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KARDS - The WWII Card Game News

BLOOD & IRON: BRITAIN



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The British have their tanks! A new Humber with a twist and the Black Prince, an upgraded Churchill tank with a 17-pounder gun. However, as before it is the infantry which is at the core of the British Army. Here we will see units that will punish the enemy if they are not engaged and you will have garrison troops to help guard your HQ and assets. There will also be a few units that make use of the new shock mechanic.

So become the best with the British. With the new cards you can make a deck that can help you reach the top!

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BLOOD & IRON: JAPAN



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The Japanese will be a bit different than the other 4 major nations. Historically the Japanese were not as focused on tank development as other nations. That being said, they will receive a few tanks. Mostly it will be new infantry, small units with shock, large units that will have strength and weaknesses. All in the theme of previous Japanese releases, with a bit of a new flavor.

The Japanese will continue their fast attacking aggro style, incorporating the new Shock mechanic along with their older abilities to make an unstoppable deck.

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BLOOD & IRON: SOVIETS



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Like all the other nations the focus is on armored warfare. For the Soviets the focus is on the legendary T-34. There are rules that benefit formations of T-34 making historical play competitive as you build up an unstoppable onslaught! The new Shock mechanic will also be incorporated into Soviet options as well as attack 4 or higher and Fight.

The Soviets will enjoy their new historically themed deck, with the focus on T-34, Shock tactics and Fight you will have all you need to reach the top, but it is for you, commander, to succeed!

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Dev Blog - Balance Changes for Blood & Iron expansion



To help you wake up to this mad season we are providing you with this handy guide (read: dev blog) to navigate through it all. In total we are touching 12 cards - 7 are getting a shot in the arm (buffed); 5 are just getting shot (nerfed). The purpose of these changes is to make sure that the new shiny stuff coming in Blood & Iron is well supported and not overshadowed by some old ghosts too restless to go away. Let’s take a look.



Starting with the nerfs, the first scalpel in the hunt for better balance is the 738. Jäger Regiment. It is a strong contender in any sort of aggressive strategies and even shows up in slower decks as well, such is its power. Well, said power is now 2 instead of 3. By power we mean its defense. It now has a defense of 2. Moving on.



Some have pushed for this change ever since the card showed up last winter. With a full year to push players to the brink of madness it is finally getting close to outlasting its welcome. Pushing the cost to 4 may not seem like a huge nerf, but remember that its best buddy Great Patriotic War is leaving for greener pastures and a certain Dowding System is coming back. Trying to push your way to victory on the back of this card will certainly be more tricky in the near future.



This nerf may not come as a huge surprise to some of you, what with certain entertainment enforcers having spoiled the fun already. Yet this should not really surprise anyone, as these commanding commandos have been tearing it up the last few months, acting as excellent counters to aggressive and slower decks alike. Let’s see if the Devils will still be part of the meta post-Blood & Iron or if they will pull a great trick and convince everyone they never existed.



Bummer Mafia, I mean Bomber Mafia, continues their amazing run of topping the nerfing charts for yet another balance patch. This time the frontend is getting slightly more expensive. Note though that the trigger amount has been reduced accordingly, meaning 9 is still the magic number to get all the marbles. Still, a higher cost is a higher cost and again Dowding System is waiting in the wings, chomping at the bits.



Finally, Sensei Shibata has finished his lesson for now and has agreed to punch with only one fist moving forward. We will see what kind of vermin this brings out of the woodwork. Perhaps the Sensei will be required for some more double-fisting duties in the future, but for now, let’s all behave.



That was the last of the nerfs, on to the buffs. First up we have a nice bone to throw all the commando aficionados out there. The Commando Archetype has suffered in recent weeks and all but disappeared. Commando Raid now doubles the Raiders searching for that Lost Archetype, let’s hope they find it before the Nazis screw everything up.



We at 1939 Games aim for as much historical accuracy as possible and we all know that dragons are known as fast flyers. Hence, it made no sense for Storm Dragon not to have Blitz. We feel so much better now that this important true fact has been set straight. Having said that, we do not anticipate that this buff will set the meta on fire, but at least this big elite bomber is now a better high end threat and gives you some control over triggering its powerful destruction ability.



Su-76M is really eager to participate in the upcoming tank meta and has gone out of its way to spruce itself up in preparation. Every surface is now shiny enough to shave by and every nut has been nutted and every bolt bolted. Net result: +1 defense. Get, set, go!



Speaking of +1 defenses, here is another unit receiving the same treatment. Ambush Guards can be a tough nut to crack, to say nothing of the dangerous SISSI units that accompany it, ready to take advantage of the SISSI support cards coming in Blood & Iron.



Attack being the best defense is a well known oxymoron; 1939 Games being full of oxymorons - this is a marriage made in heaven. This versatile removal order now provides a stronger HQ defense boost, making it that much stronger in keeping aggressive decks in check until you can take over the battlefield.



The final two cards are both for Polish cards. One of the themes found in Poland when it first appeared in Legions was the survive combat theme. Sadly, the theme lacked strength to really take off, relegating Poland to rely solely on their Legions and Exile themes. Combat survival is a theme we are returning to in Blood & Iron, such as with Britain, so this seemed like the perfect time to give this little-played theme some much needed love. For the 5th Legions Regiment, this means giving it Blitz, making it much stronger as an early play to clog up the battlefield.



The second Polish buff is to the 7TP tank. It now triggers on any friendly unit surviving combat, not just itself. This allows you to get immediate value out of it if you can attack (and survive) with another unit the turn 7TP comes down. The draw is limited to once per turn though, but this can also trigger during the enemy turn. Let’s see if this refreshing new version of 7TP ups its popularity.

That is all, no more, these are all the changes you are getting this time around. The balance patch will go live alongside the new expansion Blood & Iron on November 28th. As always, we will monitor heavily how the meta develops post-expansion and if needed we are ready and willing to make balance adjustments if required. Until then, hold onto your berets and see you on the battlefield, commander!

BLOOD & IRON: GERMANY



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In the theme of armored warfare and tanks, the Germans will get the biggest tank ever built, Maus! That is mouse in English and some think that Germans have no humor! The Maus will have Heavy Armor 3 and a fearsome attack 12. The only thing the Maus has to fear is bridges. Since it was the heaviest tank ever built at 188 tons there were very few bridges it could cross. Luckily there are no bridges in KARDS.

The Germans will also have new units with the Fight ability and Shock, which we will release in the expansion. Since Germans already have a good arsenal of tanks they will benefit in this new release, but it is up to you, commander, to succeed.

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