounts and the abilities of orders can be improved by spending extra supply for their activation. Your Deck: Your bread and butter, what will lead you to victory or defeat (or possibly ragequitting if you brick out. My sympathies...). Early on you'll have enough cards to build a custom 30-card deck containing a combination of all the above card types. At the start it might be best to use the recommended option because it seems to give pretty solid results. During play, any units and equipment you don't play as well as any card which needs discarded will be sent to the discard pile. Once the cards run out, the discard pile is shuffled into a new deck which you can then draw from. Pay attention, as this is very important: This is a positively genius system. It means that the more units and equipment you have on the field, the fewer you have in your deck and the more likely you are to draw orders. So essentially, your deck more or less modifies itself according to your needs. That's gorramn shiny, as everyone's favorite sci-fi mechanic would say. Score: 9/10. I didn't drool, but I wanted to. The Story/Flavor: One essential of a WWII game is, of course, the war itself. At the start of each 10-level stage a short comic book-style cutscene plays to give you a bit of a story. A handful of dialogue boxes during the levels do so as well. It's obvious, however, the focus was on the game. The awkward grammar can be a bit disappointing, but for what it is it's still pretty good. History With A Twist: The campaign looks, at the very start, to follow an American army as they face the Nazi threat I think. However, the units you and your foe deploy look to come from a melting pot mix of Russian, U.S., German, British, and Japanese units. Other than cosmetics and the fairly decent flavor text though that doesn't seem to affect gameplay. Score: 7/10. It's pretty interesting to be sure but I can definitely see a lot of people (say, the ones who still play win95 Axis And Allies) wanting a bit more. I do find the mechanical balance of each faction as well as their flavor text equitable, however. Music: Taking a breather with a short one. The music is pretty basic and I haven't noticed too much variety. I do however see a lot of potential with playing your music of choice in the background. During a "Survive!" mission I played Nickelback's "How You Remind Me". My taste in music aside, I found it a magnificent combination. Score: 5/10. It does the job, though "Viva La Vida" by Coldplay is much preferred IMHO. Graphics: Meh. Another hard one. The pictures are pretty neat though a bit basic, and you don't see much "going on" in-game besides the basic stabbing noises, gunfire, and pained grunting (And now I'm going to send you to the Shadow Realm, herr commandant!). The level select map looks pretty neat and I appreciate the little models, however. Score: 7/10. Again, adequate. An extra point for the changes of scenery from level set to level set. Some of the cards are also quite fascinating, like the Ushakov flying submarine. Microtransactions: Sigh. And now for the vegetables that nobody likes even though it's good for them. The knowing, not the using. Okay, bad metaphor. Microtransactions are generally bad, but this being a free to play game it pretty much has to have them for economic reasons. But how does this game handle them? Actually, pretty well. It's easy enough to get the premium currency for crates (think "card packs") through regular gameplay (at least during the first few hours). As for pricing, the facts are as follows: A single "card pack" (I refuse to say "loot crate" again under ANY circumstances...) is 250 gold for basic, which contains 1 guaranteed rare and 4 random cards. The lowest amount of gold you can get at a time using IRL money is 750 gold for 4.99 USD. In essence, a pack of 5 cards costs ~1.67 USD. This is a low cost-per-card median between Magic (at 3.50 to 4 USD for 15 cards) and Yu Gi Oh (at 3.50 to 4 USD for 9 cards), meaning that it's closer to but more reasonable than Yu Gi Oh but a sight less so than Magic. And almost identical to Pokemon, now that I think about it. Unpaid progression is among the best I've yet seen. I was able to grab a rare Avro Lancaster Bomber card with little effort using the challenge rewards. In keeping with the Candy Crush comparison though, there are purchasable "boosters" which help you out a bit, though I've been breezing through fairly easily with an auto-deck. The difference between the two is that luck plays less of a factor and skill and deck-building more of one than Candy Crush, meaning I don't need to flog myself for spending 2.4 hours playing it (phew...). There is also a variety of things you can do to pick up free stuff, so you feel like you're actually getting something done instead of just waiting for the bus. Score: 7.5 out of 10. Decent microtransactions? Jeez. Strange times we live in. They'd be rated a 9.5 but I removed 2 points for the crime of *being* microtransactions. In my infinite and wholly unbiased wisdom. TLDR: Gameplay: 9/10 Story: 7/10 Music: 5/10 Graphics: 7/10 Microtransactions: 7.5/10 My highly biased final score: 7.1. A very good game with the potential to be excellent with a bit of extra time spent on the atmosphere. As it is though I'm returning to this before I'll return to Warhammer: Age of Sigmar: Champions. Rate the review if you care to! :)
less than 4 hours playtime, and i feel i can honestly say this is a good game if you like war or cards, so if you like both, your onto a winner, for the price, free,... you can't lose either way, so nothing should be stopping friends of friends to download and play and give it a go, as nothing lost etc, while it looks like it's pay to play, most seem to be doing fine without spending a penny. it has some very good points, easy of use, ease of setup and install, and general very polished and bug free, with some minor items already spotted and fixed from day one. it's not all positive, it's still rather basic with guides and in game tutorials etc and help manual wise is just not there atm, so still early days on this part, so something which can or could be addressed and fixed which would imo make it easier for others to understand, some are really basic questions and answers while others are a bit deeper, but apart from the forum, which the dev's seem to be very good with replies, ingame your mostly on your own. the AI is smart, but it seems always starts off with a better leader and well it seems at times much better cards, but this can be put down to luck, so those who do well have good luck and those like me who loose bad luck or bad play style, which tbh is mostly on my part by my history and life as i tend to look far too much and not play more attentions to anything else, so always in alpha and beta mode, and not game mode, so my bad on this part.
Орды нежити продолжают плодиться. Вот и "WWII TCG - World War 2: The Card Game" пополнила армию мертвецов. Не первая и не последняя.
I really enjoy this card game. The cards have some interesting features plus I am interested in the subject matter in any event. I would not say its confusing, (as some others do) although some strategies that will help you progress might not be immediately apparent. Clearly you could spend a lot of money if you were so minded. I have bought a couple of cheap packs of cards purely because I want to reward devs who have put an enjoyable game out there. However, you can play this well enough without buying anything. You really have nothing to lose, if you like CCG's give it a go.
[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | LACKING[/strike] | [b]MAYBE[/b] | [strike]WORTHWHILE | COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] GAME DELISTED [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]WHAT TO EXPECT:[/b][/th] [/tr] [tr] [td] WWII: TCG is a free-2-play, military-themed collectable card game with PvP and several PvE game modes. It possesses involving turn-based combat with a huge array of tactical abilities, that supply a wealth of potential strategies. Deck management allows the collection and upgrading of cards through crafting. A pay-2-win model is tempered by the ability to grind for in-game currency to purchase cards, craft them or unlock harder difficulties. Requires a permanent online connection [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Servers will shutdown 30 Sept 22 - CANNOT SPEND REAL CASH [/td] [/tr] [tr] [td][b]BEST FIT:[/b][/td] [td]Would appeal to fans of WWII and military-themed card games, who don't mind investing time or real money on a very grindy endgame. Will need patience with PvP match-making [/td] [/tr] [tr] [td][b]REVIEWED USING:[/b][/td] [td][b][/b]Intel i5 6600 3.3GHz, 8GB RAM, GTX970 @ 4GB 1980x1080 windowed, EVO850 SSD [/td] [/tr] [/table] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=2841673539 [h3]BREAKDOWN:[/h3] [table] [tr] [th][b]PVE GAME MODES:[/b][/th] [td] + Good-sized SP Campaign of 200x missions, linked across 10x theatres of war + 13x Historical Missions offer a cheap source of rewards and teach basic factional strategies * 9x week-long RAIDS offer a deliberately difficult experience requiring cumulative play to defeat * Some diversity of experience borne through a mix of objectives, decks and other dynamics - Pay2Win, RNG, a lack of discard pile and time-limits can make for frustrating gameplay - Harder missions require in-game currency to unlock and play [/td] [/tr] [tr] [th][b]PVP GAME MODE:[/b][/th] [td] * It is possible to beat superior decks if RNG kicks in during card draws, but unlikely * Bots with real player decks are used when no match-ups are possible * Requires a permanent connection which mostly works fine, but there are problems on occasion - Uses a flawed match-making system that only takes into account a single ranking value - Bad pairings make for pointless encounters. The same opponents can be matched up immediately after a defeat - Lopsided reward scheme means only groups with the best players receive any rewards in this mode [/td] [/tr] [tr] [th][b]COMBAT & MECHANICS:[/b][/th] [td] + Huge number of combat mechanics (buffs, debuffs, modifiers, multipliers, stacking bonuses, synergies, healing & counters) give rise to an amazing number of potential strategies * A generally adept AI has issues with selection, ordering and placement of cards * Human advantage vs the AI is offset with a combination of more actions, better cards/decks and turn-limits - RNG heavily affects card draws and can tip the balance of play to either side. There is only one re-draw on the first round - Pay2win, overpowered cards and some gamey synergies can cause severe imbalances in encounters - No discard pile contributes to the most frustrating element of encounters giving lucky players the chance to pull out destroyed cards that cost a lot to take out, the very next turn [/td] [/tr] [tr] [th][b]CARDS, DECK-BUILDING & CRAFTING:[/b][/th] [td] + Breath-taking amount of WWII historically-themed cards split into: 1000+ units, 275+ equipment and 110+ orderS + Can use own (post-tutorial) customised decks for all modes bar Historical Missions + Extensive card collecting has a very addictive feel and leads to involving card crafting * Despite embracing a P2W mode, a significant amount of free cards and various in-game currency can be obtained simply by playing. Though these are meagre and designed for a lengthy grind or to entice the pay2win model - Some cards are behind a paywall and can only be purchased with real cash - Real cash can be used to purchase extra turns for close-run mission defeats, decks slots (2>) and more in game currency for use in purchasing or crafting cards [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=2841711384 [h3]OBSERVATIONS:[/h3] [table] [tr] [td][b]THE EXPERIENCE[/b][/td] [/tr] ːfssnipeː WWII: TCG delivers a mixed experience with lots of tactical fun and involving management of card decks, but one that is littered with moments of frustration. It plays like a card game and fans of a WWII setting with historically accurate ToE (units), will find the game appealing. ːfssnipeː Core gameplay is fast-paced and easy to pick up due to a simplicity in design. An enormous amount of mechanics supply an incredible range of combos, synergies, buffs, debuffs, modifiers, counters, multipliers and more, providing an amazing range of potential strategies. ːfssnipeː For the most part the AI puts up a credible effort in battle, but lacks the nuance to make the best of card selection, draw order, or placement. The actions it takes can be illogical and at worst, bring about an unnecessary defeat. These mistakes level out in PvP when it is armed with real player uber-decks. [tr] [td][b]BALANCE vs DIFFICULTY[/b][/td] [/tr] ːfssnipeː Card battles are on the whole simple and engaging affairs, but their balance can be affected by a combination of RNG, out-matched deck, a lack of a discard pile and turn-limits. Finely balanced PvE scenarios have a more rigid design and tend to play out like puzzles, where victory is achieved by unlocking the right strategy. ːfssnipeː Lop-sided PvP match-making initiates too many meaningless encounters against opponents with superior decks, whether they belong to human players or bots. This is made worse when players with such decks leave the game, tanking their ranking and resulting in match-ups to human players who have inferior decks. [tr] [td][b]REPLAYABILITY vs LONGEVITY[/b][/td] [/tr] ːfssnipeː Deck-building possesses a very addictive quality due to the huge number and variation of cards on offer. The compulsion to collect and craft better cards adds to this. However, the rate and quality of those dropped cards vary from meagre to good depending in which mode or chest the cards are acquired from. ːfssnipeː With so much PvE content and at times playable PvP mode, there is a sizeable amount to try every day. Even if most of it is a variation on a theme. The slight variations in game modes and objectives make for something a little different, but real diversity comes from assembling new decks and trying out different strategies. ːfssnipeː The expected drip-feed of rewards from the free-2-play model gives out regular amount of cards and in-game currency, but these are minimal and designed for long term grinding. Its very nature suggests the need for a very long grind or the use hard cash for the impatient among us. [/table] [table][tr] [td]For more [b]BREAKDOWNS & OBSERVATIONS[/b] check out this link:[/td] [td][h1][url=https://steamcommunity.com/groups/TheIrregularGamer/discussions/0/3452590350697312178/]Full Review[/url][/h1][/td] [/tr][/table] https://steamcommunity.com/sharedfiles/filedetails/?id=2841652480 [h3]VERDICT:[/h3] WWII: TCG offers lots of involving content and enjoyable gameplay, with just enough variation to ensure my return on a daily basis. Albeit sometimes begrudgingly. However, it falls just short of my ideal WWII themed card game in several areas. If it wasn't for the combination of battle system issues and the mis-matching pair-ups of PvP I would sink a lot more money and time into this game than I plan to. Therefore I see WWII: TCG as an addictive free-2-play card game that warrants the consideration of a [b]MAYBE[/b] unless one can see past its flaws. [quote=]Thank you for reading. | Follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] here[/url].[/quote]
First of all, let's get my bias down: I love card games, with a passion. Collectables, premiums, virtual or physical. You will rarely find me without a deck in my pocket and a few extras in my bag. However, I have little patience for grindwalls and/or paywalls, which makes collectable card games something of a love/hate affair to me. And this sentiment extends to the WWII game. The good: In contrast to many other offerings, WWII works for me. The mechanics invite for strategic planning rather than simple luck of the draw. Gameplay is fluid, the graphics have a great retro-feel to them, and the first thirty levels or so of the solo campaign are a pleasure to play. The bad: According to the "steamdb" website, this game sees a modest playerbase of some 30 concurrent players. This renders PvP something of an afterthought. Yet, the solo campaign has the potential to make up for the deficit of other live players. The ugly: Notice the "potential" caveat? There is indeed potential here - a lot of it. There's a great game in here, just aching to burst out, spraying bullets and screaming for bloody vengeance. Regrettably, WWII is a f2p game, with everything this genre entails. Thus, paid content in the shape of paid-for card-packs is shoved down your throat at every bump in the road. And boy, are there many such bumps, and many micro-transactions to be hawked. You can buy card additional card packs, with the undisclosed probability of obtaining that common/rare/epic card to beat that next level. Heck, you can even buy single cards for a price. If microtransactions are your kind of thing, WWII is sure to deliver in platoons, both good, bad -and ugly. The aftermath: As a virtual card game, WWII has a lot going for it. The concept is novel, the mechanics are well thought out, and the presentation is top-notch. Had this game been designed and sold as a paid up front (premium) type of game, at a fixed price, it could very well have been an epic game. If the developers had put more effort into making this a stand-alone game, and glued the monetization consultant to a rampant Sherman tank, I would not hesitate to give WWII my highest recommendation. But overtly aggressive monetization reduces WWII to being little more than a passable time-waster. The monetization overshadows the sheer potential of the game, leaving it "okay" if little else. And that's a shame, because this game deserves better. Despite the F2P antics, I still recommend this game for what it is. You can download the game, play and have some good old cigar-chomping WWII fun, without the discomfort of trench-fever and cold C-rats -right until the grind-walls close in on you. And that's where traditionalist gamers like myself stub out the cigar, fly them troops back home, and start looking for other battlefields.
Парни выручайте, не хватает 7000 очков для профиля Dying Light, закидайте наградами пожалуйста.
Slam units into each other from a freshly drawn hand of cards every turn. Pretty much every card costs the same to deploy, no matter the stats or keywords. Decks combine cards from axis and ally sides, rendering nations and factions pretty much moot. Very, very p2w with individual cards for sale and OP keywords in later, more expensive boxes. Artwork on cards feels random and often has little to do with its meaning. I would have liked its unique charm if it was a little more streamlined and a lot less greedy. Alas, here we are. I prefer Kards over this title.
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