KARDS - The WW2 Card Game - Thomas


We are pleased to announce the first set of improvements to the Blitz Tournaments feature introduced in our recent Fall Release. From the outset, we emphasized that this was just the beginning and that we are committed to iterating on this feature based on your feedback and our own data analysis. Your participation has been invaluable, and we're grateful for the insights you've provided.

Changes Effective October 1, 2024

Reduced Entry Fee

New Entry Fee: 150 Gold (previously 200 Gold)

We've heard your concerns regarding the entry fee. To make Blitz Tournaments more accessible, we're reducing the entry fee in the first step to 150 Gold. This adjustment not only responds to your feedback but also aligns the cost with the price of a draft ticket, ensuring consistency across game modes.

Weekend-Only Schedule

When: Fridays to Sundays, 00:00 to 18:00 UTC

Starting October 1, Blitz Tournaments will be available exclusively on weekends. This change aims to:
  • Create a Weekly Highlight: Making tournaments a weekend event gives everyone something special to anticipate.
  • Improve Matchmaking: A larger player pool should lead to shorter waiting times and more exciting matches.

Ongoing Commitment to Improvement

These adjustments are just the first steps in our ongoing effort to enhance the tournament experience. We're dedicated to continuing this journey with you and have more updates and features planned for the future.

Your feedback matters. We encourage you to participate in the upcoming weekend tournaments and share your thoughts on the changes.

See you on the battlefields of KARDS!
KARDS - The WW2 Card Game - Thomas


🚨A new Skirmish event is live now until September 29th!🚨

Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.



Get ready for a thrilling and completely unique battle experience with these Skirmish rules:

  • 🃏Each player randomly gets 1 of 5 decks to battle with.
  • ⭐There is one deck per main nation.
  • 🎖️Each deck is a new Battle Ready deck from the September update.

In addition to the exciting and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a medkit as your first win reward in this Skirmish!

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

📅This Skirmish is available from Friday, September 27th (12:00 UTC) until Sunday, September 29th at 18:00 UTC. Join this special event and win your Skirmish to claim victory and the spoils!

Please let us know what you think of the event in the comments below or on the KARDS Discord.

See you in the Skirmish this weekend!
KARDS - The WW2 Card Game - Thomas


Attention, soldiers!

KARDS World Championship 2024: The open in-game qualifiers start THIS weekend!

The open in-game qualifiers are held in two sections (A and B) between September and November and are open for anyone with rank 3 (Lieutenant General) to enter. Join one (or both if needed) of the open qualifiers available through the KARDS client during weekends between September 28th and November 3rd to qualify for the second stage of the tournament. The top 57 players from each of the two qualifiers will advance to the Knockout Stage.

In-Client Open Qualifiers

The open qualifiers are conveniently integrated into the client. All you need to do is log in to the game to join the action!

When a qualifying session is active, you can participate in the qualifier and view your rankings from the World Championship hub, accessible on the game’s main screen, or through the Play menu.

The in-game qualifiers are open for all to enter, as long as you’ve reached at least rank 3 when you join your first qualifying session. Once you’ve played in a qualification session you are eligible for all future qualification sessions even though your rank might drop below 3.

For the full overview of the World Championship, check out our announcement article here:
https://store.steampowered.com/news/app/544810/view/7101702525892848422?l=english

Two Qualifying Sections

To give as many people as possible the opportunity to post a qualifying score, we’re holding two separate open qualifiers, each spanning 6 sessions over 3 weekends, with the top 57 players from each qualifier moving on to the next stage.

Qualifier A

The qualification sessions in qualifier A will be held on the following dates:

  • 28th of September: 12-16 UTC
  • 29th of September: 16-20 UTC
  • 5th of October: 12-16 UTC
  • 6th of October: 16-20 UTC
  • 12th of October: 12-16 UTC
  • 13th of October: 16-20 UTC

Qualifier B

The qualification sessions in qualifier B will be held on the following dates:

  • 19th of October: 16-20 UTC
  • 20th of October: 12-16 UTC
  • 26th of October: 16-20 UTC
  • 27st of October: 12-16 UTC
  • 2nd of November: 16-20 UTC
  • 3rd of November: 12-16 UTC

Competing in a Qualifier

Each qualification session lasts for 4 hours, during which a special World Championship qualifier queue will be available for the bravest among you!

Players need to complete at least 9 games during those 4 hours to successfully complete a qualification session. We also recommend playing a few extra games during the session, as these may improve your chances in the event of tiebreakers.

To enter a game, open the World Championship hub, accessible on the main scree or in the Play menu button. Press the Play button in the World Championship hub, select your deck, and head into battle!

For each win during the first 9 matches, a player receives 5 points for the qualification ladder. For each loss in these matches, the player receives 1 point. A player’s final score is the combined total score from their best three sessions out of six sessions in the qualifier.

To post a legal qualifier score, each player needs to successfully complete a minimum of 3 out of the 6 sessions in a qualifier.

Tiebreakers

If players end up with the same score, a tiebreaker system is used to order them. This is based on several things, the most important being the strength of your opponents. Being matched against a very strong player might make for a difficult match, but will improve your chances in the event of tiebreakers, regardless of the match result. Additional games played after your first 9 games in a qualifying session contribute to your tiebreaker score as well.

Rewards!

In the open qualifiers, players aren’t just playing for their spot in the Knockout Stage - we also have some enticing rewards on the line!

The top 500 players from each open qualifier will receive the KARDS 2024 World Championship cardback!

Every player that qualifies for the top 128 player Knockout Stage will also receive 300 diamonds to spend on anything they desire in the in-game store!

With the first qualification session just around the corner, it’s time to shuffle your decks and get ready for battle! There’s just one way to find out if YOU could be the KARDS 2024 World Champion!
KARDS - The WW2 Card Game - Thomas
The Fall Release has arrived!

This third major release of the year brings a major new feature, card changes and general enhancements, including:

  • Blitz Tournaments
  • Card balancing
  • Reinforcements from the reserves
  • New battle ready decks
  • World Championship 2024

…and more!

Check out the full breakdown below of all the thrilling things that have arrived with the Fall Release on September 19th, as well as a comprehensive list of bug fixes included in this update.



Features



Blitz Tournaments

https://store.steampowered.com/news/app/544810/view/7101702525906828592



This new game mode introduces single-elimination, sit-and-go tournaments for eight players, offering quick, competitive matches. The action starts as soon as eight players are ready, and with a shortened turn timer, matches move swiftly. Players can enter with 200 gold or 20 diamonds, and bring their best deck to compete for valuable rewards like Gold cards, Standard and Officer Core Card Packs.

The mode also features a seasonal leaderboard, resetting each month to highlight top players and keep the competition fresh. This is the first iteration of Blitz Tournaments; further improvements and expansions are planned based on player feedback and our own insights. Be ready for fast-paced, focused competition when the update drops on September 19th.


Card Balancing

https://store.steampowered.com/news/app/544810/view/4580812447675798256



The September 2024 balance patch brings adjustments to 14 cards in KARDS, aimed at fine-tuning the current meta. While the overall game balance is in good shape, a few cards, including those with the Retribution mechanic, are seeing tweaks to maintain competitive diversity. Notable changes include updates to Uprising, Yank, and Outrage, all designed to keep these cards in check while preserving their strategic value. Buffs to underused cards like First Responders and 2e RMT aim to open up new deck-building opportunities.

In addition to the card adjustments, several text updates will clarify abilities without impacting gameplay.


Reinforcements from the Reserves

https://store.steampowered.com/news/app/544810/view/4611211111602689554



18 reworked reserve cards return to active duty. These reworked cards aim to support minor themes and revitalize old archetypes rather than significantly shake up the game. Each major nation receives three reworked cards, with one card each for France, Italy, and Poland. Players can find these cards in Core and Covert Ops packs or within the new Battle Ready decks.

The reworks range from tactical adjustments, like the revamped Tactical Withdrawal, to more impactful changes like KV-2’s new ability.


New Battle Ready Decks

New Battle ready decks have arrived! Following the introduction of Battle Ready Decks in the Spring Release, we have seen quite the demand for new Battle Ready Decks with each major release.

We follow the call and introduce five brand-new Battle Ready Decks. Each of the decks revolve around a specific theme and allow you to jump into action right away. These are new decks:

  • Bratwurst & Baguette (Germany, France)
  • Double Dipping (USA, Italy)
  • Guards! Guards! (Britain, Finland)
  • Smoke & Mirrors (Japan, Soviet)
  • Heavy Metal (Soviet, Germany)

Any battle ready deck can be accessed and built from the Battle Ready Decks menu after it has been acquired. Access this menu from the “Create a New Deck” interface.


World Championship 2024

https://store.steampowered.com/news/app/544810/view/7101702525892848422



Get ready for the KARDS World Championship 2024!

The KARDS World Championship is the biggest esports event of the year in KARDS. It’s open for anyone interested and somewhat skilled in competitive gameplay.

The first in-game qualification round starts shortly after the Fall release. Mark the 28th of September as the start of the first in-game qualifier!

Learn all about the World Championship 2024, how to join and the prizes of the various stages:





Bug Fixes

Account

  • The user account can be deleted without taking the user to the website. Fixed.

Audio

  • The sound of the adding a unit is not played after the unit has been added to the support line. Fixed.

Battle

  • In the interaction between SEAGULL and KV-1 1941, SEAGULL's effect did not refresh before the card draw at the start of the turn. Fixed.
  • The added defense for the "Alpine" unit is shown after the CARELESS TALK countermeasure is triggered and destroys the unit. Fixed.
  • The damage shown on the CARRIER BATTLE is not changed after shuffling back to the deck. Fixed.
  • The YAMAGATA REGIMENT unit ability is not triggered after a "Covert" unit is deployed. Fixed.
  • The CANNONE DA 47 unit ability is triggered if a "Covert" unit is located on your battlefield. Fixed.
  • COMMANDOS KIEFFER can damage "Covert" units. Fixed.
  • The COLD TRAP countermeasure is not triggered after a "Covert" unit has attacked. Fixed.
  • The GRUMMAN GOOSE unit ability is not triggered after the unit with 0 attack attacked the enemy HQ. Fixed.
  • Five units are located on the support line after rearranging by the NIGHT BOMBING order ability if "Covert" unit is located on the support line. Fixed.
  • The default version of the unit is added to hand after the "Salvaged" unit buffed by RETRIBUTION order is destroyed. Fixed.
  • The BRYANSK IRREGULARS unit destruction ability is triggered on the redeployed unit in the same turn. Fixed.
  • The revealed 103RD CAVALRY RECON unit ability is triggered on the next turn after it is added to the battlefield. Fixed.
  • The 37MM BOFORS GUN unit ability is triggered after a "Covert" unit is moved to the frontline. Fixed.
  • The excess damage is dealt to the enemy HQ after the FRIENDLY FIRE countermeasure is triggered. Fixed.
  • After VICIOUS SALVO order is used, the adjacent units are suppressed and then the target unit is dealt 3 damage. Fixed.

Campaigns

  • The national logo does not match the campaign nation after completing the battle. Fixed.
  • The "Objective Stars" are not highlighted in red during the "Matanikau" mission after failing. Fixed.

Localization

  • Several small bugs in the various localized versions have been fixed.

User Interface

  • If alternate art is activated, the default art of the MEN OF STEEL order is shown before choosing the ability instead of activated alternate art.. Fixed.
  • The icons of the units are not shown after reconnection to the battle on the enemy's turn. Fixed.
  • The "Desert Binoculars" item overlaps the card on the support line if the support line is full. Fixed.
  • Gold cards are shown as non-gold after clicking and canceling dragging in the "Deck Builder" menu. Fixed.
  • Not all enemy board items are interactive in the battle. Fixed.
  • Cold coffee? Outragous! There is no smoke above the Tin Coffee Cup on the enemy side. Fixed.
  • The action in the "Battle Log" is shown twice after the KURUME REGIMENT unit is destroyed by the CODE OF BUSHIDO order. Fixed.
  • The "Lighter Star" can be triggered without opening it. Fixed.
  • Crate points were shown incorrectly if the Crate timer is 0 and the user gets the crate points before getting the crate reward. Fixed.
  • The pop-up with the "Daily missions" sometimes fails to be shown after launching the game. Fixed.
  • The description of the "Suppress" ability is missing in the pop-up after hovering on the 36TH CAVALRY in the collection view. Fixed.
  • Text is not removed from a unit after the unit is supressed. Fixed.
  • The "Blitz" text is not shown on the deployed units after the EXPLOIT THE GAP order is used. Fixed.
  • The quantity of the cards in the battle-ready deck is shown as 0 in the "Shop" menu if these gold cards are already in the "Collection" menu. Fixed.
  • The reject timer immediately disappeared after using the Reject function on the Mission pop-up. Fixed.
  • Various minor bugs have been fixed in the tutorial missions.

That’s all for now. We thank all of our players and the KARDS Community in general for reporting bugs and discussing the game balance. If you want to get involved, join us on Discord!
KARDS - The WW2 Card Game - Thomas


We are thrilled to announce a brand-new feature coming to KARDS with our upcoming autumn update on September 19th: Blitz Tournaments!

This exciting new game mode will allow you to compete in sit-and-go tournaments against other players, bringing a whole new dimension of gameplay to the battlefield.

Read on to find out everything you need to know about Blitz Tournaments and how to get ready for this exciting addition to KARDS!

What are Blitz Tournaments

Blitz Tournaments are a fresh take on competitive play in KARDS, introducing a sit-and-go format where eight players face off in a thrilling knockout tournament. Sit-and-go here means that the tournament starts as soon as eight players have signed up and are ready to play, resulting in minimal waiting time before the action starts.

These tournaments are designed to be quick, perfect for those who crave battles with something at state and without long waits.

How Do Blitz Tournaments Work



Here’s how Blitz Tournaments will function:

  • Instant Start: The tournament kicks off as soon as eight players have signed up and are ready to play. No more waiting around—just jump in and start battling!

  • Bring Your Best Deck: Players can bring any deck of their choice to the tournament, just like in regular ranked or casual matches. Your chosen deck will be used throughout the entire tournament, so choose wisely!

  • Fast-Paced Matches: To keep the action moving, Blitz Tournaments feature a significantly shortened turn timer. This change ensures a thrilling experience and keeps matches fast and dynamic, preventing any long, boring waits between turns and especially between tournament rounds.

  • Continuous Play: After you’ve won your match, the next round will begin as soon as your opponent is ready (after a short notification). This means you can quickly move through the tournament without unnecessary delays.

Entry Requirements and Rewards



Blitz Tournaments are open to everyone, making it easy to jump in and compete whenever you’re ready. There are a couple things to pay attention to though:

  • Entry Fee: The cost to enter a Blitz Tournament is 200 gold or 20 diamonds. If you drop out of the tournament before the first match has started, you will automatically get a full refund.

  • Rewards: The winner of the tournament will take home 1 Officer Core Card Pack, a special wildcard, and a limited Gold card, while the runner-up will receive 1 Standard Core Card Pack and a limited wildcard. The third- and fourth placed will get 1 Standard Core Card Pack. Unfortunately, players who couldn't score a single win and finish in places 5-8 won’t receive any prizes. However, securing just one win will ensure a prize payout and with two wins you are already in the plus.

Matches played in Blitz Tournaments will not count towards daily missions, seasonal rank, or national progression. This allows you to fully focus on the tournaments without any distractions, providing a pure competitive experience.

Leaderboard and Competitive Spirit



To add even more excitement to the Blitz Tournaments, we’re introducing a new leaderboard that will track the number of tournaments won by players . This leaderboard will display the competitors, showcasing their achievements and supporting the competitive spirit.

  • Seasonal Leaderboard: The Blitz Tournaments leaderboard will reset with each new season (month), allowing players to start fresh and compete for the top spots regularly. This seasonal reset ensures that everyone has a chance to climb the ranks and make their mark, regardless of when they start participating.

  • Recognition and Bragging Rights: Players who consistently perform well in Blitz Tournaments will see their names featured on the leaderboard, earning recognition for their skills and strategies. This is a great way to challenge yourself, improve your gameplay, and gain some well-deserved fame!

Continued Iteration

While we are excited to see Blitz Tournaments arriving in KARDS, this is just the beginning and first iteration of our in-game tournament feature(s). We will continue to build on this feature, expand and improve it. Even though we already have some solid ideas about the next steps, your feedback and input will have a significant impact on details as well as the overall implementation timeline.

We’re eager to see how this new mode is received by you, our community, and will be keeping a close eye on your feedback, questions, comments, and the overall popularity of Blitz Tournaments.

Blitz Tournaments will arrive with our Autumn Update on September 19th. Get ready!
KARDS - The WW2 Card Game - Thomas


Attention, soldiers!

We are thrilled to announce the KARDS 2024 World Championship!

The KARDS World Championship is the biggest eSports event of the year in KARDS. It’s open for anyone interested and somewhat skilled in competitive gameplay - read on for all the details!

Tournament Stages and Formats

The KARDS World Championship is split into three main stages, conducted from September to December 2024. To become the World Champion, you must be successful in these stages, starting with the open in-game qualifiers and ending with the final 16 participants playing for the crown and title of KARDS World Champion 2024.

The first place of each seasonal in-game ladder 2024 (up to August) and all Officer Club Championship (OCC: Clash) tournaments from January 2024 and up to November 2024 are pre-qualified to participate in Stage 2 (the top 128 player Knockout stage) of the World Championship. Also pre-qualified are the top 4 players from last year’s World Championship.

Stage 1: Open Qualifiers

The open in-game qualifiers are held in two sections (A and B) between September and November and are open for anyone with rank 3 (Lieutenant General) or better to enter.

Join one (or both if needed) of the open qualifiers available through the KARDS client during weekends between September 28th and November 3rd to qualify for the second stage of the tournament.

  • The top 57 players from each of the two qualifiers will advance to the Knockout Stage.
  • The top 500 players in each of the open qualifiers also earn the exclusive KARDS 2024 World Championship card back.

 Each qualifier is held on Saturday and Sunday over the course of three consecutive weekends (i.e. 6 sessions in each). Each player needs to successfully complete a minimum of 3 out of the 6 sessions to post a legal qualifier score. Each session lasts for 4 hours, during which participating players have to complete at least 9 games to successfully complete the qualification session. Note that only the first 9 games are counted towards your score - any additional games after the required games can be important for tiebreakers, so we do recommend playing a few extra games during the sessions to improve your chances in tiebreakers. 

For each win a player receives 5 points for the qualification ladder, for each loss a player receives 1 point. A player’s final score is the combined total score from their best 3 sessions out of 6 in the qualifier in question. 

Stage 2: Top 128 player Knockout Stage

Players qualified through the in-game open qualifiers and pre-qualified players are drawn into a swiss-format tournament with seven rounds to determine the top 16 players. This tournament will take place November 23rd and 24th and is organized out-of-client.

The first 3 rounds take place on November 23rd, the remaining 4 rounds on November 24th. Each round consists of best-of-three series in conquest (meaning that any deck that wins cannot be selected again for the remainder of that series). No deck bans at this stage.

Players at this stage playing at least one round will receive 300 Diamonds as a prize.

The top 16 players from the Knockout stage will proceed to the Grand Finals of the World Championship.  

Stage 3: The Grand Finals

On December 14th and 15th, the sixteen finalists from the Knockout stage will battle for the title of the KARDS 2024 World Champion! The Grand Finals take place online covered by a full broadcast.

On December 14th, the finalists will play in a single-elimination, best-of-five knockout tournament. The finalists need to bring four decks, all from different nations; with one deck ban. The first day has two rounds to determine the final four, the second day is fully dedicated to the final four players fighting for the crown and top spot.

As in previous years, the prize pool is $12 000 shared amongst the competing top players.

This two-day event will be live streamed on the KARDS Twitch, YouTube and Huya channels, as well as Bilibili.

Prizes

Participating in the World Championship at any stage is a fun and exciting experience - but of course, we also want to provide our brave participants with some extra goodies!

The rewards for the KARDS 2024 World Championship are:

  • The top 500 players in each qualifying section (A and B) in the Open Qualifier for the World Championship will receive the exclusive KARDS 2024 World Championship card back.

  • Every player that participates in the top 128 player Knockout Stage will receive 300 diamonds to spend on anything they desire in the in-game shop.

  • The competing sixteen finalists of the Grand Finals will fight for their share of the 12,000 USD prize pool.

Prepare Your Forces!

With the first set of qualifiers right around the corner in September, now is the time to start preparing your forces for battle. Start thinking about what types of decks you want to bring and what cards you need to get to be in fighting shape to take on the world's best players!

We will continue to publish more details on the KARDS 2024 World Championship in the coming weeks and months.

 Check regularly for updates - join us on Discord and follow us on Twitch, Youtube, Facebook, and X to make sure you don’t miss any of the action!
KARDS - The WW2 Card Game - Thomas


A new Skirmish event is live now until September 15!

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.

Get ready for thrilling matches with this Skirmish rule
  • Choose your own deck to battle with.
  • Each deck must contain 13 Fighters, 13 Bombers and 13 Orders.

In addition to the exciting and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a free random card pack as your first win reward in this Skirmish!

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

This Skirmish is available from Friday, September 13th (12:00 GMT) until Sunday, September 15th at 18:00 GMT. Join this special event and win your Skirmish to claim victory and the spoils!

Please let us know what you think of the event in the comments below or on the KARDS Discord.

See you in the Skirmish this weekend!
KARDS - The WW2 Card Game - Thomas


Hello friends!

On the whole, the meta is in a pretty healthy place. There are no dominating decks and many different archetypes thrive. Nevertheless, there is room for improvement. The Retribution mechanic continues to polarize the player base, plus it hurts the viability of various other decks. One of the new kids on the block - the French Mill deck - has also become slightly too big for its breeches and needs a slight adjustment. And as always we round out things with a few key buffs to help support or enable new decks.

But before we go into more details of cards receiving nerfs and buffs, let’s start with some text updates on a few cards. These are not intended to strengthen or weaken cards as such, and more just to align them better with current technical capabilities and future changes. Let’s take a look.

UPRISING



Old: Deal damage to target unit and all other units equal to Polish units destroyed this battle.
New: Deal damage to all units equal to Polish units destroyed this battle.

Uprising is actually going to its original design. The only reason the targeting version was required was for players to be able to see the amount of damage to be dealt, but it made the text on the card quite clunky. Now that we can show numerical counts on cards in hand, the targeting requirement is no longer needed, so the card is going back to the original version.

FEIGNED RETREAT & CONTEST DOCTRINE



Old: Discard your hand. When you deploy a unit this battle, draw a card.
New: Discard your hand. Your HQ gets: “When you deploy a unit this battle, draw a card.”



Old: Develop a German medium or heavy tank. Tanks you deploy this battle get +1+1.
New: Develop a German medium or heavy tank. Your HQ gets: “Tanks you deploy this battle get +1+1.”

These cards (and the one below) will functionally continue to work exactly the same. However, we want to clarify that their battle-lasting abilities are actually becoming part of the HQ. This has no impact at the moment, but if we do add cards in the future that interact with HQs (like Suppress them), then this will make it clear that it will impact these effects.

Alright, let’s take a look at cards getting a change this round.

YANK



Old: This battle the first time you Develop each turn, also Develop a RETRIBUTION.
New: Your HQ gets: “This battle the first time you Develop each turn, also Develop a RETRIBUTION.”

Yank is also specifying its ability is now a part of the HQ, but on top of that it is also seeing a price hike of one. Yank continues to give great long-term value, especially while its effect cannot be interacted with at all. The slight cost increase is not a great hindrance, but does often mean that it comes online a turn slower, making it that much more risky spending a turn not affecting the board. Let’s see if this keeps it in check, or if we need to yank its chains some more.

OUTRAGE



Increasing the cost of Outrage however is likely to have a much greater impact, especially for the value-enabling BLUE & GRAY and 121st INFANTRY REGIMENT units. OUTRAGE still generates a valuable RETRIBUTION to punish your enemies, but justice now comes at a greater cost. Will justice finally be served to those nefarious RETRIBUTION lovers, or will those that oppose them still end up black and blue (and gray)? Only time will tell.

B-24J



Old: Deployment: Suppress all enemy units.
New: Deployment: Suppress target enemy unit and adjacent units.

Suppressing the whole enemy army greatly affects many loved archetypes, such as tokens, mobilize and alpine. It is a shame when a single card can have such a negative impact, so we are nerfing the B-24J a bit. WHITE DEATH is now the only card capable of blanking the enemy board, but as a minor ally card it is a lot less influential. Suppressing up to three key units can still be quite potent, so if you find yourself on the receiving end of cards like BOMBER MAFIA, make sure you position your units with B-24J in mind.

HONOR & LOYALTY



Some people say the French Mill deck is an honorless phoney of a real deck, but let’s compromise and say it is a natural resistance to slower decks. Nevertheless, it is gaining a bit too much traction for our tastes, so we are curbing its enthusiasm a bit. Let’s see how many players will remain loyal to it after this change.

FIRST RESPONDERS



The first response to this card has been fairly negative, as even if it can come down like a ton of bricks against aggro decks, it was a bit too slow at release to really hit home. Now that it can come down a turn earlier it is a much better tool against aggressive strategies and can also provide valuable support to guard matters decks or counter-measure decks. Let’s see if the second response improves on the first one.

92nd NAVAL BRIGADE



This card probably saw more adjustments in testing before Covert Ops launched than any other, ranging from 3 to 5 defense and between 2 and 4 in kredit loss. In the end we opted for a fairly conservative version, as we didn’t want the Covert deck to be too strong. This has not been the case, though the deck is quite decent, and there is room for a slight improvement. More potent seamen has a higher chance of penetrating the meta and giving birth to something wonderful.

WORKERS UNITE!



When WORKERS UNITE! came back in its changed form we feared it would union with some other cards for some horrible combo shenanigans. Now that the card has been allowed to percolate for a bit we are less fearful of this possibility and are willing to give it a more fair treatment. We will see if this will allow them to clock more time in decks and work their way to victory.

SHOCK ATTACK



SHOCK ATTACK is one of the early examples of a card being nerfed after being spoiled but before the official release, such was the shock of its earliest incarnation. We are not tuning it all the way back to 1 kredit, but at 2 kredits it still offers a lot more danger for a fire and brimstone deck to emerge. As the old saying goes: “Where there’s smokescreen, there’s fire.”

EMPIRE OF THE SUN



White haired Kards veterans with wild eyes and wobbly walk insist this card was once the mainstay of a potent Japan Control deck. Such mad ramblings should of course be dismissed out of hand, but maybe there is some truth to the rumors - an old-school Japan Control deck would be a thing of beauty for sure. Let us tempt fate and see what happens.

2e RMT



With a French card being nerfed, according to our interpretation of the Geneva Convention we must buff another French card to balance things out. The 2e RMT has an extremely strong ability, but it is a bit too slow to have a competitive impact. With a reduced cost it is now a much more attractive prospect, even if its other stats needed to be adjusted accordingly.

STUBBORN DEFENSE



Old: When an enemy attacks your unit, give your unit +2 defense.
New: When an enemy attacks your unit, give your unit +1 defense. Draw a card if your unit survives.

STUBBORN DEFENSE has seen some limited play, but has on the whole stubbornly refused to become part of the competitive scene. We are now applying the magic bacon that automatically makes everything tastier - card draw. With bacon now being involved this is the real bacon and will for bacon see a lot of bacon in the near bacon. Bacon.

That is all. We hope that alongside the 18 reworked cards returning from the reserve pool there will be plenty of interesting things for you guys to try out and some popular decks are bound to see some changes as well. We will see how the meta develops over the next few weeks, we will of course monitor things closely and make adjustments if needed. All these changes are going live on September 19th. Keep an eye out for the full patch notes as well, as there are a lot of bug fixes as well as UX adjustments in the update. See you on the battlefield, commander!
KARDS - The WW2 Card Game - Thomas


Hello friends!

A new release is around the corner and we want to continue our experiment from last spring in bringing back reserved cards in a completely reworked form. Like last time, we are focusing on cards that would not normally be returned to active duty, either because they no longer fit what we want that nation to be doing or simply because they are bad. Some of the reworked cards this time around do have a tie into what will happen later this winter with the next expansion, but should be fine as is for playing around with. Our main goal is to provide a batch of cards that support some minor existing theme or take an old archetype into a new direction, rather than to act as a huge meta-shaker - more diversity and allowing creative juices to flow is the name of the game.

A total of 18 cards are being returned this time around, 3 for each major nation, plus 1 for France, Italy and Poland (there are no Finnish cards in reserve). All of them will become part of the Core pool and will drop from Core and Covert Ops packs. Note that some of them can also be found in the new Battle Ready decks, so look into those if you want quick access. Some of these returning cards only recently entered the reserved ranks, but some have lingered there for a long time until they mothballed. But finally they can emerge from their cocoon and shine as the beautiful butterflies they now are. Alright, enough hyperbole, let’s dig in.

TACTICAL WITHDRAWAL



This new version has a very similar concept as the old one, with one important difference - it resets the operation of the unit, meaning it can move and/or attack again this turn. As a baseline, this card allows, for instance, your big infantry in the frontline to attack an enemy unit, be retreated and repaired with Tactical Withdrawal and then return to the frontline again. Decent value, but nothing earth shattering. But now imagine you have a lone Humber Mk II in your support line with Blitzkrieg and Tactical Withdrawal in hand. For 5 kredits you can deal 16 damage to the enemy HQ - yes, Tactical Withdrawal allows a tank with Fury to attack 4 times in a turn. Welcome to the Fury Road: Tactical Withdrawal version.

CROMWELL Mk IV



We are keeping the pin matters theme of this card, but in a much stronger way. While we generally want to be careful with how much Suppress we add to the game, we wanted to broaden a little bit what nations have access to the effect, even in a fairly niche manner as we see here. In the right deck, this card can be a real menace and it now having Guard is the icing on the cake. Put a pin in it.

ROYAL WEST KENTS



There are many What Ifs to ponder when it comes to World War II, What if Chamberlain stood up to Hitler? What if Rommel won at El Alamein? And one of the popular ones - what would happen if Guards suddenly and spontaneously turned into crazed Zombies? Well, now we can play out this exciting alternative history with aid from the Royal West Kents, zombie-makers extraordinaire.

SUPPRESSION



For some of the returning cards it took us a long time to figure out what to do with them. This card was one of the harder ones, we spent countless brainstorming sessions searching for solutions. Finally it struck us that making it suppress a unit might work due to the name and there is an air unit in the art so lets throw in a reference to that. Voila! This is why we are paid the big bucks.

BREAKTHROUGH



Speaking of names fitting the card’s concept, here is one that is very much on the nose. This card can at the same time be devastatingly effective in the right deck (think decks that like to run cards like Blitzkrieg and Pursuit) and it is very thematic. Sometimes being on noses is a good thing and this one smells like success.

PAK 40



Germany hates cheap stuff and here is one more proof if you need one. This iconic anti-tank artillery saw little play in its first iteration, but we hope this new and improved version sees more 40-cards decks packed with Pak 40s. It does cost one more than the versatile Nebelwerfer, but the potential draw and Ambush does give this unit a higher ceiling.

MEN OF STEEL



Alright, let’s get the sexual innuendos out of the way - Hard Men Like to Hammer. Happy now? Can we go back to talking about cards? Thank you. With the childish horseplay out of the way we can finally start to dig into the dry, technical nitty gritty of this card: It makes your units hard or it allows you to hammer. There we go.

SU-85



Last time around we gave SU 152 a facelift and hinted at a potential tank-themed Soviet deck. It worked well then, so we are going for the same trick a second time. The deck still needs a few key pieces, but who knows what the (near) future will bring? In the meantime, this unit can help midrange or slower Soviet decks stay afloat against very aggressive decks. Stick a couple of these on the battlefield and you will soon be out of reach of most aggro decks.

KV-2



The KV-2 was always a meme-card, a borderline laughing stock. It now has some important stat tweaks (one less operation cost, one more attack), but the main attraction lies in its brand new ability. Note that this ability works for all of your units with Heavy Armor, including itself. Furthermore, it works on order damage from any source, including yourself. With this on board you can play Men of Steel to protect your squad, then fire off a Winter Warfare and see only the enemy units go up in flames. Even Winter Offensive can now be tanked a lot easier.

B-26 MARAUDER



Recent meta has been teeming with bomber-heavy US decks. So what do we do? Rework a US bomber into something super exciting for people to play with. Classic 1939. The wording may seem a little strange, but is a requirement as otherwise we would run into all sorts of technical and UI issues. It also limits the power level a little bit, which is needed, as this unit is quite potent as is. B-17 Flying Fortress now becomes High Altitude Bombing, 332nd Engineer Regiment now gives +4 HQ defense and 2 kredit slots, etc. The sky’s the limit, which is why this is on a bomber. Note that this effect does not stack, so printer shenanigans will not work with it.

OVERWHELMING FORCE



Sometimes regular force is just too meh and mundane. Sometimes you just need that extra bit of oomph. Sometimes you just want to go grr and go all out. Sometimes, uh, one should stop writing out interjections and just go on with things. This card buff may seem expensive, but it is not that hard to give a unit +8+8 with it, which is quite potent. Chances of OTK attempts in the near future: Overwhelming.

A-24 BANSHEE



Unspent kredits are like free candy lying around, just waiting to be hoovered up on a first-come-first-serve basis. The Banshee is now insanely versatile and bound to show up regularly. Especially as it can be grabbed by the Bomber Mafia. Late game the Banshee can come down like an angel of wrath, but you still retain the option of dropping it early if you really need that body. I mean, just look at that sleek, slim figure. Yummy. Don’t worry, the bomber fetish quota has now officially been reached for this blog and you can read on stress-free.

SHIBATA REGIMENT



Raise your hand if you are tired of watching your opponent spam endless orders while you twiddle your thumbs. Well, now you have a new best buddy. It remains to be seen how big an impact this card will have on the meta, but you should prepare for its presence. The best way to deal with the Shibata is with units like the Flammpanzer or the M18 Hellcat, so take this into account when adjusting your decks.

OUTMANEUVER



The Smokescreen deck has been a weak meme-deck for a long time, but it only requires a few new key cards to really put the deck on the map. Getting a +2+2 buff for mere 1 kredit is very strong, so let’s see if this change sees the Smokescreen deck maneuver its way into the meta.

144th INFANTRY REGIMENT



The Self-Kredit Denial deck (SKD) has been quite popular and performs well. But we still feel that in the wake of the nerfs in the last patch there is room for one more tool for the deck to play with. The stats have been adjusted slightly to fit better with a deck running tight on kredits, but having a couple of these can give you important reach to close out games in drawn-out games.

SABOTAGE



Finally we come to a card that people will love to hate and hate to love. The cost may be high with this one, but the effect may (and will) bring grown men to their knees crying when their beloved win-con is stolen. What a nice Manhattan Project you have there, good sir. Yoink! Note that Sabotage can only be played if the enemy has at least 3 cards in hand and will show you random 3 cards if more are held by the enemy, so time your sabotage with care!

SAVOIA-MARCHETTI SM.79



This bomber is like the little brother of the B-26 Marauder. Italy may not be known for their non-targeting deployment effects, but that could change in the future. In the meantime, you can have fun copying various juicy effects on your main nation units, be it draw, random removal, HQ defense or something else. Leopold anyone? Note that for Choose One effects the original effect will be copied and for cards like Panzer III-H the leftmost (top) card is automatically drawn.

HEL



Hel did not have to spend eternity in purgatory, having only been reserved with Covert Ops, but Hel found a highway for a quick return to active duty. It can make one of your Legions a real problem to deal with, especially if backed up with protection and lots of intel. Also, don’t discount the option of self-inflicted harm now being harmless. Five-year plans work best in Hel, after all.

That’s it. We hope some of these cards get you all excited to try out some new and fun things in Kards, we know we are really excited to see what you guys will cook up. We also have a balance patch, which we will cover in another blog.

All these updates will drop on September 19th, so prepare yourself. See you on the battlefield, commander!
KARDS - The WW2 Card Game - Thomas


Dear KARDS players,

Prepare for an exciting new chapter in KARDS as our autumn update is set to launch on September 19th.

We’ve been hard at work to improve KARDS on all fronts and now want to give you a high-level overview on what we have planned for the September update. Further details will follow in the coming weeks, but let’s get to the overview without further ado:

Blitz Tournament Feature

We’re excited to announce a new feature that debuts in this update: a 8-player sit-and-go blitz tournament mode.

This new mode represents the first step towards more permanent tournament features in KARDS, adding another layer of competition and strategy. We will have, of course, more details about this exciting new addition in a separate blog.

Returning Cards from the Reserve Pool

As part of our ongoing effort to keep KARDS fresh and exciting, this autumn update will see the return of several cards from the reserve pool.

These cards, some of which have updated stats, will provide new options and strategies for your decks. Expect a full breakdown in our upcoming blog post, detailing which cards are returning and how they’ve been adjusted.

Card Balance Changes

We've closely monitored the game and listened to the community, leading us to make important adjustments to several cards.

These changes aim to refine gameplay balance and enhance strategic depth. We’ll be releasing a detailed dev blog soon, where you can get all the specifics on these updates and the rationale behind them.

Bug Fixes and Other Improvements
We've addressed a number of bugs and made various improvements to enhance your overall gameplay experience.

We are dedicated to making KARDS as polished and enjoyable as possible, and this update is another step towards that goal.

Keep an eye on our dev blogs for detailed information on the balance changes, returning cards and other features. As always, we encourage you to share your thoughts and feedback.

In the meantime, see you on the battlefields of KARDS!
...

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