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 September 7th.
This patch also adds the KARDS 2022 World Championship hub into the game client, as well as some bug fixes.
Let’s have a look at the changes in this patch.
Card Balance Changes
A total of 20 cards have been updated in this patch.
CRITICAL DAMAGE
Old: Enemy units get: "When this unit receives damage, pin it. New: Deal 1 damage to a unit. If it doesn’t have any adjacent units, deal 2 instead.
With the advent of SUPPLY SHORTAGE, this card suddenly became a celebrity on the battlefield. The combo of these two cards is kind of toxic and we want to break it. The new version does 1 base damage. These parachute units are very good at hunting separated units, dealing 2 damage if the target doesn’t have any adjacent units. So don’t leave your units alone on the battlefield.
SUPPLY SHORTAGE
In addition to breaking the combo of SUPPLY SHORTAGE and CRITICAL DAMAGE, the cost of this card is increased to 3.
RAAF LIGHTNING F-4
This fighter was used extensively as a long-range bomber escort, along with various other purposes during the war. On the KARDS battlefield, the fighter has a universally efficient ability: Retreat, which fits the escort role and will certainly remain the same in the game. To reduce its power level, the defense is reduced by 1.
MARE NOSTRUM
Old: Give a friendly unit +1+1 and: "Combat damage dealt by this unit adds equal defense to your HQ." New: Give a friendly unit +1+1 and: "When this unit attacks, your HQ gains defense equal to its damage."
With its previous change of increasing the cost to 2, this card was indeed slower. However, the healing amount is still very stable. With the new version, the affected unit can only heal your HQ on your own turn by initiating an attack. As compensation, the cost is reduced back to 1 for flexibility.
WELSH GUARDS
Old: Deployment: Give any target +1 defense. New: Deployment: Give another target +1 defense.
Besides air decks, British decks with a focus on ground units do appear on the battlefield with many variants. Sadly, none of them are working very well. We would like to make them better by changing a few more cards. The new WELSH GUARDS is one of them, with a more flexible 1 cost and the same ability.
1ST GURKHA RIFLES
Old: Deployment: Gets +1 attack for each order you have given this turn. New: Gets +1 attack when you give an order.
During the Second World Wars, this regiment saw much service in Asia. On the KARDS battlefield, it is kind of the opposite. With this new version, this unit card can Guard your HQ and units, with a passive ability of +1 attack whenever you play an order from hand. It is expected to make British ground units decks better.
ROYAL SCOTS
Old: Enemy random effects always choose this unit while it is on the battlefield. New: If in hand or on the battlefield, random effects always choose this unit.
The passive ability of this card is very interesting, making it a tech card against random effects. We would like to make it more useful by expanding its validity to friendly random effects and being in hand. Note that random effects have their own ranges by default. For example, DEATH FROM ABOVE can only randomly choose a unit on the battlefield. In other words, ROYAL SCOTS can never be chosen as a target for DEATH FROM ABOVE. This unit can not be chosen for KI-44 TOJO while in hand, as it is not a bomber, out of TOJO’s range.
1ST AIRLANDING BRIGADE
Old: Units attacked by this unit must retreat if they survive. New: Deployment: Retreat a unit in the frontline. If it is empty, gets Blitz.
As mentioned in our previous dev blogs, we hope to see more fierce battles fighting for the frontline. This Elite unit now can force a unit in the front line to retreat, helping you take control of it. Alternatively, It can also retreat your own unit for protection or the Blitz ability, if needed.
95TH RIFLE REGIMENT
Old: Deployment: Deal 1 damage to your HQ. New: Deployment: Deal 1 damage to a unit and your HQ.
We have seen some self damage Soviet decks in recent tournaments. This change is intended to make this deck even better. Dealing 1 damage on deployment can remove low defense units or make them damaged, for example TYPE 93. The 1 damage on your own HQ can be beneficial for this deck for triggering the effects you need.
I-16 ISHAK
Since the changes of some Soviet fighters, Soviet air decks are performing a bit better than before. They still lack cheap fighters for a better curving and early game survivability. With a cheaper operation cost, this fighter might be able to fit this role. This also applies to the spawned fighter from I-15 CHAIKA.
OT-34
Old: Deal double damage to infantry and HQ. New: Deals double damage against infantry and HQ.
This tank is not really that useful on the battlefield except hiding in the support line by Smokescreen and then dealing a huge amount of damage with a lot of buffs. With this new version, it can still inflict very serious damage, just probably not that surprising without Smokescreen. Nevertheless, costing 3 less makes combos possible in a single turn for a much lower cost. In addition, let’s not forget it is also the cheapest T-34 tank.
P-40B TOMAHAWK
Old: Infantry units you deploy get +1+1. New: Infantry units you deploy or add get +1+1.
As we are getting more and more cards that can spawn units in the frontline, it is time for P-40B TOMAHAWK to get an upgrade, being capable of affecting added infantry units as well.
SU-85
Tank destroyers are supposed to be intimidating with a very strong firepower. With a cheaper operation cost, this tank destroyer will be a threat to any enemy unit and the HQ, along with being an efficient tank killer.
M4A3R3 ZIPPO
This new ZIPPO tank is still unlikely to be part of the meta decks, even with a decreased cost. If played exactly at turn 3, it at least can be a threat to the enemy’s HQ, with the potential of dealing 6 damage in the next turn, which can’t be always ignored.
SUPPRESSION
Old: All enemy units in the support line have -3 attack until start of your next turn. New: All enemy units have -3 attack this turn.
Suppressing the enemy is a very effective military tactic during a battle. Affecting units in the support line only seems to be a dramatic show on the KARDS battlefield, nothing really useful. The new SUPPRESSION affects all enemy units with a very flexible 1 cost. Keep in mind that the effect only lasts one turn, instead of two turns. It means that you need to command your own units to attack in the same turn to get a good value from this card.
STUG III-G
We have seen the ups and downs of German tank decks in KARDS. None of those versions included this tank. As Germany's most-produced fully tracked armored fighting vehicle during World War II, STUG III-G is somehow left alone here in KARDS. It might be able to join the big family of German tanks with an extra defense.
JADE DIVISION
Old: Gets +1+1 when you deploy a Japanese unit. Has Fury if attack is 10+. New: Gets +1+1 when you play a Japanese card. Gets Guard if attack is 10+.
This change is expected to make this Elite unit more versatile. It can get Guard if its attack is equal to or more than 10, protecting your HQ.
MEDITERRANEAN RAID
Old: Can only be played if you control more units than the enemy. Deal 4 damage to a unit. New: Deal 2 damage to a unit. If you control more units than the enemy, deal 4 instead.
Some Italian cards gain or lose something, Depending on the battlefield. As mentioned in our previous dev blogs, we don’t want to see such cards stuck in hand. MEDITERRANEAN RAID is the last card that could be completely useless if you could not manage to have more units than the enemy. With this new version, it can at least cause 2 damage to a unit at the cost of 3, which is very insufficient. However, it can deal 4 damage to any unit on the battlefield if the condition is met.
CHAR B1 BIS
Besides cheap cost Mobilize units, we also hope to see some midrange decks with a combination of control and Mobilize. As the most powerfully armed and armored tanks of its day, this heavy tank’s body is now even stronger in the game, with a lower cost but also a lower attack.
U-16
Old: At the start of enemy’s next turn, the enemy must choose and discard a card from hand. New: When the enemy gives an order, the enemy discards a random card.
This card has been on the list for changes for a long time, as it is the cheapest card that has the potential of draw denial. This new version is now a countermeasure and the discard ability stays.
KARDS 2022 World Championship Open Qualifier
The in-game Open Qualifiers for the KARDS 2022 World Championship are almost upon us - with the first qualifying sessions THIS weekend, September 10th and 11th. This update brings the World Championship hub into the game, which you’ll be able to use to compete in the World Championship when the qualifier sessions are open. More details on the Open in-game Qualifier will be released later this week!
New features and updates
Audio
Added varied music to the new player experience
Bug Fixes
Card bugs
The 2ND CALIFORNIA and some heavy armor units were experiencing some issues. Fixed.
SEABORNE INVASION was causing some issues in AI matches. Fixed.
Localization
Several translation bugs have been fixed. Thank you for reporting them!
User Interface
Fixed some issues when Mulligan timed out.
Visual bugs
Some missing item textures have been fixed.
Bugged visuals in historical photographs have been fixed.
Some unintended camera effects have been fixed.
That’s all for now. As always, we welcome your feedback in the comments below and on the KARDS Discord.
We hope you’ve been enjoying the summer! We were chilling out here in Iceland while a volcano was erupting.
As mentioned in the announcement on our Discord server, we are changing the cadence of the balance patches and will have them every 2 months now instead of every 1 month. It was also delayed because of the summer break. A lot of you guys have been expecting card changes for a long time. We have some good news! We are increasing the amount of balanced cards to 20 this time.
For this balance patch, we want to deal with the most troublesome problem on the meta, the notorious combo of SUPPLY SHORTAGE and CRITICAL DAMAGE, aka the 2+2 combo. As usual, some buffs for existing strategies and slight nerfs for the most over-powerful decks are included. We are also changing some of the least used cards so that they can create more values on the battlefield in KARDS.
Now we know you can’t wait to take a look at these cards. So let’s jump into them right away.
CRITICAL DAMAGE
Old: Enemy units get: "When this unit receives damage, pin it. New: Deal 1 damage to a unit. If it doesn’t have any adjacent units, deal 2 instead.
With the advent of SUPPLY SHORTAGE, this card suddenly became a celebrity on the battlefield. The combo of these two cards is kind of toxic and we want to break it. The new version does 1 base damage. These parachute units are very good at hunting separated units, dealing 2 damage if the target doesn’t have any adjacent units. So don’t leave your units alone on the battlefield.
SUPPLY SHORTAGE
In addition to breaking the combo of SUPPLY SHORTAGE and CRITICAL DAMAGE, the cost of this card is increased to 3.
RAAF LIGHTNING F-4
This fighter was used extensively as a long-range bomber escort, along with various other purposes during the war. On the KARDS battlefield, the fighter has a universally efficient ability: Retreat, which fits the escort role and will certainly remain the same in the game. To reduce its power level, the defense is reduced by 1.
MARE NOSTRUM
Old: Give a friendly unit +1+1 and: "Combat damage dealt by this unit adds equal defense to your HQ." New: Give a friendly unit +1+1 and: "When this unit attacks, your HQ gains defense equal to its damage."
With its previous change of increasing the cost to 2, this card was indeed slower. However, the healing amount is still very stable. With the new version, the affected unit can only heal your HQ on your own turn by initiating an attack. As compensation, the cost is reduced back to 1 for flexibility.
WELSH GUARDS
Old: Deployment: Give any target +1 defense. New: Deployment: Give another target +1 defense.
Besides air decks, British decks with a focus on ground units do appear on the battlefield with many variants. Sadly, none of them are working very well. We would like to make them better by changing a few more cards. The new WELSH GUARDS is one of them, with a more flexible 1 cost and the same ability.
1ST GURKHA RIFLES
Old: Deployment: Gets +1 attack for each order you have given this turn. New: Gets +1 attack when you give an order.
During the Second World Wars, this regiment saw much service in Asia. On the KARDS battlefield, it is kind of the opposite. With this new version, this unit card can Guard your HQ and units, with a passive ability of +1 attack whenever you play an order from hand. It is expected to make British ground units decks better.
ROYAL SCOTS
Old: Enemy random effects always choose this unit while it is on the battlefield. New: If in hand or on the battlefield, random effects always choose this unit.
The passive ability of this card is very interesting, making it a tech card against random effects. We would like to make it more useful by expanding its validity to friendly random effects and being in hand. Note that random effects have their own ranges by default. For example, DEATH FROM ABOVE can only randomly choose a unit on the battlefield. In other words, ROYAL SCOTS can never be chosen as a target for DEATH FROM ABOVE. This unit can not be chosen for KI-44 TOJO while in hand, as it is not a bomber, out of TOJO’s range.
1ST AIRLANDING BRIGADE
Old: Units attacked by this unit must retreat if they survive. New: Deployment: Retreat a unit in the frontline. If it is empty, gets Blitz.
As mentioned in our previous dev blogs, we hope to see more fierce battles fighting for the frontline. This Elite unit now can force a unit in the front line to retreat, helping you take control of it. Alternatively, It can also retreat your own unit for protection or the Blitz ability, if needed.
95TH RIFLE REGIMENT
Old: Deployment: Deal 1 damage to your HQ. New: Deployment: Deal 1 damage to a unit and your HQ.
We have seen some self damage Soviet decks in recent tournaments. This change is intended to make this deck even better. Dealing 1 damage on deployment can remove low defense units or make them damaged, for example TYPE 93. The 1 damage on your own HQ can be beneficial for this deck for triggering the effects you need.
I-16 ISHAK
Since the changes of some Soviet fighters, Soviet air decks are performing a bit better than before. They still lack cheap fighters for a better curving and early game survivability. With a cheaper operation cost, this fighter might be able to fit this role. This also applies to the spawned fighter from I-15 CHAIKA.
OT-34
Old: Deal double damage to infantry and HQ. New: Deals double damage against infantry and HQ.
This tank is not really that useful on the battlefield except hiding in the support line by Smokescreen and then dealing a huge amount of damage with a lot of buffs. With this new version, it can still inflict very serious damage, just probably not that surprising without Smokescreen. Nevertheless, costing 3 less makes combos possible in a single turn for a much lower cost. In addition, let’s not forget it is also the cheapest T-34 tank.
P-40B TOMAHAWK
Old: Infantry units you deploy get +1+1. New: Infantry units you deploy or add get +1+1.
As we are getting more and more cards that can spawn units in the frontline, it is time for P-40B TOMAHAWK to get an upgrade, being capable of affecting added infantry units as well.
SU-85
Tank destroyers are supposed to be intimidating with a very strong firepower. With a cheaper operation cost, this tank destroyer will be a threat to any enemy unit and the HQ, along with being an efficient tank killer.
M4A3R3 ZIPPO
This new ZIPPO tank is still unlikely to be part of the meta decks, even with a decreased cost. If played exactly at turn 3, it at least can be a threat to the enemy’s HQ, with the potential of dealing 6 damage in the next turn, which can’t be always ignored.
SUPPRESSION
Old: All enemy units in the support line have -3 attack until start of your next turn. New: All enemy units have -3 attack this turn.
Suppressing the enemy is a very effective military tactic during a battle. Affecting units in the support line only seems to be a dramatic show on the KARDS battlefield, nothing really useful. The new SUPPRESSION affects all enemy units with a very flexible 1 cost. Keep in mind that the effect only lasts one turn, instead of two turns. It means that you need to command your own units to attack in the same turn to get a good value from this card.
STUG III-G
We have seen the ups and downs of German tank decks in KARDS. None of those versions included this tank. As Germany's most-produced fully tracked armored fighting vehicle during World War II, STUG III-G is somehow left alone here in KARDS. It might be able to join the big family of German tanks with an extra defense.
JADE DIVISION
Old: Gets +1+1 when you deploy a Japanese unit. Has Fury if attack is 10+. New: Gets +1+1 when you play a Japanese card. Gets Guard if attack is 10+.
This change is expected to make this Elite unit more versatile. It can get Guard if its attack is equal to or more than 10, protecting your HQ.
MEDITERRANEAN RAID
Old: Can only be played if you control more units than the enemy. Deal 4 damage to a unit. New: Deal 2 damage to a unit. If you control more units than the enemy, deal 4 instead.
Some Italian cards gain or lose something, Depending on the battlefield. As mentioned in our previous dev blogs, we don’t want to see such cards stuck in hand. MEDITERRANEAN RAID is the last card that could be completely useless if you could not manage to have more units than the enemy. With this new version, it can at least cause 2 damage to a unit at the cost of 3, which is very insufficient. However, it can deal 4 damage to any unit on the battlefield if the condition is met.
CHAR B1 BIS
Besides cheap cost Mobilize units, we also hope to see some midrange decks with a combination of control and Mobilize. As the most powerfully armed and armored tanks of its day, this heavy tank’s body is now even stronger in the game, with a lower cost but also a lower attack.
U-16
Old: At the start of enemy’s next turn, the enemy must choose and discard a card from hand. New: When the enemy gives an order, the enemy discards a random card.
This card has been on the list for changes for a long time, as it is the cheapest card that has the potential of draw denial. This new version is now a countermeasure and the discard ability stays.
That is all, these changes will be live in early September. Please continue giving us your feedback, which is very valuable to us. We are checking your feedback, as always.
Thanks and see you on the battlefield, commanders!
A new Skirmish event is live now until August 28th!
Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.
Rules for Skirmish #4
In this Skirmish, you play with your own decks - but with a twist! ✨ All units have an operation cost of 1 and deal double damage. ✨
Prize for Skirmish #4
The first time you win this Skirmish, you will receive a full set of the new unique card, the US 5th Rangers. This Limited card costs 4 Kredits to play and operate. It has 4/4 stats and Blitz. Additionally, on deployment, you can choose between giving this unit 0 operation costs or +4+4.
Access the Skirmish event from the game's main screen to get an overview of the game mode, rules and prize.
⚠️This Skirmish will be accessible from August 26th at 12:00 GMT until Sunday, August 28th at 18:00 GMT.
Join this special event - win your Skirmish to claim victory and the spoils!
Please let us know what you think of the event in the comments below or on the KARDS Discord.
1939 Games is thrilled to announce the KARDS World Championship 2022!
The KARDS World Championship 2022 is an event open for all KARDS players to freely join. Much like last year, the World Championship is conducted in three main stages:
In-Client Open Qualifiers
Knockout Stage
Finals Stage
The World Championship starts with open qualifiers conducted in-client in September and October. It culminates in a grand finale in December where a new World Champion is crowned.
Participating in the World Championship may bring great prizes for players, such as diamonds and the unique KARDS World Championship 2022 cardback!
This year, the World Championship will be played exclusively online. After much deliberation, we have decided that an exclusively online tournament is the best way to ensure fairness for all of our players all over the world. Many players are still facing travel restrictions and as such, might have difficulty traveling to Iceland for an on-site battle in December. Our excellent team of hosts and casters will however come to the bunker in Iceland to analyze all the action!
How to become the KARDS World Champion 2022
In order to become the KARDS World Champion, you must be successful in each of the three Championship stages.
Season winners, OCC winners, and winners of Open tournaments since the beginning of last year’s KARDS World Championship qualification period and until the beginning of the 2022 World Championship qualification period are all pre-qualified to participate in the top 128 Knockout Stage. Also pre-qualified are the top four players from last year’s World Championship.
Stage 1: Open Qualifiers
Open qualifiers are held in September and October in two sections. Join one (or both!) of the open qualifiers available through the KARDS Client during weekends between September 10th and October 15th to earn your KARDS World Championship 2022 cardback and compete to qualify for stage 2 of the tournament. The top players from each qualifier will advance - with half the qualified players coming from each qualifier section.
Stage 2: Top 128 player Knockout Stage
Players qualified through the in-game open qualifiers and the pre-qualified players are randomly drawn into 16 groups of 8 players and will play a round robin group stage on the weekend of the 29th and 30th of October. The top two players in each group will progress into a 32 person double elimination bracket played during the weekend of the 5th and 6th of November. The top four players during this weekend will qualify for the final stage and compete for the title of World Champion!
Stage 3: The Grand Finale!
On December 3rd and 4th, the four finalists will battle for the title of KARDS World Champion 2022! This two day event will be live streamed for your viewing pleasure on Twitch, Youtube and Facebook.
Rewards!
Participating in the World Championship at any stage is a fun and exciting experience - but of course, we also want to provide our brave participants with some extra goodies!
The rewards for this World Championship are as follows:
The top 300 players from each Open Qualifier will receive the KARDS 2022 World Championship cardback!
Every player that qualifies for the top 128 player Knockout Stage will receive 250 diamonds to spend on anything that their heart desires in the in-game store!
The four finalists will play their final matches online, competing for their share of the $10.000 prize pool!
Get ready for battle!
With the first set of qualifiers right around the corner in September, now is a good time to start preparing your forces for battle.
Start thinking about what types of decks you want to bring and what cards you need to get to be in fighting shape come September to take on the world's best players!
We will continue to publish more details on the KARDS World Championship 2022 in the coming weeks and months. Make sure to check back regularly for updates - join us on Discord and follow us on Twitch, Youtube, Facebook, and Twitter to make sure you don’t miss any of the action!
This August patch includes the new battle code system and several bug fixes.
New features and updates
Introducing a new battle code system for private battles. Please read more about this new system in our latest article KARDS Battle Code System.
Bug Fixes
AI
SEABORNE INVASION had an error. Fixed.
37mm AA GUN was sometimes not increasing the operation cost of enemy air units when returned to board from SENDAI. Fixed.
Cards that remove Smokescreen and Ambush weren't working. Fixed.
Fatigue damage was always reset to 1 on AI's turn. Fixed.
ARMING THE RESISTANCE was adding 1 card less than it should. Fixed.
PACT OF STEEL was discarding cards drawn if the opponent's deck was empty. Fixed.
SHORE BOMBARDMENT could target enemy units that had "can't be targeted by enemy orders". Fixed.
KING TIGER's effect wasn't working correctly. Fixed.
Sd KFz 222 wasn't buffing adjacent ground units when returned to board from SENDAI in AI's turn. Fixed.
Cards
Buffs from TYPE 93 were not settled correctly sometimes. Fixed.
The cost deduction for CROSS OF LORRAINE was not effective sometimes. Fixed.
A few cards affected by SUPPLY SHORTAGE were not functioning correctly. For example, 2ND PARA C. Fixed.
In some cases when damage was redirected to ROYAL ULSTER RIFLES, the amount of the damage was modified more than one time. Fixed.
When TYPE 93 and 37mm AA GUN were removed from the board by an entering unit's deployment effect, their effects remained applied to other units. Fixed.
The trigger wheel icon stuck on cards that got it from other cards such as SUPPLY SHORTAGE after being removed from board and replayed. Fixed.
User Interface
Packs were not being updated after draft match rewards. Fixed.
As usual, we welcome all feedback in the comments below and on KARDS Discord.
The dev team is hard at work to improve KARDS at all fronts, and that includes adding functionality to the game client. One of the most popular feature requests has been a system that allows you to play challenges without having your opponent on the friend list.
Rejoice! The new Battle Code system allows you to create universal invites so that other players can pick up that invite and battle together.
The applications of this new system are manyfold. It helps organize tournaments, it allows for open challenges, and more.
We designed the Battle Code system to be flexible and yet easy to use.
Let’s have a look at the details now!
HOW DOES THE BATTLE CODE WORK?
Any two players that have started a battle code match and have the same battle code will be matched against each other.
First, you start a battle code match via the settings menu.
Then, you are asked for a battle code. A battle code is an alphanumeric string with a minimum length of three.
After that, you wait for another player with the same battle code.
As soon as the system finds two players waiting with the same battle code, a match between those players will start.
When you enter the battle code, the system checks if the code already exists and then tries to match you with a player. If no player is waiting with that code, the system simply creates a new code and you then wait for another player to join you. If multiple players use the same code, the system matches them one after another.
Matches played via a battle code are similar to challenges, they do not change rank or provide additional rewards (other than great game fun, that is).
HOW TO ACCESS THE BATTLE CODE SYSTEM?
The Battle Code is accessible from the settings menu in the upper right corner.
This position is not necessarily final, we might change iit in the future. For now, however, this is where you can find it.
WHAT CAN THIS BE USED FOR?
Due to its flexibility, there are many potential use cases for the battle code system.
Here are a couple examples on how this system could be used.
Matches between two friends
You can simply enter a code and share it with a friend to get a match going between the two of you - even if you are not in-game friends. Simply share the code and you are good to go.
Matches between groups
You can share the same code within your group of friends. As soon as two players using the same battle code are found, the system matches them together. Keep in mind, only players with the same code are matched together- as long as the match is started via the Battle Code system in the menu.
Ad-hoc tournaments
Tournaments can be easier organized with each match having their own battle code. You and your opponent simply enter the battle code to start the match and that’s it. You no longer need to add your opponent to your friends list to get a match going. Organizing tournaments still requires some manual work (e.g., setting up and distributing the battle codes), but for the participants this should be a major simplification.
Open challenges
This might be interesting for champions, mentors, streamers, and everyone who likes open challenges. Simply create a battle with a code and share it. Then people can pick up that code and play against you for a unique challenge, mentoring, and more. Keep in mind that there is still a bit of manual overhead here as you need to make sure that at maximum only one person is waiting in the queue for you at any given time (remember: if there are two people waiting in the queue with the same battle code, they will be matched against each other).
We are sure you can come with plenty of creative ideas, let us know how you would use this system!
WHEN WILL THE BATTLE CODE SYSTEM BECOME AVAILABLE?
The Battle Code system is just around the corner! It will go live on 18th of August.
We welcome all feedback on this system and encourage you to think about possible use cases!
The third Skirmish event is live now until August 14th!
Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.
Skirmish is a completely new game mode in KARDS where you play with alternate rules. These rules vary so every Skirmish event you’ll be facing something new and completely different. You can read more about Skirmishes in our announcement blog New game mode: Skirmish.
Rules Skirmish #3
In this Skirmish, each player is randomly assigned one of five predetermined decks to battle with. There’s one deck for every nation, and each deck consists of 39 copies of the elite order card for the nation in question that adds 1 of 3 random elite units to your hand (e.g. A Few Good Men, His Majesty’s Chosen, etc.).
Players will also start with an extra Kredit slot in this Skirmish.
Prize for Skirmish #3
The first time you win this Skirmish, you will receive a full set of the new unique card, Hasty Reinforcements. This Standard card costs 1 Kredit to play and will make any units you deploy or add, on the turn it is played, randomly get either +1+1, Blitz or Ambush. This new card can also be crafted with wildcards even after this event ends.
You can access the Skirmish event from the main screen of the game to get an overview of the gamemode, rules and prize.
This Skirmish will be accessible between August 12th at 12:00 GMT until Sunday, August 14th at 18:00 GMT.
Make sure to join this special event - win your skirmish to claim victory and the spoils!
Please let us know in the comments below or on the KARDS Discord what you think of the event.
Dear KARDS players, friends, and WWII enthusiasts,
We are incredibly excited to bring you the freshly updated KARDS roadmap.
What is the roadmap?
The roadmap is a regularly updated, high-level overview of the milestones and important events for KARDS: The roadmap contains only the highest level of features.
The roadmap does not display regular game updates and improvements, seasonal in-game events, the Esports calendar with monthly and bi-monthly opportunities, and general KARDS refinements. Also not listed on the roadmap are balancing changes, even though they are a vital part of our ongoing work on KARDS.
Without further ado, let’s have a look at some of the exciting things we can look forward to in KARDS in the coming months!
KARDS Living Roadmap
July: New Game Mode: Skirmishes✅
July saw the release of the new Skirmish game mode. In these biweekly weekend events, you can play matches against other players with unique rules and exciting victory prizes - a new promo card for every event! Read more about Skirmishes in our announcement blog, New game mode: Skirmish.
August: Battle Code / Direct Challenges
Enjoy a new way of challenging other players with the Battle Code system without having to add them to your friends list. Battle Codes will have a variety of uses - in matches between two friends, matches between groups, ad-hoc tournaments, and facilitating open challenges to whoever is brave enough to accept them.
September: Performance Improvements
Some performance improvements inbound for your game in September - always cause for celebration!
Q4: New User Interface
The new UI aims to enhance your playing experience, making client navigation more streamlined and simplifying communication from us to you about any new and exciting things going on in KARDS and its community.
Q4: KARDS Mobile
Big news about KARDS! Public Beta 2 will be live in Q4, and as we near the end of the year, the mobile version will be soft launched! Soon, you will be able to have KARDS at your fingertips whenever and wherever you want.
Q4: World Championship
The grand finals of the World Championship will be held in Iceland again this coming December. Keep an eye on the KARDS newsfeed for more updates about this, especially regarding qualifications.
2023: First Half
The first half of 2023 will see the full release of KARDS mobile as well as a large spring expansion. Get ready to enjoy some great new content in the new year!
This roadmap provides a broad overview of what we have planned for KARDS. We will also bring you many smaller features, improvements and events throughout this period.
The whole team is incredibly excited for what’s ahead and we would love to hear your feedback! Please tell us what you think on the KARDS Discord or in the comments below.
The second Skirmish event is live now until July 31st!
New Skirmish, new rules, new reward! Here’s everything you need to know.
Skirmish is a completely new game mode in KARDS where you play with alternate rules. These rules vary so every Skirmish event you’ll be facing something new and completely different. You can read more about Skirmishes in our announcement blog New game mode: Skirmish.
Rules Skirmish #2
In this Skirmish, you will be able to choose your own deck to battle with, but there are some limitations. The deck you play with cannot contain any Order cards - only Units and Countermeasures are allowed.
Prize for Skirmish #2
The first time you win this Skirmish, you will receive a full set of the new unique card, Fieseler FI156. This Special Unit costs 3 Kredits to put into play and 1 Kredit to move or attack. It has 1 attack, 3 defense, and the effect that on the end of your turn, a random Countermeasure in your hand is activated. This new card will also be craftable with wildcards even after this event ends.
You can access the Skirmish event from the main screen of the game, where you can also get an overview of the gamemode, rules and prize.
👉 This Skirmish will be accessible between July 29th at 12:00 GMT until Sunday, July 31st at 18:00 GMT.
Make sure to join this special event - win your skirmish to claim victory and the spoils!
As always, let us know in the comments below or on the KARDS Discord what you think of the event.
Last KARDS Open saw an exciting series of games, that ended with an impressive performance from Chinese player 钟离梓 (TangTang), who defeated Chistyi 3-0 in the grand finals, winning the KARDS Open for the second time in a row.
In the upcoming Open tournament, players will have two chances to make it into the top 16 through one of two Swiss Qualifiers held on July 30th and August 6th.
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 XIII 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, July 30th, with the Swiss Qualifiers, you will compete in a best of 3 free-for-all deck format. This means that 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 held on Saturday, August 6th. This Swiss bracket is open to any player who has not already made the Top 8 cuts. Make sure to maximize your chances of making the top 16 by playing in both qualifiers.
STAGE TWO
If you finish in the Top 8 from either of the stage one weekends, you will be qualified for the next stage. On Saturday, August 27th, you will compete in the single elimination best of 5 conquest. In this stage, you will submit four of your best decks from four different main nations. You will ban one deck from your opponent and play a best of 5.
STAGE THREE
If you’ve made it to the Top 4 on August 27th, you’ve made it to stage three! These final games are played and broadcast LIVE on August 28th.
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
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!
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 August 27th @ 1300 GMT
DECK LIST SUBMISSION DEADLINE: August 27th @ 1200 GMT
Top 4 Bracket & Live Stream August 28th @ 1400 GMT
Prizes
The KARDS Open has a prize pool of $1500 that is split the following way: