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KARDS - The WWII Card Game News

Collect your rewards from Season 10!

Celebrate and collect your rewards from Season 10! The season has ended on January 31st, 23-59-59 UTC, and now your rewards are waiting for your in the KARDS client.

Simply log into KARDS - the rewards have been automatically delivered to your account.

We also celebrate the winner of Season 10.

After an intense battle between TowerNumberNine and Darkness, the player TownerNumberNine emerged as winner. Congratulations!

Congratulations also to Darkness for reaching the second place in a row now (after a second place in Season 9 as well).


[h2]Your rewards are waiting for you[/h2]
Here is a quick refresher on the rewards you have received from Season 10:
  • For the first 5 ranks gained: One pack plus one standard Gold card.
  • For every 5 more ranks gained: Either one extra pack OR the Gold card increases by one rarity.
  • For each Field Marshal reached: One national pack.
  • For reaching the Officer Club (minimum three Field Marshal ranks): The Gold card reward is increased in rarity one level. You get one extra pack.


The best player of the season, which is TowerNumberNine: Physical rewards including a KARDS seasonal winner certificate.


These rewards are yours when you have have scored at least five PVP victories during Season 10.
Log into KARDS and check out your rewards!

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Patch notes for KARDS Early Access 0.9.1089

This patch introduces UI improvements and bug fixes. It was published on January 31st.



[h2]Improvements[/h2]
  • Surrender now takes less time and blows up your HQ!
  • All history texts are now localized for all cards.
  • The UI has been updated at some places (profile, colours and more)
  • The seasonal rewards for Season 11 and onwards have been adjusted (rewards for current Season 10 finishing on January 31 remain unchanged).
  • The UI improvements continue: Profile window revamped, color adjustments and more!


[h2]Bug fixes[/h2]
  • In some instances the Pin icon did not appear (e.g. Sexton at beginning of turn). Fixed.
  • Clicking multiple times on the profile button caused in some cases a crash. Fixed.
  • Cards that have variable Kredit cost were sometimes wrong when moved to hand. Fixed.
  • Some cards that had a passive effect were not removing when going to hand/deck. Fixed.

End of Season 10 is nigh!

Season 10 in KARDS ends on January 31st (at 23'59'59 GMT). The more ranks you have gained, the bigger the reward.

Use remaining time to gain as many ranks as you can to get a big payout! You gain ranks by winning PVP matches. This is the perfect opportunity to get a nice boost.



Reward details

With the end of the season, you will receive rewards like card packs and cards. After you have received the rewards, your ranks will be lowered a bit.

As a reminder, here is what you will receive as seasonal rewards:
  • For the first 5 ranks gained: One pack plus one standard card
  • For every 5 more ranks gained: Either one extra pack OR the rewarded card increases by one rarity. Log into KARDS and check out your rewards in PROFILE -> RANKS.
  • For each Field Marshal reached: One national pack.
  • For reaching the Officer Club (minimum three Field Marshal ranks): The reward card is increased in rarity one level. You get one extra pack.
  • The best player of the season: A special, physical reward including a KARDS seasonal certificate.


Have fun and best of luck for the rest of the season! The next Season 11 starts on February 1st!

For direct feedback to the dev team please use KARDS Discord. You are also welcome to use the comment section below.

Stay up to date and follow us on Facebook and Twitter for the latest news.


Patch notes for KARDS Early Access 0.9.1033

This patch introduces card balance updates, UI improvements, and bug fixes. It was published on January 24th.



[h2]Improvements[/h2]
  • We continue the KARDS localization! A one-time popup window at the start of KARDS lets you easily choose between the currently available languages Brazilian Portuguese, English, French, German, Polish, Russian, and Simplified Chinese. You can always change the language in the KARDS settings. Please provide feedback about the quality of the localization!
  • A first batch of UI improvements have been implemented: Buttons and icons have received a facelift and have been repositioned.
  • The font for emotes in game has been changed to “Quiet evening”...yes that’s the name of font!
  • New combat sound for infantry has been added.
  • The nation-related game music are now shuffled in a better way to avoid repetitiveness.
  • The card animation in Mulligan has been improved.
  • If you are already Field Marshal, then the Field Marshal promotion window no longer pops up at the end of every match.
  • Gold cards that spawn new cards now spawn gold cards instead of normal cards.
  • Temporary units (T-34 and T-70) are now discarded from hand rather than exploding in hand.


[h2]Card balance updates[/h2]
For further details, please consult the recent card balance dev blog.
  • T-80 defense value has been decreased from 3 to 2.
  • BLOODY SICKLE deployment cost changed from 0 to 1. It can deal damage to any target unit now (was: damage to ground units only).
  • ARADO AR 196 deployment effect changed. You now draw an order card if you have equal or less units on the battlefield (was: if you have less units).
  • PANTHER G operation cost increased from 2 to 3, and the attack value decreased from 7 to 6. Additionally, the PANTHER G cannot be targeted by enemy orders now.
  • FW 190 A attack decreased from 6 to 5 and a deployment effect was added. You now draw a card when the FW 190 A is deployed.
  • THE EMPIRE STRIKES now deals increased damage, equal to the number of bombers you control +1 (was: deal damage equal to the number of bombers you control).


[h2]Bug Fixes[/h2]
  • Several visual and animation bugs have been fixed.
  • Changes to your equipment/battlefield customizations aren't always saved between game sessions. Fixed.
  • HQ smokescreen is removed when WILDCAT F4F-4 leaves play, even when 1st MARINES is still in play. Fixed
  • ARGYLLSHIRE HIGHLANDERS did not get a bonus when returning from ISOLATION. Fixed.
  • Sd KFz 222 buffs incorrectly sometimes. Fixed.
  • Countermeasures couldn't be deactivated if remaining kredits were less than cost of countermeasure. Fixed.
  • SPOILS OF WAR could be played from hand with less than 2 kredits, causing stuck cards in hand. Fixed.
  • Cost of MIG 3 was sometimes incorrectly adjusted. Fixed.

Solving Problems Sledgehammer Style

Hello friends!

In this dev blog we will go over a few changes which are ready to be delivered this week! Six cards are changing, and you will see the first set of UI changes that are part of a larger ongoing UI overhaul.



An example for the UI improvements is a changed font and look of emotes. Not all the UI changes are in yet, though, so be ready for a little bit of inconsistency in the look of some windows/menus/buttons. This should not affect the overall functionality of the game, though, and more UI improvements are in the pipeline for future updates.

Several bug fixes are also in the patch, so keep your eyes peeled for the full patch notes when released later this week.



[h2]Card balance changes[/h2]
But onto the main course of the blog, card changes. We are adjusting six cards now to improve the overall balance of the game. Based on our data (have a look at our recent Data blog), we need to scale back a little bit the power of the Soviets, while sending some love to Germany and Britain.

So without further ado, here is what you will see in the patch:


We are taking the same approach here as when we adjusted the SU-76M, which is keeping the aggressive nature of it, but making it easier to deal with. The T-80 can still come out and punish slow decks in a fast and furious way, but now there are many more counters to it - Gunship Mission, Awoken Giant and Tactical Strike can deal with it more easily and many more units can trade into it now. The T-80 will still be a potent force, but hopefully not as oppressive in the early game as it currently is.


Here’s an interesting stat - in the last couple of months 60.2% of all Battle matches have seen either or both decks using Bloody Sickle. Now there’s food for thought. So we’re making it more expensive to spill blood with the sickle, but to slightly compensate the sickle can now reach to the sky.


The Arado is the unfortunate victim of having an effect that is both confusing and underwhelming at the same time. We’re making it a bit more effective now, and attempting to clarify the effect a little bit. The Arado will still count itself as before, as all deployment effects trigger after the unit lands on the battlefield, but at least you no longer have to wait for the enemy to play a second unit before you can trigger the Arado, making it much stronger both in the early game and against control decks.


The old Panther G has been enviously eyeing its younger brother the Panther A, the new favorite child of all German midrange/control parents. Well, the older sibling is getting attention at last, hopefully in time before becoming a drug abuser from lack of parental affection. The cannot be targeted clause is very powerful, so to compensate we are reducing the attack and increasing the operation cost, which reflects nicely the historical notorious maintenance cost of these beasts.


One of the issues Germany has is the lack of draw power. Incidental draw, like on Panzer 38(t) and Sky Barons is a German theme so it made sense to expand a little on that. Another side benefit here is boosting a standard rarity card, making it easier for newer players to play Germany effectively.


Our final change is to The Empire Strikes. It sees very little play, even in dedicated bomber decks, and Britain is lacking a bit in the removal department. So buffing the The Empire Strikes will strengthen a certain subsection of British decks.


That’s it for now! Please leave your comments and feedback in the discussion section, it is of immense value to us.

See you on the battlefield!