Jun 5, 2020
KARDS - The WW2 Card Game - Thomas
Hello KARDS Community!

Welcome to the first edition of the Deck of the Week, a weekly article where we look at a player submitted deck and break it down into details. The point of the series is to bring to the surface all kinds of fun, effective and in-meta decks so players looking for direction can know what to strive for.



As always, this wouldn’t be possible without the amazing support and passion from you guys in the community, and if you want to submit your own deck for the chance to be featured in the coming weeks, please fill out the following Deck of the Week suggestion form.

Now, without further ado, let’s check out the Deck of the Week, this time submitted by Opiate_Dream_Tyrant we have a Japanese and German burn deck, one of the all-time Kards classics that is fairly cheap to build but extremely fun and effective!

#Discussions_QuoteBlock_Author
Deck of the Week
Major power: Japan
Ally: Germany
HQ: HSINKING

Japan:
4x (1K) 34th INFANTRY REGIMENT
3x (1K) 15th CAVALRY REGIMENT
3x (1K) TYPE 93
4x (1K) RISING SUN
4x (2K) AKITA REGIMENT
1x (3K) 2nd RAIDING BRIGADE
2x (3K) AMPHIBIOUS ASSAULT
4x (3K) MITO REGIMENT
2x (4K) Ki-43 HAYABUSA

Germany:
3x (2K) PANZER 35(t)
2x (2K) ENCIRCLEMENT
2x (2K) 22. INFANTRY REGIMENT
2x (3K) BLITZKRIEG
3x (4K) AIR BLITZ

IMPORT CODE:
%%31|6B;2Y3Q5u2S6Q;6x7l4p2O;6D5Z6L72

According to Opiate_Dream_Tyrant, here are the most important things to know about the deck.

How would you classify this deck?
Full on aggressive - It takes the frontline and hits face and then finishes with direct damage.


What are the key strengths of this deck?
It brings a fast start to the game and then has direct damage that allows it to ignore the enemy board after the initial rush if you end up losing board control.


What are the main weaknesses of this deck?
It is really dependent on getting the frontline early. If you don’t, you are in big trouble. It can also run into problems against decks with a lot of heal that can outheal the burn.


What are the key points to playing this deck?
The best part about playing this deck is that it is fairly cheap, so anyone should be able to build it and play it within a few days of getting the game! To lower the cost even further, you can substitute Encirclement (a special order) with smaller units with blitz to help you maintain control of the frontline and put on the pressure, and you can replace the 2nd Raiding Brigade with another infantry unit or a third Amphibious Assault for the additional removal.

Additionally, since your games are generally over pretty fast so you can get a lot of games in a short amount of time. When playing, you always want to think about how you can secure the frontline and deal damage to the enemy HQ at the start of the game and then look for your direct damage cards to finish the enemy off.


How and when do you utilize the key kards?
The key cards are 34th Infantry Regiment, Mito Regiment, Panzer 35(t), and Air Blitz.

You’ll want to utilize your 34th Infantry Regiment right at the first turn, so look for it in the mulligan. And then the Mito Regmient and Panzer 35(t) should be played as soon as possible and in a way they deal the maximum amount of damage to the enemy HQ.


How do you mulligan?
Again, this deck is all about that 34th Infantry Regiment. With the 1 kredit cost to deploy and 0 operating cost, this is the card that will get you control over the frontline early and ultimately make it possible for you to win the game!

So when you mulligan, get rid of anything that isn’t the 34th Infantry Regiment or the 15th Cavalry Regiment. If you have either or both of these cards, let everything else go and look for Panzer 35(t), Rising Sun, and Encirclement as complimentary starting cards with the 34th or 15th Regiments.


Additional comments
Overall this is a fairly strong deck that doesn’t cost a lot. There are obvious opportunities to improve on the deck with Special and Elite cards as your collection, grows but this should be a good target deck for players wanting to get a flying start.

The deck does sacrifice a little early speed for late-game reach only including the 34th Infantry Regiment and the 15th Cavalry Regiment infantry units that can trigger a 0 operating cost Panzer 35(t) on the second turn, something that can really snowball a game. Instead it relies on orders and units like Air Blitz, Mito Regiment, and Hayabusa to deal the final HQ damage without having to reach the HQ directly with your units.

Alternatively, you can play units like 33rd Recon and 41st Bicycle Regiment for a deck that plays faster early but doesn’t have as good a backup plan if the initial burn doesn’t work out.

And there we have it, a super effective, cheap, and fast deck directly from Opiate_Dream_Tyrant.


What do you think about this deck? Let us know in the comments along with what you would change or what deck you are currently running! You can also take part in conversations around deck building and ask for assistance in our Community Discord.
KARDS - The WW2 Card Game - Thomas
D-Day was the largest seaborne invasion in history and started with the Normandy landings on Tuesday, June 6th, 1944. D-Day began the liberation of France (and later western Europe) and laid the foundation for the Allied victory on the Western Front.



Commemorate this historic event with the first series of community challenges in KARDS.

Community wide challenges
Participate in daily community wide challenges between June 5th and June 14th and work together with the whole KARDS community to achieve the daily goal!

During this period, you will receive a new objective every day at your first login. The daily goal is the same for everyone, this is a community event after all, and ties into the actual events of D-Day.

To spice things up, we also have a stretch goal that allows for increased rewards on the last day of the event. For each wave the community completes, all players that have logged in during that wave will receive prizes, so make sure to log in and get in that daily game to stay eligible for the prizes!. Some objectives will be easier to achieve than others. To reach some of the daily goals, you need to stretch yourself. Bring some friends to help you!

Playing any type of game will work towards the objective, including friend challenges or AI matches.


How to participate
You participate in the event by doing what the objective states each day. Just play KARDS and keep the daily objective in mind.

Let's look at an example
Assume that your daily goal is to deploy US bombers. Deploying US bombers in any type of game (PVP, challenges, Draft, AI matches) will count towards reaching the global goal then. The more bombers you deploy, the more you contribute. If you want to be serious about the daily challenges, you should adapt and specifically play with US bomber decks.

You can check the community progress towards the daily goal in the game client during the D-Day challenge period.

The D-Day challenges go over ten days which are grouped into three waves and a final day:
  • First wave: Friday - Sunday (June 5th - 7th)
  • Second wave: Monday - Wednesday (June 8th - 10th)
  • Third wave: Thursday - Saturday (June 11th - June 13th)
  • Final day: Sunday (June 14th)

Important! 👉 Each day starts at 00:01 UTC and ends at 23:59 UTC.
Important! 👉 To get the rewards from a wave, you have to be logged in at least once during that wave.

Each of the waves has its daily objectives and rewards.

Reward payouts
These community challenges span ten days and introduce exciting fun while connecting you to the historical events of D-Day.

Rewards for the challenges are, of course, important. As mentioned above, the challenges are grouped into three waves; each of them covers 3 days.

The community will receive rewards for completing the objectives of each wave. Since each wave lasts for three days, the community can complete up to three daily goals per wave. The rewards will be paid out only if all three challenges per wave have been completed.

Rewards will be automatically delivered to your account for the next (work) day.
  • Reward payouts for the first wave: Monday, June 8th
  • Reward payouts for the second wave: Thursday, June 11th
  • Reward payouts for the third way and the final day: Monday, June 15th

Important! 👉 Only if you have been logged in to play KARDS during a wave will you receive the rewards from this wave.



Feedback is welcome
The D-Day Challenge is our first community event. We want to provide a fun event and also look forward to your feedback, comments, and improvement ideas.

Please help us and participate in this quick D-Day event survey.

You are also welcome to use the comments below for feedback or if you have questions.


Have fun with this event, and good luck with the D-Day challenges!
KARDS - The WW2 Card Game - Thomas
This release delivers several valuable quality-of-life improvements to KARDS and especially the new deck-import feature, as well as, balance changes, bug fixes and localization improvements. The release was published on June 3rd.



Improvements
  • The long-awaited Deck import is available now! You can import decks with just one click. Read more about this exciting addition in the blog New feature ahead - Import all the decks.
  • Improved collection view. You now have some statistics about how much of the total cards you own.
  • Players that are already qualified for the next stage of the KARDS World Championship are marked with a cup on the officer club leaderboard. The top ten players that are not already qualified will be marked with a yellow text.
  • It is now possible to hide the “choose one”-cards from SPOILS OF WAR and PANZER III-H to see the board so that you can make the right choice.
  • When targeting units with orders that deal damage, the damage incoming will show similarly to when targeting units before attacking them.
  • SENDAI will now show which card it has removed when hovered over it.

Card balance changes
This release contains a sizable amount of balance changes based on our statistics and player feedback. The full details are in the blog In the line of fire.
  • BLOCKADE: All cards in the enemy’s hand cost one more now instead of only one random hand card being twice as expensive.
  • 141. GEBIRGSJÄGER: Defense changed from 3 to 2.
  • KATYUSHA: Defense changed from 1 to 2. Operation cost changed from 0 to 1.
  • MEN OF STEEL: The effect that adds +1 Heavy Armor to your units will now persist, previously it lasted only one turn.
  • ZHUKOV: The cost reduction of the random Soviet Infantry you draw lasts only one turn and is no longer permanent.
  • OVERWHELMING FORCE: This order now also removes the destruction effect from the selected unit.
  • B-25 MITCHELL: The random damage will go only to an enemy unit and no longer includes the enemy HQ.
  • 34th INFANTRY REGIMENT: Reduced defense from 3 to 2.
  • EMPIRE OF THE SUN: Increased cost from 9 to 10.
  • KAMIKAZE: Increased cost from 0 to 1.
  • CHAR B1 bis: Reduced deployment cost from 7 to 6.
  • EASTERN FRONT BOUND: Reduced deployment cost from 4 to 3. Also changed: You will draw a unit with Alpine from your deck instead of adding a copy of a targeted friendly Alpine unit to your hand. The +1+1 bonus applies to all friendly Alpine units now, not only to a selected one.
  • KAGOSHIMA REGIMENT: Increased defense from 2 to 3.

Bug fixes
  • The historical picture for the 13th RIFLE REGIMENT is missing. Fixed.
  • Sometimes ARMORED TRAIN spawns a LIGHT INFANTRY on its left side instead of the right, causing the guarded effect to be visually incorrect. Fixed.
  • When the RAAF LIGHTNING deployment effect is used on 37mm ANTI-AIRCRAFT GUN, the operation cost of the RAAF is permanently increased by 2. Fixed.
  • The GREYHOUND is not buffing units spawning in its support line if spawned on enemies turn. Fixed.
  • The passive icon on the FRENCH 75 is missing. Fixed.
  • When a guarded unit gained guard, the guarded icon wasn’t removed. Fixed.
  • The translation of various cards are either incorrect or not precise enough. Fixed. If you notice further incorrect translation, please let us know!
  • Scrolling in the library sometimes got blocked after opening the settings window. Fixed.
  • When attacking with tanks and artillery sometimes distorted smoke from the attack visuals occurred. Fixed.
  • There is visual stuttering in movements of attacking units when its front was changed at the same time it was attacking. Fixed.


As always, your feedback is most welcome! Please use our KARDS Discord or the comments below.
KARDS - The WW2 Card Game - Thomas
Hello Kards community!

We are super excited to announce our first collaboration on content with one of our awesome community streamers. The “Coach a Dev” stream will premiere on Wednesday the 3rd of June where our new Director of Esports, Ólafur “Olikrummi” Steinarsson, will play while being coached by Kards megastreamer Spooz!

If you don’t know who Spooz is you can find him and his content on the following channels:

Twitter: @Spoozgaming

Twitch: http://www.twitch.tv/spooz_twitch

Youtube: http://ttps:/www.youtube.com/channel/UCn54WxsJZZ36dZ2fvVRF0zw


Our coachee Olikrummi had this to say about the upcoming stream:
#Discussions_QuoteBlock_Author
I have been a lifelong gamer and a competitive one since I was 7. I have never really enjoyed a game unless I could compete in it and do well. I have however never gone deep in any CCG before so I am beyond excited to get to learn from some of the best minds in KARDS and really take my game to the next level

During the stream, Olikrummi will start with a brand new account and the welcome offer. Then, together with Spooz, they will build a deck from scratch and try and get as high up on the ladder in a single nation as possible.

This stream should be full of information for new players wanting to get a running start, so if you are fresh into KARDS, you really shouldn’t miss this one.

Tune in to the live broadcast on Wednesday the 3rd of June from 16:00-18:00 UTC on the official KARDS Twitch channel https://www.twitch.tv/kardsccg, https://www.facebook.com/KARDSccg/ and on our Steam store page. You can also check out Spooz’s POV on his stream at https://www.twitch.tv/spooz_twitch.
KARDS - The WW2 Card Game - Thomas
Hello friends!

Welcome to the latest installment of the Kards balance blog, known to cause PMS (Premature Metashift Shakes) in even the most disciplined souls. This time around we have a number of subtle changes that we foresee will cause drastic changes in the near future, as we are taking aim at many of the most cherished cards and decks out there.



Some of the changes also have the upcoming Campaign mode in mind, as the new cards found there are bound to have a significant impact on many decks. But more on that later, right now we’re going to take a look at how all your decks are about to be ruined. Enjoy!

We’re going to look at cards in the usual order of suspects - Britain, Germany, Soviet, USA, Japan, France and Italy.

Intercept Air Blitz, Bismarck, and The Commonwealth
But first, a few cards are seeing slight template change - Air Blitz, Bismarck and The Commonwealth now are phrased so that they require you to target an HQ. Apart from the extremely rare case of you wanting to target your own HQ, this results in the cards being played the same almost always.

So why the change? Because it makes Interception more relevant, as it can now stop these three cards from resolving when targeting your HQ. It will be interesting to see if Interception will be run more frequently now.

Blockade


The current version of Blockade is powerful, but frustrating to play because you don’t know which card was affected. The new version avoids that, and will generally result in a stronger, more powerful effect. Coupled with other resource affecting cards the Brits have, like Black Watch and Shelling, Blockade might find a nice home in a British control deck aiming to stifle the enemy’s development.

141. Gebirgsjäger


The Mountain Boys have it all - good stats, low cost, solid abilities, making them the go-to guys for aggressive and slow decks alike. We are bringing them down from their mountain lair, thus reducing their defensive cover (read: 1 less defense), pushing them closer to the realm of mere mortals.

Katyusha


Well, it was fun while it lasted, but Stalin’s Organ has played its last note in its current incarnation. The popularity of Katyusha has reached the point that you are more surprised when it’s NOT on one or both sides in any given battle, which is a clear sign that things need to change. We still want to keep Katyusha a strong unit due to its iconic status, just tone it down a notch into similar territory as, for instance, the Nebelwerfer.

Men of Steel


The Heavy Armor shenanigans of the current Men of Steel are too soft, so we want to toughen it up a bit. It will be interesting to see what brews we will see with this new version - will people go wide, such as in tokens? Or a more novel approach like US Bombers, as bumping a unit from Heavy Armor 1 to Heavy Armor 2 is usually more powerful than getting Heavy Armor 1. Note that the max Heavy Armor a unit can have is 3, so take that into account.

Zhukov


Zhukov is going back to its original version, as now that we have more options for Soviet infantry (and more coming soon), the current version is simply a little too powerful. While turn 1 4th Kuban Cossacks is still possible, there is always the chance of getting something like 6th Airborne and losing out on the cost reduction. Zhukov is still a powerful card, but at least playing it early is a bit more risky now.

Overwhelming Force


In the long run, our goal is to make sure there are answers for anything the opponent might be up to. We are not quite there yet, but adding the ability to deny a Destruction effect is a powerful addition to the tool box of answers. And adding this ability to a card that is overwhelming in name only is a win-win for all involved.

B-25 Mitchell


Random damage is a tricky subject and something we want to keep under strict control. The problem with the B-25 Mitchell, and the main reason for keeping it out of the big leagues, is the unpredictability of its effect, seemingly taunting you again and again with its lousy targeting. Restricting the effect to units only may seem like a nerf, but actually focuses the ability more, thus giving players a bit more control over when and what to hit.

34th Infantry Regiment


The 34th Infantry Regiment has been the premium milkshake bringing the boys to the yard since the Allegiance expansion. Recently we have seen the milkshake starting to wander outside the yard, popping up in all kinds of decks as an ally. And you know when the milkshake has left the yard that things are getting serious. I have no idea where this metaphor is going, but the 34th now has a defense of 2, so there’s that.

Empire of the Sun


Empire of the Sun is the removal order for when you need that little bit extra, for when you need to take things to 11 and really blast it. But we’re only amping it to 10. Should be loud enough.

Kamikaze


Sacrifices shouldn’t come cheap. At 0 kredits, it is a little bit too easy to string together a kill in a single all out turn after having stalled the game for a long time. At 1 kredit, it now requires a bit more setup to get maximum value out of Last Rites.

Char B1 bis


The Char B1 bis has been the saddest of Pandas sitting at 7 kredits, sad because no one wants to play with it. Let’s see if more playmates are found at 6 kredits.

Eastern Bound Front


Being sent to the Eastern Front has been all doom and gloom so far, so we’re changing the card up a bit to see if heading east becomes a more jolly experience this time around. Note that the Alpine unit draw is random.



That’s it for now, these changes are set to hit tomorrow, June 3rd, along with a whole host of other fixes and improvements. Look out for the full patch notes for all the juicy details. Many more things are also in the pipeline, stay tuned for more info on the Campaign mode soon for instance.

See you on the battlefield!
KARDS - The WW2 Card Game - Thomas
Collect your well-deserved rewards from Season 14!

The season has ended on May 31st, 23-59-59 UTC, and now your rewards are waiting for your in the KARDS client.

Simply log into KARDS and collect your rewards - the rewards have been automatically delivered to your account.



Winner of Season 14
We also celebrate the winner of Season 14. After a thrilling battle between the top players in the Officer Club - the fight went on until the last hour and saw great competition and sportmanship - we had the winner.




Celebrate AriBigBehn as champion of season 14! After several top places in previous seasons, AriBigBehn was able to beat Blue_Blast with the tiniest difference of 1 point and secured his first first place this season.

Congratulations!

Qualification for World Championship tournament
Congratulations also to following ten top ten players of Season 14 for automatically qualifing for the World Championship 2020 Tournament later this year (the other player in the top-ten are already qualified from the previous season):
  1. Blue_Blast
  2. MerliniX
  3. reafer
  4. RainZone77
  5. Gereon
  6. Kopec
  7. xyloser
  8. BigDaddyNerf
  9. wild_eyes
  10. Terror_de


Qualification for cash-prize tournament
Starting with Season 14, we also have an regular cash-prize tournament for the top-8 of the Officer Club. The following eight players have qualified for this tournament later this month (more details to follow):
  1. AriBigBehn
  2. Blue_Blast
  3. MerliniX
  4. reafer
  5. RainZone77
  6. Jking7
  7. Darkness
  8. Scientiavore


Congratulations to all the winners and contributors. Enjoy your prizes and rewards from Season 14!
KARDS - The WW2 Card Game - Thomas
Season 14 in KARDS ends on May 31st (at 23'59'59 UTC). The more ranks you have gained, the bigger and better the reward. Extra rewards for those who have reached the Officer Club!



Use the 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.

Current leaderboard

Currently, Blue_Blast is leading the Officer Club with a small lead of 18 points ahead of AriBigBehn.

There are several challengers closely behind, but do they have enough time left to catch up to those two?


Reward details

With the end of the season, you will receive rewards such as card packs and cards. After you have received the rewards and at the start of your next season, your ranks will be lowered by one (except for Field Marshall, that rank will drop to Major 5 stars).

To qualify for the seasonal rewards, you need to have won at least 5 PVP matches during the season.

Check the rewards you will get currently and what you need to do to reach the next better rewards. Simply log into KARDS and go to PROFILE -> RANKS.

The best player of the season will get a special, physical reward including a KARDS seasonal certificate (delayed due to the current pandemic situation though).


Special rewards

The best ten players of the season will qualify for the KARDS World Championship 2020 tournament. Read more about the KARDS World Championship 2020.

The best eight players of the Officer Club also qualify for the recently announced monthly Officer Club tournament with a $1000 cash prize.

The next season, Season 15, will start on June 1st at 00'00'01 UTC.

Good luck and have fun!

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.


KARDS - The WW2 Card Game - Thomas
Hey Kards community!

My name is Ólafur Hrafn Steinarsson and I just recently joined the 1939 Games team as the Director of Esports and Influencers. I am super excited to work with you, the members of the community, on building a truly special competitive and content ecosystem that can entertain all of us for hours on end!



We are proud to announce the first step in building the competitive ecosystem around KARDS with a monthly tournament for the top 8 players in the Officer’s Club, pitting the best of the best against each other in a head to head tournament to find out who reigns supreme at the end of the season. Oh and I almost forgot to mention they’ll also be competing for their share of a $1000 cash prize pool!

1st place - $500
2nd place - $300
3rd place - $200

It’s important to note that this is where we are starting, not ending. While we are designing and building our technical solutions for mass competition, set to come out this August, we’ll be focusing on smaller tournaments with top ranked players and high production value, as well as supporting community run tournaments for everyone else (more on that later)

The first ever Officers Club Championship (OCC) will take place on the 17th of June at 15:00 - 22:00 GMT. Join us for all the action covered by community casters and experience a unique insight into the highest level of play in KARDS.

With only a few days left of the season, these are the current top 8 that will qualify for the tournament (this is, of course, subject to change as the season ends on May 31st at 24-59-59 UTC):

Blue_Blast
lxycaesar
AriBigBehn
MerliniX
reafer
Jking7
Scientiavore
Darkness

Tune in live on KARDS Twitch, KARDS Facebook or on our store page here on Steam.
KARDS - The WW2 Card Game - Thomas
With the KARDS release on June 3rd, we will introduce the often-requested and anticipated feature to import decks into the KARDS client with a single action.



It was already possible to export decks, and the community used it to share decks (e.g. on PlayKARDS). With this new “import deck” feature, you can also easily import decks now!

Overview
Import decks is a new feature that allows players to share their decks with just two clicks. Copy an existing deck into a text code and share it with your fellow players who then can import code and create a copy of this deck for themselves.

How deck import works
The “COPY DECK” buttons that are already in the game and copied a human-readable text with the contents of the deck now also contain a new import code.

You will now be able to either copy all of the text that is copied to the clipboard or only the last line of text that is the import code and share that text with other players. This allows your fellow KARDS players to try out your deck without the hassle of having to go over each card and to manually create the deck piece by piece.

To import the deck, it is enough to have the code copied to your clipboard and then click the “NEW DECK” button. After clicking the button, you will get a pop-up window asking if you would like to import the deck you have copied. If you agree to import the deck, a new deck is created for you which contains exactly the cards of the imported deck.

Example


When this button is clicked, this text will be copied to the clipboard (only the last line is necessary for importing):

Imported Soviet Deck
Major power: Soviet
Ally: Japan
HQ: STALINGRAD

Soviet:
1x (1K) FINAL PUSH
1x (1K) RESERVES
4x (1K) 321st RIFLE REGIMENT
2x (1K) 37 mm ANTI-AIRCRAFT GUN
4x (1K) 89th INFANTRY REGIMENT
1x (2K) KATYUSHA
1x (2K) 13th RIFLE REGIMENT
2x (2K) T-70
1x (3K) SU-76M
1x (3K) THE HAMMER
1x (3K) 42nd RIFLES
1x (3K) FROM THE PEOPLE
1x (3K) 84th INFANTRY REGIMENT
1x (4K) LA-5
1x (4K) BARRAGE
1x (4K) RED OCTOBER
2x (4K) ARCTIC CONVOY
2x (7K) 756th REGIMENT
1x (7K) ISU-152

Japan:
2x (1K) HIMEJI REGIMENT
1x (3K) AMPHIBIOUS ASSAULT
2x (3K) BURNING SUN
2x (3K) TYPE 97 Chi-Ha
1x (4K) Ki-44 TOJO
2x (4K) Ki-43 HAYABUSA

IMPORT CODE:
%%43|7O84998E9m888L7P8V5u9d7G6W8395;6R9e9t5y7o7E6Q8R;;8H8X

In case you do not own all cards from the imported deck, the missing cards are grayed out, and the rarity icon underneath the card shows how many of these cards you are missing. You can click on that card to create the missing card(s); you can also remove the card from the deck and replace it with something else.

Example
This deck included 2x 756th REGIMENT, but the player importing owns only one.



This feature can help everyone in many ways. Share your deck with your friends after a heated battle, use it as part of ongoing discussions or during some of the fantastic video content, or create great tools as 3d party developers (big shout-out to PlayKARDS for their excellent website).


Please let us know what you think about this feature! We are looking forward to your feedback in the comments below,
on Discord, or on social media. Which decks do you have to share?


Extra: Technical details for 3rd party developers

This section is more of a technical nature and you can safely skip it if you just want to use this feature in KARDS.

The deck code now always starts with “%%” and is followed by two decimal numbers, the first one representing the main faction and second the allied faction (numbers for nations are listed below). After the faction numbers comes a vertical bar character and from there only the cards from the deck separated by a semicolon.

All cards use an ID of 2 characters and the semicolons separate cards with different counts in the code. You can find the card IDs in the card export. Note that card IDs are case sensitive.

After the “|” character and before the first semicolon, you will see a sequence of all card IDs that have the count of one, then after the second semicolon and before the third, all card IDs with count 2 and so on. No semicolon is added after the sequence of cards with count 4, so there will be a total of 3 semicolons in the code.

Numbers for each nation:
1 = Germany, 2 = Britain, 3 = Japan, 4 = Soviet, 5 = USA, 6 = France, 7 = Italy

Example of deck code:
%%53|5ucCbn;5W6LctbjdicAbO;6Q7qcEd7ddd4;cy

In the example above we can see the that “53” is between the “%%” and the “|” and from that we can tell that we have a deck that has the USA as the main nation (from the 5) and Japan is the ally nation (from the 3).

Then from the right of | and before the first semicolon we have “5ucCbn”. That means we have 1 of each card with IDs “5u”, “cC” and “bn”. Then we have 2 of each card with IDs “5W”, “6L”, “ct” and so on, 3 of each card with IDs “6Q”, “7q” and so on and then lastly we have 4 cards with ID “cy”.
May 28, 2020
KARDS - The WW2 Card Game - Thomas
Dear KARDS players, friends, and WWII enthusiasts,

It is with great pleasure and excitement that we present the freshly updated KARDS roadmap. The roadmap is a regularly updated, high-level overview of the milestones and important events for KARDS. Keep in mind that this is a living document and that the events further in the future will receive more info as time passes by.

Without further ado, let’s have a look at what we can expect in the coming months!



Let’s go briefly over each item; more details will follow with separate blogs closer to the actual release dates.

June
D-Day community event
Our first KARDS event with community-wide challenges! We are super excited about this event, which will span over several days. Relive the historic D-Day events with challenging (and rewarding) community-wide objectives and rewards.

Campaign Release (June 30th)
The long-awaited single-player campaign mode! Play through historical events, enjoy new cards, and face new challenges! Campaigns are an ongoing commitment;
we will add more content over time. The first five campaigns will arrive in late June.

August
Mac client Release
Often requested and anticipated by many. The Mac version of KARDS will arrive in August!

Tournament Mode
After the highly successful World Championship last year, we open up tournaments to a broader audience. This is a great step forward towards a more competitive esports scene! We are thrilled to improve the tournament infrastructure to better support official, sponsored, and community-organized tournaments. Keep an eye out for more info soon!

Q4
Squads
Support for team play! Band together and join your favorite squadron. This community-focused feature is exciting in itself; it also unlocks a whole new world such as team tournaments. Stay tuned for further details!

Winter expansion
This expansion is one of the two highlights this winter. Similar to our Allegiance expansion previous winter, expect to see new cards, game mechanics and nations!

World Championship Qualifier and Finals
The second highlight this winter next to the expansion is the KARDS World Championship! Similar to the previous World Championship, we will have qualifiers and then the actual tournament with a grand final. The qualification period has already started, check out the details!

2021
Mobile version
Highly anticipated, the mobile version for Android and iOS devices allows you to connect and play anywhere you want. Of course, you keep all your cards and your collection when using the mobile client - you have the full multi-platform experience! Initially scheduled for Q2 2020, we have moved the release of the mobile version to early 2021 as we want to have more time to develop and deliver a true triple-AAA experience on your mobile device. We don’t want to compromise quality for a rushed delivery that doesn’t pay justice to your (and our) expectations. We are still committed and very excited about the mobile version!


The roadmap is painted in broad strokes and shows only the tip of what we have planned. There are many more small features and improvements which will come along the road.

As you can see, the second half of 2020 is packed with KARDS excitement. We are kicking off the exciting period with the D-Day event in early June already.


The whole team is thrilled for the future and would love to hear your feedback! Join our first KARDS AMA on May 29th at 15:00 UTC and ask all the questions.



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