KARDS - The WW2 Card Game - Thomas


Best KARDS community!

Welcome to the latest KARDS patch and our Bug Fix Bonanza!

With great delight, we have released this newest patch full of bug fixes on October 28th. The team has waged a full-fledged war against bugs and rooted out a massive amount; more than 60 bugs of all sorts were crushed. We also made some minor improvements to the backend system.

Additionally to the bug fixes, we have made preparations for Halloween. More about the Halloween activities will follow shortly in a separate article.

All feedback is appreciated and most welcome. Please either use the comments below or join us on the KARDS Discord.

Important Changes

[h4]SAIUN DEPLOYMENT[/h4]

We have changed the deployment process of the C6N SAIUN. Until now, any activated countermeasure could trigger during the deployment process of the Saiun. This has changed. Now when you deploy the Saiun, it will disable the triggering of active countermeasures.

[h4]Example of the change[/h4]

    Your opponent has an active CARELESS TALK countermeasure. You play Saiun in an attempt to deploy it.Old behaviorCareless Talk triggers. The Saiun gets damaged and destroyed, never reaches the battlefield.New behaviorCareless Talk doesn't trigger. The Saiun will get deployed and reaches the battlefield.

IMPROVEMENTS

  • When your opponent is choosing between 3 cards (e.g., using A FEW GOOD MEN), you will now see that he is choosing something (not what, of course).

BUG FIXES

Card and gameplay mechanics

  • 39TH BOLOGNA REGIMENT + CONFUSION + URAL FACTORIES weren't correctly working together. Fixed.
  • Playing TYPE 98 KE-NI and ENCIRCLEMENT was incorrect. Fixed.
  • LONG RANGE DESERT GROUP wasn't working correctly when affected units were attacked by a No 1 COMMANDO. Fixed.
  • LONG RANGE DESERT GROUP was sometimes not triggering on affected units that dealt damage on destruction. Fixed
  • FIRST TO FIGHT effect was removed when the affected unit was being taken control by its enemy. Fixed.
  • When IMPERIAL STRENGTH was countered by ULTRA, the rest of the active countermeasures would still act as unactivated through the turn. Fixed.
  • YAMATO's effect would damage the wrong HQ when the affected unit was destroyed while being taken control by the enemy. Fixed.
  • 845th RIFLES was adding the wrong amount of defense when attacking 756th REGIMENT. Fixed.
  • STUKA's and LANCASTER B.III's effect was triggering when ROYAL ULSTER RIFLES redirected all damage from the HQ. Fixed.
  • OBICE's was triggering cancel deployment effects but shouldn't. Fixed.
  • GROUNDED would put the card in the wrong deck if being controlled by the enemy. Fixed.
  • 2nd CALIFORNIA's effect was being triggered by damage orders while affected by OUTMANUEVER. Fixed.
  • 175th MOTORIZED was not working correctly with spawned tanks. Fixed
  • P-40 K was not correctly working when destroyed at the same time as a bomber. Fixed.
  • P1Y GINGA was triggering when removed by SENDAI REGIMENT. Fixed.
  • PARADE was not duplicating costs correctly in some cases. Fixed.
  • SPITFIRE MKII buff not removed when taken control of. Fixed.
  • RAF GROUND CREW was sometimes not lowering the cost of cards drawn in enemy turn. Fixed.
  • RAPID ENGAGEMENT effect sometimes did not leave the unit as intended. Fixed.
  • ROAD TO BERLIN was sometimes counting damage at the start of an enemy turn. Fixed.
  • The hand target selection of the PBY CATALINA was bugged when its owner was disconnected. Fixed.
  • Fury wasn't working correctly when given to non-tank units that can move and attack during the same turn. Fixed.
  • T-70 with "Destroyed at the end of the second turn on the battlefield." are no longer discarded when sent to hand and will not be destroyed until the end of the next turn after being played back from hand.
  • In some cases, after a card was played from hand due to another card's effect (for example, with Special Assignment), the next card that takes a target on deployment would target an incorrect card. Fixed.
  • Units that had attacked twice with Fury then lost Fury and gained it again, all during the same turn, could attack once more. Fixed.
  • JUGGERNAUT's death effect was being removed when the unit was taken control by the enemy. Fixed.
  • SENDAI REGIMENT returned the card it had removed when taken control by the enemy. Fixed.
  • There was an issue with EMBARGO and spawned units. Fixed.
  • There was an issue with Destruction and the T-28 Soviet tank. Fixed.
  • The tooltip of the T-60 didn't show the card it spawns on destruction (a T-34 1942). Fixed.
  • Countermeasures that had been activated while SAIUN was on board would not trigger the turn it was removed from the board. Fixed.

AI-specific

  • 22. INFANTRY REGIMENT and Ki-83 were sometimes triggering when they shouldn't. Fixed.
  • STUKA and LANCASTER B.III were triggering when damage was redirected to ROYAL ULSTER RIFLES. Fixed.
  • LONG RANGE DESERT GROUP wasn't triggering on affected 152mm HOWITZER GUN's destroyed effect. Fixed.
  • In rare cases, the destruction effect from AKITA REGIMENT was triggering twice. Fixed.
  • When the AI attacked with No. 1 COMMANDO and killed it purely with the attack, it could sometimes trigger the destruction of the killed card twice. Fixed.
  • ARGYLLSHIRE HIGHLANDER did not lose its bonus attack immediately after guarding unit lost guard from T19 HOWITZER's attack by AI. Fixed
  • AI's damage orders weren't dealing damage to GLADIATOR ESCORT when it was defending a STIRLING. Fixed
  • QF 40mm Mk III wasn't correctly working on AI's turn. Fixed.
  • 125th RIFLE REGIMENT's trigger effect dealt damage equal to its defense while ROYAL WEST KENTS was on board. Fixed.
  • YAMAGATA REGIMENT was not getting its passive effect when played by the AI as the last card in hand.

Visuals (gameplay function worked correctly)

  • The MIKAWA REGIMENT had a tooltip for Fury. Fixed.
  • The operation cost reduction of PANZER 35(t) didn't show after fast playing. Fixed.
  • The visual location when retreating multiple targets was sometimes wrong (e.g., guarded units not appearing adjacent to guards). Fixed.
  • When the opponent had connection issues, the "move to top of deck" visual was bugged. Fixed.
  • There was a visual bug on STARS & STRIPES. Fixed.
  • Countdown on Double XP events was showing the incorrect time. Fixed.
  • The WELLINGTON had a trigger icon. Fixed.
  • The 48e 48E RÉGIMENT D'INFANTERIE lacked the icon for passive effects. Fixed.
  • The frontline disappeared in some cases in lower graphic settings. Fixed.
  • Fixed match history bugs. For example, Countermeasures not showing or their actions, damage/destroy multiple units from indirect actions, and play directly from hand action not showing.
  • Some actions were shown multiple times. Fixed.
  • No. 3 COMMANDO's effect on AI's turn wasn't correctly working. Fixed.

Localization

  • The title and text of the Polikarpov PO-2 were incorrect. Fixed.
  • Polish dates in the World Championship were incorrect. Fixed.
  • Some cards of the recent balance patch showed Polish text instead of Portuguese. Fixed
  • Card reward images for Theaters of War for Spanish and Italian used the English version. Fixed.
  • Various localization bugs for French and Polish have been fixed.

We welcome your feedback! Please either use the comments below or join us on the KARDS Discord.


HOTFIX ON OCTOBER 29th

We deployed a hotfix on October 29th to address some issues with the previous update. Here is what we worked on.

BUGFIXES

  • In rare cases, the game crashed at the end of the match. Fixed.
  • The effect bubble from cards like LONG RANGE DESERT GROUP was still showing when the card had retreated to hand and then got replayed. Fixed.
  • There were some issues with the card animation in hand. Fixed.
  • In some cases, the new animation for selecting 1 of 3 cards got stuck on the enemy; the three cards on screen then did not disappear and blocked the battlefield. Fixed.
  • In some cases, the drawn cards went to the wrong position in hand. Fixed.
  • Using Countermeasures left a blank space in hand where the countermeasure card initially had been. Fixed.
KARDS - The WW2 Card Game - Thomas


Hello Kards community!

Lace up your boots and put those helmets on, because it’s time for another KARDS Open!

1939 Games presents the KARDS Open IX, powered by 983 Media. In this Open tournament players will have two chances to make it into the Open top 16 through one of the two Swiss Qualifiers held on November 6th and November 20th.

SIGN UP NOW

Read on for a detailed breakdown of the different tournament stages.

STAGE ONE

Starting Saturday, November 6th with the swiss qualifiers, you will compete in a best of 3 free-for-all deck format. This means you can bring any deck you want and play it as many times as you'd like. No deck submissions and no deck restrictions! If you make the top 8 in this stage, you will advance to stage two.

The second chance qualifier will be Saturday, November 20th. This swiss bracket is open to any player who has not already made the top 8 cuts.

STAGE TWO

If you finish in the Top 8 from either stage one weekend, you will be qualified for the next stage - Saturday, November 27th to compete in the single elimination best of 3 conquest. In this stage, you will submit four of your best decks from four different main nations. (you will only use three of these decks for the first half of this bracket) You will ban one deck from your opponent and play a best of 3.

STAGE THREE

If you've made it to the Top 4 on November 27th, you've made it to stage 3! In this stage you will break out your 4th submitted deck and play in a best of 5 single elimination with one ban. These games will be broadcast live on Sunday, November 28th.

Join the 983 Discord: https://discord.gg/dAbfkYF

FORMAT & SCHEDULE

Swiss Qualifiers

  • Compete in one or both qualifier swiss bracket weekends.
  • Top 8 from each weekend bracket moves on to Top - Cuts weekend
  • Closed deck lists with no deck restrictions! Play whatever you want, whenever you want!
  • Best of Three matchups
  • Swiss Bracket with 128 player maximum (7 swiss rounds)
  • Swiss Qualifier Bracket A November 6th @ 1300 GMT
  • Swiss Qualifier Bracket B November 20th @ 1300 GMT

Top Cuts

  • Bring three decks from three different main nations
  • A fourth deck must be submitted, which will only be used if you make it to top 4
  • Top 16 Conquest format best of 3 with open deck lists and one ban
  • Top 4 conquest format best of 5 with open deck lists and one ban
  • Top 16 Bracket November 27th @ 1300 GMT
  • DECK LIST SUBMISSION DEADLINE: November 27th @ 1200 GMT
  • Top 4 Bracket & Live Stream November 28th @ 1400 GMT

Signups are open now
KARDS - The WW2 Card Game - Thomas


Hello all!

After 12 days of intense competition over six weekends, the two open qualifiers for the KARDS 2021 World Championship have come to an end! We offer our congratulations to the players that qualified; making it to the knockout stage of the World Championship against thousands of competitors is a great feat.

What lies ahead, however, is an even greater challenge: A group stage into a double elimination tournament all with the final goal of being one of four players left standing, earning a free trip to Iceland to compete in the Grand Finals in front of a live audience for the $10.000 prize pool and the title of World Champion!

If I made it, what happens next?

First off, congratulations, you are a hardened soldier and live to fight another day! We will contact you via email with practical information for the next stage of your mission.

The next stage of the tournament is the knockout stage, where we slim the playing field from 128 players to the top 4. We do this by first playing a round robin with 16 groups of 8 players with the top 2 players advancing from each group into a 32 person Double Elimination bracket that will bring us down to the final 4 players.

The round robin will take place during the weekend of 23rd and 24th of October, with 3 rounds being played on day 1 and 4 rounds being played on day 2. This means that even if a player ends up 0-3 after day 1, they still have a chance to make it through if they play well during the second day.

The double elimination bracket will be played during the weekend of 30th and 31st of October. On the Sunday, October 31st we will broadcast all the decider matches for who makes it to Iceland, so make sure to tune in to some of the highest stakes KARDS games so far.

Important: If you qualified, please make sure your account has an up to date email associated with it so we are able to contact you with details on the next stage. This will require action from your side as the remainder of the World Championship will be played outside the client.

Drawing show

On Friday, October 22nd at 16:00 GMT we will do a live drawing show for all the groups. The show will be broadcast live on Twitch, Youtube, Facebook and Steam. Make sure you tune in to see what the groups look like.

This will be followed by a steam article with the groups and an update to the World Championship hub showing the groups on Tuesday the 19th of October.

How do I get my rewards from the open qualifiers?

All of you who competed fought valiantly and deserve to be rewarded for your efforts. As was stated, anyone that completed three qualifying sessions in either of the two Open Qualifiers will receive the exclusive 2021 World Championship cardback.

These will be added to eligible accounts before the 31st of October 2021, no further action on your side is needed to claim the cardbacks.

We are extremely excited for the remainder of the World Championship! To make sure you don’t miss a beat, make sure to follow us on social media.

https://www.facebook.com/KARDSccg

https://twitter.com/KARDSccg

http://KARDS Discord - https://discord.gg/kards
KARDS - The WW2 Card Game - Thomas


Best KARDS community,

With great excitement, we want to give you the opportunity to shape KARDS even more with your feedback and suggestions.

For the first time in the history of KARDS, you can suggest emotes that may appear in-game! Submit three emotes in the link below during the next 7 days.

Between Sept 30th and Oct 7th, you can submit your emote suggestions. After that, the final emotes will be selected over three rounds of voting, including a community vote. Every winning emote creator will receive the full community set of emotes.

{LINK REMOVED}

We especially thank our excellent community contributors Arizonakid and Joseph T. Krixten, for suggesting this event, working on its framework and implementation, and their outstanding support in general.

For legal reasons, we want to point out that by participating in this event, you agree to the rules laid out in the KARDS Community Contributor License, especially point 7.

Good luck to all - and have fun!
KARDS - The WW2 Card Game - Thomas


Best KARDS enthusiasts, veterans, and new players alike!

This weekend, already starting this Friday (Sept 24) and until early Monday (Sept 27), we have something special for you. In fact, we have several rewarding events ready!

Here is a quick overview; more details are further below:

  • Double XP Weekend to double your rewards
  • Mess Hall Brawl: Bootcamp event
  • World Championship Qualifier #2
  • New-player friendly offers
  • The final weekend of this season

Have a look at the details and let us know what you like most in the comments below!

Double XP Weekend

We kick off this KARDS mega weekend with a Double XP event!

Get double the experience points on your national progression between the 24th and 27th of September.

Double the experience = double the rewards!

All experience points you earn between 10:00 UTC on Sept 24 and 12:00 UTC on Sept 27 will be doubled! This allows you to collect rewards from the national progression system twice as fast and collect double the rewards.

New-player friendly offers

We have special offers ready this weekend as a special treat for new KARDS cadets and those who want to explore different playstyles.

Each offer comes with a selection of cards (and a national pack) that supports a specific iconic playstyle. We have a British Mobilization, German Blitz, Japanese Air, Soviet Offensive, and the USA Bolster.

Have a look at the KARDS shop and learn more about these offers!

World Championship Qualifier #2 kicks off



While the double XP weekend is on, we kick off the second World Championship Qualifier. This is your second chance to qualify for the World Championship if you didn’t make it through the first qualifier.

This second qualifier stretches over the next three weekends with two sessions each weekend (six sessions in total). A particular World Championship qualifier queue will be available for the bravest among you during each of these sessions.

To enter a game, simply open the World Championship hub during a qualification session, press the battle button, and select your deck for battle.

Read more about the World Championship Qualifier #2 in our blog or use the in-game help!

Mess Hall Brawl: Bootcamp



One of the long-anticipated highlights this weekend is the Mess Hall Brawl: Bootcamp event!

Four world-famous and highly-skilled CCG players are paired up with four of our most renowned veteran KARDS players as coaches in this event. Then, they fight in the ultimate showdown for the crown.

The coaching has been in full swing since our initial announcement a fortnight ago. Now, with the candidates ready, we have the final showdown live on multiple streams!

Join this massive spectacle, enjoy the show, get lucky during the numerous giveaways on multiple streams, and have lots of fun!

The Bootcamp event starts on Sept 25 at 17:00 UTC on multiple streams:


Enjoy!

Final weekend of the season



Last but not least, we have the final weekend of this season ahead of us.

Use the remaining time to gain as many ranks as you can to get a big payout! You advance ranks by winning PVP matches. This is the perfect opportunity to get a nice boost - especially combined with the Double XP weekend.

We hope that you enjoy all of these events. Let us know what you like most in the comments below and feedback on other future events.
KARDS - The WW2 Card Game - Thomas


Hello Kards players!

The first open qualifier for the 2021 KARDS World Championship has concluded and we offer our congratulations to the 58 players that qualified! Check out the sidebar of the in game World Championship hub for a complete list of qualified players.

Now it’s time for a second chance! Starting next Saturday the 25th of September the second open qualifier will start.

The qualification sessions in Qualifier 2 will be held on the following dates:

  • 25th of September - 12-16 UTC
  • 26th of September - 16-20 UTC

  • 2nd of October - 12-16 UTC
  • 3rd of October - 16-20 UTC

  • 9th of October - 12-16 UTC
  • 10th of October - 16-20 UTC

Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.

Competing in a qualifier session

Each qualification session lasts for 4 hours. During those 4 hours, a special World Championship qualifier queue will be available for the bravest among you.

Participating players have to complete at least 9 games during those 4 hours to successfully complete the qualification session. Note that additional games after the required games are important for tiebreakers; we recommend playing a few extra games during the session to improve your chances in tiebreakers.

To enter a game, simply open the World Championship hub during a qualification session, press the battle button and select your deck for battle.

For each win during the first 9 matches, the player receives 5 points for the qualification ladder, and for each loss in these matches the player receives 1 point. A player’s final score is the combined total score from their best three sessions out of six sessions in the qualifier.

Tiebreaker system

If players end up with the same score, a tiebreaker system is used to order them. Tiebreakers are based on several things, the most important being the strength of your opponents. So being matched against a very strong player might make for a difficult match, but at the very least your tiebreakers will improve regardless of the result. For further info, check out the full rules here

https://support.kards.com/hc/en-us/articles/360034116852-KARDS-World-Championship-rules
KARDS - The WW2 Card Game - Thomas


With this update, we introduce balance changes to 18 cards. The changes are a mix of adjusting some cards in decks that have become too powerful or popular, while giving some love to other strategies and under-used cards to compensate. For the full insight on all these changes and the reasoning behind it, please read our 📜 latest balance update blog.

Card balances

FOR THE EMPEROR
Old: All friendly units have +1 attack and operate for one less until end of turn.
New: All friendly Japanese units have +1 attack and operate for one less until end of turn.

158. NACHSCHUB
Old: Gain 2 kredits when a friendly unit destroys a unit during your turn.
New: Gain 2 kredits for the first enemy unit destroyed this turn.

HEINKEL HE 115
Old: Defense 3
New: Defense 2

URAL FACTORIES
Old: Costs 1 Kredit
New: Costs 2 Kredits

RED BANNER
Old: Costs 1 Kredit
New: Costs 2 Kredits

272nd GUARDS
Old: Deployment costs 9 Kredit
New: Deployment costs 8 Kredits

LION FOR A DAY
Old: Costs 3 Kredits
New: Costs 4 Kredits

SEA PATROL
Old: Deal 2 damage to an enemy. Costs 1 less for each friendly air unit.
New: Deal 3 damage to an enemy. Costs 1 less for each friendly air unit.

GREAT PATRIOTIC WAR
Old: Each HQ is damaged equal to half of its defense, round damage down.
New: Set the defense of each HQ to 12.

M.S.406
Old: Operation costs 2 Kredits.
New: Operation costs 1 Kredit. Exile keyword (Poland) added.

7th REGIMENT
Old: Operation costs 2 Kredits.
New: Operation costs 1 Kredit.

ME 262A SCHWALBE
Old: Deployment: All enemy air units must retreat. Attack of 8. Deployment costs 8 Kredits.
New: Deployment: Destroy all enemy air units. Attack of 7. Deployment costs 9 Kredits.

75mm MOUNTAIN GUN
Old: Operation costs 1 Kredit. Defense 1.
New: Operation costs 2 Kredits. Defense 2.

NARA REGIMENT

Old: Deployment costs 6 Kredits. Attack 5. Defense 7.
New: Deployment costs 4 Kredits. Attack 3. Defense 6.

HOTCHKISS H35
Old: -
New: Gets +1 attack when you deploy a non-French unit.

OBICE DA 75/13
Old: Deployment: Your Alpine units get Fury until end of turn.
New: Your other Alpine units can move and attack during the same turn.

TYPHOON Mk IB
Old: Attack 4.
New: Attack 5.

P1 GINGA
Old: Deployment: Deal 1 damage to an enemy ground unit and adjacent targets. Attack 5.
New: When discarded, deal 1 damage to all enemies. Deployment: Deal 1 damage to all enemies. Attack 4.

We also welcome more feedback in the comments below and on KARDS Discord!
KARDS - The WW2 Card Game - Thomas


Hello friends!

The next balance patch will hit the live servers next Wednesday, September 22nd. As usual, the patch is a mix of adjusting some cards in decks that have become too powerful or popular, while giving some love to other strategies and under-used cards to compensate.

This time around we are taking aim at a couple of decks that have been a bit too dominating lately, namely German blitz decks (often called Fast Heinz decks) and Soviet value decks. Let’s start by taking a look at the changes for those two decks.

But first, remember that if you have created any of the cards that are changing, you can go back and get a full compensation for them for 30 days once the patch is live.

Cards We Are Nerfing



For the Emperor was initially intended as a tool for Japanese air decks. Since then, the emperor’s favor has been thrown around in various shells, but the imperial court has declared that enough is enough and henceforth only Japanese natives can curry the favor of the emperor. This nerfs the card pretty severely in many of the most popular shells it is found in today, but it can still be a powerful tool in the right decks.



The old 158. Nachschub can give immense tempo swing in aggressive decks, but has limited utility outside those shells. We want to reduce its swinginess, but at the same time open it up to be of value in more varied decks. Triggering only once per turn is a downside, but the upside is that the unit-only restriction has been lifted, meaning that you gain the benefit when destroying a unit with an order. This makes the card quite a bit more appealing in more controllish German decks.



The Heinkel He 115 has become a popular choice in many German decks, not just aggressive decks. However, the German blitz decks have benefited more than most from the card advantage the Heinkel provides, allowing it to restock mid-game when needed. We want to retain its powerful ability, but make it slightly easier to deal with so it is not as dominating.





Ural Factories and Red Banner have been role-players in many Soviet decks for a long time. But as more cards get printed, there are more and more opportunities to use these cards for some really nefarious purposes. While it is possible to change some of the cards that benefit most from the interaction with these two cards, we decided to nip the problem in the bud, so to speak, and reduce the power level of Ural and Banner themselves. With this change, it is still possible to use Ural with Confusion, Mobile Defense, I-16 Chaika and so on, but the extra cost means it is often happening a turn later or forcing you to skip an attack that could otherwise be made, and that can matter a lot.



There is one exception we are making to not adjusting the cards benefitting with Ural, and that is 272nd Guards. Reducing the cost means that 272nd + Ural no longer gives double IS-2s. It can still be accomplished with Red Banner, but not as consistently. It is not all bad though, as a cheaper 272nd does mean it can often be played a turn earlier, which can be the difference between life and death in some scenarios.



We are sneaking in one more nerf - Italians have become very popular as an ally in control decks, mainly due to the power of Lion for a Day, Bologna and La Decima. Lion for a Day specifically is an extremely efficient removal order that frequently deals with threats with much higher cost. Raising the cost to 4 reduces this kredit disparity a little bit, but Lion is still a very solid card.

Under-Used Cards We Are Buffing



Sea Patrol? More like Unsea Patrol, amiright? Ok, ok. Even in heavy air decks this card is rarely used today, due to the underwhelming effect. 3 damage offers quite a bit more punch so the card could finally find homes in some decks, I guess we’ll sea.



The card sees occasional play in Soviet self-damage decks, but is still a bit underwhelming. The new version doesn’t necessarily fit into any major Soviet archetypes, but it is a unique effect that we are sure some enterprising players will put into good use. Note that setting the defense does not count as damage or health gain.



This change is mostly for thematic reasons, the Exile nation is Poland, as the unit has the Polish air insignia. We’re reducing the operation cost at the same time to make the unit a bit more appealing and who knows, maybe some exile-matters deck exists out there that can put this to good use.



This card is already pretty decent in draft and will become even better now, but no one should be surprised if this starts showing up in more constructed decks as well. It has a good body for its cost and a solid ability.



We have an unwritten rule to try to make the most iconic units of WW2 be appealing and useful in the game, but so far the ME 262 has not met that criteria. So we are giving it an overhaul, adding a bit of shine and chrome. This may not make it an auto-include, but for German control decks, it now offers something extremely powerful in the right meta.

Cards We Are Buffing For Strategic Reasons





These two changes are to make the niche deck focused around units that cannot attack the enemy HQ a bit more viable and competitive. It will most likely remain a niche deck, but at least have a slightly higher chance of taking off.



This change is intended to emphasize the French strategy of buffs with non-French units (see for instance 4e Brigade and 2e RMT). In decks focused around taking advantage of this, tokens for instance, the Hotchkiss can become quite a threat very fast.



Alpine are already making a bit of a splash thanks to their new best buddy Gebirgs-Pionier 95. The biggest issue Alpine decks have is how slow they can be, especially when the enemy manages to deal with the early onslaught. The changed Obice helps a lot in allowing the Alpine decks to come back strong and can easily propel Alpine into a tier 1 deck. Make sure to bundle up well after the patch, you will likely be fighting in the mountains quite a lot.



The retreat deck is also a deck we want to give a little bit of love, but not too much because these decks can be annoying to face repeatedly. The old Typhoon is quite a decent unit so we didn’t want to boost it too much, but now it is a bigger threat and can trade more favorably.



Last but not the least we are changing the Ginga to be a solid inclusion in the Japanese self-discard deck. Japan got a fine addition for this deck in Uprising with Matsue Regiment, so be prepared to see more Bettys on the horizon.

That is all this time around. We are in the middle of World Cup Qualifying tournaments and the season end is not far off, so put your theorycrafting hat on and be the first to crack the new meta. See you on the battlefield, commander!
KARDS - The WW2 Card Game - Thomas


Following the exciting Legions Uprising release, we haven't slacked around and worked on general bug fixes and improvements! Check out the details below.

Bug fixes and Improvements

Cards and card mechanics

  • 2nd CALIFORNIA was sometimes not dealing correct damage when attacking BEAUFIGHTER TF Mk X or when AIR DEFENSE is triggered. Fixed.
  • BANZAI wasn't ending the turn if no units were destroyed by it. Fixed.
  • Attack damage dealt to 6th ALPINI REGIMENT due to DECISIVE DEFENSE wasn't considered as attack damage. Fixed.
  • FROSTBITE (card is only available in the campaigns) was not showing how much damage it was dealing. Fixed.
  • ANNIHILATION could sometimes target cards with over 5 costs if they cost less to spawn due to buffs. Fixed.
  • Ki-43-IIb OTSU buff was sometimes miscalculated. Fixed.
  • Orders that dealt damage to multiple cards could remove Mobilize from 2nd CALIFORNIA. Fixed.
  • Units that had attacked before receiving smokescreen could sometimes still be targeted by attacks. Fixed.
  • Units with 0 attack could never attack any targets, not taking bonus damage into consideration (e.g., P-40 WARHAWK with 0 attack can now attack ground units). Fixed
  • "Take Control"-cards could be played if a support line was full and the enemy player controlled the frontline with two or more cards. Fixed.

AI

  • In AI matches, IOSEF STALIN II was sometimes not adding a copy when sent to hand by the AI from a full support line. Fixed.

Visuals and UI
  • BLOCH MB.152 had tank attack visuals. Fixed.
  • Added trigger icon to BEAUFIGHTER TF Mk X and INNISKILLING FUSILIERS.
  • In rare cases, cards in the pack opening could be placed incorrectly. Fixed.
  • In rare cases, clicking a pack in the pack opening would not open the pack, and a restart of the client was needed for it to work again. Fixed.
  • The Uprising card back had an undesired black border. Fixed.
  • Minor visual tweak on the "target arrow" error messages.

Various improvements

  • Translation improvements and corrections. Special thanks to "Unhold im Park" for improvement suggestions in the German translation.
  • KARDS now plays sounds when you are not focused on it.
  • Email is now hidden in the settings menu by default.

We welcome you to use our KARDS Discord for any reporting any bugs.
KARDS - The WW2 Card Game - Thomas


We are delighted to announce the arrival of KARDS Legions: Uprising on September 9th.

Uprising, the latest update to KARDS reinforces the Legions set with a total of 53 brand-new cards (21 unique). All major nations receive reinforcements of three new cards (one Elite, one Special, and one Standard rarity), the ally nation Poland is strengthened with six new cards.



Read on to get a high-level overview and the most important news.

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Legions: Uprising - New cards for you

As with all cards in KARDS, the new Uprising cards are inspired by real WW2 history in terms of gameplay and visual artwork.

Britain



Britain gets three new cards that strengthen some of their current mid-range deck themes and help create new deck options.

The Inniskilling Fusilier, for example, could be used in existing Commando decks; they also support Polish intel cards with their unique ability. Overrun also strengthens already existing synergies (such as Naval Support) and opens new opportunities.

Perhaps the most intriguing new card for the British is the Churchill Mk III AVRE, whose deployment ability retreats all enemy ground units.

Germany



Germany gets some attractive new mid-range options with Uprising and strengthens Alpine-based decks as a particular feature.

With a standard rarity and cost of 1, the new Through the Breach card fits the German theme of fast warfare and helps to deal with more control-based decks.

New tactical options for Alpine decks arrive with the new Gebirgs-Pionier unit. Having the Alpine keywords already supports Alpine decks; additionally, this unit gives you 1 additional Kredit at the start of your turn.

As the new Elite card, the Germans get Envelop, a countermeasure of cost 3. This countermeasure destroys all units in the frontline when the enemy moves a unit into it. Very powerful!

Japan



Japan expands its arsenal of tactical options with three new cards - there is something for everyone.

The New Doctrine removes the restriction on cards that prevented them from attacking the enemy HQ. When used at the right moment, this can lead to devastating attacks.

Matsue Regiment expands the Discard theme for Japan with a powerful twist. Matsue receives as much additional attack as the discarded card costs. This could lead to powerful units early on. Watch out!

The new Japanese Elite order Banzai is one of the most iconic cards. A powerful addition to control decks, this card is maybe precisely what your deck was missing!

Soviet Union



The Soviet Union is reinforced with three new cards that support various playstyles and offer interesting new tactics.

As a new standard Soviet card, the 173rd Guard Rifles are cheap and fast, yet they can be powerful due to their unique ability. An excellent supplement for Soviet token decks!

The new 175th Motorized of Special rarity is a feast for tank-lovers! While the stats of the 175th are already decent, it starts to really shine with its special ability to lower the deployment costs of tanks (at maximum down to 1).

Upgrade, the new Soviet Elite card, is an excellent boost to Soviet-based Control decks. Upgrade does precisely what it says; it upgrades an existing tank by replacing it with a tank of the same nation that costs 3 more. We might see some exciting new combos combined with other new cards in Uprising and the current set.

USA



The USA receive reinforcements for their mid-range and control themed decks with three new cards in Uprising.

The 2nd California Infantry has the interesting effect that all incoming damage to this unit will be reduced to 1. Quite the beast!

The Red Devils are also tough to deal with, just like their historical counterparts. It costs the enemy one more Kredit to attack or target this unit. Especially early on, this can make a significant difference!

And for lovers of Ramp games, a special treat arrives in the form of the new US Elite order Mass Deployment. Add 3 US units to your support line with their total cost equal to your kredit slots. If you survive long enough, you can get big units!

Poland



Legions: Uprising considerably strengthens Poland with a total of six unique new cards, bringing it on par with the other ally nations, France and Italy.

Some of the new cards strengthen the mid-range game; others specifically expand the Intel and Exile gameplay.

True to its historical origins, the 74th Silesian Regiment slows down the enemy when moving into the frontline by pinning him down.

The new Hurricane PL (British Exile) offers new synergies as it strengthens other Exile units on deployment.

As the third Polish unit card in Uprising, we see the M4 Sherman PL (US Exile) with the thrilling ability to operate for free and a +2 attack buff if you have played an Intel card that turn.

ORP Orzel and Hel as new Polish orders expand the Intel gameplay. While ORP Orzel increases the costs of a known card in the enemy hand, Hel strengthens all Legions on the board by adding a special ability to them.

Finally, we have the Uprising order referring to the Warsaw Uprising, the single most extensive military effort any European resistance movement took during World War II. In KARDS, this order damages the target unit and all other units equal to the number of destroyed Polish in this battle.

Bunker Chat “Legions: Uprising” Special Edition

To give you further exciting background information and thrilling titbits on Legions: Uprising, we have a special edition of our famous Bunker Chat ready for you.



Tune in and join the KARDS developers as they go over the design of Legions: Uprising, reveal historical info about the new cards, and have one or another hint about the future development of KARDS. Enjoy!

How you get your Uprising cards

KARDS is entirely free to play and stays like this. You can obtain the new Legions cards in multiple ways from September 9th onwards:

  1. Purchase the Uprising bundle to get all new cards in one go. The entire bundle is available for real money ($19.95) or in-game currency (250 Gold).
  2. Use your wildcards to create the card(s) you want.
  3. Open new Legions packs. Uprising is part of the Legions set; therefore, all new Legions packs can contain the new Uprising cards.

You decide what best fits your style!

We hope you enjoy the new Legions: Uprising expansion and the many new thrilling decks and tactics that are now possible with Uprising.

Let us know what you think in the comments below and share your most favorite Uprising card!
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