No Man'sLand

A First World War card battle. Command one of 25 nations and their allies, hold the frontline, and bring down the enemy HQ.

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New battle

Deck builder

Tap a card to add it. Right-click or use − to remove.

    Card library

    Nations: flags and commanders

    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).

    Custom 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.

    Customise

    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.

    Backgrounds
    Victory and defeat screens

    Shown at the end of a battle for your side.

    Sounds

    Without a custom file each effect uses a built-in synthesised sound. Music plays only if you add a file.

    Music

    How to play

    Reduce the enemy HQ from 20 to 0. You play against the computer.

    Kredits

    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.

    The three lines

    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.

    Infantry, cavalry, tanks
    From the support line they can attack enemy units holding the frontline. From the frontline they can attack the enemy support line and HQ. Tanks take only half return fire.
    Artillery
    Stays in the support line, hits any ground target or the HQ, and takes no return fire.
    Fighters
    Hit any target, including enemy aircraft, and take full return fire. Only fighters and anti-air units can attack aircraft.
    Bombers
    Hit any ground target or the HQ, but are Inaccurate. Infantry and cavalry fire back with a lucky shot (1 damage); fighters and anti-air fire back in full.
    Support line and HQ
    When you deploy, choose a spot left or right of your HQ (drag the card to the spot, or use Deploy left / Deploy right). Units with HQ Guard protect the HQ from all unit attacks while they stand directly beside it. Direct bombardment orders (such as Zeppelin Raid) still hit it.
    Charge
    Cavalry, armoured cars and light tanks with Charge can deploy straight into the frontline (drag onto the frontline) if the enemy does not hold it. With Blitz as well, they can attack at once.
    Air superiority
    While the enemy has a fighter in its support line, your bombers can only attack its frontline.
    Air defence
    All aircraft cost 2 to operate. Any aircraft attacking an HQ takes 1 damage from its guns. Anti-air units, Lucky Shot, Machine Gun Fire, Pilot Shot Down, Bad Weather, Anti-Aircraft Barrage and Fighter Patrol all counter aircraft.

    Combat

    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.

    Attrition

    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.

    Blitz
    Can move or attack the turn it is deployed.
    Guard
    Enemies must attack this unit before other units in its line.
    HQ Guard
    While placed directly beside your HQ (left or right), the enemy cannot attack your HQ with units. Infiltrate ignores it.
    Charge
    Can be deployed straight into the frontline if the enemy does not hold it.
    Smokescreen
    Cannot be targeted until it moves or attacks.
    Fury
    Can attack twice per turn.
    Ambush
    When attacked by a ground unit, strikes first.
    Infiltrate
    Ignores Guard.
    Anti-air
    Can attack aircraft.
    Heavy Armour 1
    Takes 1 less damage from each hit.
    Heavy Armour 2
    Takes 2 less damage from each hit.
    Inaccurate
    Bombing is imprecise: deals between half and full attack (random).

    Orders and countermeasures

    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.

    Commanders

    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.

    Decks

    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.