December Update - Patch Notes

Hello everyone!
It’s been a busy period at 1939 headquarters. On November 27th, we deployed Homefront, with 87 new cards, fresh mechanics, balance changes, and an updated Draft card pool. A small follow-up patch landed on November 29th to resolve early card bugs and a balance issue.
We continue to closely monitor the evolving battlefield, including the widely discussed SECOND FRONT and B-26 GROUPE BRETAGNE. We’re working on getting everything in alignment for our next balance patch, which is estimated to land in January. We will have more details on that a bit later.
Today’s patch brings a round of important bug fixes, minor improvements, and some behind-the-scenes preparations as we march toward the holiday season. Read on for the full briefing! 🎅
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[h2]Autoplay Timing Update[/h2]
RESISTANCE cards are designed to autoplay immediately when drawn. However, this instant autoplay could interrupt other effects in unintended ways. One example was an issue where ULTRA would correctly trigger when countering an order, but the enemy's RESISTANCE, sitting on top of their deck, would immediately autoplay and prevent the original order from being cancelled.
To address this, we've reworked how autoplay cards behave:
- Autoplay cards are no longer played instantly the moment they are drawn.
- Instead, they are queued and will only autoplay at controlled moments:
- At the end of the current player action, or
- At the end of start turn or end turn phase
- At the end of the current player action, or
This ensures that gameplay effects resolve in the correct order and prevents autoplay cards from interfering with ongoing actions.
This update also affects full-hand scenarios:
- Previously, a card like RESISTANCE would still autoplay even if the hand was full when drawn.
- Now, if the hand is full, the autoplay card is discarded, matching the behavior of normal drawn cards.
Overall, this change makes autoplay behavior more consistent, avoids flow-breaking interruptions, and resolves edge cases such as the ULTRA + RESISTANCE interaction.
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[h2]Bug Fixes[/h2]
[h3]Battle[/h3]
- Fixed several issues relating to autoplay and RESISTANCE cards, including a broken interaction between 2. MARINE DIVISION, GIFU REGIMENT and U-16; FW 189 and USS THE SULLIVANS; HMS SCEPTRE and 22nd MARINES; and ULTRA and RESISTANCE.
- Combat keyword buffs were not correctly applied to Covert units located in the hand or deck. Fixed.
- When the DORNIER DO 17Z was located on the battlefield and another unit (e.g. 506th AIRBORNE), and a card with the “Send a friendly unit to hand” ability (e.g. SHIFTING ATTACK), when the other unit (506th AIRBORNE) was sent to hand, if the hand was already full, the hand could have 10 cards in it after the friendly unit was sent to hand. Fixed.
- When the 6th MOTOR RIFLES was deployed, if only 2 cards remained in the deck, the drawing could get “stuck”. Fixed.
- If DECOY TACTICS was played on an enemy unit, the order ability was triggered on the enemy’s side. Fixed.
- When the 1st GRENADIER REGIMENT was located on the friendly battlefield as well as a unit with the Destruction ability (e.g. THE PROFESSIONALS), if an enemy Ki-49 STORM DRAGON attacked and destroyed the unit with the DESTRUCTION ability, the destruction ability was triggered twice. Fixed.
- If two SNIPED countermeasures were activated, when an enemy unit attacked the first time, the first countermeasure was correctly triggered, but the second time a unit attacked, the second countermeasure was not triggered. Fixed.
- If a 1st GRENADIER REGIMENT was located on the enemy’s battlefield and a B-26 GROUPE BRETAGNE was located on the friendly battlefield, and a card with the “Remove a unit” ability was used on the B-26 GROUPE BRETAGNE (e.g. VOLUNTEER CORPS), the 1st GRENADIER REGIMENT’s unit ability appeared to be triggered on the already removed B-26 GROUPE BRETAGNE, which still returned to the battlefield at the end of the turn. Fixed.
- Changed Reserve pool interaction. Cards in the Reserve pool can now add or develop both Reserve and non-Reserve cards. Cards not in the Reserve pool continue to only add or develop non-Reserve cards.
[h3]Visual[/h3]
- The “Passive” icon (+) and description were missing on the YAK 9 PL in the “Collection” menu and on the battlefield. Fixed.
- On mobile devices, when a game was restarted in the middle of a battle, the card showcase (looking at a card zoomed in) did not fit properly on the screen. Fixed.
- When multiple RESISTANCE cards were added to the deck, the animation of cards being added to the deck could overlap. Fixed.
- When hovering over a card, card help bubbles disappeared when the enemy played a card. Fixed.
- The bonus XP did not show correctly on the experience bar at the end of a match when a medkit or battle pass was active. Fixed.
That’s all for now. As always, thank you for your detailed reports and vigilance on the frontlines - your intel helps us keep KARDS running smoothly. Keep an eye on the news feed for the latest updates as we head into the holiday season! 🎄❄ 🎊





