1. KARDS - The WWII Card Game
  2. News

KARDS - The WWII Card Game News

Collect your rewards from Season 6

Season 6 has ended on September 30, 23-59-59 UTC, and with that you can now collect your rewards for completing this season.

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



As outlined before, this Season 6 saw some special rewards due to the KARDS World Championship.

Your rewards are waiting for you

Here is a quick refresher on the rewards you have received from Season 6:

  • For every 5 ranks gained, you receive increasingly better rewards. The total reward is as following:
    • 5 ranks unlocked: 1 Standard Gold card + 1 card pack
    • 10 ranks unlocked: 1 Standard Gold card + 2 card packs
    • 15 ranks unlocked: 1 Limited Gold card + 2 card packs
    • 20 ranks unlocked: 1 Limited Gold card + 3 card packs
    • 25 ranks unlocked: 1 Special Gold card + 3 card packs
    • 30 ranks unlocked: 1 Special Gold card + 4 card packs
  • If you have reached at least one Field Marshal rank in one nation or Captain rank in three nations, then the above mentioned Gold card will be upgraded to Elite rarity (Only for Season 6!)
  • Additionally, for each Field Marshal reached you get one extra National card pack - this pack matches the nation(s) you have reached Field Marshal for
  • Members of the Officer Club of Season 6 receive extra rewards

    • A unique KARDS World Championship 2019 cardback
    • One extra pack of cards
    • The best 10 players of the Officer Club receive 5 extra card packs


These rewards are yours when you have have scored at least 5 victories during Season 6.

Log into KARDS and check out your rewards! Gold, card packs, cardbacks and a Gold Card are waiting for you!

Follow the KARDS World Championship

There are more rewards heading your way due to the KARDS World Championship. Stage 2 is starting soon.

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



Welcome to the KARDS World Championship Stage 2

Hello friends!

The thrilling search for the KARDS World Champion is in full swing, with Stage 2 just around the corner.

Championship structure

First, let's recall that the KARDS World Championship is conducted in several stages.
  • Stage 1 is the qualification and currently under way. The top 64 from that stage go directly to Stage 3, the tournament. Everyone else who qualified will go to Stage 2.
  • Stage 2, which is upcoming, is the Challenger stage. Here, the bulk of the qualified players from Stage 1 will compete for the top 64 spots which then proceed to Stage 3.
  • Stage 3 is the 128 person single-elimination tournament. The top-4 of that tournament will qualify for the Finals 2019. Matches here can be best of 3 or best of 5 in higher stages.
  • Stage 4 are the Finals. The top four players from Stage 3 will be flown to Iceland to battle for the title of KARDS World Champion 2019!


Without further ado, let's dive right into the details about Stage 2!

How to qualify for Stage 2

The most important question first: How do you qualify for Stage 2?
The answer: Reach the Officer Club before the end of September (September 30, 23-59-59 GMT)! That is all you need to do to be able to compete in Stage 2.

You reach the Officer Club by climbing the ranks and become Field Marshal in at least three nations.

Furthermore, if you finish in the top 64 in the Officer Club you qualify directly for Stage 3.

What to expect in Stage 2

In Stage 2, you will compete with your chosen constructed decks in a special Qualifier queue to score points. At the end of Stage 2, the 64 players with the most points will advance to Stage 3.

When to play in Stage 2

Stage 2 will be fought over a period of three weekends.
  1. October 5th and 6th
  2. October 12th and 13th
  3. October 19th and 20th

On each of these three Saturdays and three Sundays the Qualifier queues will be open between 16:00 and 20:00 GMT time.

These form six distinct sessions for you to play in. The Qualifier queue contains only people competing in Stage 2.

How to start a match in Stage 2

During the dates and times mentioned above:
  1. Click on the World Championship icon on the main screen. This leads you to the World Championship menu.
  2. Click on the battle button in the World Championship menu. This leads you to your deck selection.
  3. Select a deck that you want to play with in this match.
  4. Play, have fun, and win! But even if you lose, you get points (check below).


How to score points

In each session, your first 9 games score you points. You can play more than 9 games if you want, those games give you stronger tiebreakers. For those first 9 games, a win gives you 5 points, a loss gives you 1 point.

So it is always best to try to complete all your games - finishing a session with 2 wins and 7 losses gives you more points for instance than just winning 3 and skipping the other six games. For each match, you get to select a deck to use same as when entering a Battle currently. So you can use the same deck throughout a session, or choose a different one every time, as you wish.

In-game leaderboard

A leaderboard shows the points of participants. This leaderboard is visible to all players, even those not qualified for Stage 2. You can also view a list of the 64 players already qualified for Stage 3 from finishing in the top 64 in the current Stage 1.


Here is a work-in-progress screenshot of the leaderboard screen (it is empty because no sessions have been played so far). At the top you can see the time until the next sessions start. Hovering over the info button at the top of the screen (beside the timer) will give you a quick overview of the rules for Stage 2), similar to what this dev blog is doing. At the bottom you can select which stage to view, it allows you to see which 64 players qualified automatically for Stage 3 in Stage 1.


Here we see a similar screenshot where a session is in progress. You see an overview of your 9 scoring match and your total score for the session. The Battle button allows you to select a deck and then puts you in the Qualifier queue. When a session has started, you see how much time remains. You can still finish (and score) a game that ends after the session ends, as long the game started before the session expired. In this special case, you have 30 minutes to finish the game.

You score points for all the sessions you participate in, but for the leaderboard (and hence the competition for being in the top 64) only your best three sessions count. This means having a bad session is not the end of the world as you can always make up in another session, plus if you are limited on time you can simply play in three sessions and call it quits.


Hovering over the info button beside your name will give you an overview of your sessions so far, and the dates of upcoming sessions. For completed sessions you can see what score you achieved and whether the session counts as one of your three best ones.

Tiebraker system

If players end up with the same score, a tiebreaker system is used to order them. Tiebreakers are based on several things, the most important being the strength of your opponents. So being matched against a very strong player might make for a difficult match, but at the very least your tiebreakers will improve regardless of the result. For further info, check out the rules (Challenger Stage - Tiebraker Score)

Ruleset

The World Championship is entering more serious stages soon, so in accordance it is important for us to lay down the law on the rules of engagement. All kinds of issues and disputes can arise and we want to have some framework on how to tackle these. So we’ve put together a document on the matter, take a look for more details if you are interested.

That’s it for now, we will bring you more information on Stage 3 as that draws closer. If you are not yet in the Officer Club, or if you are fighting for a chance at the top 64, the next few days will be hectic.

Extra rewards for everyone

To sweeten the deal a little bit we will have extra rewards over the weekend for first wins of the day - on both Saturday and Sunday you will get an extra draft ticket as a reward for your first win of the day. This is on top of the extra season rewards this month, plus the extra card back you get for finishing in the Officer Club.

Happy hunting!

Early Access Update 0.9.33



This patch makes available the recently introduced Promo cards to everyone and improves the card balance. Read ahead and check the details below!

Improvements
  • 5 Promo cards are now available to everyone. These cards are of limited rarity and you can now craft them. You can also receive those cards now when you open packs.

    Until now, those cards have been exclusive to only those who participated in the First Win of The Day event in August.
    • Royal West Kents (British)
    • 3. Fallschirmjäger (German)
    • Type 98 Ke-Ni (Japan)
    • 756th Regiment (Soviet)
    • 332nd Engineer Regiment (USA)
  • You can now mute emotes in a match



Card balance updates

We have improved the card balance and made several smaller tweaks to six cards. The balance changes are based - as always - on diligent analysis of our metrics and valuable community feedback.

A brief overview of the card changes as following. Read the full details in the dev blog.
  • SU-76M: Defense reduced from 5 to 3.
  • ANNIHILATION: Cost increase from 6 to 7. Allows you to destroy enemy units that cost 5 or less (was 4).
  • PANZER IV F2: Removed the destroy clause. Now, a selected unit at deploy must only retreat.
  • IN THE NAVY: Cost increase from 2 to 4. The cost is reduced by 2 if the enemy controls the frontline.
  • SU 152: Deployment cost decreased from 6 to 5.
  • LANCASTER B.III: Attack effect was changed so that the cards in the enemy’s hand cost increase by 1 (was 2).


Bug fixes
  • The card texts are now more consistent and use the same terminology.
  • Hand cards are displayed too low on the screen and become inaccessible: Fixed.


As always, please let us know what you think about this update and please report bugs via:


Enjoy the new cards and the balance. Please let us know what you think!

Lifting the embargo: Promo cards available now

Hello friends!

Rejoice! On Sep 19, we have lifted the embargo on the recently introduced time-exclusive promo cards and open them up to everyone! Additionally, we are updated KARDS with bug fixes and small, but important balance changes.



The five promo cards were given out last month as special First Win of the Day rewards. During the previous month, these cards have been exclusive to those that acquired them then.

With the update tomorrow, you will be able to craft all the promo cards you’re missing.

Card balance changes

We’re doing a balance update on six cards this time around. We’re continuing our overhaul of removal, including removal effects on units. Three cards fall into this category this time around:


Despite the cost increase, this is a boost for Annihilation, as it can now go for many more important targets. There are a couple of reasons for this change, one is to widen the net of potential targets, the other is to break up the cluster of cost-6 removal orders and units in the game. Speaking of a cost-6 removal unit...


A 5/5 tank is a formidable threat, so any kind of a removal tacked on is always going to be super strong. The Panzer IV F2 is stable in the environment for a reason and it makes us slightly sad to have to nerf it, but we feel it is best for the good of the game.

Removing the destroy clause makes it much weaker against aggressive decks, but the retreat ability can still be a huge tempo-swing against mid-range and control decks, so we expect this card to continue to see plenty of play.

Naval Bombardment is a cheap answer to a myriad of threats, but in its current incarnation it is a bit too narrow against a diverse field. The US already have conditional frontline removal in Awoken Giant and Torpedo Attack, Naval Bombardment being in the same boat seemed a bit too much.

After the change, Naval Bombardment will retain its former ability, but you can now spend 4 to bounce a unit from anywhere. You can even spend 2 to bounce from the support line with the enemy controlling the frontline, if you so choose, making this card much more versatile than previously. Bouncing units with strong deployment effects is not much fun, but bouncing units with adverse effects, like a certain Soviet tank, is so much fun.


Speaking of the devil, here it is in all its glory. It actually surprised us how long it took the SU-76M to grab the limelight, as it is such a strong unit.

The fall of Sudden Strike and the rise of Encirclement finally allowed the SU-76M to shine. We’ve analyzed the data on SU-76M decks a lot and while it is putting up decent numbers (and is much more popular now than a couple of months ago), it is still not dominating the format. This leads us to believe that to some extent a new type of a deck in a metagame that was becoming slightly stale created a little bit of a Flavor of the Month phenomena.

Still, facing a 5/5 tank on turn 1 and losing quickly with a hand full of answers can be frustrating. With that in mind, and representing the historical performance of the unit better, we feel reducing the defense is the right way to go.

We did consider several other adjustments, but feel this is the best one as it keeps the unit as a dangerous threat, which is exactly what we want to keep this deck archetype alive and kicking. We’ll continue to monitor the performance of the Into the North + SU-76M + Encirclement decks, in all their varied versions, to see if further actions are required in the future.


The SU 152 is feeling a bit jealous of all the success of it’s little brother and petitioned for a face lift or all hell would break loose. We felt obliged to agree, as 4/4 in fury is a sight to behold and not something we wanted to face. So the new cost is 5. Perhaps you will face it more often now.


The Lancaster B.III is an excellent finisher for control decks, but it can be a bit oppressive with its ability, effectively shutting people out of the game. It is still a dangerous unit, but now people can hope for a bit more counterplay.


Card text adjustments

One thing to mention is that we’ve edited the text on a bunch of cards, making the wording more consistent and streamlined over the line. Note that there is no functional change here, just cleaning up some texts that were unclear or grammatically incorrect.

Feel free to point out any errors you find in these or other cards.

As a reminder: if you encounter bugs in KARDS, please report them either directly in the #bug_reports channel on Discord or even better, send a bug report to KARDS support.

That’s it for now. Make sure to keep your eyes peeled for the patch notes for the full details of all changes coming tomorrow.

Have a great day!

Early Access Update 0.9.31



This patch provides a significant number of bug fixes. Read ahead and check the details below!

IMPROVEMENTS
  • Sound assets for the following units have been upgraded
    • ME 262A SCHWALBE
    • BP-43 ARMORED TRAIN
    • PANZERZUG 61 BP42.
  • You can now enjoy better victory and defeat sounds when playing Soviet decks.
    Adjusted the mulligan message to be more inclusive


BUG FIXES
  • “Ghost” units should no longer be seen on the battlefield.
  • Units with zero attack were able to attack. Fixed: Now, units with an attack value of zero are no longer able to attack.
  • GUNSHIP MISSION first repairs the HQ before dealing the damage.
  • PATTON incorrectly changed Kredits of units sometimes. Fixed
  • ROYAL WEST KENTS sometimes damaged Artillery and Bombers with Armor 1/2 when they attacked. Fixed.
  • ULTRA was not working properly in some cases and then didn’t stop the opponent’s order. Fixed.
  • PANZER III-L had its buff incorrectly removed in some circumstances. Fixed.
  • 10th ENGINEERS could not give boost to adjacent units in some cases. Fixed.
  • More than one NATIONAL FIRE SERVICE were triggered simultaneously for the same attack. Fixed: Now only one will ever trigger each turn.
  • If 463rd BATTALION was the only unit in the frontline and died during an attack, then it would not deal the one extra damage. Fixed.
  • Wrong HQ was given smokescreen if F4F WILDCAT was returning to the battlefield by SENDAI REGIMENT, if the SENDAI REGIMENT was destroyed in its owners turn.
  • When M26 PERSHING was in the frontline, using J1N1 GEKKO and TORA! TORA! TORA destroyed the HQ in some cases. Fixed.
  • When NATIONAL FIRE SERVICE is active, using J1N1 GEKKO and TORA! TORA! TORA deals two damage to the HQ instead of one. Fixed.


USER INTERFACE
  • Higher resolutions and screen ratios are now better supported.
  • Targets of deployment effects no longer erroneously attack.


As always, please let us know what you think about this update and please report bugs either on Discord or directly via a bug report ticket.