We here at 1939 Games like to look at numbers and data. In this dev blog we’re going over some of the interesting metrics surrounding Kards and share some interesting insight. We’ve done something similar once before, perhaps this will become a regular thing. Who knows? Let’s get the ball rolling.
My Nation for a Horse
One of the core metrics is how much each nation is played as a main nation. Let’s see how that stands currently.
This chart shows how often each nation is used as the main nation in Battle matches the last couple of months. It counts all Battle matches, it is not filtered by player age or MMR. This means this chart does not necessarily reflect what is being played the most in the top echelon. Germany has always been the most popular choice for players, the other nations trailing behind in a tight pack.
In an ideal world it might be good to have each main nation played exactly 20%, but we acknowledge that when you have a game based on history, there will always be bias towards certain nations regardless of other things.
In the Friendzone
What nation is the favorite to ally up with? Again, this is looking at all Battle matches in the last couple of months.
Here we see quite a different picture, with the USA being the standout most popular ally by far. The others are in a similar range, except Britain, which is noticeably less popular than the others. This is not surprising, as the USA not only has strong ally only cards like The Alliance, but also can be used for its ramp or for its big, powerful units on the side. Infantry based decks using Unity in Strength are also very popular. Britain being less popular as ally is also not surprising either as many of their strongest cards are Elite, and thus can no longer be used as ally. In addition, many of their more popular strategies also do not lend themselves very well to ally status, such as commandos, air decks and Naval Support decks.
Win the Battle, Lose the War
Now we come to one of the more important stats - win rate. How well are the nations actually performing? Let’s take a look.
Again, the data here is for all Battles in the last two months.
Please note the graph only goes from 45 to 55 to make the differences clearer - on a 0 to 100 graph the difference is hard to see.
There are a few obvious takes from this data. One is that the most popular nation also has the lowest win rate (though it should be noted, like with all data, there are always random variables to take into account). The other big takeaway is that the Soviet are performing significantly better than the other nations. Of course, what this chart does not show is the individual performance of deck archetypes - there certainly are, for instance, British and German decks with better performance ratings than what we see here. Also, this chart shows the combined win rate of the nation, of course individual main/ally combinations often vary significantly.
Speaking of ally nations it is important to note that the overall win rate of the new minor nations, France and Italy, is very bad regardless of who they are paired with (one reason likely is that people are still finding the best configuration and are trying many crazy things). As Britain and Germany are the most popular nations to pair with the two new nations, their overall win rate suffers as a result and is closer to 50% if France/Italy are removed from the equation. This is corroborated by looking at the win rate for Britain and Germany from before the expansion came out, it was much better, close to 50% for both of them. So the data here needs to be taken with a grain of salt.
However, there are still strong indicators, not just with the win rate displayed here, but other data as well, that indicate that Soviet are a bit too strong and Germany a bit too weak. We’ve been testing out some changes internally lately, you can expect to see some balance changes in the near future. As a rule of thumb, anything between 49% and 51% is in an acceptable state, if the win rate/loss rate is between 1 and 2 percent from 50%, then it needs to be monitored closely and anything above 52% or below 48% should be addressed.
Medium Strong Draft
Now let’s take a look at draft. Here are both the play rate and win rate of each of the main nations, based on data from the last couple of months:
I’m presenting both together because there is such a strong correlation between what people are finding success with and what they are picking (and vice versa). We can still see a bit of a German bias same as for Battle matches, but apart from that we see that people pick the USA very highly because, surprise surprise, their win rate is very good, and on the other end, Britain is the least popular choice, because their win rate is abysmal.
The strong performance of the USA in draft is no real surprise as they have many big units at standard rarity, like 3rd Marine Regiment and A-26 Invader that are too slow for constructed, but shine in draft.
Same as with the Battles, the win ratio is skewed a little bit by the presence of France and Italy, which again are not showing good performance stats. Some of it can be explained by unfamiliarity of these nations, but a bigger part is likely the limited card pool and that many France and Italian cards are only really good when you have critical mass (resistance and Alpine respectively), and getting critical mass in draft is very unreliable (this is the same reason for instance why Japanese burn, German blitz or Soviet token strategies are difficult to pull off in draft).
Building a Bridge Too Far
Finally, let’s see what you guys are spending your hard-earned Resources on. Looking at the data from the last couple of months it should come as no surprise that it is dominated by cards from the Allegiance expansion. The resistance mechanic obviously resonated well with players because the key resistance cards are all near the top of the cards crafted. Apart from those, these are the top 3 crafted cards in the last couple of months in each rarity:
Crafted Standard cards
For standard rarity, we see an Alpini unit, an aggressive unit buff card and a unit tailor-made to stall the game. The Alpine mechanic is a close second to the resistance one in terms of popularity - people obviously and understandably want to try out the new stuff after months of playing the same cards ad infinitum. The Juggernaut is solid in many of the Soviet based aggro decks that are performing well at the moment and D4Y Suisei is very solid in any kind of deck aiming to delay the game, especially in tandem with cards like Deadly Duty.
Crafted Limited cards
For the limited rarity, the top crafted card is perhaps a little bit of a surprise. 1st Airborne is a card that can go into a variety of decks, both aggro and more controlish and is one of these units that can go completely berserk if left unchecked. We have another British unit in second place, this time a unit promoting the Naval Support strategy, which remains very popular in the lower echelons where removal is not so prevalent. And in third place we have another mainstay of the Alpine strategy.
Crafted Special cards
The most crafted special rarity card is the Panther A, one of the best new tanks in the expansion. A heavy hitter with a built in card-advantage is exactly what German mid-range and control wants. The 109th Combat Engineers are used to great effect in the Soviet/US aggro deck, one of the best performing decks currently. It can also be put to good use in Soviet tokens, German blitz and other strategies, so a very versatile and powerful card to pair with any sort of aggressive strategy. Finally we have yet another Alpine unit, this time a German one and one that can also be solid outside of dedicated Alpine decks due to its solid stats and powerful ability.
Crafted Elite cards
Finally, we come to the Elite category. The King of the Hill in that struggle is actually an old warhorse from the base set, the good ol’ Leopold, underlining that powerful phallic symbols hold an age old fascination with wargamers no matter what. Of the new cards, Shelling is the most popular one. It is still searching for the best home, but for a card that does so much that is bound to happen sooner than later. In third place we have the Soviet 83rd Naval Brigade, again showcasing the value players hold for cards with a built-in card advantage.
That’s it for now, hope this quick insight into some of our data has been interesting and helpful. Let us know what you think!
A new year and a new dev blog, what more could you ask for? This dev blog is short and sweet, covering a few changes and fixes coming in a patch later this week.
The main purpose of the patch is to officially kill off Christmas, so no more snow for you my friend ☃️. We’ll also use the opportunity to restore our proper main menu background image, that fell victim to the vicious Y2K bug when the new year struck.
Bug Fixes and Improvements
We’ll also include several bug fixes, such as to the annoying targeting bug and some UI improvements. Many fixes to card errors can also be found, refer to the full patch notes (when released) for all the details.
One improvement you’ll find is the ability to go above 40 cards (and 12 cards for Ally) when creating/editing decks. Of course, if you submit a deck with more than 40 cards it will be invalid to use. The benefit is that you can now drag in everything you might want to include in your deck and then cull down to 40/12 as part of the deck creation process.
Card Changes
We’re also fixing a rarity error on a card from the new set:
This was an unfortunate oversight on our part, due to late reshuffling of some card rarities. As many of you have noted, the stats on the new Tiger are Elite worthy, and that is because it was intended to be Elite all along (hence why Germany only has 3 Elites in the set). We decided that for balance reasons it was best to fix this error, even if it means that some decks will become corrupted (too many copies or ally elite can now make some decks invalid). On the plus side, if you own this card, you can at least be happy you got an Elite card on the cheap.
Anyway, a few more cards are seeing some slight balance adjustments based on the data we’re seeing and your feedback.
While order damage decks are not taking the meta by storm by any means, they can still be frustrating to play against when they get the right draw. Imperial Decree is a super swingy card, ranging from completely dead to absolutely busted, based on the rest of your hand. We want to reduce that swinginess (and reduce the ceiling potential), while still keeping the damage-order theme of the card.
Juggernaut is another card that has been making some waves, for a good reason. We’re not too worried about this card, as any huge surge in the popularity of this card can easily be answered by adding more pin effects to your deck, amongst other answers. However, it is still a bit too strong on its own, so we’re nerfing it slightly.
The final nerf is to the 12th Infantry Regiment. This nerf is mainly due to draft, where this card is extremely powerful. You will still be able to put out a huge unit late game, but at least the unit will be less efficient as an early play.
Finally, we have a few cards that are a bit underwhelming right now. First of those is this Italian bomber. The idea with the bomber (and this ability it has) is to emphasize the theme the Italians have of being powerful when everything is going really well. So the SM.79 can be quite powerful on an empty board, but can quickly become inferior when the game is reduced to a slugfest. The extra damage both gives it a higher uptake, plus makes it relevant for longer.
The original version of Mud stopped all attacks. It was later changed to only affect ground attacks, as it was more thematic. The cost should have been changed at the same time, but wasn’t. So now we are giving it the “correct” cost. A quick note, as some players don’t see the benefit of this over something that pins all (like Naval Operation) - just remember that Mud also stops Blitz units and units that cannot be pinned.
This is the only change to a card from the base set this time around. There are a couple of reasons for this small buff. One is that we want to emphasize this ability as part of the US repertoire moving forward, and the best way for people to learn that is by having it on a card that sees some amount of play. Secondly, as we nerfed one solid US draft card, we are boosting another solid US draft card instead.
That’s it for now.
Make sure to keep your eyes out for the full patch notes when they are published. Please continue to give us your excellent feedback either in the comments here, on KARDS Discord or on our other social media channels!
Celebrate the new year and collect your rewards from Season 9! The season has ended on December 31st, 23-59-59 UTC, and now your rewards are waiting for your in the KARDS client.
Simply log into KARDS - the rewards have been automatically delivered to your account.
We also celebrate the winner of Season 9.
After a spectacular and intense battle between SaunaCat and Darkness, the player SaunaCat emerged as winner with just 4 points difference! (In comparison, the third place is more than 250 points behind)
Congratulations to SaunaCat for winning such a close fight!
Your rewards are waiting for you
Here is a quick refresher on the rewards you have received from Season 9:
For the first 5 ranks gained: One pack plus one standard Gold card. For every 5 more ranks gained: Either one extra pack OR the Gold card increases by one rarity. The total reward is as following:
Join in and celebrate with us the fantastic year we had with KARDS in 2019! Enjoy daily gifts, raffles, giveaways and special offers in the shop!
Holidays have arrived early in KARDS! From December 20th to January 2nd, we have a good number of special things with something for everyone! Read ahead and check for yourself.
Ho! Ho! Ho! - Share the Holiday Spirit
To celebrate the holidays, we have special offers for 7 packs, 15 packs, 40 packs, and 60 packs in the KARDS Store waiting for you! This is valid for both classic and Allegiance packs. Dig in!
10 % additional discount
Special "Ho! Ho! Ho!" emote
1 free draft ticket with all 15 packs
2 free draft tickets with all 40 packs
3 free draft tickets with all 60 packs
The emote "Ho! Ho! Ho!" is the perfect opportunity to share your merry mood with your opponent during a heated battle!
These offers including the unique emote are available only between December 20th and January 2nd (midnight to midnight UTC)!
Daily RAFFLE for card packs
As a special bonus, we raffle out every day a nice chunk of card packs!
Everyone who is playing KARDS (i.e. has connected to the KARDS server) enters automatically a raffle. At the end of the day (UTC), we randomly pick 10 players. Those lucky players will get 3 packs of cards each, except for one super-lucky who gets 12 packs!
During the Christmas days (25th, 26th) and New Year's (31st and 1st), the raffle prizes are boosted to 10 packs and 50 packs respectively.
We will give away a total of 1260 packs!
But wait! There is MORE...
Additionally to all these goodies, you can revel in daily giveaways on the KARDS Social Media channels (plus selected partners from the community)!
The giveaway codes can be used by everyone once and are valid for a specific day only. Each day starts on 00;00;01 UTC and ends at 23;59;59 UTC. If you miss to redeem the daily code in time, it becomes invalid. Make sure that you redeem the codes right away!
You can collect gold, resources, a draft ticket and even a Allegiance card pack over the holidays. Keep your eyes open for daily updates.
The first code for December 20 is here:
The code for December 21 is here:
Thecode for December 22 is here:
The code for December 23 is here:
The code for December 24 is here:
The second code for December 25 is here:
The code for December 26 is here:
The code for December 27 is here:
The code for December 28 is here:
The code for December 29 is here:
The code for December 30 is here:
The code for December 31 is here:
Happy New Year! Make sure to review ALL PREVIOUS codes so far. Maybe you can get some extra ... The code for January 1 is this:
The final code in the holiday giveaway series valid on January 2:
Today, December 17th, marks another huge step for KARDS. We have released the first version of our Early-Access localization project; you can enjoy our wonderful WWII Card Game in seven different languages now!
This initial step of our localization project sees the arrival of the following six languages:
Click the cogwheel in the top-right corner of your screen to open the menu.
Click on the new LANGUAGE button in the menu
Select the language you want to see in the drop-down menu
Click ACCEPT to switch to the new language.
To switch back to English, simply do the same with English (EN) as the new language.
The localization project so far
We have been busy with the game localization for a while now, the actual work has started several months ago. Now, we are excited and happy to open this project for public testing and broad feedback.
What is translated so far?
We translate card names including names of units, orders, and countermeasures
UI elements are translated including buttons and help texts
The tutorial is translated
Ranks and Achievements are translated
Having the names of cards translated means that you have to search for the translated term in the collection view, not the English original term!
What is not translated so far?
Some history texts are not available or not translated
We plan to add these missing translations as soon as possible.
Let’s have a quick look back on how the localization project has progressed so far before we look ahead.
Initial Review
During the past weeks, we have received assistance from selected, very dedicated multi-lingual players that assisted us in doing an initial review of the localization. The focus was twofold with this initial review and tried to answer the following questions: Does the language match the KARDS theme of WW2 and strategy? Are there any factual mistakes in the card translation?
Let’s give the following players a round of applause for their help in this large project:
Zaabluc (Polish language)
Isenberg (French language)
Vimesey (Russian language)
Y-crad (Russian language)
[V_M]_MorS_{Ldr} (Russian language)
Fenrir (Simplified Chinese)
Any errors or mistakes that are still with the translation are on us, 1939 Games, and not caused by any volunteers or volunteer work.
Choosing the right mood and style of the language is a difficult task and can be influenced by personal preference. There exist objective criteria for selecting the correct translation, for example, choosing the right military terms (e.g. Ambush, Smokescreen). However, in such a complex and large project as translating KARDS, these criteria are a bare minimum only and not enough for a successful translation.
Community feedback is important and together with you, we have come a long way already.
Now, we have decided to open the localization project for comments and share it with a larger audience - with you! Please keep in mind, however, that we are still in Early Access.
Help us help you: Feedback required!
If you are a native speaker or fluent in one of the newly added languages, we invite you to share your feedback with us!
We welcome your feedback! You decide if and how much you want to assist here. All of the below is welcome, some of it takes only a few seconds, other feedback up to several minutes.
General feedback like a rating between 0 and 10.
Additional feedback about specific elements (e.g. cards and UI).
Detailed feedback, for example, errors on specific cards.
We are excited to see how you like the translation so far and are looking forward to your feedback!
Next steps
While we are looking forward to your feedback, we are also working on adding the remaining translations (e.g. some historical texts are missing) and fixing the bugs (e.g. text in rare cases not fitting on the card).
As localization is an ongoing project, we won’t reach an official “done” state. However, we aim to complete the first step of localization by end of January.
Allegiance, the enormous first KARDS expansion, introduces 150 additional cards along with the two new ally nations of France and Italy.
The additional allies add new flavors, enable interesting new battlefield tactics and significantly increase the strategic depth of the game. Numerous balance updates and bug fixes round up this completely free expansion.
Completely for free, Allegiance was published on December 10 and is an automatic update for all KARDS players.
A new era for KARDS
With the arrival of Allegiance on December 10, KARDS entered a completely new era.
These are the highlights of Allegiance:
Two new nations become playable as ally nations: France and Italy
150 new cards in total with 22 for each of the existing five nations
Elite cards can no longer be used for ally nations
3 new core abilities: Resistance, Mobilize and Alpine
26 completely new achievements and tweaks to existing achievements
Balance updates for eleven existing cards
Draft matches include now France and Italy as ally nations, and yield expansion card pack as reward until the end of this month
Join the friendly community and KARDS developers on Discord.
Two new Nations
With new abilities and keywords, the new ally nations let you explore and develop completely new strategies!
The French cards span the entire war effort with units from before the Fall of France through to the Free French Forces. With a strong Resistance theme, the French cards bring a new mechanic designed to disrupt enemy play and to disrupt your opponent’s hand.
The Italian forces are more aggressive as they are designed to seize the initiative by taking the frontline and overwhelming the enemy. Italian units benefit from operating together as they give buffs when played in unison.
Expanding player choice and versatility, Alliance introduced new abilities to KARDS closely tied to the new ally nations. The new abilities in Allegiance are called Mobilize, Alpine and Resistance.
Alliance also introduces new mechanics related to choice, the power of choice in playing a card and in drawing cards and selecting the right tool for the task.
Alongside the two new nations, the existing five nations receive 22 new cards each as reinforcements as well. These cards bolster current strategies and enable you to explore fresh directions with each nation.
Part of Allegiance is also a balance pass on eleven existing cards.
To celebrate the arrival of our latest KARDS reinforcements, we have added 26 new achievements! Prove that you are a worthy leader, can you claim all the new achievements?
We have also added new daily missions for new players!