Cards are bonus-army fuel. Capture territory to collect them, then trade matching sets of
three for a reinforcement boost. A well-timed trade-in can swing a game.
- At the end of your turn, if you captured at least one territory that turn, you draw
one card. (One per turn, max β it doesn't matter if you took five territories.)
- If you eliminate a player (take their last territory), you inherit their entire hand
at once. This is the only way to jump above the normal limit β and it can force an immediate
trade (see the 5-card limit).
There are four card kinds: π Food, π― Ammunition, βοΈ Weapon, and π Wild. Each
non-wild card also shows a specific territory (used for the territory bonus).
You trade exactly three cards at once, during your Reinforce phase. Valid sets are:
| Set |
Counts as |
| Three of a kind (πππ / π―π―π― / βοΈβοΈβοΈ) |
that type |
| One of each (π + π― + βοΈ) |
"mixed" |
| Wilds |
a π substitutes for any type to complete a set above |
The bonus armies you get depend on the lobby's Card Type setting.
In the default Fixed mode, each set is worth a flat amount:
| Set |
Bonus armies |
| Three π Food |
+4 |
| Three π― Ammunition |
+6 |
| Three βοΈ Weapon |
+8 |
| One of each (mixed) |
+10 |
A host can instead make trade-ins escalate the more sets are cashed in:
- Progressive β each successive trade is worth more in fixed steps (e.g. +5, +10, +15, +20β¦).
- Exponential β each successive trade multiplies up (e.g. roughly +5, +7, +8, +11, +14, +19β¦).
In these modes the type of set no longer matters β only how many trades have happened.
That count is controlled by Bonus Scope:
- Lobby β one shared counter for the whole table. Trades by anyone push the value up, so
your first trade can already be big if rivals have been cashing in. (Default.)
- Per Player β everyone has their own escalating ladder; your payout depends only on how
many times you have traded.
If a card in your set shows a territory you currently own, you get +2 extra armies on
top of the set value. Only one territory bonus applies per trade (the first matching card),
and wild cards never qualify. The trade screen marks an eligible card with a green + badge.
- You may hold up to 5 cards. You can sit on a hand without trading β trading is optional.
- 5 is the absolute ceiling. You only reach 5 through the normal end-of-turn draw. If
inheriting a defeated player's cards pushes you to 5 or more, you are forced to trade
immediately β even mid-Attack β and you keep trading until you're back under 5.
- You can never hold 6+ cards.
- Voluntary trades: only during your own Reinforce phase, and only with a valid set.
The bonus armies join your deployment pool for that turn.
- Forced trades (from going over the limit) can happen outside Reinforce; the game lets you
place the bonus armies right away.
- On someone else's turn, opening the card screen just shows your hand β you can't trade.
- Keep capturing. One conquest a turn keeps the cards flowing.
- Don't hoard blindly. If your lobby uses escalating trade values, a "mixed" set early can
be worth holding for β but sitting at 4 cards risks a forced trade if you eliminate someone.
- Eliminations are card windfalls β but mind the forced-trade rule when you snipe a player.
See also: Game Rules β Reinforcements Β· Match Settings β Cards Β· Achievements β Card Stacker