1. KARDS - The WWII Card Game
  2. News

KARDS - The WWII Card Game News

Covert Operations : Summer expansion patch notes



Covert Operations, the KARDS Summer expansion, arrived on June 11, 2024, and heralds a thrilling new era on the battlefield.

Covert Operations revolves around the intricacy of covert operations and the (hidden) development of your military forces. This release delivers 87 brand new cards, two exciting new abilities, new game mechanics, card balance changes, and selected cards returning from the reserve pool to active duty.

Let’s dig into the details!

[h2]New Features and Improvements[/h2]

[h3]Covert Operations Main Features[/h3]



[h3]Card balance Changes[/h3]

  • 13 existing cards have been updated and their balance adjusted.
  • This balance change is additional to the new cards from Covert Operations and ensures top-notch experience in KARDS with a well-counted, fresh and diverse card pool.
  • Read more about these latest card balance changes here


[h3]Reserve Pool Cards[/h3]

  • Alongside the Covert Operations expansion and card balance changes,we also have 24 cards return to active duty from the reserve pool while 96 cards are retired into the reserve pool.
  • The Reserve pool of cards supports a balanced and dynamic experience for all our players over a long period of time. With the reserve pool we avoid issues such as power creep and inaccessibility for newer players, which can develop into significant problems without a card rotation.
  • Read more about the Reserve Pool Cards here


In Addition to Covert Operations’ new cards, new features and improvements, we also have a sizable amount of bug fixes.

[h2]BUG FIXES[/h2]

[h3]Battle[/h3]

  • The wrong side drew the cards when STEALTH MISSION’s affected unit was under control by the enemy. Fixed.
  • SEABEES’s ability triggered when enemy units were repaired. Fixed.
  • The operation cost buff from BLITZKRIEG was not removed correctly if the affected unit was moved out of the frontline. Fixed.
  • M4 SHERMAN PL’s ability did not trigger correctly when it was spawned. Fixed.
  • When a salvaged unit was destroyed and RESCUE MISSION triggered, non-salvage copies were added. Fixed.
  • When a salvaged unit was returned by RAPID ENGAGEMENT, a non-salvage copy was added. Fixed.
  • ME BF 109 G’s ability also triggered when a unit was destroyed by non-combat damage. Fixed.
  • When a unit was salvaged, its deployment cost was not affected by RAID correctly. Fixed.
  • When a unit with Smokescreen was added to the frontline directly and got buffs from P1Y1 MODEL 11, its stats were not visually correct.
  • 122ND KORSUN’s ability did not work correctly when PANZER III-H was deployed. Fixed.
  • SISSIOSASTO 5.D did not get the buff when a unit was deployed and triggered EVASIVE ACTION. Fixed.
  • When a destruction event was added to a unit that was already suppressed, it only triggered once even though DUTY IS A MOUNTAIN was in play. Fixed.
  • ASW PATROL’s extra ability worked as long as DEVIL'S BRIGADE was in the deck, even though the USA was not the ally. Fixed.
  • T-34-85 1944 appeared in battle history sometimes even when it was in hand. Fixed.
  • CODE OF BUSHIDO and CLAIM THE SKIES were not working. Fixed.


[h3]Visuals[/h3]

  • When the kredit slot was increased to more than 24, it might be shown as 25 visually even though it was maximized as 24. Fixed.
  • The attack value was not green for a salvage unit when it was buffed. Fixed
  • When WOLFPACK discarded the unit that was returned, the board was not arranged correctly. Fixed.
  • 4th KUBAN COSSACKS has the wrong header on the board with its alternative art. Fixed.
  • When VICTORY MARCH was played, the HQ did not have the texts for the increased defense, like other cards that can increase defense for the HQ. Fixed.
  • Entries in the history are not sorted correctly after reconnection. Fixed.


[h3]UI/UX[/h3]

  • After a free card was claimed in the shop, the Crate might be visually reset to the base when it was claimable. Fixed.
  • The Convert To Gold Card button was disabled incorrectly sometimes. Fixed.
  • The + button did not work correctly sometimes after the volume slide was dragged. Fixed.
  • The alternative switch button did not work in the draft menu. Fixed.
  • The pop up card was displayed a bit incorrectly sometimes for the top card in the deck builder. Fixed.
  • The effect volume setting did not affect the sound effect of some board items. Fixed.
  • After a card was converted to gold, the quantity icon might not be updated correctly. Fixed.
  • When the last gold copy of a card was recycled, the card detail widget was stuck. Fixed.
  • Recruit mission Annihilation had the wrong image. Fixed.
  • The PLAY button did not fit in some UI scales. Fixed.
  • The previous national icon was shown in the deck builder sometimes. Fixed.
  • Clear Filters did not reset Show All. Fixed.
  • The alternative art button did not work in the shop menu. Fixed.
  • The NEW mark might have different brightness in the collection. Fixed.
  • Emotes might appear on the wrong side in some rare cases. Fixed.

Covert Operations: Card Balance Changes



Hello friends!

This June will see our summer expansion drop for KARDS - Covert Operations. As we have done for the past two expansions, we will also rotate out cards to the Reserved Pool, with a few returning from it. So, a bunch of new cards coming, lots of beloved (and not so loved) cards leaving and old favorites returning, what more could we need to shake the meta to its foundation? Why, a balance patch, of course! In for a penny, in for a pound, as they say. So, when Covert Operations sneaks upon you on June 11th, a few cards are seeing some changes.

The balance changes this time around can be divided into three groups. The first one consists of 3 cards we are adjusting for the upcoming meta. Another three changes are to returning cards.

The final 7 cards are changes to some olden goldies to help out newer player. We are using the opportunity now to adjust the starter and level 12 decks and want to brush up on some of the older cards that have fallen a bit by the wayside power level wise. But without further ado, let’s take a look at what is changing in the upcoming patch.

[h2]Card Balance Changes[/h2]

Old: Smokescreen. Your orders cost 1 less kredit, to a minimum of 1.
New: Smokescreen. The first order you play each turn costs 1 less.

The 85 Pioneer Company can generate a lot of value, especially late in the game when you are sitting on a lot of kredits. This can be problematic in certain decks, so we want to curb its power a little bit. The new version means players will now have to gain incremental value from the card over the course of several turns. Note however that the card no longer has the minimum of 1 clause, so a 1k order can now be played for free if it is the first order that turn. For instance, if the enemy starts and deploys a 15th Cavalry Regiment, it is now possible to deploy a pioneer and immediately use Naval Power/United We Stand/Through the Breach/etc. on the first turn. The loss of the explosive turns in the late game means this can be deemed an overall nerf, but the slightly stronger early play makes up for it a bit.

Old: Alpine. Your LIGHT INFANTRY units have Alpine.
New: Your LIGHT INFANTRY units have Alpine.

The 67th “Muad’Dib” Baranovichi has single-handedly elevated a rag-tag army of tiny fighters into fearsome killing machines with a special penchant for killing black-clad bald men. His revolutionary days may not be over, but we are curbing his enthusiasm a little bit.


Now that winter is over and summer is upon us, we enter that time of the year where we can collectively hate our social-media friends for all the “see-how-fit-and-active-I-am” selfies they post of their mountaineering exploits. Meanwhile, us mere mortals can now launch our own Mountain Offensives more easily in our make-belief but oh-so important virtual wars.

Next up are three changes to returning cards. Specifically, these are three changes to research options. The three Research cards (Royal Research, Reich Research and US Military Research) are returning with Covert Operations. Each one can lead to 4 unique research options. These cards were heavily played the last time they were in the active pool and this highlighted that some of the research options were slightly subpar. So in order to balance the research package a bit better and make each research decision more interesting, we are buffing the three research options we felt the most needed it.

Old: Gain 10 additional kredits next turn.
New: Gain 10 additional kredits and draw an extra card next turn.

There certainly were cases where this option could lead to blowouts the next turn, but sadly these cases were rare. So to make the option slightly more enticing we are tagging an extra draw in there as well.

Old: Destroy all enemy units.
New: Destroy all enemy units. Gain 1 kredit for each unit destroyed.

It always felt a bit of a shame that a card with such a cool art and visual effect when played saw so little play. Partly this was because the other high-level research option for Germany (Type XXI U-Boat) is so strong, but mainly because spending your whole turn on this was usually too little too late. Now you gain a few kredits, providing an opportunity to get some key plays in alongside clearing the enemy board.

Old: Add a B-29 SUPERFORTRESS and HIGH ALTITUDE BOMBING to hand.
New: Add a B-29 SUPERFORTRESS to hand. Destroy a random enemy unit.

This option was mostly chosen for its removal option when you were in a tight spot and didn’t have time to build towards the nukes. But it was too slow and clunky, so now the removal is built right into the option. It has less effect, but you don’t have to spend an extra 8 kredits. The B-29 is then just a bonus that sometimes can come in clutch in the late game in certain matchups.


Finally, here are the 7 changes to spruce up the starter and level 12 decks a bit.

Old: Deployment: Gains Blitz and Fury if you have more units than the enemy. Otherwise it gains Guard.
New: Deployment: Gains Blitz if you control an infantry.

The Italian M13/40 is seeing the biggest change. Its old form had a lot of words but saw little play. We are hoping this new incarnation, with a lot less words, sees a lot more play. In a sense it can be regarded as the big brother of Panzer 35(t) and could fit well in Combined Arms shells.


Artillery is always dangerous at lower levels, so we want to be careful about buffing such units. This change makes the card slightly better for new players (and in draft), but we do not anticipate any big ripples with this change.

Old: Deployment: Gains +2+1 if you control the frontline.
New: Deployment: Gains +1+1 if you control the frontline.

The same does not apply to the M7 Priest, it is now much more aggressively statted and has a decent chance to see some play at higher levels. We want this card to be at a similar level as the German Nebelwerfer and the two should be a lot more comparable now.


A long, long time ago this was one of the key cards in aggro decks, but after its defense was nerfed to 2 it disappeared into obscurity for the most part. It is now regaining its third defense back, but there are a lot more aggro tools (and anti-aggro tools) now available, so only time can tell if this card manages to regain its glory days. At the very least it will be a lot more solid options for new players taking their first steps.


Another old staple faded into obscurity is also getting a slight facelift. The extra attack does make the Hayabusa a lot stronger, but probably does not compensate for the extra kredit cost now encumbering it since its heyday. We could still see this sneak into some very dedicated destruction based burn decks.


Historically, Dewoitine was actually quite a decent fighter that performed very well. We want to reflect this a bit better by improving it slightly. French air decks as a viable thing is still far away from reality, but they now have one more decent body to fill out the roster.


Last but not least we have For Freedom, one of these iconic cards that has never really gotten its time in the sun. That might be about to change, as reducing the cost to 1 makes this a much more appealing package. A cheap draw with a small buff can improve a lot of decks and you can expect to see people fighting for their freedom a lot more in the near future.

That’s it for the balance patch coming out alongside the Covert Operations expansion on June 11th. Keep an eye out on our Discord channel, where we are smack in the middle of spoiler season for the new set. Keep the feedback coming and we’ll see you on the battlefield, commander!

A New Skirmish Event is Live



A new Skirmish event is live now until June 2nd!

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.

Get ready for exciting matches with these Skirmish rules:
  • Choose your own deck to battle with.
  • Your deck must contain exactly 6 of each type (infantry, tank, artillery, fighter and bomber), 6 orders and 3 countermeasures.


In addition to the thrilling and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a free 1-day Medkit as your first win reward in this Skirmish! Activate the medkit in your national progression interface to enjoy a full day with a double XP boost.

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

This Skirmish is available from Friday, May 31st (12:00 GMT) until Sunday, June 2nd at 18:00 GMT. Join this special event and win your Skirmish to claim victory and the spoils!

Please let us know what you think of the event in the comments below or on the KARDS Discord.

See you in the Skirmish this weekend!

Exploring New Mechanics of Summer Expansion 'Covert Operations'



KARDS has always thrived on a blend of strategy, unpredictability, and the element of surprise. Among the myriad strategies players can employ, Covert mechanics will stand out as a particularly intriguing option. Covert decks offer a fun approach to gameplay, utilizing hidden units and deception to gain an upper hand. This article delves into the core aspects of covert mechanics and how they shape deck-building strategies, particularly focusing on Soviet, USA, and Japanese themes.

[h2]Covert Mechanics: The Art of Hidden Warfare[/h2]
The essence of covert mechanics lies in the ability to place units face down on the battlefield, rendering them immune to most orders and abilities until they are revealed through combat. This mechanic introduces several strategic advantages.

  • Covert Immunity: Covert units, being face down, are protected from almost all types of orders and deployment effects. This makes them invulnerable to targeted attacks, debuffs, or control effects that typically plague visible units. The only way to reveal and interact with these units is through direct attack.
  • Strategic Deception: Covert decks often feature multiple covert units, allowing players to use these hidden cards to bait opponents into attacks. The uncertainty of what lies beneath each face-down card can force opponents into making suboptimal moves, thus giving the player a strategic edge. The longer these units remain face down, the greater the potential advantage, as they can be revealed at opportune moments to turn the tide of battle.


While many decks will feature several covert units, there are a few specialized cards designed to interact directly with covert units. These will be explored in future articles, offering deeper insights into enhancing covert strategies. The first of these articles will be posted on May 28 so stay tuned!



[h2]Soviet Covert Strategies[/h2]
The Soviets are the masters of covert operations in this game, with several mini-themes and support cards tailored to bolster covert decks. Here are some highlights:
  • Support Cards: Soviet decks are rich with support cards that enhance the effectiveness of covert units, providing buffs, additional protection, or secondary effects when covert units are revealed.
  • SU-100 Blitz Tank: A notable unit in Soviet decks, the SU-100 blitz tank benefits from the Counter Offensive archetype but also grows stronger when damaged. This mechanic encourages players to take calculated risks, using the tank’s status to absorb hits and then counterattacking with increased power. While this is not a covert card, it is one of several mini themes in the Soviet arsenal




[h2]USA Retribution Mechanic[/h2]
The USA introduces the retribution mechanic, which synergizes well with a reactive playstyle:
  • Outrage: When an opponent destroys your unit, you can become ‘Outraged,’ triggering the retribution mechanic. This generates retribution, which can be used to summon powerful cards.
  • Retribution Cards: There are 12 unique cards that can be spawned through the retribution mechanic. Upon activation, players can develop three cards and choose one to play.




This mechanic turns the opponent’s aggression against them, providing the USA player with strong countermeasures and strategic options.

[h2]Japanese Kredit Loss Deck[/h2]
The Japanese faction offers a unique twist with their Kredit Loss Deck, emphasizing strategic sacrifices:
  • Sacrificing Kredit Slots: Japanese decks include cards that benefit from losing kredit slots, allowing players to exchange these slots for powerful effects or units. This introduces a complex layer of strategy, as players must balance resource management with immediate tactical gains.
  • Powerful Trade-Offs: By sacrificing kredit slots, players can play stronger or more strategic cards, creating opportunities to outmaneuver opponents despite the apparent disadvantage of reduced resources.




This theme encourages experimentation and mastery, rewarding players who can effectively manage their resources and anticipate the flow of battle. It is important to note that this can be a high risk, high reward deck and requires sequencing plays very carefully.

[h2]Stealth and Strategy[/h2]
Covert mechanics add a rich, strategic dimension to tactical card games, where hidden units and deception play pivotal roles. The Soviet, USA, and Japanese Nations each offer unique takes on this mechanic, providing diverse strategies and playstyles. Whether you prefer the protective mystery of covert units, the reactive power of retribution, or the strategic depth of kredit loss decks, these mechanics ensure a dynamic and engaging gameplay experience.

A New Skirmish Event is Live



A new Skirmish event is live now until May 19th!

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.

Get ready for thrilling matches with these Skirmish rules:
  • Choose your own deck to battle with.
  • Players do not gain a kredit slot or draw a card at start of turn.
  • Players start with 6 kredit slots.
  • Every 4th turn, draw 4 cards.


In addition to the exciting and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a free random card pack as your first win reward in this Skirmish!

Access the Skirmish event from the game's main screen or from the battle screen to get a detailed overview of the game mode, rules and prize.

This Skirmish is available from Friday, May 17th (12:00 GMT) until Sunday, May 19th at 18:00 GMT. Join this special event and win your Skirmish to claim victory and the spoils!

Please let us know what you think of the event in the comments below or on the KARDS Discord.

See you in the Skirmish this weekend!