Back 4 Blood has a Card System as one of its gameplay mechanics. These cards will give certain active and passive boosts to the character you choose in the game. You will also receive certain negative stats depending on the type of card you choose in the game. So, you will have to figure out the best possible combination for the cards that you add to your deck. Now, let’s find out how the card system works.
How does the Card System work in Back 4 Blood?
The card system will basically give you stat buffs. Along with this, the game has a unique mechanic known as ‘Roguelike’. With this system, the game AI will just randomize the ‘Corruption’ cards that you get in the game. These will apply random parameters to your gameplay. The game director picks three random cards out of which one card is a Corruption card.
Corruption Cards
Card Name | Description |
Bruisers | Stay away from Bruisers, especially when they go into a Frenzy. |
Gloom | An unnatural fog has settled on this area. |
Hockers | Melee teammates to free them from Hocker pins. |
Jogger Swarm | What remains of the living, aim for the head to put them down quickly. |
Ogre | Weak spots are the only way to take down this horrible amalgamation of flesh and bone. |
Ridden | What remains of the living, aim for the head to put them down quickly. |
Retches | Acidic spew leaves dangerous bile pools. |
Runners | What remains of the living, aim for the head to put them down quickly. |
Shambling Ridden Swarm | What remains of the living, aim for the head to put them down quickly. |
Sprinters | What remains of the living, aim for the head to put them down quickly. |
Back 4 Blood Active Cards System
There are four types of active cards in the game according to the Fandom Wiki. At the start of each campaign, you will get 1 loadout card and 4 additional cards by the time you leave the safe house.
- Reflex cards (Blue)
- Discipline cards (Red)
- Brawn cards (Green)
- Fortune cards (Yellow)
These are all the available active card types:
Blue Reflex Cards
Cross trainers | +10% Stamina |
Rhythmic breathing | +30% Stamina -20% Slow Resistance |
Reload drills | +10% Reload Speed |
Mag coupler | +30% Reload Speed Disables: Aim Down Sights |
Meth head | +60% Melee Attack Speed +60% Melee Stamina Efficiency -30% Trauma Resistance |
Ridden slayer | +10% Weakspot Damage |
Reckless strategy | +20% Weakspot Damage -5% Damage Resistance |
Shooting gloves | +10% Weapon Swap Speed |
Smelling salts | +25% Revive Speed |
Dash | +5% Move Speed |
Superior cardio | +15% Sprint Efficiency |
Breakout | Automatically break out of a grab 1 time per level. |
Combat knife | Turns your Bash into a Knife that counts as a melee weapon. |
Dance all day | +10% Movement Speed No Movement Penalty for strafe and backpedal. Disables: Sprint |
Team stamina | +10% Team Stamina This card applies to you and your teammates. |
Uzi | Grants you an Uzi starting weapon. |
Pep in your step | Precision kills grant you 10% Movement Speed for 4 seconds. |
Utility scavenger | You can sense nearby Utility Accessories. More Utility Accessories spawn. |
Red Discipline Back 4 Blood Card System
Ammo pouch | +10% Ammo Capacity |
Front sight focus | +10% Accuracy |
Quick kill | +30% Accuracy Disables: Aim Down Sights |
Antibiotic ointment | +15% Healing Efficiency |
EMT bag | +30% Healing Efficiency -10% Stamina Efficiency |
Blood donor | When you or your teammate becomes incapacitated, all teammates heal for 45 health over 10 seconds. This card applies to you and your teammates. |
Caretaker | Healing a teammate also heals you for 100% of the amount healed. |
Hunker down | While crouching, gain 20% Damage Resistance and 12.5% Accuracy. |
Martyr | When you or your teammate becomes incapacitated, all teammates gain 100% Damage, 20% Reload Speed, and Unlimited Ammo for 10 seconds. This card applies to you and your teammates. |
Team ammo | +10% Team Ammo Capacity This card applies to you and your teammates. |
AK47 | Grants you an AK47 starting weapon. |
TAC14 | Grants you a TAC14 starting weapon. |
Down in front! | While crouching, gain 10% Damage Resistance and 100% Friendly Fire Resistance. |
M1A | Grants you an M1A starting weapon. |
Ammo scavenger | You can sense nearby Ammo. More Ammo spawns |
Weapon scavenger | You can sense nearby Weapons More Weapons spawn. |
Support scavenger | You can sense nearby Support Accessories More Support Accessories spawn. |
Green Brawn Cards
Vitamins | +10% Health |
Canned goods | +30% Health -10% Stamina |
Batter up | +25% Melee Damage +25% Melee Cleave Power |
Mean drunk | +75% Melee Damage +75% Melee Cleave Power -50% Gun Accuracy |
Berserker | Gain 10% Melee Damage, 10% Melee Speed, and 5% Movement Speed for each Melee kill in the last 4 seconds. |
Pyro | +75% Fire Resistance Kills with fire grant you 3 Temporary Health. |
Sapper | +100% Explosive Damage +50% Explosive Resistance |
Triumph | Kills with a melee weapons heal 2 Health. |
Team health | +10% Team Health This card applies to you and your teammates. |
Heavy attack | Charge: Hold LMB with melee weapons to burst forward. Charge attacks deal 100% increased damage. |
Sunder | Melee hits cause the target to take 20% increased damage 5 seconds. |
Arsenal | You can equip a Primary weapon in your Secondary slot. |
Offensive scavenger | You can sense nearby Offensive Accessories. More Offensive Accessories spawn. |
Yellow Fortune Back 4 Blood Card System
Grenade pouch | +1 Offensive Inventory |
Fanny pack | +1 Support Inventory |
Finders keepers | Pistol kills have a 2% chance to spawn ammo. |
Gunslinger | When you stow your weapon, it reloads. |
Trophy Hunter | When you kill a Mutation, gain 10 Copper (up to 300 per level). This card applies to you and your teammates. |
Resourceful | Your secondary weapons have unlimited ammo. |
Insurance policy | +1 Extra Life Lose 50 Copper at each Saferoom |
Living on a prayer | Kills while at critical health recover 1 health. |
Lucky duck | Whenever your team loots Copper, you have a 35% chance to find 35% additional Copper. |
Wake of death | You can shoot while sprinting. |
Overheal | Healing that exceeds your maximum Health will grant Temporary Health. |
Copper scavenger | You can sense nearby Copper. More Copper Piles spawn. |
Saferoom recovery | Your team heals 5 Trauma Damage and refills 10% Ammo in each Saferoom. This card applies to you and your teammates. |
This is everything you need to know about how the Card System works in Back 4 Blood. While you are here you can also have a look at the Back 4 Blood Open Beta.