KARDS Update - September 1st (1.0.2902)
This update, the first one after the summer break, delivers a large amount of changes and updates that are improving KARDS. The update was published on September 1st.

These are the highlights of the update, details are further down in the actual patch notes:
As always, your feedback is most welcome! Please use our KARDS Discord or the comments below.
17 cards have been updated with new balance changes. Learn more about these updates and join the in-depth review with Blue Blast and Olikrummi.
[h3]Japan[/h3]
[h3]Germany[/h3]
[h3]Great Britain[/h3]
[h3]USA[/h3]
[h3]Soviet Union[/h3]
We have reworked several game mechanics to make them more intuitive and consistent. Please carefully review those changes.
[h2]Changes to PIN mechanic[/h2]
Unit that is pinned can't move or attack. Pin is removed at the end of the owner's next turn.
This new version is much easier to understand and more intuitive. Instead of denying the next possible action and then removing the pin, now the pin lasts until the end of the owner’s next turn.
[h2]Buff and Debuff changes[/h2]
Temporary and conditional changes that are made to the kredit cost, operation cost and attack value of cards will now be separated from the actual values. The way buff and debuffs are working has been changed.
The attack buff value of a card can be both positive and negative numbers while the actual attack value cannot go below zero, and if the sum of the actual attack and attack buff value is a negative number then the total attack will work as a zero.
Example 1
Before these changes, cards like 85 PIONEER COMPANY did not affect orders that already had 0 kredit cost, but now will (e.g. if an enemy BLACK WATCH changes the kredit cost of your orders, then the order that had a cost of 0 before BLACK WATCH was played will cost 1 after it is played since the 85 PIONEER COMPANY is reducing it by 1).
Example 2
If a NAVAL SUPPORT is used on a unit with 5 defense but is already affected by a DIVE BOMBING, then the unit would have a total of 3 attack until the DIVE BOMBING effect wears off, instead of getting 5 attack and then going up to 7 when the DIVE BOMBING effect wears off.
Example 3
If a ground unit with 5 attack is adjacent to a 10th ENGINEERS BATTALION is affected by a NAVAL SUPPORT, then the unit will get a total of 7 attack and end up with 5 when the buff from 10th ENGINEERS BATTALION is removed, instead of getting 5 attack after being affected by the NAVAL SUPPORT and ending up with 3 after losing the buff from the ENGINEERS.
[h2]Changes to simultaneous effects[/h2]
Damage and destruction effects will happen simultaneously now.
Before this, cards that were destroying multiple cards (e..g TO THE LAST MAN that destroys all units on board) were actually putting all units on board in a queue and destroying each unit one by one and resolving the actions generated like destruction effect mid que. In some cases results of destroying multiple units at a time were unpredictable and could be frustrating at times.
For example if both players had units on board and one of the units was an AKITA REGIMENT and TO THE LAST MAN was played, the AKITA could deal its destruction effect damage to a unit that was already on board if the AKITA was before in the queue. The same goes if SIGNAL REGIMENT was being destroyed with friendly units, for example from TO THE LAST MAN, then the SIGNAL REGIMENT’s effect would only trigger for the cards that got killed before itself in the queue.
With these changes now, SIGNAL REGIMENT will trigger for all friendly units being destroyed with it simultaneously and AKITAs destruction effect will only affect cards that weren’t being destroyed with it simultaneously.
Over 100 individual bugs have been fixed with this update!
[h2]AI[/h2]
[h2]Cards & Units[/h2]
[h2]Game flow & Visuals[/h2]
[h2]Historical Campaigns[/h2]
[h2]Localization & Text[/h2]
[h2]User Interface[/h2]
As always, your feedback is most welcome! Please use our KARDS Discord or the comments below.

Highlights
These are the highlights of the update, details are further down in the actual patch notes:
- Many card balance changes and updates. Watch the in-depth video about these great card changes!
- All Theaters of War cards can be created now using in-game resources.
- Changes to PIN mechanic. Pinned units stay pinned until the end of their owners next turn.
- Simultaneous effects (e.g. To the Last Man + Akita Regiment) utilize a new system resulting in better consistency and predictability.
- Buffs and debuffs that temporarily reduce values below zero can still take full effect now.
- Over 100 individual bug fixes.
As always, your feedback is most welcome! Please use our KARDS Discord or the comments below.
Balance updates
17 cards have been updated with new balance changes. Learn more about these updates and join the in-depth review with Blue Blast and Olikrummi.
[h3]Japan[/h3]
- D4Y SUISEI: Destruction effect changed to “Pin all enemy ground units.” (was: “Pin all enemy units.”).
- G4M1 BETTY: Card effect changed to “If discarded, enter the support line instead. Deployment: Discard a random card from your hand” (was: “Deployment: Discard a random card from your hand.”).
- HONORABLE DEATH: Changed to “Destroy target unit with attack 3 or less. Owner of the unit draws a card” (was: “Destroy target unit with attack 2 or less. Owner of the unit draws a card.”).
[h3]Germany[/h3]
- BREAKTHROUGH: Changed to “Remove Guard, Ambush, and Smokescreen from all enemy units. Draw a card.” (was: “Changed to “Remove Guard, Ambush, and Smokescreen from all enemy units.”).
- FAST HEINZ: Changed to “Give your German tanks in the frontline +2+1.” (was: “Give your German tanks +2+1.”).
- JOINT OPERATION: Changed to “Deal damage to target unit equal to 1 plus the number of unit types you control.” (was “Deal damage to enemy target equal 1 plus the number of unit types you control.”)
- PANZER III-H: Defense changed from 5 to 4.
- Sd KFz 222: Defense changed from 2 to 1.
[h3]Great Britain[/h3]
- BLACK WATCH: Deployment cost increased from 4 to 5. Defense increased from 4 to 6.
- HUDSON Mk III: Card effect changed to “When Hudson destroys a unit, it gets Fury until the end of the turn.” (was: “Units damaged by Hudson are pinned.”).
[h3]USA[/h3]
- 109 COMBAT ENGINEERS: Defense increased from 1 to 2. Card effect changed to “When another friendly unit moves into the frontline, give it +1 attack” (was: “When another friendly unit moves into the frontline, give it +1+1.”)
- CARRIER COVER: Cost reduced from 4 to 3.
- STRAFING: Cost reduced from 2 to 1.
- THE ALLIANCE: Cost increased from 4 to 5.
[h3]Soviet Union[/h3]
- 2nd MOTOR RIFLES: Deployment cost reduced from 4 to 3.
- FRONTAL ASSAULT: Changed to “Give your Light Infantry units +1+2. If you have none, add two to your hand.” (was: “Give your Light Infantry units +1+1. If you have none, add two to your hand.”).
- NIGHT WITCHES: Changed to “Add a POLIKARPOV PO-2 and FROM THE PEOPLE to hand. Shuffle NIGHT WITCHES into your deck.” (was “Add a POLIKARPOV PO-2 to support line. Shuffle NIGHT WITCHES into your deck.”).
Game mechanics
We have reworked several game mechanics to make them more intuitive and consistent. Please carefully review those changes.
[h2]Changes to PIN mechanic[/h2]
Unit that is pinned can't move or attack. Pin is removed at the end of the owner's next turn.
This new version is much easier to understand and more intuitive. Instead of denying the next possible action and then removing the pin, now the pin lasts until the end of the owner’s next turn.
[h2]Buff and Debuff changes[/h2]
Temporary and conditional changes that are made to the kredit cost, operation cost and attack value of cards will now be separated from the actual values. The way buff and debuffs are working has been changed.
The attack buff value of a card can be both positive and negative numbers while the actual attack value cannot go below zero, and if the sum of the actual attack and attack buff value is a negative number then the total attack will work as a zero.
Example 1
Before these changes, cards like 85 PIONEER COMPANY did not affect orders that already had 0 kredit cost, but now will (e.g. if an enemy BLACK WATCH changes the kredit cost of your orders, then the order that had a cost of 0 before BLACK WATCH was played will cost 1 after it is played since the 85 PIONEER COMPANY is reducing it by 1).
Example 2
If a NAVAL SUPPORT is used on a unit with 5 defense but is already affected by a DIVE BOMBING, then the unit would have a total of 3 attack until the DIVE BOMBING effect wears off, instead of getting 5 attack and then going up to 7 when the DIVE BOMBING effect wears off.
Example 3
If a ground unit with 5 attack is adjacent to a 10th ENGINEERS BATTALION is affected by a NAVAL SUPPORT, then the unit will get a total of 7 attack and end up with 5 when the buff from 10th ENGINEERS BATTALION is removed, instead of getting 5 attack after being affected by the NAVAL SUPPORT and ending up with 3 after losing the buff from the ENGINEERS.
[h2]Changes to simultaneous effects[/h2]
Damage and destruction effects will happen simultaneously now.
Before this, cards that were destroying multiple cards (e..g TO THE LAST MAN that destroys all units on board) were actually putting all units on board in a queue and destroying each unit one by one and resolving the actions generated like destruction effect mid que. In some cases results of destroying multiple units at a time were unpredictable and could be frustrating at times.
For example if both players had units on board and one of the units was an AKITA REGIMENT and TO THE LAST MAN was played, the AKITA could deal its destruction effect damage to a unit that was already on board if the AKITA was before in the queue. The same goes if SIGNAL REGIMENT was being destroyed with friendly units, for example from TO THE LAST MAN, then the SIGNAL REGIMENT’s effect would only trigger for the cards that got killed before itself in the queue.
With these changes now, SIGNAL REGIMENT will trigger for all friendly units being destroyed with it simultaneously and AKITAs destruction effect will only affect cards that weren’t being destroyed with it simultaneously.
General changes
- All Theater of War cards can now be created with in-game resources.
- The Friend list has been updated to contain a new maximum of 100 friends.
- The AI can select now from twice as many decks as before and a wider range of cards.
Bug fixes
Over 100 individual bugs have been fixed with this update!
[h2]AI[/h2]
- Sometimes against the AI the first first drawn order is reduced twice when 85 PIONEER COMPANY is on the game board. Fixed.
- Players could end up with 10 cards in hand when AI used order on T-34 85. Fixed.
- ULTRA, secret operatives and interception weren't stopping orders correctly on AI’s turn. Fixed.
- AI got confused when ROOT OUT THE ENEMY affected 0 attack value units. Fixed.
- In AI matches the enemy does not always lose remaining Kredits after STRANGLEHOLD is triggered. Fixed.
- CARELESS TALK has -1 Kredit cost after drawing from deck when enemy A6M3 ZEKE is destroyed with similar countermeasure. Fixed.
- In AI matches friendly air unit operation cost increased by enemy EMBARGO is not reduced at the end of turn if P-61 BLACK WIDOW attacks during that turn. Fixed.
- F4F-4 WILDCAT wasn’t giving HQ smokescreen when spawned on AI's turn (for example by ISOLATION)
- In AI matches the STRATEGIC BOMBING animation is shown in the wrong direction if played after SEABORNE INVASION. Fixed.
- In AI matches the 10th GUARD REGIMENT gets an attack buff when DIVE BOMBING is used. Fixed.
- RESERVES wasn’t giving a correct amount of LIGHT INFANTRIES when played by the AI. Fixed.
- SHIBATA REGIMENT was taking damage while in AI’s hand. Fixed.
- 756th REGIMENT and SHTURMOVIK were sometimes dealing it's excess damage incorrectly by the AI when an enemy ROYAL ULSTER RIFLES was on board. Fixed.
- Players 15th MOTOR RIFLES wasn’t giving HQ immune correctly on AI’s turn. Fixed.
[h2]Cards & Units[/h2]
- Fixed bug in 10th ENGINEERS buff when enemy used MOBILE DEFENSE.
- 1st SIGNAL REGIMENT does not deal damage to the enemy HQ after destroying all your units, including itself, if it is placed earlier than other units. Fixed. See the above explanation about changes to simultaneous effects.
- The 321st RIFLES sometimes spaws the second LIGHT INFANTRY from the card update for the opponent. Fixed.
- 35th RIFLE REGIMENT cost wasn’t lowered if spawned by PARADE. Fixed.
- The 37mm AA GUN was in some rare cases lowering the operation cost of air units when it shouldn’t. Fixed.
- 83rd NAVAL BRIGADE does not always recognize damaged units. Fixed.
- In rare cases, the 85 PIONEER COMPANY was lowering the cost of an order by 2 instead of 1. Fixed.
- A-20B’s kredit cost was sometimes incorrect after being sent to hand by MI5.
- AKITA REGIMENT destruction effect dealt damage to the destroyed units after using TO THE LAST MAN. Fixed.
- The ARGYLLSHIRE HIGHLANDERS bonus was sometimes not working with retreat. Fixed.
- COMBINED ARMS was always giving units blitz even if that upgrade wasn’t chosen. Fixed.
- Unit gets an extra attack after DIVE BOMBING B-4 203mm HOWITZER debuff stops. Fixed.
- Units affected by DIVE BOMBING after returning to hand with AA BARRAGE or NAVAL
- BOMBARDMENT and then played again were as funky as music can get. Fixed.
- Using ENCIRCLEMENT on KAGOSHIMA REGIMENT and then playing GUNSHIP MISSION or WE CAN DO IT does not stop the live gain. Fixed.
- F4F-4 WILDCAT does not give smokescreen when returning from ISOLATION. Fixed.
- FRENCH 75 did not have the passive icon. Fixed.
- Temporary Fury buff (like for example OBICE DA 75/13 can give) was sometimes preserved beyond the end of turn. Fixed.
- HOME DEFENSE’s cost is now lowered to 5 instead of lowered by 5.
- INTERCEPTION does not counter an enemy order that targets a friendly target. Fixed.
- ISOLATION created havoc when trying to return back cards to a support line that was already full. Fixed.
- Ally HQ does not get 5 defense after playing LIBERATION when the enemy hand is full. Fixed.
- Headquarter does not get defense from M3A3 HONEY when ENEMY SPOTTED countermeasure is triggered. Fixed.
- Air units spawned by RADAR ALERT do not gain attack bonus from M8 GREYHOUND in the frontline. Fixed.
- M8 GREYHOUND could sometimes remove the attack boost twice when destroyed. Fixed.
- MOSQUITO FB Mk VI has wrong operation cost when drawn from the HIS MAJESTY CHOSEN after the enemy 37 mm ANTI-AIRCRAFT GUN is destroyed. Fixed.
- NATIONAL FIRE SERVICE will now not trigger when ROYAL ULSTER RIFLES is defending the HQ.
- HQ receives wrong damage from enemy units when ROYAL ULSTER RIFLES is in play and NATIONAL FIRE SERVICE is triggered. Fixed.
- OBICE DA 75/13 wasn’t giving Fury correctly if units receiving Fury had already attacked before in the same turn. Fixed.
- ROYAL ULSTER RIFLES receives only one damage after your HQ is attacked while NATIONAL FIRE SERVICE is activated but it does not trigger. Fixed.
- NAVAL SUPPORT is sometimes messing up the buff calculations when other buff units are in the mix. Fixed.
- No. 1 COMMANDO was causing some destruction effects to trigger twice when killing units. Fixed.
- Operation cost is calculated incorrectly if different sources changed it's value. Fixed. See the above explanation about changes to simultaneous effects.
- Deploying PANZER III-H when one card is left in the deck caused problems. Fixed.
- RAAF LIGHTNING F-4 could sometimes be used on friendly units. Fixed.
- ROYAL ULSTER can redirect HQ damage after it is dead. Fixed.
- Ground unit does not get additional damage from Sd KFz 222 after using GROUNDED on it and played again on the next turn. Fixed.
- ADMIRAL HIPPER and Sd KFz 222 were not always best friends and got angry. Fixed. They are BFF now!
- SHTURMOVIK II-2M and ROYAL ULSTER RIFLES were sometimes not happy with each other. Fixed.
- SUPPLY CHAIN was sometimes spawning incorrect amounts of cards when discarded. Fixed.
- In rare cases, after losing guard temporarily due to T19 HOWITZER results in a bug. Fixed.
Units in the support line gain additional damage after friendly TYPE 93 is destroyed while enemy - SUPPRESSION is active. Fixed.
- TYPE 97 was sometimes not removing buff correctly from affected units in the japanese campaign. Fixed.
- VIVE LA RESISTANCE was adding cards to the enemy hand even if the hand was full. Fixed.
[h2]Game flow & Visuals[/h2]
- Visual effects from strategic bombing and carpet bombing came from the wrong direction if played out while other visuals were rolling and the turn ended very quickly. Fixed.
- Hand cards weren’t getting rearranged after a card was moved from hand to top of deck. Fixed.
Drawing cards wasn’t working correctly when playing out SPOILS OF WAR or PANZER III-H with only 1 - card left in the deck. Fixed
- Units that needed targets on deployment sometimes chose incorrect targets when played out very fast. Fixed.
- In very rare cases players could not attack enemy units in the frontline. Fixed.
- Second KV-1 1941 did not play the deploy animation. Fixed.
- Unit with operation cost higher than 0 can sometimes attack destroyed units while the destroying animation is playing. Fixed.
- Targets that are damaged with orders are not shown in the match history. Fixed.
- Fixed error in PANZER III-G that allowed it to be pinned when spawned in the frontline.
- Cards drawn by PANZER III-H with FEIGNED RETREAT could get stuck on screen. Fixed.
- If a PANZER III-L was removed by a SENDAI REGIMENT and returned back to the battlefield after that SENDAI REGIMENT was destroyed, the PANZER III-L didn’t receive back its buff when it returned to the battlefield.
- PANZER IV F2 wasn’t graying out invalid targets. Fixed.
- Players could Surrender after the enemy HQ was destroyed. Fixed.
- OVERWHELMING FORCE does not show in history below the card (e.g. 'Fury removed'). Fixed.
- In the unlocking matches in rare cases shadows on cards in the card history had some attitude. We have lowered their ego.
- In rare cases the "Mulligan help window" could be shown in the deck selection. Fixed.
[h2]Historical Campaigns[/h2]
- Soviet campaign: One "T-34-1942" upgrade was not working as intended. Fixed.
- Japanese campaign: Enemy HQ was sometimes not fully repaired in the Corregidor scenario in the Japanese campaign. Fixed.
- NAVAL BOMBARDMENT kredit cost was sometimes wrong in the campaign. Fixed.
- Counting added vs deployed units was sometimes counted incorrectly in the Japanese campaign. Fixed.
- The Cards Upgrade tab was sometimes not shown correctly. Fixed.
- The game board background from the previous match was sometimes shown for a couple seconds after a new match is starting in the Campaign mode. Fixed.
- LANCASHIRE FUSILIERS can be targeted by enemy orders after "Cannot be targeted by enemy orders" upgrade has been applied. Fixed.
- Mission does not always end after the "Destroy two Tiger I-H tanks" object is completed. Fixed.
- New effect description isn't highlighted after upgrading the DESERT PUSH card. Fixed.
- "Message from HQ" popup is shown in the center of the screen in the 1st mission of Soviet campaign. Fixed.
- ISOLATION could leave a gap when used in the US campaign. Fixed.
- In some instances, the infantry attack value does not reduce after friendly "TYPE 97 CHI-HA is destroyed. Fixed.
- In some cases, the enemy HQ is not fully repaired at the start of enemy turn when its defense is higher or equal to 12. Fixed.
[h2]Localization & Text[/h2]
- This history image of SUPPRESSION didn’t match the description. Fixed.
- The BLOCKADE text has been updated and an error has been fixed.
- Superfortress card name has been fixed.
- [DE] The German Encyclopedia was incorrect. Fixed.
- [FR] The Store tab text for Theaters of War is incorrect. Fixed.
- [FR] The MOSQUITO text is incorrect. Fixed.
- [PL] The “Greetings Comrade” emote has been updated.
- [RU] "Replay" button is translated to Russian in the "Campaign detail" tab. Fixed.
- [RU] "Done" button is not translated to Russian in the "Extra reward for entering email" popup. Fixed.
- [RU] The "Welcome to the Draft mode" popup is not translated to Russian. Fixed.
- The 10th GUARDS REGIMENT has a GUARD info-box description. Fixed.
- The Japanese HQ has been update with a new name, description, and image.
[h2]User Interface[/h2]
- The Operating cost change is not displayed in the stats changing window below the card after using STAND FAST. Fixed.
- The AICHI D3A-1 has a pin effect as a popup-info. Fixed.
- The background blur sometimes stays activated when looking at card history in the collection when changing game resolution. Fixed.
- Sometimes "Copy deck" and "Delete deck" buttons were duplicated on top of cards in the collection. Fixed.
- The highlighting of support and frontline in the tutorials has been fixed.
- On-turn messages and fatigue damage notification can overlap. Fixed.
- Death icons can appear over units that are already being destroyed. Fixed.
- Non-fury cards could sometimes attack twice in the same turn in the tutorial. Fixed.
- The friend list wasn’t refreshing causing players to have trouble seeing friend requests. Fixed.
- Units could get stuck on the screen after hovering over it while it was being destroyed. Fixed.
As always, your feedback is most welcome! Please use our KARDS Discord or the comments below.