With great excitement, 1939 Games announces the KARDS World Championship 2019 and invites everyone to join!
Qualifiers started on September 5 and will end on September 30. Qualify yourself right now and join the Officer Club by climbing the ranks to Field Marshal in at least three nations.
Read on to learn more about this event and how you successfully progress!
The KARDS World Championship 2019
The KARDS World Championship 2019 is an open event for all KARDS players starting September 5 and culminating in a grand finale in Iceland in December to crown the KARDS World Champion 2019.
To guarantee a fun and exciting event to all participants, the World Championship has four consecutive stages - each with increasing difficulty and in their own style.
While playing in the World Championship is already a great adventure on its own, the way to the final is sprinkled with additional rewards ranging from unique in-game items to cash prizes!
How you become the KARDS World Champion
The World Championship 2019 has several stages, you need to be successful at each to become World Champion.
Stage 1: Reach the Officer Club in September. You reach the Officer Club by climbing to the ranks to Field Marshal in at least three nations. Only players that have been able to reach the Officer Club in September will proceed to Stage 2. If you have reached the top 64 of the Officer Club in September, you’ll skip Stage 2 and go directly to Stage 3.
Stage 2: Play through a series of tournament matches. Your three best days will determine your position; you can play as many matches as you like during this period. Only the best 64 players of Stage 2 will proceed to Stage 3.
Stage 3: Play through a 128-player tournament in a traditional knock-out style. Qualified for this tournament are the top 64 players of Stage 2 and the top 64 of Stage 1. The best four players are qualified for Stage 4.
Finale: The grand finale of the World Championship! All finalists will be invited to Iceland by 1939 Games for a thrilling adventure and to battle for the title of KARDS World Champion 2019!
Take action now: The timeline
The KARDS World Championship progresses through several stages as mentioned above.
Stage 1, during which you need to reach the Officer Club, lasts the whole of September. This stage started on September 5 and will end on September 30 at 23.59.59 UTC.
Stage 2, when you need to win tournament matches, is planned to start October 4 (Friday) and goes over two weeks until October 21 (Monday).
Stage 3, during which you are competing in a full-fledged tournament, is planned for the first three weekends in November.
The grand Championship finale is planned to be held in Iceland in early December. The exact date will be published in the near future.
Rewards: Prizes all along the way to the top
Even though participating in the KARDS World Championship is already a great adventure in itself, we have sprinkled your journey through the various stages with additional rewards and prizes!
Let’s go over the rewards one by one.
Seasonal Reward upgraded to one Gold Elite card at the end of Season 6 (September) if you have reached at least one Field Marshal rank in one nation or Captain rank in three nations.
Everyone who has reached Officer Club in September (reached Stage 2) will receive an exclusive World Championship 2019 card back.
Everyone who has reached the knockout-tournament (Stage 3) will get an upgraded version of the World Championship 2019 card back, together with a sizable pack of draft tickets.
The finalists get a completely free trip to Iceland plus cash prizes totalling $6.500. The trip to Iceland includes the KARDS World Championship final and a fantastic, unforgettable time together with the dev team!
As the Championship progresses, keep an eye on the news and possible surprise rewards. The KARDS World Championship is a great journey, sprinkled with goodies for everyone along the way!
Let's go over some details of the World Championship 2019.
First, the tournament matches of Stage 2. With the arrival of Stage 2 in October, everyone eligible will see a new option to start tournament battles. To keep the focus, we will enable this option only for several hours a day (with a shifting window to accommodate our various time zones). Playing these battles will count towards your tournament score. This score will be used to calculate your position in the Championship. You will be able to keep track of your position. At the end of Stage 2, the best 64 players will proceed to Stage 3.
The tournament of Stage 3 is going to be a knockout tournament with 128 players. We have decided on this size to strike a good balance and to keep this first World Championship challenging and yet accessible enough. The exact rules for this tournament will be posted a bit later - right now you should fully focus on Stage 1!
Each of these stages and the World Championship finals in Iceland will be covered in-depth with upcoming separate blogs.
We, the KARDS dev team, are enthusiastic about the World Championship and are eagerly looking forward to the future.
We would love to hear your feedback in the comments below!
Season 6 has started on September 1, 00:00:01 UTC, and with that we now know the winners of Season 5!
Congratulation to DARKNESS for scoring the first place of Season 5! Runner-ups are Fendor, ROY1380, gabo, and BruceJohnWayne!
Besides the top players (who will receive physical rewards), everyone else is a winner too! All the rewards for Season 5 have been automatically delivered to your account. Simply log into KARDS and collect the juicy prizes!
Fresh with the beginning of September, we have an update for you! Following the August update, we continue the card improvements and also bring good bug fixes later this week.
Please comment below and let us know what you think!
Read on to learn more about the changes of the following eight cards:
Dive Bombing (Germany)
Imperial Strength (Japan)
Order 227 (Soviet Union)
Bombing Raid (Japan)
Ki-43 Hayabusa (Japan)
Daylight Bombing (Britain)
Stay with us as we go over the cards in detail!
There are a couple of reasons for this change:
Strengthen Dive Bombing a bit.
German removal received a big hit in the last update and we wanted to strengthen their standard removal a little bit in comparison to the standard removal of other nations.
Make debuff effects a bit more meaningful.
Having them last until the start of your next turn (so the enemy unit operates at reduced strength for their next turn) is a step in that direction.
The reason for this change:
Clarity:The old effect could be a bit difficult to understand.
This does strengthen the card a fair amount, but we want there to be a strong silver bullet in the base card set against countermeasures as an answer to potential countermeasure heavy decks in the future. Note that the discard is universal, so don’t be the one that activates a countermeasure and then play this.
We wanted to give a slight nod to aggressive frontline decks and improving an under-strength card at the same time seemed like a match made in heaven.
Order 227 is one of these cards that we want to get thematically right, and the current version doesn’t quite get there. Coupled with the fact that after it was nerfed recently it became quite underwhelming, we decided to take another stab at the card that would both be more thematic and good enough to see play. Damage state of units being something that matters is also something we want to strengthen for the Soviets.
The recent changes to several removal cards made Bombing Raid stick out like a sore thumb. A possible 7 in total damage for mere 3 kredits was much too good.
So we’re upping the cost of the card to 4.
Burn is a deck people like to have robust debates about on Discord and elsewhere. From our standpoint, burn serves two purposes:
A deck for (new) players with greater ambitions than card pool.
Burn keeps to format in check - without it the metagame would quickly move towards bloated degenerate midrange decks.
Burn is here to stay, but that doesn’t mean we don’t put our critical eye on it from time to time. This is one of those times.
Hayabusa offers a lot for mere 3 Kredits, especially when compared to standard rarity 3 cost fighters of other nations. We contemplated adjusting its stats, but decided the best move was to increase its cost to 4.
This change is a continuation of our efforts to address some of the stronger removal in the game, as seen in the last patch. While Daylight Bombing doesn’t see a whole lot of play, according to our data, it does have one of the best win-rate percentage around and a strong removal that can a) also go directly to face and b) sets the enemy back on Kredit is too much. So, we’re weakening the removal part a little.
Removal is not just on orders, it is often also attached to units and there are few better examples than the Mosquito (well, there is a German one that comes to mind, but that is for the future). The main reason for increasing the cost is the same as with previous removal changes - to make it slightly more difficult for control players to rely solely on removal to deal with aggressive threats. Let’s see how much this change will matter.
Well, that’s it for this time around. Let us know what you think!
Advance your KARDS collection this weekend and get new exclusive cards all for free - here is how.
We offer you something special this weekend: Time-exclusive, free bonus cards for your first win of the day in a PVP match on each of the next five days!
Let’s go briefly about the why and then the juicy details about the how. Read on!
As we are heading towards KARDS release later this year, we are curious to see what you like and if there are things that you are especially fond of. We hope for your feedback as we go along - all the while you will get some free cards out of it. Fair deal?
This is what you can expect this weekend.
The cards you can get this weekend are time exclusive for one month. This means, that once this special weekend is over, no one will be able to get these cards for one month.
After that, these cards will become generally available via card packs, as rewards, in draft, and you will be able to craft them. Until then, however, they are exclusive to only those who got them this weekend!
Cards for 5 Nations
The new cards, one of each nation, are of limited rarity. The card cost ranges from 2 to 7 and their strength and abilities are aligned with their nation.
As we don’t want to spoil the surprise of these cards, we have decided to not go over the details here. Be assured though that these new cards are nice and competitive (no cheap or overpowered crap, KARDS is here to stay long term) and that the cards enrich the base set of each nation according to their main theme.
To the cards ... get them!
When you score your First Win of the Day, you get as a bonus a full set of these time-limited cards. As those cards are of limited rarity, you will get 3 (of the same) card in total as a bonus.
Each day, you can get a full set for one of the nations.
The event starts on Thursday, August 15, and ends on Monday, August 19.
You achieve a First Win of the Day only if you battle other players via the regular “Battle” functionality. AI matches, Draft matches, Challenges do not count towards First Win of the Day.
At the end of the bonus weekend, if you have managed to score at least one win in a PVP match each day, you will have received 15 exclusive cards of limited rarity.
Simply log into KARDS and score at least one win in a PVP match a day, that’s it!
To summarize this event:
Five new cards of limited rarity, one of each nation
Each First Win of the Day gets you a set of limited cards for one of the nations
The cards are time-exclusive for one month and cannot get gained any other way between the end of the bonus event and end of the exclusivity period
The event starts on Thursday, August 15, at 00:00:01 UTC
The event ends on Monday, August 19, at 23:59:59 UTC
Please let us know what you think! Remember, we are here for you and to make KARDS a fun game for you. Your feedback is very valuable!
DESERT RATS: Damage dealt has been reduced from 2 to 1.
FROM THE PEOPLE: Cost has been increased from 2 to 3.
SUDDEN STRIKE: Threshold for cards that can be destroyed by this card has been lowered from 3 Kredit costs to 2 Kredit costs.
TACTICAL STRIKE: Playing this card doesn’t allow you to draw another card any longer.
SKY BARONS: Playing this card now also allows you to draw a card.
COMBINED ARMS: The bonus has been clarified. Instead of getting +1/+1 or +3/+3 (depending if you control infantry or/and air units), you get now +1/+1 for each type of non-tank unit you control.
I-15 CHAIKA: Defense has been reduced from 3 to 2.
TYPE 95 Ha-Go: The attack bonus against infantry has been replaced by 1 damage to the HQ when playing an order (this damage goes to the HQ of the player who issues the order).
P-40 KITTYHAWK: Defense has been reduced from 4 to 3.
The 37 mm ANTI-AIRCRAFT GUN no longer increases the operation costs of spawned friendly units.
When units attack, you need to pay according Kredit costs even when the attacking unit is destroyed by AIR DEFENSE.
The destruction effect of cards is no longer triggered when they are being sent back to hand by SENDAI REGIMENT.
The kredit cost matches the one shown on the popup of the card.
A reduction in damage to the HQ no longer results in healing it.
Countermeasure count now as "played from hand" in achievements when they get triggered instead of when they get activated / de-activated.
Out-of-turn playing has been improved. Out-of-turn playing sometimes caused units to be invisible and other defects. We are still closely watching this issue, bug reports are highly welcome, as always!
The position of Mulligan message has been changed so that they are no longer blocking the text on your cards.
We have improved the client logging to allow us a better bug fixing.
Card texts have been improved with typo and grammar fixes.
Graphic and Cosmetics
The healing animation of the 42ND RIFLES no longer appears when the unit is being destroyed.
The position of Order previews have been changes so that they don't overlap each other.
A visual defect with LAST PUSH has been fixed.
Time-exclusive, free promo cards have been added. More info about this in an upcoming blog shortly.
As always, please let us know what you think about this update and please report bugs either on Discord or directly via a bug report ticket.
We here at 1939 Games hope that you are having a great summer! Our team is (mostly) back from summer vacations, full of energy and ideas, and ready to roll. Lot of interesting things are on the horizon for KARDS, even in the next few days, so keep your eyes peeled!
For now, however, we want to go over some changes to a few cards scheduled to go out in a patch later this week.
Balance update: Removal cards
We are going to update some of the more popular removal cards and here is why.
First of all, this is not a spur of the moment decision - we've been contemplating this change for a while now.
There are several reasons for nerfing some of the more popular removal cards in the game.
Overuse. Removal cards are ubiquitous in almost all decks and the best ones, like From the People and The Desert Rats are an auto-include. While removal orders are still a necessary part of the game, the power level on some of them is simply too high right now.
Stalled games. The high popularity of removal cards results in many of the best decks being so order heavy that they have few or no units, especially at low cost, relying completely on orders to keep fast decks at bay until their few, expensive units come later to take the game over. This can lead to very boring "draw-go" style duels where players, with hands full of removal orders, can't or won't play units until very late in the game and often the first one to blink loses.
Reduced strategical options. The strength of removal also keeps most aggressive decks too heavily in check, apart from decks that don't care about cheap spot removal, like Japanese burn decks or Soviet token spam decks. So we are nerfing many of the most-used removal cards in the game (including the 3 most popular ones - From the People, Sudden Strike and Tactical Strike).
Not all removal cards are being changed this time around, we want to see the effect of the changes in this round before making a decision on further changes.
Change to nine cards
Let's dive right into it and see what cards we are changing.
It almost feels like a sacrilege to change The Desert Rats, the card has stayed the same for so long. But its ability to cheaply kill small units or buy you a turn with the pinning is just too efficient. Same as with the Naval Power change awhile back, we want British removal to be more reliant on delaying tactics through pinning. While undoubtedly weaker now, it can still deal with popular cards like the 15th Cavalry Regiment and Katyusha.
The glory days of From the People, when it dealt 3 damage AND pinned for just 2 kredits are now long gone. Its power is such that any deck with the Soviets is effectively at 36 card size, as 4 copies of From the People were an auto-include. Increasing the cost to 3 does weaken the card quite a bit - it is not as reliable as early removal against aggressive decks, nor as cost efficient when dealing with higher cost units. With From the People weaker, keeping Bloody Sickle as it is made more sense so that the Soviet standard rarity removal is not too heavily gimped.
The power of Sudden Strike was not just that it was a cheap removal against aggressive decks, but even more that it gave you a tempo boost by allowing you to spend 2 kredits to deal with something the enemy spent 3 kredits to play. Sudden Strike can still cleanly deal with early aggressors, but it no longer gives the tempo advantage and many important units are now out of reach, such as 42nd Rifles and 84th Infantry Regiment to name a couple.
Tactical Strike was not used much until we added a draw card clause to it, then it became on of the most played cards in the game, highlighting the power of cantrips (drawing a card as an extra effect). We're reverting this change now, but because we want to still highlight the cantrip theme of Germany, we are adding that draw clause to another card, see below.
Sky Barons on the other hand does not see much play, as it is much narrower than the similarly costed Tactical Strike. It will be interesting to see how things will stand a few weeks from now. We feel this change is like hitting two birds with one stone, because one of our fears with nerfing removal is that it strengthens air units, so beefing a card specifically aimed at those units seems prudent.
That's it for the removal cards, there are a few other changes to mention:
The current version of Combined Arms does not showcase the combined arms theme the way we want for Germany and now that we have reduced the number of unit types it is much simpler to just give a bonus per unit type. This reads much cleaner and allows for more interesting scaling and deck construction than before. Expect more of the same in the future.
The Chaika is a mainstay of the Soviet self-sacrifice deck. While that deck as a whole is not an issue, the Chaika is a bit too efficient at the frontend against aggressive decks.
The reason for this change is two-fold. The first one is that the current Type 95 is simply very underwhelming and rarely used beyond just the starter decks. Secondly, and more importantly, the new ability is aimed at further curbing the order-centric metagame we're seeing right now. While a single card will of course only go so far, it adds to the arsenal of options available when adjusting decks for an order heavy environment.
Similar to the change above for the Chaika, the change to the Kittyhawk continues in making sure that long-range units do not dominate the game too much. The Kittyhawk is super efficient in what it does and even at the reduced stats it stills offers excellent value for its cost.
Game update this week
That's it for now, as you can see, some big changes coming in the next patch.
Our hope is they contribute to an improved and more diverse metagame, one more focused on units. The upcoming patch will also include a fair number of bug fixes.
We will publish the full patch notes together with the patch later this week.
Season 5 has started on August 1, 00:00:01 UTC, and with that we now know the winners of Season 4!
Congratulation to ROY1380 for scoring the first place of Season 4! Runner-ups are Fendor, marduk, Cybernetic, and moyang!
Besides the top players (who will receive physical rewards), everyone else is a winner too! All the rewards for Season 4 have been automatically delivered to your account. Simply log into KARDS and collect the juicy prizes!
As explained in detail here, the seasonal rewards increase with every 5 ranks. You have received a Gold card (the more ranks, the better the rarity) and 1-2 card packs.
Then, for each Field Marshall you got a National Pack.
Reaching the Officer Club gave additional rewards.
The rewards for Season 4 will be deployed to your account on August 1st. The rewards are based on the total amount of ranks your have gained - the more ranks you have, the better! If you have reached the Officer Club (Field Marshal in at least three nations), you get some more and better rewards!
Regular rank reset
With the end of the season, we are resetting the ranks as usual. One rank down for each nation - except that Field Marshals will drop down to Major 4 Star.
Good luck with the race on the final days and have fun!