While developing the mobile version and keeping consistency with the desktop version, which will of course be cross-play, we need to implement several big changes to the UI. At the same time, since our focus is there, we are using this opportunity to improve it in general. This includes improving the overall look of the UI, introducing some quality of life improvements for players, and adding some features that have been requested by the community for a long time.
In this series of short devblogs, we are excited to give you guys a bit of insight into where we are going and the reasoning behind some of those upcoming changes.
The first and most directly visible change that you will notice when the time comes is that the “Home Screen” will change drastically. This screen has remained similar from early on and as we add more features, game modes, events, tournaments etc, it doesn’t scale well. We felt we needed a more flexible solution that also conveys much more information to you guys right from the screen itself. So let’s look at a WIP version of the new screen.
1. General Style Changes of Buttons & UI
This goes for all the UI in the game but is noticeable on the home screen already. We wanted to make it slightly more polished while keeping some of the gritty feel of the original design.
2. The Top Bar!
The Top bar starts with a Home button which is the KARDS logo. This button can be used from almost any other screen to get back to the home screen and will as such reduce the amount of “back” and “done” buttons in various parts of the UI.
Next in line, you have access to your “profile” indicated with your current rank and player name. The profile includes everything about you as a player, ranks, player customization options etc.
Then we have the resource overview where you can see your total gold, diamonds and wildcards and by clicking/tapping the wildcards, you can see an overview of all your wildcards per nation and rarity as you can in the current UI.
Finally on the right side, you can see Friends and Settings buttons.
3. The Main Menu: The Left Side Button Menu or “Main Menu” as we call it
These are buttons to access the main parts of the game:
PLAY for navigating to Battle, Training, Campaigns or any other game mode basically.
CARDS gets you to your decks, deckbuilder and collection as it does in the current UI. What happens when you push those buttons is a topic for the next blog in these series.
SHOP sends you to the new fancy shop, more about that later.
4. The Content Carousel
We have felt for a long time that we needed a better way to communicate varied content and important information to you guys within the game itself. Pop-up windows only get you so far and can be very annoying if used too much. Articles posted on Steam, Epic or social media have a limited reach and this will be even more true when a substantial part of our player base will be on mobile only.
The Content carousel can contain anything from information about a recent expansion, decklists, guides, dev blogs, news, store offers, tournament info etc, etc. So you should not have to search outside of the game to know about the most important things happening in KARDS.
5. The Right Side Menu
Again, the content here can be flexible depending on what we want to feature at any given time. This will mostly be reserved for shortcuts to specific game modes, Skirmish mode, events and such.
6. The Progress Line
Finally at the bottom you can view some parts of your progression and relevant rewards to claim.
National progress. By default the UI will show you the last main nation you progressed in but you can also switch nations.
Missions. Based on the same principle, you will have access to your missions from here as well and see the progress at a glance without having to dig deeper. The design of this part is still very much work in progress though.
So now we have covered the surface, but stay tuned for more blogs on the new UI, as we are very excited to share with you guys more about what's under the hood.
Let us know what you think about the changes highlighted here in the comments below or on the KARDS Discord.
This October patch contains multiple bug fixes and an update to new player tutorials.
New Features and Updates
Added a new German tutorial. New players are now able to select between the US or the new German tutorial when starting the game.
Bug Fixes
AI
Orders countered by countermeasures were still playing its animation. Fixed.
AI was playing CARRIER COVER without air units on board. Fixed.
Damage dealt to AI's units affected by SUPPLY SHORTAGE were coming from the units instead of the order and damage was dealt to units one by one instead of AoE damage. Fixed.
CRITICAL DAMAGE was in some cases dealing incorrect damage. Fixed.
SAKURA REGIMENT's ability was in some cases not updating correctly. Fixed.
Fatigue damage wasn't being updated correctly when dealt on AI's turn. Fixed.
2ND PARA C’s effect was sometimes not removed correctly on affected unit when destroyed by the AI. Fixed.
In rare cases, AI attacks were triggering destruction effects twice. Fixed.
Cards
Fixed a bug with card spawning in the wrong place.
Fixed issue where buff on cards in hand wasn’t shown.
Fixed issue with interaction between SPOILS OF WAR and U-16.
Fixed issue where sometimes B-29 cost was not reduced correctly when returned to hand.
Localization
Multiple localization bugs have been fixed. Thank you for reporting them!
Sound
Fixed issue where music would not play in tutorial.
User Interface
Fixed issue where players would get welcome screen multiple times.
Visual Bugs
Fixed issue when board flashed before a match.
Fixed emote selection screen.
Fixed issue where deck appeared empty when it was not.
As always, we welcome your feedback in the comments below, or on the KARDS Discord.
The first open qualifier for the KARDS 2022 World Championship has now concluded. Congratulations to the top 58 players, who will be moving on to the top 128 player Knockout Stage along with our 12 pre-qualified players! You can see a list of all qualified players so far in the Information box in the World Championship hub in-game.
The second open qualifier starts this weekend - so for those not yet qualified, there’s still a chance to make it to the next stage. The top 58 players from this second round will complete the top 128 players, who will all receive 250 diamonds and compete in the Knockout Stage for their spot in the Finals!
Also, the top 300 players from each open qualifier will receive the KARDS 2022 World Championship Cardback. Make sure you seize the opportunity to earn this unique reward!
The second qualifier qualification sessions will be held on the following dates:
1st of October - 16-20 GMT
2nd of October - 12-16 GMT
8th of October - 16-20 GMT
9th of October - 12-16 GMT
15th of October - 16-20 GMT
16th of October - 12-16 GMT
Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.
Competing in a Qualifier
Each qualification session lasts for 4 hours, during which a special World Championship qualifier queue will be available for the bravest among you!
Players need to complete at least 9 games during those 4 hours to successfully complete a qualification session. We also recommend playing a few extra games during the session, as these may improve your chances in the event of tiebreakers.
To enter a game, 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. 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.
Tiebreakers
If players end up with the same score, a tiebreaker system is used to order them. This is based on several things, the most important being the strength of your opponents. Being matched against a very strong player might make for a difficult match, but will improve your chances in the event of tiebreakers, regardless of the match result.
A new Skirmish event is live now until September 25th!
Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.
Skirmish is a unique game mode in KARDS where you play with alternate rules. These rules vary; you’ll face something new and completely different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.
Rules for Skirmish #6
In this Skirmish, you will select your own deck to battle with. All units have the deployment ability to destroy a random unit with a lower cost. This ability will always trigger as long as there is a unit on the board with a lower cost - and please note, that it will choose from any lower cost unit on the board, including friendly units.
Prize for Skirmish #6
As a prize for winning in this Skirmish for the first time, we have something big - a brand new ELITE card! The Oxford, the latest British Elite Fighter, costs 2 Kredits to play and 1 Kredit to operate. It has 1/3 stats and the effect that when a ground unit is deployed, its attack becomes equal to its defense.
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 September 23rd at 12:00 GMT until Sunday, September 25th 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.
A new Skirmish event is live now until September 11th!
Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.
Skirmish is an entirely new game mode in KARDS where you play with alternate rules. These rules vary; you’ll face something new and completely different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.
Rules for Skirmish #5
In this Skirmish, you play with your own deck - but your deck can’t contain any units! Whenever you play an Order card, a random unit with a similar cost from the same nation is added to your support line.
Prize for Skirmish #5
The first time you win this Skirmish, you will receive a full set of the new unique card, the Italian 7th Alpini Regiment. This Limited card costs 6 Kredits to play and 2 Kredits to operate. It has 4/7 stats and is an Alpine card with the Guard ability. Additionally, damage dealt by this unit adds equal defense to your HQ.
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 September 9th at 12:00 GMT until Sunday, September 11th 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.
The Open Qualifiers for the KARDS 2022 World Championship are almost upon us!
The qualifying rounds will take place every weekend between September 10th until October 16th and are split into two sessions - giving you two separate chances to qualify for the next stage of the World Championship.
In-Client Open Qualifiers
The Open Qualifiers are conveniently integrated into the client. All you need to do is log into the game to join the action!
When a qualifying session is active, you can participate in the qualifier and view your rankings from the World Championship hub, accessible on the game’s main screen.
Please note that in order to play in the World Championship qualifier, you must have reached at least rank 15 when joining your first session. Once you’ve played in a qualification session you are eligible for all future qualification sessions even though your rank might drop below 15.
To try and give as many people as possible the opportunity to post a qualifying score, we will be holding two separate Open Qualifiers, each spanning 6 sessions over 3 weekends and qualifying the top 58 players.
Qualifier 1
The qualification sessions in Qualifier 1 will be held on the following dates:
10th of September - 16-20 UTC
11th of September - 12-16 UTC
17th of September - 16-20 UTC
18th of September - 12-16 UTC
24th of September - 16-20 UTC
25th of September - 12-16 UTC
Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.
Qualifier 2
The qualification sessions in Qualifier 2 will be held on the following dates:
1st of October - 16-20 UTC
2nd of October - 12-16 UTC
8th of October - 16-20 UTC
9th of October - 12-16 UTC
15th of October - 16-20 UTC
16th of October - 12-16 UTC
Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.
Competing in a Qualifier
Each qualification session lasts for 4 hours, during which a special World Championship qualifier queue will be available for the bravest among you!
Players need to complete at least 9 games during those 4 hours to successfully complete a qualification session. We also recommend playing a few extra games during the session, as these may improve your chances in the event of tiebreakers.
To enter a game, 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. 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.
Tiebreakers
If players end up with the same score, a tiebreaker system is used to order them. This is based on several things, the most important being the strength of your opponents. Being matched against a very strong player might make for a difficult match, but will improve your chances in the event of tiebreakers, regardless of the match result.
In the Open Qualifiers, players aren’t only playing for their spot in the Knockout Stage - there are some enticing rewards on the line!
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 also receive 250 diamonds to spend on anything they desire in the in-game store!
Qualification session games also count towards Daily Missions and National Progression.
With the first qualification session just around the corner, it’s time to lace up your boots and get ready for battle! There’s only one way to find out if you could be the KARDS 2022 World Champion!
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!