Celebrate and collect your rewards from Season 10! The season has ended on January 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 10.
After an intense battle between TowerNumberNine and Darkness, the player TownerNumberNine emerged as winner. Congratulations!
Congratulations also to Darkness for reaching the second place in a row now (after a second place in Season 9 as well).
Your rewards are waiting for you
Here is a quick refresher on the rewards you have received from Season 10:
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.
For each Field Marshal reached: One national pack.
For reaching the Officer Club (minimum three Field Marshal ranks): The Gold card reward is increased in rarity one level. You get one extra pack.
The best player of the season, which is TowerNumberNine: Physical rewards including a KARDS seasonal winner certificate.
These rewards are yours when you have have scored at least five PVP victories during Season 10. Log into KARDS and check out your rewards!
Stay up to date and follow us on Facebook and Twitter for the latest news!
Season 10 in KARDS ends on January 31st (at 23'59'59 GMT). The more ranks you have gained, the bigger the reward.
Use remaining time to gain as many ranks as you can to get a big payout! You gain ranks by winning PVP matches. This is the perfect opportunity to get a nice boost.
Reward details
With the end of the season, you will receive rewards like card packs and cards. After you have received the rewards, your ranks will be lowered a bit.
As a reminder, here is what you will receive as seasonal rewards:
For the first 5 ranks gained: One pack plus one standard card
For every 5 more ranks gained: Either one extra pack OR the rewarded card increases by one rarity. Log into KARDS and check out your rewards in PROFILE -> RANKS.
For each Field Marshal reached: One national pack.
For reaching the Officer Club (minimum three Field Marshal ranks): The reward card is increased in rarity one level. You get one extra pack.
The best player of the season: A special, physical reward including a KARDS seasonal certificate.
Have fun and best of luck for the rest of the season! The next Season 11 starts on February 1st!
For direct feedback to the dev team please use KARDS Discord. You are also welcome to use the comment section below.
Stay up to date and follow us on Facebook and Twitter for the latest news.
This patch introduces card balance updates, UI improvements, and bug fixes. It was published on January 24th.
Improvements
We continue the KARDS localization! A one-time popup window at the start of KARDS lets you easily choose between the currently available languages Brazilian Portuguese, English, French, German, Polish, Russian, and Simplified Chinese. You can always change the language in the KARDS settings. Please provide feedback about the quality of the localization!
A first batch of UI improvements have been implemented: Buttons and icons have received a facelift and have been repositioned.
The font for emotes in game has been changed to “Quiet evening”...yes that’s the name of font!
New combat sound for infantry has been added.
The nation-related game music are now shuffled in a better way to avoid repetitiveness.
The card animation in Mulligan has been improved.
If you are already Field Marshal, then the Field Marshal promotion window no longer pops up at the end of every match.
Gold cards that spawn new cards now spawn gold cards instead of normal cards.
Temporary units (T-34 and T-70) are now discarded from hand rather than exploding in hand.
T-80 defense value has been decreased from 3 to 2.
BLOODY SICKLE deployment cost changed from 0 to 1. It can deal damage to any target unit now (was: damage to ground units only).
ARADO AR 196 deployment effect changed. You now draw an order card if you have equal or less units on the battlefield (was: if you have less units).
PANTHER G operation cost increased from 2 to 3, and the attack value decreased from 7 to 6. Additionally, the PANTHER G cannot be targeted by enemy orders now.
FW 190 A attack decreased from 6 to 5 and a deployment effect was added. You now draw a card when the FW 190 A is deployed.
THE EMPIRE STRIKES now deals increased damage, equal to the number of bombers you control +1 (was: deal damage equal to the number of bombers you control).
Bug Fixes
Several visual and animation bugs have been fixed.
Changes to your equipment/battlefield customizations aren't always saved between game sessions. Fixed.
HQ smokescreen is removed when WILDCAT F4F-4 leaves play, even when 1st MARINES is still in play. Fixed
ARGYLLSHIRE HIGHLANDERS did not get a bonus when returning from ISOLATION. Fixed.
Sd KFz 222 buffs incorrectly sometimes. Fixed.
Countermeasures couldn't be deactivated if remaining kredits were less than cost of countermeasure. Fixed.
SPOILS OF WAR could be played from hand with less than 2 kredits, causing stuck cards in hand. Fixed.
Cost of MIG 3 was sometimes incorrectly adjusted. Fixed.
In this dev blog we will go over a few changes which are ready to be delivered this week! Six cards are changing, and you will see the first set of UI changes that are part of a larger ongoing UI overhaul.
An example for the UI improvements is a changed font and look of emotes. Not all the UI changes are in yet, though, so be ready for a little bit of inconsistency in the look of some windows/menus/buttons. This should not affect the overall functionality of the game, though, and more UI improvements are in the pipeline for future updates.
Several bug fixes are also in the patch, so keep your eyes peeled for the full patch notes when released later this week.
Card balance changes
But onto the main course of the blog, card changes. We are adjusting six cards now to improve the overall balance of the game. Based on our data (have a look at our recent Data blog), we need to scale back a little bit the power of the Soviets, while sending some love to Germany and Britain.
So without further ado, here is what you will see in the patch:
We are taking the same approach here as when we adjusted the SU-76M, which is keeping the aggressive nature of it, but making it easier to deal with. The T-80 can still come out and punish slow decks in a fast and furious way, but now there are many more counters to it - Gunship Mission, Awoken Giant and Tactical Strike can deal with it more easily and many more units can trade into it now. The T-80 will still be a potent force, but hopefully not as oppressive in the early game as it currently is.
Here’s an interesting stat - in the last couple of months 60.2% of all Battle matches have seen either or both decks using Bloody Sickle. Now there’s food for thought. So we’re making it more expensive to spill blood with the sickle, but to slightly compensate the sickle can now reach to the sky.
The Arado is the unfortunate victim of having an effect that is both confusing and underwhelming at the same time. We’re making it a bit more effective now, and attempting to clarify the effect a little bit. The Arado will still count itself as before, as all deployment effects trigger after the unit lands on the battlefield, but at least you no longer have to wait for the enemy to play a second unit before you can trigger the Arado, making it much stronger both in the early game and against control decks.
The old Panther G has been enviously eyeing its younger brother the Panther A, the new favorite child of all German midrange/control parents. Well, the older sibling is getting attention at last, hopefully in time before becoming a drug abuser from lack of parental affection. The cannot be targeted clause is very powerful, so to compensate we are reducing the attack and increasing the operation cost, which reflects nicely the historical notorious maintenance cost of these beasts.
One of the issues Germany has is the lack of draw power. Incidental draw, like on Panzer 38(t) and Sky Barons is a German theme so it made sense to expand a little on that. Another side benefit here is boosting a standard rarity card, making it easier for newer players to play Germany effectively.
Our final change is to The Empire Strikes. It sees very little play, even in dedicated bomber decks, and Britain is lacking a bit in the removal department. So buffing the The Empire Strikes will strengthen a certain subsection of British decks.
That’s it for now! Please leave your comments and feedback in the discussion section, it is of immense value to us.
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: