Season 6 has started on September 1, 00:00:01 UTC, and with that we now know the winners of Season 5!
The Winner
Congratulation to DARKNESS for scoring the first place of Season 5! Runner-ups are Fendor, ROY1380, gabo, and BruceJohnWayne!
Rewards
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!
Then, for each Field Marshall you got a National Pack.
Reaching the Officer Club gave additional rewards.
Rank reset
With the new season, we also have adjusted your ranks to keep everything fresh and challenging:
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.
We believe that this is a good balance between preserving your progress and keep the reward scheme fair towards new players.
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)
Encirclement (Germany)
Order 227 (Soviet Union)
Bombing Raid (Japan)
Ki-43 Hayabusa (Japan)
Daylight Bombing (Britain)
Mosquito (Britan)
Stay with us as we go over the cards in detail!
Details
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.
Time-exclusive cards
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!
Summary
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!
This patch is all about bug fixing and card balances!
Card changes
For more in-depth details of the recent card changes, please read the latest update August Card Balance Update.
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.
Bug fixes
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!
The Winner
Congratulation to ROY1380 for scoring the first place of Season 4! Runner-ups are Fendor, marduk, Cybernetic, and moyang!
Rewards
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.
With the new season, we also have adjusted your ranks to keep everything fresh and challenging:
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.
We believe that this is a good balance between preserving your progress and keep the reward scheme fair towards new players.
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!
Exciting news! The first-ever KARDS player gathering is going to happen during Gamescom 2019 in Cologne, Germany, and everyone is invited to join! The whole KARDS development team will there as well.
Here are some of the highlights and things you can expect
Live battle-the-devs fun
Unique KARDS T-Shirt
Physical KARDS collector cards
Open bar with free drinks (alcoholic and non-alcoholic beverages)
We are looking forward to seeing you at the event and to have a ton of fun.
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.
New Features
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.