- Release Year: 2016
- Platforms: Linux, Macintosh, Windows
- Publisher: varlamov5264
- Developer: varlamov5264
- Genre: Strategy, Tactics
- Perspective: 1st-person Top-down
- Gameplay: Cards, Tiles, Turn-based strategy

Description
Bitardia Cards: Memes of 2ch is a turn-based strategy card game that satirizes internet culture by incorporating memes from the Japanese imageboard 2channel. Players compete in tactical battles using card representations of popular memes, blending strategic gameplay with humorous references to online communities.
Gameplay Videos
Where to Buy Bitardia Cards: Memes of 2ch
PC
Bitardia Cards: Memes of 2ch Guides & Walkthroughs
Bitardia Cards: Memes of 2ch: Review
1. Introduction: The Anon’s Gambit
In the vast, often-forgotten archives of Steam’s free-to-play graveyard lie countless digital curiosities—games that exist not as commercial ventures but as cultural artifacts, passionate love letters to a specific corner of the internet. Few embody this niche spirit more purely than Bitardia Cards: Memes of 2ch. Released in May 2016 by the enigmatic solo developer varlamov5264, this title is less a conventional card game and more a tactile, turn-based interface for the chaotic, in-joke-saturated world of the Russian-speaking imageboard 2ch.hk (often colloquially called “Dvach”). It is a game born not from a design document aimed at market expansion, but from the desire to manifest the abstract humor of anonymous posting into a competitive, tactical format. This review argues that Bitardia Cards is a significant, if deeply flawed, historical document—a snapshot of mid-2010s meme culture attempting to formalize itself into gameplay, revealing both the creative potential and the stark limitations of translating ephemeral internet humor into a structured, interactive system. Its legacy is not one of critical acclaim or commercial success, but as a raw, unfiltered specimen of internet-native game design, where the content is the context, and the mechanics reflect the often frustrating, nonsensical brilliance of its source material.
2. Development History & Context: The Solo Dev and the Imageboard Ethos
The development history of Bitardia Cards is as opaque as the forums that inspired it. The sole credited developer and publisher is varlamov5264, a name that offers no further biographical data within the provided sources, suggesting a creator operating entirely under the pseudonymous culture they were depicting. This aligns perfectly with the game’s subject matter; 2ch is a space where identity is shed in favor of anonymous (“anon”) participation. The game was built using the Unity engine, a 2016 staple for indie developers due to its accessibility and cross-platform capabilities, explaining its simultaneous release for Windows, macOS, and Linux—a trifecta of PC platforms that was ambitious for a trivial project but technically straightforward in Unity.
The technological constraints of the era are evident in the minimum system requirements: a Dual Core 2.0 GHz processor, 512 MB RAM, and an NVIDIA GeForce 8600. These are specs from the early 2010s, indicating a developer targeting maximum accessibility, ensuring the game could run on virtually any computer, including older or lower-spec systems common among its likely audience of internet-savvy but not necessarily high-end PC users. The game occupies a 200 MB space, a modest footprint that belies its conceptual ambition.
The gaming landscape of mid-2016 was experiencing a card game renaissance, largely thanks to Hearthstone (2014) and the rising popularity of digital collectible card games (CCGs). However, Bitardia Cards stands in stark contrast. It is not a “Living Card Game” with expansions and a meta; it is a static, free-to-play turn-based strategy (TBS) title with card/tile mechanics. Its closest commercial relative cited by players in community discussions is Gwent from The Witcher 3, a comparison that speaks to its core loop of layering effects on a board rather than direct creature combat. Yet, where Gwent is polished and grimdark, Bitardia Cards is raw and meme-drenched. It exists in the same indie ecosystem as other “meme games” like Honey Badger: Slayer of Memes (2012) and later titles like Dance with Memes (2018), representing a sub-genre of games that prioritize referential humor over traditional gameplay depth.
3. Narrative & Thematic Deep Dive: The Story is the Meme
To discuss the “narrative” of Bitardia Cards is a peculiar exercise, for the game possesses no traditional plot, characters with arcs, or dialogue in a conventional sense. The narrative is the memetic lexicon of 2ch. Each 2D card represents a “hero” from the most popular Russian-speaking imageboard. This is not a metaphorical statement; the cards are direct visual representations of iconic 2ch memes, user archetypes, inside jokes, and recurring tropes. The “story” is the collective, ever-evolving folklore of Dvach, compressed into a tactical format.
- Characters as Archetypes: The “characters” are icons like “ПУК” (a crude onomatopoeic meme for flatulence, noted in Steam discussions), “Anon” (the faceless everyposter), and other figures whose meaning is entirely dependent on pre-existing familiarity. Without the cultural context of 2ch, a player sees only bizarre, often crudely drawn images. With it, each card carries the weight of hundreds of threads, jokes, and communal experiences. The game’s “lore” is thus external and participatory, requiring the player to access a separate, real-world cultural knowledge base to derive full meaning.
- Dialogue as In-Joke: There is no scripted dialogue. The “communication” between players using these cards is the act of playing itself—laying down “ПУК” against an opponent’s card might, in the context of the community, be a humorous taunt. The game’s mechanics facilitate a form of expressive, meme-based banter. The Steam discussion thread titled “Rипнутый мультик” (roughly, “Ripped cartoon” or a meme about broken animations) and “WEW LAD” are examples of this post-game, community-driven narrative that surrounds the match.
- Themes: Absurdism, Anonymity, and Tribalism: The underlying themes are those of the source imageboard. Absurdism is paramount; the humor is often surreal, nonsensical, or deliberately offensive, and the game’s balance likely reflects this, favoring chaotic effects over elegant strategy. Anonymity is central—players are not named heroes but “Anons,” reflecting the board’s culture. The very act of competing with these cards reinforces a sense of tribalism, a “bitard” (a derogatory term for a 2ch user, hence “Bitardia”) battling another “bitard” using their shared cultural arsenal. The game’s title itself, Bitardia Cards: Memes of 2ch, declares this mission: to weaponize memes.
The narrative depth, therefore, is not in a written storyline but in the layers of cultural signification each card carries. It is a game that means something entirely different to an insider versus an outsider, making its “story” profoundly exclusive and a perfect encapsulation of imageboard culture’s insularity.
4. Gameplay Mechanics & Systems: Gwent, but the Cards are Shitposts
Based on the provided genre tags (Strategy / tactics, Cards / tiles, Turn-based strategy (TBS)) and player comparisons to Gwent, we can reconstruct a probable, if unpolished, gameplay loop. The core appears to be a head-to-head, turn-based card battle on a fixed/flip-screen board, likely from a top-down perspective.
- Core Loop: Players presumably start with a deck composed of 2ch meme cards. Each turn, they receive a certain amount of “resource” (likely a simple “mana” or “energy” system, common in the genre) and play cards from their hand onto the field. Cards likely have attack/defense values, special abilities (e.g., “destroy a random enemy card,” “double your score this turn,” “laugh at opponent”), and a cost. The objective is almost certainly to reduce the opponent’s “life total” (perhaps representing their “sanity” or “board presence”) to zero or achieve the highest score after a set number of turns.
- Innovation (The Meme-ability): The sole innovation is the content. The strategic value of a card is intrinsically tied to the joke it represents. A powerful card might be a beloved meme, while a weak one might be a “shitpost.” This creates a meta where card evaluation is as much about cultural capital as numerical stats. For a 2ch regular, building a deck is an act of curation, a selection of their favorite in-jokes to form an arsenal.
- Flaws (Documented by Players): The player review analysis from Niklas Notes and Steambase is brutally clear on mechanical shortcomings:
- Controls & UI: Described as “frustrating and annoying” and “cumbersome and poorly designed.” This suggests a non-intuitive interface, possibly clunky card selection, vague targeting, or a lack of visual clarity—a death knell for a tactical game where precision matters.
- Confusing Gameplay & Lack of Tutorial: Reviews highlight “confusing mechanics and lack of tutorials.” For a game whose mechanics are secondary to its cultural referents, this is catastrophic. An outsider has no way to parse what a card does; an insider might understand the meme but be baffled by the unclear rules. This points to a failure to scaffold the experience.
- Lack of Content & Depth: Cited as a major critic point. With a static set of cards (no expansions mentioned), the meta would stale rapidly. The “Further game will be improved” promise from the official description appears perpetually unfulfilled, a common fate for passion projects run by a single dev.
- Matchmaking Issues: Community discussions lament long wait times, a fatal flaw for a multiplayer-focused game with a small player base. The cross-platform multiplayer feature is rendered moot if no one is online to play.
- Progression: There is no indication of a character progression or deck-building system beyond acquiring cards. Given the “Free to Play” tag and lack of in-game purchases listed, it’s likely all cards were available from the start, removing a key engagement loop for many players.
In essence, the gameplay is a functional but poorly executed vessel for the memes. The systems are rudimentary, the presentation is problematic, and the online infrastructure is likely dead. Its value exists entirely in the act of recognizing and deploying the cultural icons.
5. World-Building, Art & Sound: The Aesthetics of Anonymity
The game’s world is not a fantasy realm or sci-fi universe; it is the conceptual space of the 2ch imageboard itself.
- Visual Direction: The “2D cards” are the primary art asset. They are not AAA illustrations but likely simple, sometimes crude, raster graphics—the digital equivalent of a hastily made MS Paint meme or a screenshot from an anime with subtitles added. This aesthetic is perfect: it mirrors the low-fi, user-generated content of 2ch. The “Fixed / flip-screen” perspective suggests a static, board-like interface, perhaps with a background that evokes the cluttered, text-heavy layout of an anonymous imageboard (browsers with multiple threads, anonymous IDs, greentext stories). The visual goal is not immersion in a new world but recognition of a familiar (to the target audience) digital landscape.
- Atmosphere: The atmosphere is one of internet nostalgia and in-group affirmation. For a 2ch user, seeing these cards is like walking into a digital hall of fame of their community’s greatest hits. The atmosphere is inherently ironic and self-referential. There is no attempt at a “serious” tone; the game is a joke played in game form.
- Sound Design: The source material provides zero information on sound. Given the budget, scope, and genre, it is safe to assume sound design is minimal or non-existent. Perhaps there are generic click sounds for card selection and a low-bit MIDI track playing in the background. Any audio would likely be sourced from 2ch’s own sonic memes (like the “ПУК” sound effect), but its absence from all documentation suggests it was an afterthought or omitted entirely. The silence, or generic noise, would ironically enhance the feeling of reading a text-based imageboard—sound is not the point.
- Contribution to Experience: The art and sound (or lack thereof) are not about creating a believable world but about instant, referential recognition. Their contribution is purely semiotic. A beautiful, professionally illustrated card would feel alien to the source material. The “beautiful” graphics, as noted in a small percentage of positive Steam reviews, are likely appreciated precisely because they are so amateurish and authentic to the meme format.
6. Reception & Legacy: A Curio with a Cult Following
- Critical Reception: There are no critic reviews on Metacritic or MobyGames. The professional press largely ignored it, as is expected for a free, obscure, Russia-centric meme game with no English-language marketing push. Its existence is barely noted on aggregators like Kotaku, which merely lists it with its basic description.
- Commercial & Player Reception: The game is free, so “commercial success” is meaningless. Its metrics are those of a tiny, dedicated niche:
- “Mostly Positive” (75%) on Steam from 186 user reviews. This is a solid ratio for an obscure title, indicating that those who sought it out and played it were generally amenable to its premise.
- Only 11 collectors on MobyGames, confirming its extreme obscurity.
- Steam Hunters notes 1,480 players/owners, a small but not tiny number for a free, weird game.
- The Steam Community Hub has sparse activity. Discussions are a mix of Russian-language “Who wants to play?” posts (indicating a struggle to find matches), technical questions (requests for 64-bit Mac support, gamepad support), and meme posts (“Can we change the game name to Retardia?”). This paints a picture of a very small, active but ultimately frustrated community.
- Player Sentiment Analysis (Niklas Notes) is revealing: the primary positive points are the memes and graphics (for their authenticity). The primary negative points are controls, UI, lack of content, matchmaking, and confusing gameplay. Players see the potential in the concept but are consistently let down by the execution.
- Evolving Reputation & Legacy: Bitardia Cards has not evolved into a classic. Its reputation remains that of a cult curio. It is remembered, if at all, as:
- A document of a specific time and place: The memes of 2ch circa 2016 are time-capsuled within it. As internet culture moves on, the game becomes an archaeological artifact.
- An example of “meme game” limitations: It demonstrates the difficulty of moving from a passive, consuming relationship with memes to an active, mechanical one. The joke can wear thin when forced into a ruleset.
- A testament to solo, passion-driven development: It was made, released, and maintained (to a degree) by one person for a specific audience. Its very existence is its most notable achievement.
- Influence: It has likely influenced no major studios. Its lineage can be seen in more polished but equally niche meme-games like Anime Memes (2020) or Quickscoper Doge (2020), which similarly try to gamify meme databases. It represents a dead-end branch of game design: the literal, un-ironic translation of an imageboard into a card game.
Its true legacy is as a data point. It proves that the urge to play with memes, not just view and share them, is real. The mechanics are secondary; the act of holding “ПУК” in your hand and choosing when to deploy it is the game’s true innovation. The failure to build a sustainable ecosystem around that insight is its tragedy.
7. Conclusion: A Perfectly Imperfect Artifact
Bitardia Cards: Memes of 2ch is not a good game by any conventional metric. Its controls are frustrating, its UI is opaque, its content is minuscule, and its matchmaking is broken. For 99.9% of players, it is an incomprehensible or briefly amusing curiosity at best, an unplayable mess at worst.
Yet, to dismiss it entirely is to miss its historical and cultural significance. It is a perfectly authentic artifact of internet culture circa 2016. It captures a moment when the idea of “gamifying” everything, including the abstract social dynamics of anonymous forums, felt possible and exciting. It is the gaming equivalent of a zine photocopied and stapled together in a basement—technically inept, aesthetically rough, but bursting with a specific, passionate, and now-vanishing voice.
In the canon of video game history, it occupies a microscopic, footnoted space. It is not a milestone like Pong or Doom. It is a micro-milestone in the sub-history of “games by and for niche online communities.” It demonstrates the raw, unfiltered impulse to create interactive objects from the raw material of one’s own digital life. Its greatest success is in proving that concept viable; its greatest failure is in not executing it well enough to transcend its niche. It remains, forever, a game for anons, by anons, and about anons—a brilliant idea trapped in a clunky, broken box. For the historian, it is invaluable. For the player, it is a fascinating, brief, and ultimately frustrating glimpse into a world where the memes are the gameplay, and the gameplay, unfortunately, is not very good.
Final Verdict: A historically significant but mechanically deficient curiosity. Recommended only for cultural anthropologists, 2ch veterans seeking a blast of niche nostalgia, and game designers studying the perils of translating ephemeral humor into rigid systems. For everyone else, a single, confusing session will suffice to understand its place: a heartfelt, flawed time capsule buried in the endless library of Steam.