KARDS - The WW2 Card Game - Elin


Hello friends! On March 19th we will launch the Spring Release update to Kards and alongside all the exciting new features found in it we are also looking to shake up the metagame a bit. We are doing a standard balance patch based on the latest shifts in the meta, but we are also going a step further and returning 17 cards currently in the Reserve pool back to active duty in a significantly changed form. We are confident that the combination of these two things will lead to some fun and exciting developments for players to explore and discover, tiding things over until we get the Summer Expansion in a few months.

On the whole, the meta has seen some important changes since the January balance update, but remains healthy, with no single deck dominating the field. Following the January patch we have seen a few decks go down in popularity, notably the Jet Prototype deck, while other decks have grown in popularity, with cards like Winter Regiment, Halifax B Mk I and Devil’s Brigade all examples of cards seeing more play in recent weeks.

Still, even though the meta is in a healthy state on the whole, we are seeing a few cards and decks growing a bit too popular, which can lead to a stale meta over time if not addressed. For this reason we are slightly nerfing a few popular cards. The intention is for these cards to still be playable, but a bit less dominant than their current forms. As usual, we are then rounding out the balance patch with a few buffs to strengthen decks and strategies that are struggling at the moment. So, without further ado, let’s go through the standard balance changes coming in the Spring Release later this month.

Card Balance Changes
20. PANZERGRENADIER


This Army-In-A-Can is ideal for the busy person in a hectic world - a quick canned soup on the run is perfect. But too many cooks spoil the broth, as they say, and there are too many cooks brewing with 20. Panzergrenadiers at the moment. So we are draining one defense out of the can, let's see if this ends up being the chef’s kiss.

THE GLAMOUR BOYS


The glitz and glamour of The Glamour Boys is quite in vogue, but if there is anything high fashion hates it is becoming mundane and common. This has been the fate of these fancy Canadians and has resulted in dampening their high spirits from 7 to 6. We’ll see how much their supermodel stardom fades now that they are more likely to become fashion victims out on the battlefield.

SCRAP METAL


Jalvage (why not Salvasian? Much better) was the big winner following the January patch. This deck is performing well, but not too well. Still, as often is the case with 0-cost kredit buff cards (when will we learn?), they can lead to very high-rolly starts, this time alongside partner-in-crime Out of the Mist. The changed Scrap Metal can still accelerate you in the early game at 1k, but the turn 1 high-roll is at least now in the dumpster.

PRODUCTION ORDER: B-24D and B-24J



All good things must come to an end and the value offered by the inconspicuous Production Order was too much. Compared to the base B-24 Liberator, these special variants offered nothing but upside, power creeping a bit too heavily. Shaving off a single attack point means the value is still good, but no longer in the stratosphere.

13. GEBIRGSJÄGER


The 13. Gebirgsjägers may put their pants on one leg at a time like other people, but what they really need are more snowballs. The 13. Gebirgsjägers can snowball harder than most other Alpines and may help the Alpine decks to fight through all the hate and suppression to become the true Ice Overlords they are meant to be. I for one hail them.

No. 43 COMMANDO


No. 43 Commando may never have seen the spotlight their smaller brother No. 10 Commando has enjoyed. Coming out for 1 less is unlikely to thrust them into the limelight quite yet, but who knows what future Commando support cards will bring.

15th MOTOR RIFLES


HQ immunity is no small thing, but the frail body of the 15th Motor Rifles has never allowed the unit to stand on its own two legs. Now with an attack of two, let's see if this old war dog finally has more bite than bark and give Soviet control decks some much-needed backing.

158th BUSHMASTERS


Old: When a unit is fully repaired, deal damage to a random enemy equal to damage repaired.
New: When a unit is fully repaired, distribute the damage repaired between random enemies.

“You don’t repair the dead,” is something a famous US general said at some point, probably, maybe. The point is that the repair theme suffers because units in Kards have a nasty tendency to be destroyed rather than maimed. That being said, repairs do happen, such as with a certain winter-themed regiment. This new and improved Bushmasters does not deal more damage than the previous one, but spreading it out makes it a lot more useful against weenie strategies and a 33% increase in punching power is the cherry on top.

P1Y1 MODEL 11


The Smokescreen-matters theme of Legions turned out to be just smoke and mirrors when Shock Attack was shockingly nerfed pre-launch. The reduced cost here is unlikely to really make the theme take off, but it is a small step in that direction for the future. The possibility of attacking with a 4/5 bomber on turn 5 is certainly enticing.

1re BFL


1re BFL has one of those effects that is highly polarizing - it either is completely useless or meta-defining. And there is a very thin red line between the two. So far in its existence the 1re BFL has certainly fallen on the useless side of the coin. There is a tipping point where the coin flips. It is doubtful a cost reduction of one is enough here, but the tipping point is certainly getting closer.

That’s it for the standard balance changes. But there is more! We are also experimenting with something we haven’t done before - returning cards from the Reserve list outside of the normal rotation when a new expansion hits. 17 cards are coming back from the cold, eager for the chance to be your latest bedwarmers. This is all well and good, but here’s the clincher - all of these 17 cards are seeing significant reworks and can be regarded as new cards. Before we start going through the returning reservists, let’s answer why they have all been reworked.

If you look through the reserve list, you can roughly divide it into three groups. One are cards that were reserved for meta reasons - strong cards that will (and did) have significant impact. Second group are cards that we deem not fitting anymore, such as cards that can create toxic environments, like resistance or draw denial, or that have effects we no longer want to see for that nation, like straight draw in Mobilization. The third and final group are cards that most would deem as subpar - cards that no one will mind seeing rotated out.

Returning cards from group two without changing them is obviously out of the question, cards from group three will have no impact being returned and while group one would have an impact, there is a high chance that we would just regurgitate an old and stale meta. To increase the likelihood of something new emerging, the obvious solution was to take cards from group two and three - cards that would never be returned in their old forms anyway - and find new and interesting designs for them. Some of these new designs are intentionally pushed, to encourage some meta shake ups until the summer expansion arrives.

Each of the main nations is getting 3 cards reworked, with France and Italy getting one each (there are no Polish or Finnish cards in the Reserve pool). Let’s take a look at the 17 cards.

Returning Reserve Card Reworks
THE MERCHANT NAVY


Tired of some pimply faced Blitz merchant dropping out of the sky to kill you with some pimped-up aeroplane on steroids? Well, fear not! The Merchant Navy is here to save the day! Now these creatures of the night will be sent back to the nether regions where they belong, giving you all the time you need to deploy your glitch and glamour and push your way to victory like a proper gentleman.

QF 40mm Mk III


Bombing Berlin leading to increase in artillery production is a well known true fact from World War II. Or is it? In any case, you can now test this theory out in practice with the brand new QF 40mm Mk III, nicknamed “Dolly” for its expert cloning capabilities. Blitz artillery has often gotten out of hand, let alone getting two of them in one go, as you now can.

22nd GUARDS BRIGADE


22nd Guards Brigade offers an innovative new delivery system for inflicting carpet bombing level of damage on all enemies. Just chill on the battlefield for a bit and before you know it your enemies will start falling like flies. It may sound like the funniest joke in the world, but that’s just because it might just well be. There are ways to cheat on the Veteran trigger and the 22nd Guards Brigade offers one of the best payoff so far for Veteran units. Note that the damage is dealt to all enemies, not just units.

RAPID ENGAGEMENT


Look up Versatility in a dictionary and you’ll see a picture of the new Rapid Engagement. There are myriad ways for you to use this to your advantage. The most straightforward one is of course deploying a threatening unit and immediately give it Blitz. You can also use this to repair a unit and shake off any detrimental effects, like Pin, Suppressed status or ongoing conditions like that from Supply Shortage. Note that the unit will return to the same front, so you can use it on a unit in the frontline and it will return there.

33. PANZERGRENADIER


In our internal poll, this was voted our least sexy rework change. But don’t let the dullness fool you - in the right deck, a permanent attack buff of +2 is nothing to sneeze at. This may offer less of an immediate value as a Blitzkrieg, but it does help regain the frontline, which can be quite important, if rather situational. Running 4 copies will be rare but 1 or 2 may give you the surprise swing to seize the initiative at the right moment.

WOLFPACK


Here is the first example of a card from the second group mentioned above - a card that had an effect we wanted to see less of in the game (draw denial). Still, this is an iconic name and picture, so it was inevitable that the card would return in a changed form. We want it to retain the discard association so common with the German U-Boat cards. Effectively, this is similar to the Airstrike countermeasure, the difference being that you now have a better control over which unit it affects. This is a strong card and you can expect to face it a decent amount of time once it is back on the menu.

SU 152


Soviet tank decks may not be the top tier meta decks at the moment, but when that day comes, the SU 152 offers excellent value. It may even be possible for it to fit into a shell with cheap German tanks, though such decks will always have a distinct mad scientist flavor to them. But then again, mad scientist decks are the bread and butter of many card gamers.

10th GUARDS REGIMENT


Retreat and suppress effects are a dime a dozen in the current meta, making life difficult for Guard units lacking in powerful deployment effects. Many aggro decks rely completely on being able to bypass Guard units with retreat or suppress trickery. 10th Guards Regiment is tailor-made (literally) to give such decks grief and help restore the tarnished name of all good Guards out there.

NO RETREAT


If 10th Guards Regiment is not enough, now you can also Build-Your-Own super Guard. Alternatively, you can protect your key units, like 272nd Guards or 67th Baranovichi, from the infamy of having their powerful abilities stripped away. And perhaps there are even more crazy concoctions out there - Beriev Be-4, anyone?

MOBILIZATION


The old effect of Mobilization - drawing 3 cards straight up - was something we did not want to see in the US card pool. US draw tends to be unit related instead and Mobilization now fits the bill. The old Mobilization usually saw play in slow ramp or control decks to refill the hand, but the new version is much less suited for this role. It is more likely it will find a place in small unit heavy decks, or possibly some combo decks. It forces you to keep a close track on what units are left in your deck to maximize its efficiency, an important skill to nurture.

EMBARGO


The previous version of Embargo was too narrow in its application for putting strain on the enemy resources. The new version is a lot more straightforward and thus generally more useful. It is not for every deck out there, but in the right type of deck this card can be quite potent. It is a softer version of the well known (and often hated) kredit denial strategy. It does not give the same kind of long-term value, but if timed correctly can effectively buy you an extra turn.

47th INFANTRY REGIMENT


The base version is similar to the old one, but the ramp relevant ability has been changed. Note that the Blitz on the Veteran version means that the copy is able to attack into the enemy support line immediately. This requires a bit of a setup, but can be quite cheeky. Bottom line, 47th Infantry Regiment is now less of a lame ass and can instead be the backend of ramp strategies aiming for fast attacks from the rear, end result being it no longer is the butt of someone’s jokes as it was before.

CODE OF BUSHIDO


This card was a bit of an odd duck that had no home. The new version operates in the same design space, but allows for much stronger potential synergies with other Japanese cards, including the two below. At face value you are losing 2 cards to destroy 1, but there are many ways for you to come out ahead, including often being able to destroy much more costly units than the 3 kredits you have to spend.

Ki-21 SALLY


The stats remain the same, but instead of potentially getting Fury the card now fits into the self-discard theme. There have been some attempts with the old version for an OTK deck, but it never really had a leg to stand on. The new version loses that capability, but offers many interesting options with the right support.

B5N KATE


The oft-mentioned self-discard deck lacked more payoff options. The new Kate offers a good payoff and can be very potent in the right shell, especially against enemy aggro decks. A free Tora! Tora! Tora! or two every turn can quickly overwhelm even the staunchest enemy.

B-26 GROUPE BRETAGNE


Picture this. You’ve ramped to 20 kredits. You dump three B-26 Groupe Bretagnes on the battlefield, filled with glistening enemy tanks and infantry frothing at the mouth. You play High Altitude Bombing. Game over. You wake up, absolutely soaked. Sounds familiar? If so, this is the unit for you. Build it and they will come.

MARE NOSTRUM


Legends tell of days of yore when Italians roamed the lands, gaining life with everything they touched. The legends have faded to myths and even the myths are now mostly forgotten. The wind blows and the sea stirs, the wind driving the waves to our shores once more. This is not the beginning. But it is a beginning.

This is it for the reworked cards. The release lands on March 19th, until then you can rev your theorycrafts and ready yourself to hit the ground running. Please continue to provide us with your excellent feedback. Until the next time, see you on the battlefield, commander.
KARDS - The WW2 Card Game - Elin


Hello everyone!

We’re thrilled to share with you more details about the upcoming Spring Release!

In this dev blog, we’ll review one of the main features arriving with the Spring Release: friends panel enhancements.

Stay tuned for more dev blogs about the main features arriving with the Spring Release this March.

Friends Panel Enhancements
The friends panel is one we will be bringing the first of many updates to in the upcoming Spring Release. We feel that at the moment, there isn’t much encouragement for players to interact with one another in the game and build in-game connections with fellow KARDS players. This is something we are prioritizing over the course of the next several months and are bringing the first steps on this path in this Spring Release.

https://youtu.be/Fbq3O_6hVIk

Last Played Opponents
We’re excited to bring more opportunities for you to interact with your opponents in the upcoming release. Going forward, you’ll be able to see the last opponents that you played with in your friends panel. The last 3 opponents you played against will be listed in the friends panel, and from this list you’ll be able to send them a friend request, and/or copy the deck they played against you with.

Copy Opponent’s Deck
Many players have found themselves facing an incredibly powerful or particularly entertaining deck, wondering what secret spices make up their opponent’s deck and how they can achieve similar results. The ability to copy an opponent’s deck is a significant new feature which will bring some KARDS players closer to the answer to that question.

Going forward, you’ll be able to copy any deck from an opponent who plays against you. Copying an opponent’s deck works in the exact same way as you copy your own deck code from the game, where you’ll be able to directly import it into a new, free deck slot in your own library, or paste it into a text document to get the full breakdown of what’s in the deck.

Note that you’ll only have access to your opponent’s deck after the battle - you won’t be able to copy an opponent’s deck at the start of a battle, for example. You’ll only be able to copy a deck from the last 3 opponents you faced, and only the deck that you fought against. You’ll also need to own every copy of every card in the opponent’s deck in order to be able to bring it to battle yourself.

Copying a deck from an opponent is only part of the battle. While this can give great insight into the opponent’s strategy, it’ll be up to the deck copier to figure out how best to play the deck to see success and lead their forces to victory!

We see the new ability to copy an opponent’s deck as an accessible way for many players who struggle with building a deck from the ground up and have difficulty with finding decks on the KARDS deck builder website to seek inspiration from the community directly through the game client.

These friends panel changes are the first of many we hope to introduce in the coming months to improve the overall experience of players in interacting and engaging with one another through the game client. We’re thrilled to keep working with the community to enhance in-game opportunities for interactions and engagement and are looking forward to hearing your feedback about these changes, as well as sharing with you more about what we have in store for the future in the coming months.

We’d also like to note that the possibility to send an invite to a friend out-of-game was recently added to the game. Simply navigate to the Friends panel on the top-right corner of the game’s main screen and click the “Invite Friend” button on the bottom of the panel to forward an invite to one of your friends out-of-game.

We’re incredibly excited to bring you the Spring Release with all the thrilling things it will bring. Make sure to keep an eye out on the KARDS newsfeed for the full patch notes for the Spring Release later this month!
KARDS - The WW2 Card Game - Elin


Hello everyone!

We’re thrilled to share with you more details about the upcoming Spring Release!

In this dev blog, we’ll review one of the main features arriving with the Spring Release this March: battle ready decks.

Stay tuned for more dev blogs about the main features arriving with the Spring Release this March.

Battle Ready Decks
Battle ready decks, previously known as pre-built decks, are returning to KARDS!

https://www.youtube.com/watch?v=64ZXqFfgFGA

What Are Battle Ready Decks?
Battle ready decks are hand-built by KARDS’s game designers. These decks can either be earned through national progression, or purchased through the in-game shop.

Once you’ve earned or purchased a deck, you’ll always be able to create the deck list from the “Battle Ready Decks” menu (previously pre-built decks menu) in the deck creation screen. Gain information about the deck through the deck creation interface, including a full interactable list of cards in the deck, and a description of the key points of the deck.

Whether earned or purchased, battle ready decks can be incredibly useful for players just starting out in KARDS, players who want to jump straight onto the battlefield, and those who prefer to spend their time tweaking decks as opposed to building them from the ground up.

Earned Decks
The earned lists are the same ones you may know as the pre-built starter and level 12 decks. As such, there are currently 10 decks that can be earned through national progression - one for each nation after completing each starter campaign, and one for each nation once level 12 in the respective nation is reached.

The earned lists may be familiar, but their presence on the national progress line has been enhanced, with each deck now presented in a unique and exciting card container!

Purchased Decks
With the Spring Release, several battle ready decks arrive that can be purchased with diamonds from the in-game shop. Each of the purchasable decks falls into a popular current archetype and provides significant value through the cards it contains, as well as its composition.

In this initial introduction, we’ll be bringing two primary types of decks at different price points, one type which will be available for 200 diamonds, and the other available for 350 diamonds.

The 200 Diamond decks contain about 2 Elite cards, 4-6 Special cards, and a mix of Limited and Standard cards. These are excellent decks to kickstart your journey to the top, and may benefit from a bit of tweaking to best fit your playstyle and maximize their effectiveness.

The 350 Diamond decks include around 4-5 Elite cards and up to 8 Specials, and a mix of Limited and Standard cards. These are powerful decks designed to hit the ground running and support you in climbing the ladder to the top ranks.

Purchased decks will be available as part of regular shop rotation, and may be featured in limited-time bundles.

Note that any cards in purchased battle ready decks will not move to the reserve pool for an extended period after their purchase. A deck will be removed from the shop rotation months before any cards in it may move into the Reserve pool.

When Will the Battle Ready Decks Arrive?
The new battle ready decks arrive with the Spring Release in the latter part of March. You can also expect to see more battle ready decks added to the shop rotation in the coming months.

We’re incredibly excited to bring you the Spring Release with all the thrilling things it will bring. Make sure to keep an eye out on the KARDS newsfeed for the full patch notes for the Spring Release later this month!
KARDS - The WW2 Card Game - Elin


A new Skirmish event is live now until March 10th!

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.

Get ready for thrilling matches with these Skirmish rules:
  • Choose your own deck to battle with.
  • Skip drawing a card at the start of turn.
  • When you destroy an enemy unit during your turn, draw a card.
  • Players start with an extra kredit slot.
  • At the start of your turn, choose M18 HELLCAT, PANZER III-H or KV-1 1941 to add to your hand and set its cost to 2.

In addition to the exciting and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a free 1-day Medkit as your first win reward in this Skirmish!

Access your Medkits on your National Progress line, by clicking your player name in the top bar, selecting the “Rewards” tab, and clicking the “Medkit” button on the top-right of the National Progress interface.

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

This Skirmish is available from Friday, March 8th (12:00 GMT) until Sunday, March 10th at 18:00 GMT. Join this special event and 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.

See you in the Skirmish this weekend!
KARDS - The WW2 Card Game - Elin


Hello everyone!

We’re thrilled to share with you more details about the upcoming Spring Release!

In this dev blog, we’ll review one of the main features arriving with the Spring Release this March: battle enhancements.

Stay tuned for more dev blogs about the main features arriving with the Spring Release this March.

Battle Enhancements
Coming this March, we have several exciting new features and UI enhancements arriving to the battle scene. These include the brand new battle history rework, new end of battle interaction capabilities, and further UI enhancements. Read on for the full breakdown!

https://www.youtube.com/watch?v=2yPC6gy9mk4

Battle History Rework
The Battle History has been overhauled to significantly improve its usability for all players, and this will be arriving with our Spring Release.

Battle history will be hidden by default and can be expanded by clicking the “History” button on the left side of the game board. This allows players to fully focus on the battle without any interruptions when the history is minimized, and also allows more space to be dedicated to displaying the battle history well when it is expanded.

The way that different events are displayed in battle history has been completely reworked. Events are now grouped separately, providing a much clearer look at the effects of each different event. For example, in the previous system, if a player played CARPET BOMBING and one of the affected cards had a destruction effect on it that affected other cards, this would all be displayed together in one big group. This would sometimes lead to a very large group in one event that could be difficult to read, especially quickly in the middle of a battle. In the new system, these are separated - that is, the CARPET BOMBING and all cards affected are in one event, with a new separate event listed for the destruction effect and all cards affected by that. This will significantly improve how quickly and easily a player can grasp everything that just occurred, especially when many effects trigger in a chain reaction. As before, you’ll be able to hover or tap on an event to gain more information about it and its effects.



Additionally, we’re introducing a scrollable battle history, allowing players to scroll back and review the last few turns of the match. This is another important step to make it easier for players to easily see and understand everything that’s happening in a battle before the battle history flies by.

This new battle history is also the same on both PC and mobile devices. This added consistency makes it easier for players to adapt to playing on different devices and ensures that mobile and PC players are having the same experience regardless of which device they’re playing on.

End of Battle Enhancements
Have you ever wanted to send that one final emote to your opponent before returning to the game’s main screen, or review the final board state one last time before going to search for another game?

Rejoice! We’re now adding a lot more functionality for players at game end. Instead of being immediately returned to the main screen, you’ll now have the opportunity to hang back, send a final emote to your opponent, explore the final state of the game board, and scroll through the battle history of the last turns and get all the details of what happened in those final turns of the match. Return to the main screen and queue up for another game at your leisure, once you’ve explored the final battle state to your heart’s content.

Battle UI Enhancements
We’re also introducing several enhancements to the battle UI.

A brand new kredit counter is arriving, clearly emphasized on the bottom-left of the game board. This rotating counter gives more depth and feeling to your kredits as they accumulate and are spent.

We’re also tweaking how player names appear on the board, to help these stand out a bit more.

We’re thrilled to bring you all these enhancements to the battle UI in the Spring Release, coming to your client in the latter half of March. All of these enhancements are things we’ve wanted to bring to the game since introducing the new UI to the game in 2023. The battle UI is something we will continue to iterate on as we go forward, to provide the best possible experience for all our players, with a special focus on our newest players.

Make sure to keep an eye out on the KARDS newsfeed for the full patch notes for the Spring Release later this month!
KARDS - The WW2 Card Game - Elin


A new Skirmish event is live now until February 25th!

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with an alternate set of rules. These rules vary between the Skirmishes; you’ll face something different at every new Skirmish event.

Get ready for exhilarating matches with these Skirmish rules:
  • Choose your own deck to battle with.
  • Players start with 12 Kredits.
  • Cards cost a minimum of 4.

In addition to the exciting and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a random card pack with your first win in this Skirmish!

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

This Skirmish is available from Friday, February 23rd (12:00 GMT) until Sunday, February 25th at 18:00 GMT. Join this special event and 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.

See you in the Skirmish this weekend!
KARDS - The WW2 Card Game - Elin


A new Skirmish event is live now until February 11th!

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with an alternate set of rules. These rules vary between the Skirmishes; you’ll face something different at every new Skirmish event.

Get ready for thrilling matches with these unique Skirmish rules:
  • Choose your own deck to battle with.
  • Your deck must contain at least 20 tanks.
  • Tanks are the only unit type allowed in the deck.

In addition to the exciting and completely different battle experience you’ll get with this Skirmish ruleset, you’ll also get a 1-day medkit with your first win in this Skirmish!

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

This Skirmish is available from Friday, February 9th (12:00 GMT) until Sunday, February 11th at 18:00 GMT. Join this special event and 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.

See you in the Skirmish this weekend!
KARDS - The WW2 Card Game - Elin

A new Skirmish event is live now until January 28th!

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with an alternate set of rules. These rules vary between the Skirmishes; you’ll face something different at every new Skirmish event.

Get ready for a completely different battle experience with these unique Skirmish rules:
  • Each player gets an identical 10-card deck.
  • At the start of each turn, choose 1 of 3 3-cost cards randomly chosen from a pool of 9.
  • Each player starts with three extra Kredit slots.

In addition to the one-of-a-kind battle experience you’ll get with this Skirmish ruleset, you’ll also get a random card pack with your first win in this Skirmish!

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

This Skirmish is available from Friday, January 26th (12:00 GMT) until Sunday, January 28th at 18:00 GMT. Join this special event and 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.

See you in the Skirmish this weekend!
KARDS - The WW2 Card Game - Elin


Dear KARDS players, friends, and WWII enthusiasts,

We are thrilled to bring you a 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, regular in-game events, official tournaments, and general KARDS refinements. Also not listed on the roadmap are card balance 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


In 2024, we plan on four major releases, two of which (summer and winter) bring you a ton of new cards and mechanics, while the other two (spring and fall) focus on new features, game modes and improvements.

March: Major Release
The March release is our big spring release, which focuses primarily on game improvements and some new features. Last year was a busy one for KARDS, where, among other things, we overhauled the UI, released KARDS on mobile, and brought two major expansions to the game. Throughout these times our focus was primarily on the bigger picture, making sure that the major points were delivered to our players. We’re looking at the March release as an opportunity to focus on a huge amount of polishing and introducing various smaller, and potentially some slightly larger, frequently requested features to improve players game experiences, as well as a meta shake-up through card balancing and reinforcements arriving from the Reserve pool. Keep an eye out for more details in an upcoming dev blog!

Summer: Major Expansion
A new major expansion is coming to KARDS this summer! Expect this major expansion to be of a similar size as the two major expansions in 2023, including a heap of new cards and new mechanics. Get ready to enjoy a bunch of new content in KARDS this summer!

Fall: Major Release
This fall we bring another major release focusing on new features, game modes and general improvements. We’re thrilled to share more details with you about the upcoming fall release in the coming months!

Winter: Major Expansion
This winter in KARDS, a new major expansion enters the battlefield! Estimated to be a similar size as previous recent major expansions, you can expect a boatload of new cards and mechanics with this expansion. We’re thrilled to bring an exciting strategic shakeup to KARDS next winter!

Winter: World Championship
As always, we are ecstatic to bring another World Championship to you this year, with the qualification process starting in the latter half of the year, culminating in an epic Grand Finals series this December. Keep an eye on the KARDS news feed for updates about this!

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.
KARDS - The WW2 Card Game - Thomas

Hello everyone!

Earlier this month, we released information about upcoming balance changes in our latest dev blog. These changes have now been deployed in the January patch. We also include some bug fixes with this patch.

Read on for all the intel on what is included in this patch.

Card Balance Changes
A total of 8 cards have been updated in this patch.

64. PANZERGRENADIER
Old: Veteran. When this unit becomes Veteran gain 3 additional kredits.
New: Veteran. When this unit becomes Veteran gain 2 additional kredits.



JET PROTOTYPE
Old: Deployment: Remove the top 6 cards of your deck. Gets +1 attack for each with even cost.
New: Deployment: Remove 6 cards from your deck. -1 operation cost for each with even cost.



H39 sWG


FROZEN ASSETS


LINE OF ENGAGEMENT
Old: Add a LIGHT INFANTRY to your hand, support line and frontline, if possible.
New: Add two LIGHT INFANTRY units to the battlefield, one in the frontline if possible.



PRODUCTION ORDER


B-24D
Old: Heavy Armor 1. Costs 3 less to deploy if you control a unit with 3 or more operation cost.
New: Blitz, Heavy Armor 1. Costs 3 less to deploy if you control a unit with 3 or more operation cost.

B-24J
Old: Blitz, Heavy Armor 1. Deployment: Suppress all enemy units.
New: Heavy Armor 1. Deployment: Suppress all enemy units.



WINTER REGIMENT


DETACHED BATTALION 4
Old: Salvage. Deployment: Destroy target enemy unit with cost 2 or less.
New: Smokescreen, Salvage. Deployment: Destroy target enemy unit with cost 2 or less.



Bug Fixes
Battle
  • When HOME DEFENSE was in the opponent’s hand, and the opponent’s HQ had 10 or less defense, the game would get stuck when playing the A6M2-21 ZERO. Fixed.
  • Fixed multiple broken interactions with SNOWSTORM resulting in incorrect operation cost in certain circumstances.
  • When an exile unit was suppressed and retreated to hand, after playing the same exile unit from hand, the exile keyword was not correctly acknowledged by other units, such as when a unit providing an exile-related buff was played. Fixed.
  • When COLD TRAP was active and triggered, if the support line was full, SISSI was not added to the frontline. Fixed.
  • If a P-38 LIGHTNING was on the board when a HALIFAX B Mk I was played, the damage dealt by the HALIFAX B Mk I on deployment was not correctly buffed by the P-38 LIGHTNING. Fixed.
  • When BREAKTHROUGH was played on the 50. INFANTRY REGIMENT (Veteran), the Ambush ability was not correctly removed. Fixed.
  • When an artillery unit pincered to KING’S OWN SCOTTISH attacked an opponent’s unit, an attack animation was incorrectly displayed on KING’S OWN SCOTTISH. Fixed.
  • Fixed issue causing the ranked battle win streak to be reset when a game was lost in unranked or classic battle modes.
  • When OUT OF THE MIST was played on a unit with 1 defense that had the “immune to damage” effect on it (e.g. through LIGHTNING CONQUEST), the game would get stuck. Fixed.
  • A golden NO SURRENDER did not spawn golden LIGHT INFANTRY units. Fixed.
  • Fixed broken interaction between certain orders that buff a unit and then destroy it at the end of your turn (e.g. HONOR) and suppression.
  • Fixed broken interactions between guarded units and cards that grant guard ability (e.g. STRONG BOND), as well as cards that remove guard ability (e.g. BREAKTHROUGH).

Campaigns
  • In starter campaigns, sometimes the opponent’s name was missing. Fixed.
  • In the first starter campaign, sometimes pop-ups did not correctly disappear. Fixed.
  • In some Theaters of War campaigns, on mobile devices, in specific circumstances, cards in the mulligan could become invisible when put into hand. Fixed.

User Interface
  • In UI scale 0.8, the history text on the TUNIS HQ, SUPPLY CHAIN and JAGDPANTHER jittered in the Russian language. Fixed.
  • Fixed several issues with text in the Collection interface not showing up correctly in certain circumstances, or not fitting correctly into the intended fields.
  • Fixed issues with completed starter campaign text not correctly fitting into intended fields.
  • Sometimes, a salvaged Veteran card would show the incorrect national symbol on the image displayed when the card was hovered over in battle or the Collection interface. Fixed.

Visual
  • If all gold copies of a Reserved card were recycled, the crate progress could appear to reset until the game was relaunched. Fixed.

That’s all for now. We thank all of our players and the KARDS Community in general for reporting bugs and discussing the game balance. If you want to get involved, join us on Discord!
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