We are excited to share some of our plans for KARDS and to give you an idea about what's coming your way: Enter the LIVING ROADMAP!
This Living Roadmap is in its first version very high level. As development proceeds, we will update the roadmap as often as we can and make it more granular, refine the exact dates for feature deployments, etc.
As this roadmap is a living document, we will regularly update it, so keep an eye on this news section!
Please also keep in mind that everything on the roadmap might (and probably will) change, but we will let you know if/when it does!
This patch is all about the long-awaited new Draft mode.
A new game mode is now available: Draft
A Draft is a set of up to nine matches against other players. You can play these matches at any time.
During a Draft, you play with a deck built by you from random cards.
You build a deck over several rounds after choosing your main and ally nation. Each round, you pick one out of three card stacks presented to. You continue picking cards until your deck of regular 40 cards is completed.
The Draft ends when you have either won 7 matches or lost 3 matches.
Once the Draft ends, you collect your rewards. Draft rewards become increasingly better with more matches won during the Draft.
One pack of cards is guaranteed as your reward (even with 0 wins).
Admission to the Draft costs either 15 gold or USD 1.95.
A new play mode is coming to KARDS: We publish the long-awaited Draft mode on 4th of July!
Without further ado, let's get right into the exciting details.
In draft, you construct a new deck from scratch by picking cards from a limited number of choices until you have a full 40 card deck.
You won't pick cards from your collection, and the cards picked are not added to your collection. Instead, you pick from a certain set of cards.
Once you have a draft deck ready, you can play against other players, each player using their own draft deck.
The draft ends either when you lose your third game or when you have won 7 times. Once the draft is completed, you'll receive rewards based on how well you did in the draft.
Draft games do not affect your rank, but do count for achievements and daily missions. Your hidden matchmaking value is not used for draft games, but you are more likely to be matched against a player with similar score as you in the draft.
You will always get 1 pack as a reward for the draft, regardless of number of wins (even 0 wins).
Additionally, you will always get a bonus reward. The bonus can be anything from gold, resources, a card (can be golden) or even an extra pack. The bonus reward is randomly chosen, but the more wins you have, the better the bonus reward will be.
Starting with 2 wins, you'll also get a fixed amount of gold. With 6 wins you are guaranteed to get enough gold to be able to pay for another draft immediately. With 7 wins you get two bonus rewards.
Enter At Your Own Peril
Because you are guaranteed at least one pack and the bonus rewards, entering Draft cannot be free.
To enter a draft you can spend gold, money or a draft ticket. A draft costs 15 gold to enter, or $1.95.
Celebrate with us - Free draft tickets for everyone!
All players that have been created before server-downtime on July 4th will receive 2 free draft tickets. The tickets will be ready in your accounts when the servers are back online.
You are most welcome to get a taste of draft with these free tickets!
Drafting: You’re in the Army Now!
Once you have entered a draft, the first thing that you will a tutorial window (one-time display only to provide a quick overview).
The first choice you’ll have in Draft is selecting your main nation. After picking a few cards for your main nation you get a choice to pick an ally.
After choosing your main nation, you start picking your cards. Each card pick has three slots of cards. For each slot a random card is chosen. This can be any card from the main and ally nation, of any rarity, though each pick has similar rarity ranges for each slot.
There is also a chance that more than one copy is offered, up to 4 copies for a Standard card. This means that drafting can be as many as 40 clicks, but usually is less.
As you make your picks, cards that you select are added to a deck visible at the bottom of the screen.
You draft at your own leisure - there is no time pressure, you can go back in the middle of drafting a deck and even close the client and then continue where you left when you next enter the draft.
Once you have your deck ready, you enter a draft battle in the draft menu itself.
You'll face interesting choices when picking cards:
Is it better to pick 3 solid standard cards, or a single decent limited card? Or, you get the option to take 3 Eagle Claws. You want to run Eagle Claws, but 3 copies? Do you skip it now and hope it shows up again later, in lesser numbers? It can be a tough choice!
You can only have a single draft active at a time, so you will use the deck you drafted until you have won 7 games, lost 3 games or decide to retire from the draft. If you do retire, you will get the rewards based on the number of wins accumulated so far.
That's it in a nutshell. Let us know what you think!
We are working with full force on finishing Draft mode (expect more news in the next couple weeks), but we still have steam for a small balance update!
Let’s have a look at the twelve newly updated cards and see what has been changed.
Cards with improvements
Overwhelming Force introduces interesting tactical options which we want to promote a bit more. The cost has been changed from 1 to 0.
For Freedom was a bit too expensive. The cost has been lowered from 3 to 2.
B-26 Marauder is a bit underwhelming and has been improved so that enemy units now are +2 more expensive to operate instead of +1 when attacking the enemy HQ.
Hudson Mk III could use some improvements. The operation costs have been lowered from 3 to 2.
88 mm Flak needed some improvement (especially due to its Ambush ability). Defense has been increased from 3 to 4.
Card with nerfs
Blackout was a bit too efficient for its cost and rarity. Reduction to pin only a targeted air unit (enemy needs to have an air unit on the board) from pinning all air units.
33rd Recon Regiment was a bit too strong. Defense has been lowered from 3 to 2.
Aichi D3A-2 and B5N Kate were too strong and have their defense lowered from 3 to 2.
B-17 Flying Fortress is still too strong. Attack and Defense have been lowered from 6 to 5 each.
10.5 cm leFH was a bit too effective as burn unit. The damage to the enemy HQ on deployment has been lowered from 3 to 2.
Cards with neutral changes
Panzer 35(t) effect has been changed from an ongoing dynamic effect to a static, on-deployment effect. Now, the operation cost is reduced by 1 if you control an infantry unit at deployment. Previously, the operation cost was calculated at every change on the board which was not very clear and caused confusion.
Please let us know in the comments below what you think and how you like these changes. Your feedback helps us tremendously!
The first win of the day will give you 500% more gold: 10 Gold instead of 2! This one-time bonus is available between Thursday and Sunday.
Discount on Nation sets: 2-for-1
We offer a time-limited 2-for-1 with USA and Britain Nation sets. The set contains card backgrounds, special emotes, and battlefield decorations of both nations. A sizable discount of 50% awaits you this week only.
Battle the Devs
“Battle the Devs” and win matches against the KARDS developers! If you are available on June 6th between 1pm and 5pm GMT, sign up for a dev match.
This event is aimed for new players and veterans alike! Please check the forum thread DDay75 - Battle the Devs for more info.
Rejoice as your rewards for KARDS Season #2 will arrive on June 1: Gold Cards, Packs, and physical items.
Play KARDS and maximize your rewards for this season!
The second season in KARDS ends on Friday, May 31st, at 23:59:59 GMT. Then, three things are going to happen:
You will receive rewards based on the number of ranks you have gained
Officer Club members and top players will receive extra rewards
We will adjust the ranks with the start of the next season
Check out the rewards and see how we will adjust the ranks.
Your rewards are based on the total number of ranks you have climbed up combined for all five nations in KARDS. The more ranks you have climbed up, the better the rewards.
Officer Club members and the top ten players will get special rewards, more about that in a bit.
For each nation, you can gain up to six ranks - that means you can gain up to a total of 30 ranks. The reward distribution is as follows (you need to have won at least five games to be eligible):
Additionally, for each Field Marshal rank, you get an extra National Pack for that nation!
Officer Club Rewards
Members of the elite Officer Club (you need to be Field Marshal in at least 3 nations) will receive extras, so try to get into the Officer Club if you are not a member already:
Better Gold Card reward
One extra pack
Members of the Officer Club will get Gold Cards that are one rarity better The regular Gold Card reward for members of the Officer Club will be buffed up by one rank.
For example, if a member of the Officer Club has received 26 rank promotions, they will get an Elite Gold card instead of a Special Gold card.
Physical rewards for top players
The best five players of the second season in KARDS will get additional a special physical reward! Make sure that you have your emails updated so that we can contact you.
The first place will receive an extra reward including an aluminum plaque with the player’s name engraved on it and the season. Check out the rewards for SoraTsukishima, winner of the first season in KARDS.
The second to fifth place will receive a KARDS canteen and a KARDS pack with physical cards. The top ten players will get 5 extra packs.
With the start of Season #3 on June 1, 00:00:01 GMT, we will adjust the ranks. Three things will happen:
For each nation, you will drop one rank.
You will retain any stars you already had at your previous highest rank (e.g. you were a Major with 3 stars for Germany then in the new season you will be a Captain with 3 stars).
Your Field Marshal ranks will get adjusted to Major at 4 stars.
This patch is all about improvements! Non-scoring matches for Officer Clubs members, end-of-match screen with achievement progress, better daily missions, Discard adjustments, and a lot more!
Check out the dev blog for a deeper look at the new features, improvements and card changes!
Members of the Officer Club can now choose to play non-scoring matches. Experimenting with new decks and new styles is now much easier.
You’ll see a new window at the end of the match listing your achievement progress. On that window, you can also claim achievements you have completed with this match.
Changes and Improvements
Daily Missions are now 20-30% easier! Who doesn’t like free stuff?!
Entry-level Nation Achievements now yield useful cards for that Nation instead of simply handing out resources for later use. Especially useful for new players!
You can now increase the Max Kredits Slot above 12. Playing cards like The War Machine will continue increasing your Max Kredits Slot even if you are already at the regular maximum. Please note: This only applies when you are playing cards that increase your Kredits Slot, the automatic increase of Max Kredits from regular gameplay still stops once you have reached 12.
We have changed the strength of Discard cards. We want to have Discard as a viable option in KARDS, but not as a top-tier strategy. More details are in the section below and the dev blog.
All 158. Nachschub cards that have been crafted from resources (we have only a few instances where this has happened, but still want to compensate those cases - if you have questions, please check with Kards support) have been changed into Gold variants which can be recycled without loss. This follows the card changes outlined below.
158. NACHSCHUB now gives you two extra Kredits when a friendly unit destroys an enemy unit during your turn (old: You draw a card when the enemy discards a card).
WOLFPACK costs now 5 Kredits (old: 4 Kredits).
MI5 costs now 3 Kredits, your enemy puts a random card from hand to top of their deck, and you draw a card (old: 4 Kredits and enemy discards a card while you draw one).
17 POUNDER operation costs 1 Kredit and 2 attack (old: 2 Kredits operation costs and 3 attack).
BLACKBURN SKUA Mk II has 2 attack and 2 defense (old: 3 attack and 3 defense).
Ki-84 FRANK has a deployment cost of 5 Kredits (old: 6 Kredits deployment cost).
DEADLY DUTY costs 1 Kredit (old: 0 Kredits).
ORDER 227 now gives +1 attack for each unit in the frontline (old: +2 attack for each unit in the frontline).
THE EMPIRE STRIKES damages now the enemy HQ (old: only units were damaged).
IMPERIAL STRENGTH costs now 1 Kredit, deals 1 damage to enemy HQ, and disables Countermeasures for one turn (old: 0 Kredits cost, gain 1 Kredit for each enemy destroyed during the turn).
NATIONAL FIRE SERVICE reduces the damage to your HQ to 1 (old: HQ was immune to damage)
A unit pinned by SEXTON that had been moved to the hand was pinned the following turn and was impossible to play from hand. Fixed.
The daily missions "Play units that cost 2 or fewer Kredits" and "play units that cost 2 or more Kredits" counted orders as well. Fixed.
Self-destructing units (like from Siberian Transfer) didn’t trigger the 1st Signal Regiment damage effect a second time at the end of turn if they were destroyed earlier in the turn (like with Ural Factories). Fixed.
The B-4 203mm HOWITZER was decreasing attack on units when the damage was 0 (attacked by artillery, heavy armor etc.) Fixed.
The AI was occasionally removing passive effects twice. Fixed.
The AI sometimes surrendered when it triggered AIRSTRIKE. Fixed.
The AI was using GUNSHIP MISSION on frontline cards. Fixed.
The AI would wait for 10 seconds at end of the turn in unlocking matches. Fixed
In some cases when hovering over cards as they were being played you could see overly large previews of the card. Fixed.
The target arrow looping sound stopped. Fixed
In some cases, you were able to hear incorrect card sounds during Mulligan. Fixed.