Following the announcement of this month’s card balance changes a few days ago (details of the balance update), we have deployed these changes on April 6th.
We also thank all of our engaged players and the KARDS community in general for reporting bugs and discussing the game balance.
If you want to get involved, please join us on Discord!
Card balance changes
A total of 10 cards have been updated, two were toned down in power, five got adjusted for strategic reasons, and three received an upgrade to their power.
Please read the following dev blog for all the details and background info:Capture the frontline
Adjusted down in power
15 CM AUTOKANONE
Old: When you deploy a unit, deal 2 damage to the enemy HQ. New: When you deploy a unit, deal 1 damage to the enemy HQ.
RUSH PRODUCTION
Old: When you deploy a unit this turn, deal 1 damage to it and gain 1 kredit. New: When you deploy a German unit this turn, it gets +2-1.
Strategic Changes
CARRIER COVER
Old: [Cost 3] Choose one - send a unit to owner's hand OR gain 1 extra kredit slot. New: [Cost 1] Choose one - Your fighters get +1+1 OR are moved into the frontline, if possible.
FORTIFIED POSITION
Old: [Cost 2] Pin target unit. Increase its operation cost by +2. New: [Cost 1] Pin an enemy unit. If it is in the frontline, it Retreats.
FRENCH 75
Old: [Attack 1, Defense 1] Can only attack enemies in next front while Mobilized. New: [Attack 3, Defense 3] [Mobilize] If the enemy controls the frontline, this unit can only attack targets there.
HENSCHEL HS 126
Old: Deployment: Give friendly ground units in the frontline +1 attack. New: Deployment: Give a friendly tank +1+1 for each unit type in the same line.
MARDER III H
Old: MARDER III H gets +1 attack each time another unit is destroyed. New: When a friendly unit destroys an enemy unit, draw a random unit.
Adjusted up in power
YAK 3
Old: [Cost 4] [Attack 3, Defense 5] Costs 1 less to deploy if you control a French unit. New: [Cost 3] [Attack 3, Defense 3] [Ambush] Deployment: Gains +1 attack and Ambush if you control a non-Soviet unit.
VETERAN PILOTS
Old: This turn, give a fighter +1 attack and fully repair it if it destroys a unit in combat. New: Choose One - Give a Soviet air unit +1+2 OR immune this turn.
As you may have noticed, we have done an overhaul of our card artwork and user interface by replacing all visible instances of the rising sun and swastika symbols.
These symbols are, of course, part of the shared human history, and we would like to think we did in no way glorify them in our designs. Yet they remain very sensitive in many parts of the world. As such, most social media, gaming platforms, and several countries have strict rules and/or restrictions when it comes to those symbols. This is a severe liability and, if unchanged, can considerably reduce the visibility of our game on the platforms we are about to join (mobile stores) and/or cause our players issues when they post images or videos from the game online.
While we realize some of you who are interested in the historical aspect of the game may not welcome this change, we hope you understand our reasoning.
User Interface
Alternative art on cards can now be toggled.
Bug Fixes
Visual bugs
The amount of gold and diamond update was not always displayed correctly after matches (the amount itself was correct). Fixed.
Sometimes, the purchase confirmation was wrong or duplicated in the shop. Fixed.
Some cards were displayed wrong in shop. Fixed.
Card bugs
Excess damage is increased by J1N1 GEKKO's effect. Fixed.
You could get stuck with "can't play order this turn". Fixed.
BYPASS was not showing damage to deal when hovering over target. Fixed.
There was an error in the message which sometimes appeared when targetting smokescreen units. Fixed.
Give us a thumbs up if you like this update. We also welcome more feedback in the comments below and on KARDS Discord.
These days a lot is happening in KARDS, and for some, it might even be too much to keep track of! That only means one thing: It’s time for another Bunker Chat!
Join us this Thursday, the 7th of April, at 16:00 GMT, where we will discuss everything happening in KARDS, what’s coming up, and answer your most burning questions!
In this bunker chat, we will talk about all of the major developments in the past few months and give a glimpse into what’s to come in the future. This means we will cover topics like:
Hard currency - How did the transition go, and are we happy with where we are?
Mobile - When and how do I join the beta group, and when will it be out?
World At War updates
State of the competitive scene and upcoming tournaments
Once we have talked about the above, we will turn our attention to answering your top questions!
Instead of these questions coming through Twitch chat as we have done in the past, this time around, we invite you to pre-submit your questions through the below Reddit thread!
If we don’t get to your question, don’t worry! We will go through the thread and answer any questions that we don’t address during the bunker chat in the thread itself.
A new era has come to KARDS, with the advent of KING TIGER. A lot of players are really excited by this behemoth, along with all the other new cards from Battle of the Bulge. The meta has changed a lot since the last balance patch and Behind Enemy Lines. Ramp decks are performing much better with reasonable win rates. They were also seen in the last Officier Club Championship tournaments. Many other archetypes are also spotted in the ladder, Soviet T-34 for example. The Britain Air remains to be a T1 deck, with a new version allied with the USA.
What changes are we going to have for April then? The frontline is our unique feature in KARDS. We would like to see more units on the battlefield fighting for the frontline, all types of units, small and big.
Now let’s take a look at the changes.
Adjusted down in power
15 CM AUTOKANONE
Old: When you deploy a unit, deal 2 damage to the enemy HQ. New: When you deploy a unit, deal 1 damage to the enemy HQ.
This artillery is a very good unit in KARDS. Nevertheless, it is almost only utilized in combo decks, OTK AUTOKANONE. While in other decks, this unit does not perform well on the battlefield except dealing some damage to the enemy HQ by deploying a couple of units. Having only 2 defense makes it very difficult to survive. As such, we are increasing its defense to 3 and lowering the damage ability to 1, in hope that it can stay on the battlefield as a strong supporting artillery in various decks.
RUSH PRODUCTION
Old: When you deploy a unit this turn, deal 1 damage to it and gain 1 kredit. New: When you deploy a German unit this turn, it gets +2-1.
This card has never seen much play other than OTK decks. In addition, it is possible to reverse kredits by playing two or more RUSH PRODUCTION in one turn. Kredits are supposed to limit what and how many cards can be played. Reversing kredits will always be problematic. While 15 CM AUTOKANONE is changed, we do not want to see this card become a dead one. Let’s see what impact this new ability could bring to the battlefield.
Strategic Changes
CARRIER COVER
Old: [Cost 3] Choose one - send a unit to owner's hand OR gain 1 extra kredit slot. New: [Cost 1] Choose one - Your fighters get +1+1 OR are moved into the frontline, if possible.
This card does see some play and is not bad at all. As mentioned some time ago, we are not quite satisfied with cards that can send units directly back to hand from the frontline at a low cost. As a side note, this cool image doesn’t have much to do with kredit slot or sending units back to hand. The two new options are more thematic. In KARDS, fighters can keep your HQ safe while being in the frontline, especially against aggro decks. P-39 AIRACOBRA is a perfect example. Moving fighters into the frontline also keeps them away from some AOE orders and gives space for more units in the support line.
FORTIFIED POSITION
Old: [Cost 2] Pin target unit. Increase its operation cost by +2. New: [Cost 1] Pin an enemy unit. If it is in the frontline, it Retreats.
There are a few cards that can increase the operation cost in KARDS. Most of them do not see much play. Fighting for the frontline is more interesting and retreating an enemy unit in the frontline is more valuable in most cases.
FRENCH 75
Old: [Attack 1, Defense 1] Can only attack enemies in next front while Mobilized. New: [Attack 3, Defense 3] [Mobilize] If the enemy controls the frontline, this unit can only attack targets there.
The Mobilize deck is becoming a bit better because of new cards and balance changes. However, FRENCH 75 has never been a member of the deck. Mobilize is removed from this card, but the new stats make it one of the best standard artillery units. However, it does come with a drawback. We hope this card can find its home in a different archetype, along with other non-Mobilizie French cards.
HENSCHEL HS 126
Old: Deployment: Give friendly ground units in the frontline +1 attack. New: Deployment: Give a friendly tank +1+1 for each unit type in the same line.
We have seen many archetypes in KARDS, infantry, tank, air and artillery, all the unit types available in the game. Combined arms was a fundamental part of the German Blitzkrieg in WWII. It’s time to make this iconic strategy shine in the game.
MARDER III H
Old: MARDER III H gets +1 attack each time another unit is destroyed. New: When a friendly unit destroys an enemy unit, draw a random unit.
The bonus of +1 attack for each destroyed unit is obviously not affecting the battlefield. One more unit will be a completely different story. We hope this new ability can bring more units into the battlefield and intensify the battles in KARDS.
Adjusted up in power
YAK 3
Old: [Cost 4] [Attack 3, Defense 5] Costs 1 less to deploy if you control a French unit. New: [Cost 3] [Attack 3, Defense 3] [Ambush] Deployment: Gains +1 attack and Ambush if you control a non-Soviet unit.
Soviet air units in KARDS have been underperforming for a long time. It is time for some changes. YAK 3 were indeed operated by French pilots, but an ability that is tied with controlling a French unit seems to be too restrictive. Ambush is removed from the card itself. Getting +1 attack and Ambush for controlling a non-Soviet unit should be much more practical. It is also an Exile unit with France.
VETERAN PILOTS
Old: This turn, give a fighter +1 attack and fully repair it if it destroys a unit in combat. New: Choose One - Give a Soviet air unit +1+2 OR immune this turn.
It’s very difficult to get a good value from this card. As such, those veteran pilots have been staying in the hangar all the time. Piloted by veterans, air units are supposed to have a better performance. Let’s see if these two options can make Soviet air decks stronger.
As we are adjusting some cards that could send units in the frontline back to hand, Guard units are seen on the battlefield a bit more, especially those British ones. Maybe this buff can make those units hold their ground on the battlefield stronger and longer.
That is all, these changes will be live soon. We look forward to seeing intense battles with all the new cards and the changes. Please continue giving us your feedback, which is very valuable to us.
Thanks and see you on the battlefield, commanders!
Massive news from the KARDS battlefield: The famous Battle of the Bulge, Germany's last major offensive on the Western front, has arrived on the battlefield with this latest update on March 31st.
True to its historical counterpart, this update focuses on Germany and the USA; most of the new cards will be ground units.
This fourth installment in our series of historically themed updates brings reinforcements to the battlefield with 7 unique new cards (18 in total), general improvements, and alternate art.
Additionally, a special, time-limited event with alternate game rules lets you explore all new cards, even if you don't own them.
Join now and check it out!
Battle of the Bulge in KARDS
This update focuses on the late war at the western front and the clash between German units and the advancing USA.
Highlights of this update are the Elite and two Special cards, while the standard and limited-rarity cards are valuable additions to the theme.
Without a doubt, the biggest and most iconic card of this update is the legendary German King Tiger panzer. A behemoth in its own right, this elite card will be a pride to any collector. Not every unit needs to be such a monster. As history shows, even seemingly weaker units can turn the tide of the battle. For example, the US 112th Infantry Regiment saw heavy action during the Battle of the Bulge and was in the center of the attack.
All of the cards, effects and strategic background are deeply rooted in WW2 history.
This update comes with 7 unique new cards (18 in total). Included in the premium version is also highly popular alternate art, a new German HQ and battlefield, gold versions of the Battle of the Bulge cards, a medic helmet as a new board item, and a sizable number of wildcards of all rarities.
KARDS is entirely free to play and stays like this. You can obtain the new cards in many ways, for example, by using wildcards or purchasing the Battle of the Bulge bundles for gold or diamonds.
Card details
This update adds 7 new cards to the collection; all of them are themed around the Battle of the Bulge and allow you to improve existing decks or create new deck variants.
KING TIGER
The King Tiger (German: Königstiger), official designation Panzerkampfwagen Tiger Ausf. B, was a German heavy tank that first entered service in 1944. The tank saw action on the Eastern Front and in Europe and its 8.8cm KwK 43 gun and armor made it a formidable weapon. It could knock out any Allied tank that came up against it and its thick armor made it almost impenetrable for any Allied weapon. The main problem with King Tiger was its reliability and many crews were forced to abandon the tank when it either broke down or ran out of fuel. Luckily for the Allies the tank was produced late and under the most difficult circumstances, both the bombing of German factories and lack of materials caused a series of delays and limited the production capabilities. Only 489 King Tigers were manufactured.
442ND INFANTRY REGIMENT
The 442nd Infantry Regiment, or the 442nd Regimental Combat Team (RCT) was a fighting unit that was composed almost entirely of American soldiers of Japanese ancestry (Nisei). The unit was active from 1944 to 1946 and during that time it became the most decorated regiment of the US Army. The 442nd RCT was composed of the 1st, 2nd, 3rd Infantry Battalions, 522nd Field Artillery Battalion, 232nd Engineering Company, an Anti-Tank Company, Services Company, Medical Detachment, and a Headquarters Company. From 1944 to 1945 the 442nd fought mainly in the European Theater, mostly in Italy, Southern France and Germany, and participated in numerous operations and campaigns during their brief service time. What is special about the regiment apart from its distinguished combat performance, is that they were all volunteers, and while they were fighting, many of their families were held in internment camps on US soil.
BATTERY
An artillery battery is a grouping of artillery, mortars, rocket artillery, multiple rocket launchers, and in later years surface-to-surface missiles, ballistic missiles, cruise missiles, and other equipment designed to improve command and control of gunnery crews and their systems. General Patton often commented that the US artillery won the war for them, and one example of its importance was during the Battle of the Bulge. Due to bad weather Allied air superiority was out of the picture, which meant that the artillery had to fill the void. The US Army managed to amass around 350 guns of all calibers in the northern sector of the Bulge which was one of the largest concentrations of artillery in history. This massive firepower helped slow down the German advance and proved vital in the Allied defense of Elsenborn Ridge and Bastogne.
BYPASS
German military tactics during WWII focused on maneuverability, with combined air and mechanized and armored ground attacks at the center stage. In the opening battles of World War II, German forces ran over, through and around every enemy defensive position in their way. Today their military doctrine is known under the term “Blitzkrieg”, but this term was rarely used by the Germans at the time as the tactic was based on Bewegungskrieg (maneuver warfare), a traditional military tactic that was known to be used by Hannibal the Great and the Romans. This tactic focuses on defeating the enemy by incapacitating their decision-making through shock and disruption.
989. INFANTRY REGIMENT
The 989th Grenadier Regiment was a unit of the 277th Infantry Division of the Wehrmacht. The regiment was formed in 1943 in Croatia, and shortly after it was relocated to France, along with the 277th Division. In August 1944 the division participated in the Battle of Normandy where it was destroyed, but reformed in September 1944 and sent to defend against the Allied advance in Northern France and Rhineland. After that the regiment participated in the Ardennes Offensive where it fought with the 12th Volksgrenadier Division in an attempt to capture the Belgian villages of Rocherath-Krinkelt and Elsenborn, in what is now known as the Battle of the Bulge. During the battle the regiment suffered heavy losses and was forced to retreat into Germany where it continued fighting, mostly with new and inexperienced recruits, and by the end of March in 1944 the regiment had been defeated.
P-47D-25-RE
The P-47D-25-RE was a Republic P-47 Thunderbolt variant, an American fighter aircraft that was developed during WWII and used by the US States Army Air Forces (USAAF) and RAF. The P-47D-25-RE was the first Thunderbolt variant produced with a bubble canopy, a design that was based on the Hawker Typhoon. This improved the pilots rear vision, and so did the flatter rear fuselage needed to allow the new canopy to be installed. The P-47D series came first into service in 1943 and were used by the USAAF and RAF and were used in the roles of fighter-bombers, in ground-attacks and as short-to medium-range escort fighters. The P-47D’s came with an armament of eight .50 machine guns and could carry a 2,500lb bomb load, or ten 5-inch rocket projectiles. A total of 15,636 Thunderbolts were built, 385 of them were the P-47D-25-RE variant.
112TH INFANTRY REGIMENT
The 112th Infantry Regiment of the US Army dates back to the American Civil war and has since participated in several conflicts, including WWI and WWII. During WWII the regiment landed in Normandy in 1944, after D-Day, where it became the 112th Infantry Regimental Combat Team (RCT). Apart from the infantry the RCT included several support units, the 229th Field Artillery Battalion, the 103rd Engineer Battalion, Company C, 447th Antiaircraft Artillery Battalion, and Company C, 630th Tank Destroyer Battalion. After Normandy the 112th participated in the liberation of Paris and later the Battle of Hürtgen Forest (19 September to 16 December 1944) where the regiment was at one point reduced to 300 men during an engagement. The US soldiers nicknamed the Battle for Hürtgen Forest “the meat grinder”, and for good reason since it is the longest single battle US forces have ever fought and one of the bloodiest. Following Hürtgen Forest the 112th RCT fought in the Battle of the Bulge, where it defended a sector of 100 km where 9 German divisions concentrated their attacks. During the Battle of the Bulge the 112th RCT managed to inflict 1600 casualties and destroy 18 enemy tanks, for which it received the Distinguished Unit Citation which is rewarded for extraordinary heroism in action.
Special Launch Event
To celebrate the arrival of this update, we will also have a special in-game event ready. This event is open for everyone and runs from March 31st to April 2nd.
With this event, you can enjoy all the new Battle of the Bulge cards for free as you enter the battle on the side of Germany or the USA.
Participation is entirely free; have something special with a new format. Just hop in and enjoy!
We hope you enjoy this update and the new tactical options it brings. Don't forget to join the special event for some good fun!
We continue to expand our series of historically themed updates with a new episode on March 31st. This fourth installment focuses on the famous Battle of the Bulge and brings new cards for the main adversaries in this battle, Germany and the USA. The general theme is, as the name suggests, the last major offensive of the Germans in the West and the largest battle of the USA during World War 2.
Before we go further into the details of this update, let’s have a quick look at the historical Battle of the Bulge.
Battle of the Bulge - Brief history
The Battle of the Bulge in the Ardennes region of Belgium was Germany's last major offensive in World War II against the Western Front. This battle lasted for six weeks from December 16, 1944, to January 25, 1945.
Over one million troops were involved (some 500,000 German, 600,000 American, and 55,000 British troops): the Battle of the Bulge is known as one of the largest and bloodiest battles in the history of the USA.
The initial attack by Germany, with almost 410.000 troops, took the allies by surprise as the German battle preparations were conducted in utter secrecy. The attack was timed in favor of the Germans as the Allied forces were fatigued after the breakout from Normandy and southern landings in France, their supply lines were stretched far, and their supplies were running low. However, the Adennes with their hills and dense forests, gave the allied defenders a distinct advantage.
Even though the Allies were somewhat taken by surprise by the initial attack, their strong resistance, superior terrain, and logistical problems on the German side slowed down the advance of the attack. Still, at the peak of the attack, the Allied defensive lines were considerably bulged with German advances up to 70 miles into their territory, hence the name of the battle.
However, due to their stiff resistance, the Allies had enough time to relocate massive reinforcements to the battle. As a result, Germany lost the advantage and subsequently all their gains were erased one by one. The overall loss was immense with almost 200.000 casualties in total.
At the end, this final offensive depleted Germany of experiened troops, valuable war material, and accelerated the collapse of the Nazi Reich.
Battle of the Bulge - In KARDS
With this history in mind, this update focuses on the last major offensive of the Germans and will arrive with some beefy new units. The USA, of course, will see reinforcements as well - fitting to the theme.
The Battle of the Bulge update comes with 18 total cards, of which 7 are entirely new. Similar to the previous updates in this cycle, there are several options to receive the new cards:
Get the standard Battle of the Bulge bundle for in-game gold or diamonds
Get the premium Battle of the Bulge bundle for diamonds
Use wildcards to create some or all of the cards you want
The premium version arrives, as usual, with a bunch of goodies, such as a new Headquarter together with a new battlefield, alternate card art, and a new unique board item. Included is also a sizable amount of wildcards.
In-game event
Following great feedback and general excitement towards the in-game event for Behind Enemy Lines, we will have an exciting in-game event for this update as well. This event is, of course, free and open for everyone.
Participation is entirely free; have some extra fun with a new format. Just hop in and enjoy!
Spoiler Season ahead
Every day until the release on the 31st, we will reveal new cards, their stats, and interesting background info.
We kick off the spoiler season with the German 989. Infantry Regiment, a unit responsible for some of the early success and territorial gains for Germany.
989. Infantry Regiment
The 989th Grenadier Regiment was a unit of the 277th Infantry Division of the Wehrmacht. The regiment was formed in 1943 in Croatia, and shortly after it was relocated to France, along with the 277th Division.
In August 1944 the division participated in the Battle of Normandy where it was destroyed, but reformed in September 1944 and sent to defend against the Allied advance in Northern France and Rhineland.
After that the regiment participated in the Ardennes Offensive where it fought with the 12th Volksgrenadier Division in an attempt to capture the Belgian towns of Rocherath-Krinkelt and Elsenborn, in what is now known as the Battle of the Bulge. During the battle the regiment suffered heavy losses and was forced to retreat into Germany where it continued fighting, mostly with new and inexperienced recruits, and by the end of March in 1944 the regiment had been defeated.
Battery
An artillery battery is a grouping of artillery, mortars, rocket artillery, multiple rocket launchers, and in later years surface-to-surface missiles, ballistic missiles, cruise missiles, and other equipment designed to improve command and control of gunnery crews and their systems.
General Patton often commented that the US artillery won the war for them, and one example of its importance was during the Battle of the Bulge. Due to bad weather Allied air superiority was out of the picture, which meant that the artillery had to fill the void.
The US Army managed to amass around 350 guns of all calibers in the northern sector of the Bulge which was one of the largest concentrations of artillery in history. This massive firepower helped slow down the German advance and proved vital in the Allied defense of Elsenborn Ridge and Bastogne.
Bypass
German military tactics during WWII focused on maneuverability, with combined air and mechanized and armored ground attacks at the center stage.
In the opening battles of World War II, German forces ran over, through and around every enemy defensive position in their way.
Today their military doctrine is known under the term “Blitzkrieg”, but this term was rarely used by the Germans at the time as the tactic was based on Bewegungskrieg (maneuver warfare), a traditional military tactic that was known to be used by Hannibal the Great and the Romans. This tactic focuses on defeating the enemy by incapacitating their decision-making through shock and disruption.
112th Infantry Regiment
The 112th Infantry Regiment of the US Army dates back to the American Civil war and has since participated in several conflicts, including WWI and WWII.
During WWII the regiment landed in Normandy in 1944, after D-Day, where it became the 112th Infantry Regimental Combat Team (RCT). Apart from the infantry the RCT included several support units, the 229th Field Artillery Battalion, the 103rd Engineer Battalion, Company C, 447th Antiaircraft Artillery Battalion, and Company C, 630th Tank Destroyer Battalion.
After Normandy the 112th participated in the liberation of Paris and later the Battle of Hürtgen Forest (19 September to 16 December 1944) where the regiment was at one point reduced to 300 men during an engagement. The US soldiers nicknamed the Battle for Hürtgen Forest “the meat grinder”, and for good reason since it is the longest single battle US forces have ever fought and one of the bloodiest.
Following Hürtgen Forest the 112th RCT fought in the Battle of the Bulge, where it defended a sector of 100 km where 9 German divisions concentrated their attacks. During the Battle of the Bulge the 112th RCT managed to inflict 1600 casualties and destroy 18 enemy tanks, for which it received the Distinguished Unit Citation which is rewarded for extraordinary heroism in action.
King Tiger
The King Tiger (German: Königstiger), official designation Panzerkampfwagen Tiger Ausf. B, was a German heavy tank that first entered service in 1944.
The tank saw action on the Eastern Front and in Europe and its 8.8cm KwK 43 gun and armor made it a formidable weapon. It could knock out any Allied tank that came up against it and its thick armor made it almost impenetrable for any Allied weapon.
The main problem with King Tiger was its reliability and many crews were forced to abandon the tank when it either broke down or ran out of fuel. Luckily for the Allies the tank was produced late and under the most difficult circumstances, both the bombing of German factories and lack of materials caused a series of delays and limited the production capabilities.
Only 489 King Tigers were manufactured.
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Especially join our 👉 KARDS Discord server! Get first-hand information, discuss the revealed cards and their potential use in existing and new decks, and speculate about unrevealed upcoming cards.
We have some important changes in KARDS arriving with a new currency, a special gift for everyone, and a change in the gold amount. Let’s go over all of these changes!
New currency for KARDS
On March 24th, 2022, we introduced a new premium currency to KARDS. You can use this new currency to purchase offers in the KARDS shop, as well as items that are available for in-game gold.
This new currency, Diamonds, is now available in the KARDS shop and is shown on your account.
All items that you could get with in-game gold continue to be available for in-game gold, of course.
More on gold below, but first, we have a gift for everyone in the player community.
$2,000,000 gift to the community
As we are introducing the new premium currency to KARDS, we want to give the community a large “thank you” for valuable discussions, passionate engagement over time, and especially feedback regarding our new currency.
Everyone has now received free diamonds as a special gift from the team. In total, we have distributed diamonds worth more than $2,000,000.
The diamonds have been automatically added to your account; you don’t need to do anything extra to claim them.
Log in and enjoy the gift.
You can either save up the diamonds for future purchases or spend them right away on some premium items in the store - the choice is yours!
Gold Update - Everything times ten
Additionally to introducing a new currency and the gift of free diamonds, we have multiplied all occurrences of in-game gold by ten. This is a purely cosmetical overhaul; you don’t lose out on anything or progress slower.
All your existing gold and gold income of any kind (for example: winning battles, daily missions, draft rewards, etc.) have been automatically multiplied by ten. At the same time, the gold cost of all items has been increased by ten as well. Your purchasing power in gold and progression naturally stays the same as before.
This purely cosmetic overhaul was done to establish a more natural ratio between in-game gold and diamonds.
Bug Fixes
We also used this update to fix a good number of bugs and introduced the option to copy draft decks once you completed creating a draft deck.
General bug fixes
Sometimes, the wrong HQ was shown in the library when creating a deck. Fixed.
The sound on the GINGA bomber was not correct. Fixed.
Original card art was displayed in match history even if the player used alternate card art. Fixed.
Card bug fixes
Playing EAGLE DAY in KOMET could cause the card to stay stuck. Fixed.
In some cases, PANZER III-E was not giving/removing buffs correctly when cards gained or missed blitz after entering the battlefield. Fixed.
In rare cases, the destruction effect of YAK9 was not triggered. Fixed.
In some cases, cards would not receive effects correctly from other cards on board after being released from CONFUSION from the frontline over to the support line. Fixed.
Cards with "Cannot attack enemy HQ" effect could sometimes still attack the HQ after NARA REGIMENT was retreated off the board. Fixed
Only one unit would die when two units affected by 2nd PARA's pincer would attack each other. Fixed.
37mm M1 AA GUN was triggering on units that were already at normal attack leaving a "-0 attack buff" (also on HQs). Fixed.
The cost of the drawn card from TIMELY SUPPLIES would be increased, if it was drawn again from REDEPLOYMENT. Fixed.
The skull icon was not displayed if a unit would be destroyed by DIVE BOMBING. Fixed.
AI bug fixes
FROM THE DEEP triggered after another countermeasure had sent the card to hand. Fixed
PATRIOTIC WAR could cause the AI to behave incorrectly when it was in the AI hand. Fixed
LYSANDER PL wasn't triggering when the AI played known cards. FIxed.
WELLINGTON wasn't reducing its cost correctly on AI's turn. Fixed.
CORSAIR F4U-1D's destruction effect could destroy friendly unit in some rare cases on AI's turn. Fixed.
ARADO AR 196's deployment effect wasn't always correctly triggering when played by the AI. Fixed.
COMMANDOS KIEFFER's trigger effect would sometimes ping a friendly unit in AI's turn. Fixed.
SCOUTING PARTY wasn't working correctly when played by the AI. Fixed.
LAND OF THE FREE wasn't working correctly when played by the AI. Fixed.
Units would still trigger destruction effects when destroyed by AI's PATROL. Fixed
UNITED WE STAND still had the pre-patch functionality when played by the AI. Fixed.
Various fixes to the AI backend.
Other improvements
Added a button to copy a draft deck.
KARDS was updated with these changes on March 24th, 2022. Check out your new currency balance and the gift you got!
Get ready for some more KARDS Open action as it returns this March with KARDS Open XI!
This time we are making changes to the start time of the first qualifier for KARDS Open XI to better serve different timezones. This is a test in response to feedback we have received during the last KARDS Open, we will closely monitor the effect of the change and based on that decide if this will be a permanent change or a temporary one.
Last KARDS Open saw a large and competitive pool of players and after three tournament stages we saw the Chinese player Noein5 emerge as the champion after defeating Darkness 3-0 in the grand finals.
In this coming Open tournament, players will have two chances to make it into the top 16 through one of the two Swiss Qualifiers held on March 26th and April 9th.
The KARDS Open is all about gathering together, meeting new people, having fun, and playing KARDS. To that end, we will be doing a random giveaway between all those that sign up and play in the KARDS Open XI qualifiers, where three lucky players will receive 4 officer packs once the qualifiers are complete.
Read on for a detailed breakdown of the different tournament stages.
STAGE ONE
Starting Saturday, March 26th, 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, April 9th. This swiss bracket is open to any player who has not already made the top 8 cuts, so make sure to maximize your chances of making the top 16 by playing in both qualifiers.
This time the qualifiers will have two different start times to better serve different timezones. The first qualifier on March 26th will start at 13:00 GMT and the second qualifier on April 9th will start at our usual start time of 16:00 GMT.
STAGE TWO
If you finish in the Top 8 from either of the stage one weekends, you will be qualified for the next stage - Saturday, April 3th to compete in the single-elimination best of 3 conquest. You will submit four of your best decks from four different main nations in this stage. (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 during stage 2, 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, May 1st.
For all questions about participating in the Open and all things related to KARDS Tournaments, please join our KARDS competitive Discord: https://discord.gg/288DQexmng
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 March 26th @ 1300 GMT
Swiss Qualifier Bracket B April 9th @ 1600 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 April 30th @ 1300 GMT
DECK LIST SUBMISSION DEADLINE: April 30th @ 1200 GMT
Top 4 Bracket & Live Stream May 1st @ 1400 GMT
Prizes
The KARDS Open has a prize pool of $1500 that is split the following way:
While working hard on the mobile version, more features and new cards, we are also proceeding with the work on the new currency described in a previous dev blog, in which we also asked for your feedback.
We really appreciate all the feedback from you guys and we have gone carefully through all your comments and debates. As a result, we have internally discussed and tested various tweaks and changes to the original plan and now want to update you on the status.
While many of you were pretty positive or neutral about the whole affair, others naturally raised concerns about some parts of our designs and/or implementation plans and in this blog we want to address some of the most common concerns.
The new currency is just a way to trick players into spending more.
Diamonds are not the right way to present the new currency.
Pricing changes with the transition are favorable only for big bulk purchases (good for high spenders only).
So let’s go through each of these, step-by-step.
The new currency is just a way to trick players into spending more
Perhaps not much we can say about this other than repeat that our main goal with these changes is not to obscure the prices and/or “trick” people into spending more. We are doing this to simplify the process on our end greatly when we have the game running on multiple platforms and stores. With that in mind, we designed the diamonds in the way that 10 diamonds reflect $1 in real money to make the system as transparent as possible.
But we can also just be frank about the fact that we hope having this currency will increase sales of the cheapest items in our shop. Like single card-backs or other cheap items one might not necessarily pull up the credit card to buy but is convenient to buy if you have a bit of the new currency available.
Diamonds are not the right way to present the new currency.
We got quite a bit of strong feedback on this and many suggested War Bonds as an alternative choice and some other suggestions came up.
The dev team debated this back and forth, mocked up and tested various designs but after all we decided to stick to Diamonds. While we realize diamonds may have some stigma as being the same thing as the most commonly used hard currency “Gems”, we also feel this is a strong benefit. We regard the familiarity as a pro and branding it as something else would not really be in the spirit of being transparent about what we are doing.
In regards to War Bonds, which we very seriously considered, there are a couple of cons that made us decide against them in the end.
Although very thematic, players that are not history or WWII enthusiasts may not be familiar with the concept of War Bonds at all.
While we managed to make them look pretty nice as objects (fancy paper bills), it proved to be challenging to design them as smaller icons needed in many use-cases in the game.
Finally, we feel that Diamonds are actually very thematic as well as having the pro of being familiar in this context and that our designs make them look the part very nicely:
Pricing changes with the transition are favorable only for big bulk purchases (good for high spenders only).
We have considered this carefully and decided to reduce the diamond prices for the lower cost pack bundles. A base pack will now cost 14 Diamonds instead of 15, and an Officer pack will cost 43 Diamonds instead of 45.
Diamonds
New cost (USD equivalent)
Old cost (USD)
1 Standard pack
14
1.17 - 1.40
1.25 - 1.48
Card back
30
2.50 - 3.00
2.95
1 Officer pack
43
3.58 - 4.30
3.50 - 4.45
World at War
200
16.67 - 19.98
19.95
World at War Premium
500
41.66 - 49.95
49.95
We hope this provides some insight into the design process, and we look forward to sharing more info like this about some other exciting projects we are working on at the moment.
Following the announcement of this month’s card balance changes a few days ago (details of the balance update), we have deployed these changes on March 10th.
We also thank all of our engaged players and the KARDS community in general for reporting bugs and discussing the game balance.
If you want to get involved, please join us on Discord!
Card balance changes
A total of 10 cards have been updated, one was toned down in power, two got adjusted for strategic reasons, and seven received an upgrade to their power.
Please read the following dev blog for all the details and background info:Diversity is good
Adjusted down in power
CLOSE AIR SUPPORT
Old: Give a friendly unit +X+X where X is the number of British air units you control. New: Target friendly British air unit and its adjacent units get +1+1.
Strategic Changes
175TH MOTORIZED
Old: Your tanks cost 1 less to deploy, to a minimum of 1. Attack 2. Defense 5. New: Destruction: All your Soviet tanks in hand and deck cost 1 less to deploy. Attack 3, Defense 3.
UNITED WE STAND
Old: Until the start of your next turn, attacks cannot put your HQ defense below 1. Cost 1. New: Deal 2 damage to a unit. If this destroys it, gain 1 extra kredit slot. Cost 2.
Adjusted up in power
332ND ENGINEER REGIMENT
Old: Deployment: Gain 1 extra kredit slot. Defense 2. New: Deployment: Gain 1 extra kredit slot. Your HQ gains +2 defense. Defense 1.
NAVAL TASK FORCE
Old: Cost 2 New: Cost 1
10TH GUARDS REGIMENT
Old: When 10th GUARDS REGIMENT receives damage, give it +1 attack. Defense 7. New: When this unit takes damage, it gets +2 attack. Defense 6.
P-47D THUNDERBOLT
Old: When P-47D THUNDERBOLT destroys a unit in combat, draw a card. Attack 3. New: When this unit destroys an enemy unit, draw a card. Attack 4.
8TH CAVALRY REGIMENT
Old: Operation Cost 2 New: Operation Cost 1
LAND OF THE FREE
Old: Target friendly unit has 0 operation cost. New: Reduce a unit’s operation cost to 0.
TYPE 96 AA GUN
Old: Cost: 4 New: Cost: 3
Give us a thumbs up if you like this update. We also welcome more feedback in the comments below and on KARDS Discord.
Have fun and enjoy - and keep an eye out for the next update following our previous “Behind Enemy Lines”!
The meta has been evolving since the release of the last balance patch, World at War: Escalation, and World at War: Behind Enemy Lines. Overall, the diversity is increasing, which is one of our main goals for balance patches. We hope you can enjoy playing and battling against various decks.
USA Frontline midrange has dropped down a bit. Britain Air is maintaining its position firmly. Jaggro is also performing very well. Meanwhile, many control decks start to appear. Some are new, Japan/Poland deck for example; while others are simply coming back, Germany Discard for instance. The same trend was also spotted in the February OCC tournament. All the battles were recorded and can be found at our Youtube channel.
Now let’s take a look at what cards are going to be changed for March.
Adjusted down in power
CLOSE AIR SUPPORT
Old: Give a friendly unit +X+X where X is the number of British air units you control. New: Target friendly British air unit and its adjacent units get +1+1.
The Britain Air deck has been one of the most popular decks for a very long time, which is good. We are very happy to know that our players enjoy such decks. The Air deck will be slowed down a bit with this change. However, buffing multiple units at the same time also means they will not be as vulnerable to single target cards as they are now, for example Flammpanzer and M16 HALF-TRACK. This new ability is also more thematic and might be used in other decks.
Strategic Changes
175TH MOTORIZED
Old: Your tanks cost 1 less to deploy, to a minimum of 1. New: Destruction: All your Soviet tanks in hand and deck cost 1 less to deploy.
The old ability is nice and could shine sometimes. However, those medium and heavy Soviet tanks are not motorized at all, as this unit is forced to exchange in most cases for the HQ to survive. We hope this new ability will help Soviet tanks perform better in the middle and late game.
UNITED WE STAND
Old: Until the start of your next turn, attacks cannot put your HQ defense below 1. New: Deal 2 damage to a unit. If this destroys it, gain 1 extra kredit slot.
Standing together doesn’t always mean defending til the last breath. It could also mean fighting back and providing more resources.
Adjusted up in power
332ND ENGINEER REGIMENT
Old: Deployment: Gain 1 extra kredit slot. New: Deployment: Gain 1 extra kredit slot. Your HQ gains +2 defense.
Obviously, this regiment is not bringing enough resources to the battlefield. That is why nobody likes it. Let’s load the truck with more goods for the battle.
NAVAL TASK FORCE
Old: Cost 2 New: Cost 1
This “Choose One” option seems to be too expensive. Reworking a couple of cards for sending units back to hand doesn’t mean all such cards are going to be changed. Conditional or not cost effective retreating will remain as an interesting strategy. We will keep monitoring such cards and might adjust their costs accordingly.
10TH GUARDS REGIMENT
Old: When 10th GUARDS REGIMENT receives damage, give it +1 attack. New: When this unit takes damage, it gets +2 attack.
“+1 attack” is ignored quite often. The threat from +2 attack could be a different story though. Soviet does have quite a few cards that can trigger this ability. This might give the counter offensive deck a small push.
P-47D THUNDERBOLT
Old: Attack 3. When P-47D THUNDERBOLT destroys a unit in combat, draw a card. New: Attack 4. When this unit destroys an enemy unit, draw a card.
THUNDERBOLT isn’t really bringing any thunder. What can a 3 attack fighter do on the battlefield? The difference between 3 and 4 attack usually matters quite a lot. In addition, “in combat” is removed. Maybe some new cards that can trigger its ability besides combat?
8TH CAVALRY REGIMENT
Old: Operation Cost 2 New: Operation Cost 1
Immune is quite an attractive ability. Maybe it is just too slow to catch up on the battlefield. Let’s see if a reduced operation cost can make your HQ safer.
LAND OF THE FREE
Old: Target friendly unit has 0 operation cost. New: Reduce a unit’s operation cost to 0.
Freedom is always a double edged sword. Operating for free is not always beneficial either. A 1-cost DIRECT HIT could easily remove such units.
TYPE 96 AA GUN
Old: Cost: 4 New: Cost: 3
The Type 96 25mm anti-aircraft gun is designed to be an efficient card against air units. With a reduced cost, it will be more handy for battling against air decks.
That is all, these changes will be live soon. We will monitor closely how the meta will change afterwards. Please continue giving us your feedback, which is very valuable to us.
Thanks and see you on the battlefield, commanders!