Sir, We Have an Orc Problem does not have a card-placement system. Players searching for “card placement” are looking for turret placement: towers are built beside the route, aimed into the actual orc flow, and recalled with R when a position fails. The strongest confirmed principle is to build around real choke points rather than the map’s decorative appearance.
There are no cards to place
The game uses a build phase and a battle phase. During building, you position turrets and set their coverage; during battle, the horde moves toward the exit while the defense fires. No collected official, guide, or gameplay source shows a deck or card-placement mechanic.
The keyword is still useful because it reveals the player’s likely question. “Card” should be read as “tower” here, not treated as evidence for a missing feature. Any page claiming collectible placement cards would be inventing a system that the supplied research does not support.
Read the path as a moving flow
The choke-point guide compares the orc route to a liquid. Hordes fill lanes, spill around obstacles, and compress where several approaches meet. That means a lane that looks important before combat may carry less traffic than expected once thousands of units begin moving.
A scout run is the recommended way to learn that flow. Start the battle, watch where the mass actually travels, and note where it slows or bunches. The precise number of enemies on late maps is To be confirmed, but the movement principle is supported by both written guidance and gameplay footage.
What counts as a choke point
Useful chokes appear at bends, gates, bridges, and corners where routes merge. These locations keep more targets inside a turret’s effective area and give damage-over-time effects longer contact. A wide decorative plaza is not automatically useful if the horde crosses it in a thin, fast line.
The main choke should be chosen from observed traffic, not guesswork. If two lanes merge only after one of them has already leaked past the defense, the visually obvious center may be too late. Exact placements for each stage are To be confirmed unless a source documents that particular map.
Front and back positions
Two independent guides agree on a broad arrangement: Flamethrower near the front of a compressed choke, with Gunner coverage behind it. The Flamethrower benefits from prolonged exposure to a dense stream, while the rear guns continue firing at survivors that leave the burn area. This is a role-based pattern, not a pixel-perfect layout.
Mortar should be aimed toward a stall or compression point where its shots can land into a group. Cannon and Mortar knockback should push orcs back into the defended area rather than knocking them out of useful coverage. The collected material does not give exact angles or distances for every map, so those values remain To be confirmed.
Recall and rebuild with R
The game allows towers to be recalled with R, and gameplay footage shows a turret being moved. That makes a bad first placement recoverable. Instead of protecting an ineffective line for the rest of the run, pull the tower back and rebuild around the path the horde is actually taking.
Repositioning is part of the intended learning loop. It is especially useful after a scout run or when a later wave begins spilling into a different lane. The research does not establish whether every resource is refunded or whether recall rules change by phase, so refund details are To be confirmed.
Placement mistakes to avoid
Do not spread the entire defense across every visible route before seeing which paths carry the most pressure. Thin coverage can leave every lane underpowered while wasting the overlapping fire that makes a choke effective. The collected guides instead favor concentrating damage where streams compress.
Do not aim knockback away from the kill zone. A push that ejects enemies from Flamethrower burn or other concentrated fire can reduce the value of the setup. Also avoid treating a tier list as a placement guide; a highly rated turret can still fail when pointed at empty ground.
The reliable placement checklist
First, run the stage and observe the flow. Second, identify bends, gates, bridges, and merge points where the horde remains grouped. Third, combine front-line area damage with rear coverage, aim knockback inward, and use R when the observed route proves the original plan wrong.
That checklist is supported without pretending every stage has one solved layout. Exact tower coordinates, late-wave enemy counts, and editor-driven custom maps are To be confirmed. The level editor was described as in development in an August 5, 2026 developer post, so future maps may require new placement guidance.