A new month, a new dev blog, new progression system on the horizon and a new ladder to climb. Life is Great! As in the last balance patch dev blog, we are organizing the changes into three categories - nerfs, buffs to underused cards and strategic buffs. Refer to the last blog for a brief explanation on each category.
The balance changes will go out on the 10th of February, alongside all the changes to the progression and ladder systems, just in time for grinding the new ranks.
Overall, the current meta is in a pretty healthy state - no single deck is over performing and there are many viable decks out there to play with. Still, we want to nudge a few things in slightly different directions and give players a few more tools to deal with possible shifts in the meta. Without further ado, let’s dive in.
Nerfed cards
Seaforth Highlanders, more like Seaworth Highrollers, amIright? No? Okok, we are killing one of them off, so now only 7 Highlanders remain. There can be only one Seaforth Highlander.
We’ve contemplated this change for a long time, but didn’t want to pull the trigger until we were sure Japan control had legs to stand on. Now that the legs are in place, we are reducing the attack to 2, making this card exactly like East Surrey Regiment. Well, it costs one more and has 2 in operation cost, and it has a destruction ability and different name and nationality. But otherwise EXACTLY like East Surrey Regiment.
The Ki-83 has become a common sight on the Kards battlefields, so common in fact that seeing one comes as a surprise to asbolutely no one. Which makes it impossible for it to ambush anything, so this fact is being reflected here.
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The Expeditionary Corps has decent stats, especially when taking into account that it frequently denies the enemy a draw ala Panther A. This has led to it showing up even in decks with just a slight resistance theme. So we’ve decided to tone it down a bit.
Resistance has been one of the more polarizing strategies in Kards, with a large portion of the player base either firmly entrenched in the love or hate camp. Due to this, we haven’t really been able to explore the mechanic fully. By tuning it down, we are hoping to open up the opportunity to develop resistance further in the future.
Buff to underused cards
The imposing KV-2 has many things going for it, but finding itself in decks is not one of them. We’re hoping this changes with this change, as it is such a unique beast. After all, Heavy Armor 2 is nothing to sneeze at (we tried, didn’t make a dent).
The Marauder has an ability that can be extremely strong in the right matchups, but not really the body to back it up. We’re not anticipating any major shifts due to this change, but at least it now offers a bit better returns on the investment, when the right type of deck comes along.
Home Defense rarely sees play because for some reason players tend not to build decks aimed at losing. Dropping the cost makes this card much more appealing even when paying full cost and gives insane value with the discount. Remember kids, don’t leave home without some defense.
Poor Bologna Regiment. It always sets out with such high hopes, but then fellow soldiers start dying and they become depressed and despondent and very un-eager to join the fray. Well, through intense psychotherapy we have strengthened its backbone. Lets see if it is enough for them to finally see some action in some sort of an Italian control deck.
Buffed for strategic reasons
The National Fire Service can be a lifesaver if you find yourself in an environment full of decks aiming to kill you in one huge swing. It can also buy slower decks a lot of time, so offers excellent service in the right decks.
German blitz tank decks need a little bit of love. We don’t want to strengthen their early game too much, as that can be very swingy, but this change to the Panzer III-E gives the small tanks much greater punching power in the mid to late game, where they have traditionally suffered.
Many Soviet decks have excellent late game, but lack a little bit in ways to defend themselves early on. Being able to utilize the two T-70s better makes it a much better tool for many of these decks.
We wanted to give players a tool to use against decks that are pumping the attacks of their units. This will of course not stop them the turn they are pumped, so Overwhelming Force is a little bit limited in nature. But at 0 cost and being able to remove many other annoying keywords, it is now a much more flexible tool than before.
That is all. As stated before, these changes will hit on the 10th, so until then, put your theorycrafting hat on (I hear it is made of foil) and hit the battlefield on the 10th with an edge. Please let us know what you think, your thoughts are invaluable to us.
The other day we shared with you the competitive calendar for the first few months of the year. Now it’s time for the first KARDS Open of 2021 and we can’t wait!
1939 Games presents the Kards Open - IV powered by 983 Media. In this tournament, you bring your two best decks to the battlefield and fight for the top with a $1000 prize pool. Who will reign supreme as the ultimate tactician? Join the fight with Swiss rounds spread across two days (February 6th and 7th). Then, the qualifying Top 8 finishers will battle for the prize pool on February 14th, on the KARDS Twitch channel www.twitch.tv/kardsccg.
For more information Join the 983 Discord: https://discord.gg/dAbfkYF or sign up and check out all the details on the tournament here:
Will we see the old guard at the top again in 2021 or can the new dogs take a bite for themselves? Sign up and put your name on the pages of KARDS history!
FORMAT
Bring two decks from two different main nations (HQ)
No bans.
Best of Three Conquest
Day I: first rounds of Swiss play (amount of swiss rounds pending final entries)
Day II: Second half of Swiss play (amount of swiss rounds pending final entries)
Day III: Top 16 Single Elimination Bracket - Best of three with three decks and one ban.
IMPORTANT: You will NOT need to submit your decks for the Swiss rounds. Top 16 qualifiers at the end of swiss weekend will need to submit 3 deck lists.
About the tournament:
The KARDS Open - IV will feature a 1000$ Prize pool as well as in game items and is completely open for everyone with free registration. Prizes will be distributed in the following way:
This means that the current season will end early on February 10th. This also means that you'll receive all the seasonal rewards you have earned by then.
There is more to it! Changing to the new systems will give you a lot of free stuff. The transition to the new systems will happen on February 10th - and that means a lot of goodies for you!
On February 10th, we are going to:
End the current season and give you all the seasonal rewards you have qualified for by then
Double your existing resources
Convert your resources automatically into free wildcards
Deliver 2 Officer packs for free
Convert your achievements to the new national progression system - and instantly give you the rewards of the new system again
We strongly recommend discovering all the upcoming changes, learning how the new systems work, and how you will benefit from the changes:
(Edit on Feb 8: Above image has been updated with the latest in-game example screenshot)
This new system replaces the old achievements and gives you a reward track for each respective nation. Playing a nation will result in much more frequent rewards now (every few matches, including PVE)!
The new wildcards replace the current system of resources. In the new system, you use wildcards to create your new cards. This allows you to progress much faster in a nation you are focusing on; it also allows us to be much more generous with nation-specific rewards. Gold cards will become vanity items.
The new ladder features a unified system as we drop the nation-specific aspect of it. Whenever you win matches, you will gain a star in this new ladder regardless of the nation you have played.
You will receive a lot of free items during this transition. Your existing resources will be doubled and converted into wildcards. Achievements will be converted to the new system and instantly completed as far as possible. You will get Officer packs. You will receive your seasonal rewards.
Use the remaining time till February 10th to complete more achievements, collect additional resources, and get to the Officer Club to maximize your rewards!
In 2020 we started hosting monthly Officer Club Championships and introduced the KARDS Open as new competitive options outside of the annual world championship. Today I am thrilled to share with you all an update to our competitive plan for the next 5 months.
We at 1939 Games believe that competitive play is core to the gaming experience around card games, and we are committed to serving our engaged players with fun and frequent opportunities to engage in competitive play. To accomplish this, 1939 Games has partnered with 983 Media on hosting two open tournaments for at least the next 5 months.
This is on top of the Officer Club Championship, that will keep its place, and any community competitions that might be organized!
So what will these tournaments look like?
For the first and second weekend of each month we will host a standard format KARDS Open, with a 1000$ prize pool along with in game prizes. Entry is free and open to everyone.
In this tournament we play through a Swiss round during the first weekend and then finish the tournament with a single elimination bracket during the second weekend. Players bring three decks from three different main nations with one deck ban before each series.
For the third and fourth weekend we will host another KARDS Open with an experimental format and new rules. Formats include:
Singleton - Only one copy of each card
Monodecks - No cards from ally nations
Pauper - No Elite or Special cards
Pre-made decks or Starter decks
And many more!
For this tournament there is no cash prize, but only in game prizes. This tournament is thought of as more beginner friendly and focuses on fun alongside the competition. We highly encourage newer players to participate in these events, get to know their fellow KARDS players in the community and possibly take a jump up in building their collection with a win in the tournament.
The top 8 from all tournaments will be broadcast to our Twitch channel with live casters!
Here is the full tournament schedule for the next 3 months!
One more thing!
You might have noticed March will be slightly different from the other months this year, instead of doing the two open tournaments like normal, we will host a KARDS Open mini tournament week! A week filled with small (4-8 person) tournaments, with in game prizes and a qualification spot for the main event at the end of the week up for grabs! Stay tuned for more details!
This is a part of our exploration into tournaments as a way to play in KARDS, so we will be looking for your feedback to take into consideration when making future tournament features.
Sounds exciting! TELL ME MORE!
Alright! Hold your horses! For all you planners out there that want to start blocking out your tournament weekends already, here is the KARDS Competitive Calendar until the end of June this year:
For all further information or inquiries about the KARDS Open events, please join the 983 Media Discord server: discord.gg/dAbfkYF
Transition to the new systems or "What happens with my stuff?" (this blog)
As you have read in previous blogs then a lot of changes are coming our way, we are getting a
new ranking system, national progression system and wildcards. Please read those blogs first and then come back to this one.
Those new systems overlap with some of our existing ones, so we need to convert and change some things. But how will we do that? And when?
Wildcards
Now that you have read the other blogs, then you know that Gold cards will only be a cosmetic thing after the change. We don't know if people want to keep them as gold cards or use them to get new cards, so we decided to do nothing with gold cards during the transition. It is up to you if you want to recycle them before the transition or leave them as gold cards that can then not be broken down for resources.
As resources are being replaced by wildcards, we have to change the resources players currently have into wildcards.
The current exchange rate to create cards from resources is:
Card type
Resources
Standard
8
Limited
20
Special
80
Elite
320
Since we don’t want to simply remove your hard-earned resources for nothing during the transition, we will automatically exchange all existing resources you have at the time of the transition into wildcards.
The value of your resources will be doubled before converting them to wildcards.
So the cost of each wildcard in this transition will be as follow:
Card type
Resources
Standard
4
Limited
10
Special
40
Elite
160
All the wildcards in the conversion will be generic wildcards (can be used for any nation) and will be given by the following cycle, that goes round and round until all your resources are all exhausted (if you have a part of a card then we will round up to the next card).
3 x Standard -> 3 x Limited -> 3 x Standard -> 3 x Limited -> 3 x Special -> 1 x Elite
Two examples:
Player that has 100 Resources will get the following wildcards:
Standard: 6 Limited: 6 Special: 1 Elite: 0
Player that has 1000 Resources will get the following wildcards:
Standard: 18 Limited: 18 Special: 9 Elite: 3
We think this conversion is done at a pretty good exchange rate. :)
Achievements out, national levels in
The rewards in the achievements have been moved into the national levels (and there are more rewards in the levels than the achievements had and players gain national levels faster).
Everybody will get 2 Officer packs to start with. For every 750 cards played in each nation (see the main national achievements), players will be placed in that level of the national ladder up to maximum of level 50. Then, everyone will get all the rewards of the levels they have automatically finished in the new system.
Lastly, we looked specifically at the national card backs players receive after playing 50.000 cards in a nation, as these were goals players had been working towards for years.
We didn’t want to move people further away from the goal, so we are completing the achievement for those players with over 40.000 cards played in the nation, while those that are below that threshold will earn the cardback at level 250 in the new system where they should be slightly closer to getting the cardback than they were in the achievement system (these players won’t receive another reward for reaching level 250 as they already have the card back).
(Edit on Feb 8: Above image has been updated with the latest in-game example screenshot)
New Rank System
To keep it simple, all existing players that have played more than 80 battles in that season will be placed in rank 20. Other players will be placed in rank 21-25 based on the number of battles they have played.
We know that the beginning of this transition period with a new season starting and a new system in place could be a bit bumpy as people might not get ideal matches in the beginning, but that period will hopefully not be very long.
Officer Club Season
First, the January Officer Club Season will be a normal season.
We are then releasing all these changes on the 10th of February! So, we have decided that a new Season will not start until the new system is live. Therefore the February Season will start when we release the changes and will be shorter than normal.
When?
As mentioned above, we will release these changes on the 10th of February.
Please note that you have time from now until the release date - but not later! - to grind up your achievements and to decide what you want to do with your gold cards (keep them, or convert them into resources). On the 10th, the conversion of resources will take place automatically.
Please share your thoughts on these changes with us, we really appreciate your feedback.
Finally for more information on all of this make sure you tune in to the Bunker Chat, where we cover all these changes and more, on the 29th of January at 16:00 UTC on www.twitch.tv/kardsccg
This blog will cover the details of the changes we are doing to the seasonal ladder along with some other fundamental changes to the overall progression in the game.
This blog is part of a series to inform you about all the upcoming changes:
Transition to the new systems or "What happens with my stuff?"
National Progression
National ladder no more
Because the current seasonal ladder incentivises players to play different nations and offers a lot of rewards depending on the nation being played, we feel it overlaps too much with the new national specific progression system. Having both national ranks and national levels is confusing and not ideal from a game design perspective.
So we have opted to simplify the current ladder, making it a single, non-national track where it will be more competitive to reach the top and more about status and bragging rights than rewards.
It didn’t really make sense that the most advanced and experienced players with big collections were getting the most cards from this system while players outside of the top few hundred players were struggling to get cards they needed to complete their decks. In the new Kards ecosystem, the national progression system is the main driver of your collection, while ranked play drives your status through prestige, and is reflected with gold card rewards and other equipment & other decorative items later. Overall the amount of rewards in the game will be higher and more consistent, hopefully allowing for a great player experience.
We have heard your concerns about this leading to less diversity in decks on the ladder. What our experience with the ladder so far shows is that players tend to have their favorite nation or nations and split their games between that and whatever might be popular in the meta at the time, therefore we are confident moving forward with the change. This is, however, something we will keep a close eye on in the future and take action on if needed. A diverse and fun game experience is something we will always strive towards.
The Ranks
The number of total steps (stars) to climb the ladder to the top will remain very similar to the current system. However instead of having to get to the top with 3 nations, the progress is non-nation specific. There are 25 ranks, starting from 25th rank and reaching rank 1 of Field Marshal at the top. Each rank has 5 stars to complete to rank up to the next except rank 1 of Field Marshal, which only has one star which you get as soon as you complete the 5 stars of rank 2.
While you are still in ranks 25 - 21 you can not drop down between ranks, which should help new players off to a good start.
Most other aspects of the system will work as before or very similar, such as “safe points” at the bottom of each rank and winstreaks etc. However, these are parameters we may or may not change and fine tune as a result of testing and feedback so we are not giving out the exact details yet.
The seasons will remain 1 month seasons bound to calendar months and at the beginning of a new season, all players will drop down in rank as in the current system. Exactly how many stars/ranks will be dropped, will also be configured after more testing and feedback.
Rank icons, names and stars.
Matchmaking changes - What you see… is mostly what you get
As many of you may know, we have not been matching players based on ranks in the current system. The main reason for this is that everyone has different ranks in different nations and thus the rank in the nation you are playing at any given time, says nothing about your overall position in the ladder or your skill level. So instead we have been using a behind-the-scenes Elo system which we feel has worked very well for the purpose of matchmaking but offers no visibility to players.
With the new and simpler, single-track ladder, we are changing this so that the rank (ladder position) is the main matchmaking factor and the Elo system only a secondary matchmaking tool for more granular matchmaking within the ranks. So with the new system, you will ideally be matched against players with a similar rank (maximum 2-3 ranks up or down depending on number of players in the queue).
And finally, both players will see each other’s rank while in Battle.
Rank icon and name in battle.
That’s it for now in this quick summary of changes to the seasonal ladder. Keep in mind that we can expect some bumps in the road to begin with, especially when it comes to matchmaking and queue times, so we will be monitoring the system very closely and adjusting the appropriate parameters and fine tuning the system as we need for the system to work as fairly and efficiently for all players alike.
Please share your thoughts on these changes with us, we really appreciate your feedback.
Also, make sure to keep an eye out for the transition blog, where you learn how your current ladder position and rewards will be affected when the new system lands.
Finally for more information on all of this make sure you tune in to the Bunker Chat, where we cover all these changes and more, on the 29th of January at 16:00 UTC on www.twitch.tv/kardsccg
In this blog we will discuss the changes we are making to the account progression system in Kards. By account progression system, we mean the permanent progression you have for playing the game, as opposed to the temporary status progression you can have in the ladder rank system that resets every month (which is also changing, as discussed in another blog).
We will start by going over why we are making this change, then describe the new system in more details, namely the progression mechanics and rewards. We will then end up by briefly going over what is next on the horizon for this system.
This blog is part of a series to inform you about all the upcoming changes:
Transition to the new systems or "What happens with my stuff?"
(Edit on Feb 8: Above image has been updated with the latest in-game example screenshot)
Achieving Nothing
The current account progression system is mainly tied to the achievement system. We have never been fully satisfied with the achievement system, for several reasons.
It is very hidden and hard to grasp for new players, thus difficult to use as a goal setter.
It scales badly, with a clump of early achievement followed by very sporadic achievements later on, which reduces its value in giving a good sense of progression.
It makes it very hard for new players to focus their efforts in order to build a competitive deck in a specific nation, both because currently rewards are too rarely nation focused and just too few on the whole. As Kards grows older, with more and more cards added, it becomes increasingly difficult for new players to get into the game and compete with other players at a similar skill level, but with vastly larger collections.
The solution of course is to demote the current system and promote a new and better one - a better one that is more friendly to new players, shows players better how they are progressing and giving them greater control in the process. In short - a brand new progression system that in one brilliant stroke will fix all the wrongs with the current system and quite possibly all the wrongs of the world (we at 1939 are nothing if not ambitious).
Before we dive into the details it is worth noting that the current achievement system will be removed from the game as a part of this update. See a transition dev blog later on for details on how we are compensating you players for this.
Illusions of Grandeur
The new progression system focuses on your progress in each of the five main nations. When you battle with them, you will gain experience in a traditional leveling system. You will always gain experience, regardless of the outcome of the battle, though winning generally gives you a little bit more. The best thing? Every time you gain a new level you gain a reward! (More on this later). You will receive full experience in Battles and Draft, and 20% in Training, Campaigns and Challenges.
New players start at level 1 and for the first few levels will reach a new level pretty much every game. The leveling will slow down slightly as you go higher, but even at high levels you are still gaining a new level every 3 or 4 games, so your sense of progress will be frequently reinforced. You can climb to level 250 for each of the five main nations. Note that you only gain experience in your main nation, no experience is gained for the ally nation. This of course means there is no progression for the minor nations at this stage. We will look into doing something for them at a later date. Note that existing players (that is you, in case you’re wondering) will be adjusted to a higher level, based on how far along they already were on the national achievement track. See the transition blog at a later date for more information.
Various rewards for German national progression.
A Bacon Shaped Button
Finally we come to the meat of this blog - rewards! Juicy, juicy rewards. Admit it, that is why you are here, right? For some it is enough to brag to their parents about being a level 250 Brit, but for the rest of us, it’s all about that sweet, sweet reward that feeds us endorphins and strokes our ego all at once.
As stated above, each national level gives a reward. The rewards at each level are not equal - some levels have better rewards than others. You can see 50 levels at a time, and their rewards, for each nation. So at start you can view levels 1 through 50, then 51-100 and so on.
Here is a list of possible rewards, the key thing to remember is that all cards and wildcards given out are always nation specific - so if a level gives you a gold card it will be a gold card of the nation you are leveling up, for instance.
Gold
Specific card (this is only for levels 1 to 7)
Wildcard of a specific rarity
Random card of a specific rarity
Random gold card of a specific rarity
Random pack (base pack from any set packs can be bought from)
National pack
Emote (these are the same as can be unlocked in the current achievement system, with a couple of new ones sprinkled in).
Card back (the same two per nation that can be unlocked currently).
Draft Ticket
Taken together, the rewards in the new system are greater than the total rewards of the achievement system.
This is the End
That is all, just a few more things before we sign off. The new system is designed in such a way that it is easy for us to add more levels on top of the existing 250 ones. It is likely we will do this at some point in the future once enough veteran players are at or near the top. So, to some extent, the new system can be thought of as an infinite reward system.
As you may have noticed levels 1 through 7 give out specific cards as rewards. These specific cards are solid higher-rarity cards for each nation that are good for new players to acquire. The reason for this is that we are working on redoing the current unlock system new players have to go through and this new system will move them through the first 7 levels. So the setup anticipates this change, which comes later this year.
That is all, please give us your thoughts and feedback on these changes, we really appreciate it. See you on the battlefield!
Stay tuned for more blogs about the upcoming changes and for the Bunker Chat, where we cover all these changes and more, on the 29th of January at 16:00 UTC on www.twitch.tv/kardsccg
In this blog we will cover a most significant change coming to Kards soon - using wildcards instead of resources as a way for players to acquire new cards. We will discuss what wildcards are, how you use them, how you get them and most importantly, why we are making this change.
This blog is part of a series to inform you about all the upcoming changes:
Transition to the new systems or "What happens with my stuff?"
Wildcards
The Wild Wild Why
Let’s start with, what is a wildcard? A wildcard is something you can exchange for an actual card of your choosing. Wildcards come in varieties, such as based on rarity. A limited wildcard can for instance be turned into any limited rarity card in the game. Wildcards can also be nation specific, so you can have for instance a German limited wildcard.
Creating new cards using Wildcards
Wildcards are a much stronger visual medium for players to learn and use than the current resource system and this is the main reason why we are making this change - we saw that many newer players had a hard time understanding how to actually go about using their resources to full effect. Wildcards offer players a more directed crafting experience, which helps newer players in particular. There are three more strong reasons for this change:
First off, the resource system doesn’t really kick in until players start to get duplicates of cards they already have the maximum amount of. This was an issue for newer players with small collections, as they had a hard time getting resources, at a time when they needed them the most. In the current system, gold cards offer newer players the best avenue to extra resources, but this is a very hidden feature, plus many players loath to lose their gold cards. With the new system, it is easier to provide new players with wildcards for them to start crafting decks sooner, in a much more hassle-free manner.
Secondly, we want to give players a stronger path to progress in a specific nation - currently, the rewards in the game are either random (like cards from packs) or generic (like resources), making it difficult for players to focus on progressing a specific nation above others. With the new national level progression (see another blog), players will be getting nation specific wildcards, helping them progress faster in that particular nation. This gives players a focus and helps them in setting goals.
Nation specific elite Wildcards
Finally, as a part of introducing wildcards, we are also making gold cards be true vanity items. Currently, gold cards have a dual functionality of being a vanity item to bling your collection, but also an important source of resources. This dual functionality has limited gold cards severely, meaning they haven’t had the chance to really shine (pun intended). After this change, gold cards can no longer be broken down for resources. This means we can be much more liberal in giving out gold cards, as we no longer have to worry as much about them inflating the economy. Note that we also intend in the near future to upgrade the look of gold cards.
What You See Is What You Get
As stated above, wildcards are associated with rarity and can be nation specific. This means we have 24 different types of wildcards - 1 for each nation at each of the four rarity levels, plus 4 more generic ones, that are not tied to a specific nation. So a German limited wildcard can be used to craft a German limited card, while a generic limited wildcard can be used to craft a limited card for any nation. Note that the minor nations (currently France and Italy) do not have nation specific wildcards, only generic wildcards can be used to craft them. The reason why we have nation specific wildcards is to be able to reward players more directly with progression in a specific nation.
The wildcards are not actual cards you will see in your collection. Instead, to get an overview of the wildcards you own - hover over the new wildcard icon. This will show a popup window listing how many wildcards you have of each type. Note that it is not possible to exchange a wildcard for another.
Crafting using wildcards is very similar to how you craft today with resources - select the card you want to craft and below it is a button to craft it. The button shows what wildcard you will use, a nation specific wildcard will always be used if available before using a generic one.
Getting Wild
Now we get to the final part, which is discussing how you get wildcards in the game. There are four sources for wildcards in the game:
Progression rewards Wildcards are often given as rewards in the new national level system (the rewards here tend to be nation specific wildcards), as well as in draft.
(Edit on Feb 8: Above image has been updated with the latest in-game example screenshot) Collecting Wildcards as rewards through the new national progression path.
From Packs Packs can contain wildcards, of any rarity (higher rarities less likely). The wildcards in packs tend to be generic, not nation specific.
Wildcards when opening packs
For every 6th pack opened You get a bonus wildcard for every 6 packs you open. For this purpose, Officer Packs count as 2 packs. The wildcard received rotates over time, as follows:
Limited > Limited > Special > Limited > Limited > Special > Limited > Limited > Elite > New cycle
These bonus wildcards are always generic. You will be able to track in client how close you are to receiving a bonus wildcard.
From Crate The Crate fills up as you open duplicates of cards you already have the maximum amount of. The higher the rarity of the card that goes into the crate, the more the Crate fills up. You will be able to track how close the Crate is to being full (as a percentage). When the Crate has filled up, you can open it up to get rewards, including gold cards, high rarity wildcards and a draft ticket. You can fill the Crate multiple times.
Crate concept
That is all for the wildcards, please let us know your thoughts on them, we really appreciate your feedback.
Also, make sure to keep an eye out for the transition blog, where you learn how your hard earned resources will be morphed into wildcards when the new system lands.
Finally for more information on all of this make sure you tune in to the Bunker Chat, where we cover all these changes and more, on the 29th of January at 16:00 UTC on www.twitch.tv/kardsccg
Following the high popularity of our previous National offers (one bundle for each nation containing several national card packs + a selected national card back), and on popular demand, we have created another round of National bundles for you!
As always, these bundles contain something special. This time, you can claim National Officer packs for the first time!
National Officer packs contain 7 cards (compared to 5 cards from a regular pack), and all of those cards are from a single nation! Each pack contains guaranteed 2 limited cards and at least 1 Special or Elite card. The perfect tool to build up specifically one nation.
But there is more to it!
Each of these new bundles also contain a brand new, nation-specific board decoration. We keep the exact details as a surprise for you to discover over the next few weeks, keep your eyes on the news!
For the next five weeks, from January 26th to March 1st, a new National bundle will become available in the KARDS Store every week with a significant discount.
Don’t hesitate too long though, each bundle will be available for one week only!
It’s a new year, but some things stay the same! Sorta…
Last year, we introduced a monthly AMA and we loved having this fixed window to hear from the community. We are happy to announce that we will be doubling down on this space and continuing with a monthly communication broadcast, now affectionately known as the monthly Bunker Chat!
The difference from last year, is that we will be changing the format between broadcasts depending on what is going on with Kards at any given time.
The first monthly Bunker Chat will take place on the 29th of January at 16:00 UTC, live on www.twitch.tv/kardsccg!
In this broadcast, we will give a presentation on some of the upcoming changes to Kards followed by a live Q&A in Twitch chat!
So make sure you tune in and ask your questions about the upcoming changes in chat! We look forward to seeing you for the first bunker chat of 2021!