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KARDS - The WWII Card Game News

A New Skirmish Event is Live



A new Skirmish event is live now until February 26th!

Here’s everything you need to know.

Skirmish is a special game mode in KARDS where you play with alternate rules. These rules vary; you’ll face something different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.

The rules for this Skirmish may seem familiar - the unique rules from popular Skirmish #5 make a return in this weekend’s Skirmish! You choose your own deck to battle with, but your deck cannot contain any units. When you give an order, add a random unit with a similar cost of the same nation to your support line.

The prize for your first victory in this Skirmish is a random card pack!

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

This Skirmish will be accessible from February 24th at 12:00 UTC until Sunday, February 26th at 18:00 UTC.

Join this special event - 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!

The Frontline: A KARDS Podcast - Second Episode Available Now!



Hello KARDS players!

We are thrilled to bring you the second episode of the official 1939 Games podcast - The Frontline: A KARDS Podcast! Join us and get an exclusive insight on the exciting future of KARDS in a discussion with the developers.

The KARDS Podcast is a monthly podcast featuring different KARDS developers in every episode. This is where you’ll hear about all the latest things in KARDS and get a closer look at the team behind KARDS, as we explore developers’ varied work and contributions to the constant development of the game. The podcast is conveniently available on Spotify, Apple and Google Podcasts, as well as on the KARDS YouTube channel.

[h3]The Frontline Episode 2: Let’s Discuss the Cycle of KARDS[/h3]

In this second episode, KARDS Community Manager Elín welcomes Lead Game Designer Keli and Chief Creative Officer Gummi to discuss the recently announced future cycle of KARDS. Join us as we discuss the upcoming summer expansion, new content cycle, restructuring of existing content, and answer some community questions regarding the upcoming changes.

[h3]Tune in Now![/h3]

Tune in to The Frontline podcast on the following platforms:

YouTube Anchor Spotify Google Podcasts Apple Podcasts

Let us know what you think of this second podcast episode and if there are any particular questions or topics you’d like us to cover in the future.

The Cycle of KARDS



Hello friends!

Last year was on the leaner side in terms of new content, as we prepared for our fast approaching mobile launch. We are finally set to clear that forest. What does this mean? A new expansion of course! We have already started work on a new expansion for KARDS, slated to be released this summer. The goal is to have the new expansion follow closely in the footsteps of the mobile launch. The new expansion, which will be of a similar size as the Breakthrough and Legions expansions, is the first of many we are planning. We are setting up a more regular content delivery pipeline, so we will have two major expansions every year and in between smaller releases, some of which can include new cards.

It is too soon to dive too closely into the details on the upcoming expansion, but rest assured that we will keep you closely updated in the coming weeks and months. What this dev blog is intended to do, apart from announcing that a new expansion is on the horizon, is to cover some of the other features related to the new expansion pipeline we are working towards. So buckle up, we have a lot to cover. Or, if you are strapped for time, you can skip to the bottom of this dev blog to read the tl;dr summary for the highlights.

Oh, one more thing before we continue - this dev blog liberally uses the terms expansions and sets interchangeably throughout. The two terms have the same meaning, i.e. Breakthrough for instance is both a set and an expansion. Usually, the term expansion will be used when talking about soon-to-be released sets, while the term set is used when talking about already existing sets or a group of sets.

[h2]Core Play[/h2]
First of all, we are simplifying the current set structure. This has two main benefits. One is to make the store easier and cleaner for players (especially new ones) to navigate and understand, especially with the plan to release new expansions on a regular basis. The second reason, which we will cover in more detail below, is to allow us to better control what to do with older cards as the overall card pool increases over time.

Once this feature is live, you will only see 2 sets in store - the latest set (currently Legions) and a permanent Core set. The Core set will include all older sets. The Core set will include all cards in the Base, Allegiance, Breakthrough, World at War and the Theaters of War sets. Due to this, we will rebrand Theaters of War slightly, removing the card rewards. This will happen in two steps; first we will remove Theaters of War from the store (this does not affect those that already own the campaigns in any way), later we will add it in again without the card rewards (at a lower price of course). The World at War sets will be removed as well, there is no plan currently to re-introduce them later in the same form, though the props and battlefields will show up separately in the store at a later date.

Any packs you own from any of the sets in Core will not be touched. This change is only for what packs you can buy in store and get from rewards. So if you own for example a Breakthrough officer pack, you can choose to sit on it as long as you want and it will be kept in your collection.

We are also making a couple of other changes. First of all, we will introduce full duplicate protection, for all rarities. This includes duplicate protection for gold cards (such as gold elites received as season rewards). Secondly, we want to make base and officer packs a bit more distinct so players have a better understanding of what to expect. Our current plan is for gold and wildcards to only drop in officer packs and slightly adjust drop rates of all card types on both packs - feel free to voice your opinion here because this is not set in stone yet.

[h2]Send In The Reserves[/h2]
It is inevitable for all card games that once the card pool reaches a certain size then problems arise. The meta becomes too chaotic, deckbuilding becomes tedious, new players are left further and further behind and power creep issues become more prevalent. Currently we have around 800 cards in the game (not counting HQs). We deem this to be close to the optimal number of cards for the game. This is a bit less than found in some other card games, but KARDS has less ‘filler’ cards than most other card games, so the actual number of construction-worthy cards is at a similar level.

With this in mind, going forward each time a new expansion drops, we will move a similar number of cards from the Core set to the Reserve Pool. Cards in the Reserve Pool cannot be used (or randomly show up) in ranked battles or casual and will not show up in drafts. The cards in the Reserve Pool are not removed from the game, they will still be part of your collection.

The way this works is that when a new expansion hits, then the former newest set (Legions right now) will become part of the Core set and an equal number of other cards in the Core set will be moved to the Reserve Pool. Here is a diagram to help you visualize this process (all images used in the diagram are just for visualization aid and not an indicator of what is slated to rotate):



Many of you may ask why we are not rotating cards to the Reserve Pool based on sets, like most other card games do it. This would simplify understanding the process, but it creates some problems for us. The two main ones are that it would make some allies basically unplayable, as the bulk of their cards come from the set they are introduced in. Secondly, because we are a historically based game, we are limited for instance in what unit types we can use - i.e. we don’t have the luxury of easily swapping like-for-like when something iconic would rotate out. This could mean we would end up with a WWII game without any Panzers or Spitfires, and no one wants that! So for these, and other, reasons, we will hand-pick which cards will be moved to the Reserve pool each time.

In making this selection we will look at things like how popular a card is, how toxic it is to the majority of the playerbase, how oversaturated strategies it belongs to are, and other things. What will be rotated out will be clearly shown in client weeks before a new expansion comes along, giving players ample time to adjust and adapt. This includes for instance a warning when trying to craft a card slated to be rotated and such cards not dropping in packs for some time before the rotation.

If you look again at the diagram above, you will notice that cards can also return from the Reserve pool back into the active pool. Once this system is up and running, we are planning to return around 20 cards (exact number may vary) back from the Reserve Pool with every rotation (every time a new expansion drops). Of course, this will not happen in the first rotation, as the Reserve pool will be mostly empty at that time (see below on why only mostly). But from the Winter ‘23 expansion and going forward, a number of cards will return from the Reserve pool. The number will be far below the cards rotating out, so the Reserve pool will grow over time. This means that not all cards will return from the Reserve pool. The intention is that the cards returning from the Reserve pool each rotation will be impactful cards, preferably ones that fit the overall theme of the expansion they are coming back alongside.

Our current plan is for returning cards to be added to packs from the new set (they will still retain their old set watermark and are counted as part of the old set for collection % purposes). They might drop in the Core set as well, this is still undecided. The reason we are contemplating them being part of the new set packs is that it makes it easier for newer players to get their hands on those cards, than if they only become part of the much bigger Core set. This would not reduce the number of new cards coming in each set (at least that is not the plan right now). So the Winter ‘23 expansion is slated to have around 80 new cards, same as the Summer expansion, but also have around 20 returning cards. Note that this means because the first rotation of around 80 cards is alongside the Summer expansion, then 20 of those 80 cards will return mere 6 months later. In the long run though, we aim to have more time between a card going out and it coming back, so when it returns it will feel more like an old friend returning after a long journey. Let us know your thoughts on the mechanics for cards returning, what would you like to see?

[h2]New World Order[/h2]
It is undeniable that the creation of a Reserve Pool will have a big impact on the game. Until now, players have been able to buy our products knowing that the cards they get are theirs to use as they want. Now this will no longer be the case, as some cards in players collections will not be available for ranked, casual or draft matches. To acknowledge this fact, we are planning on providing players with some compensation in two main forms. When the first rotation hits with the Summer expansion, players will receive a one-time compensation, which we will communicate about in more detail closer to the first rotation.

In addition to this, we are planning another (smaller) compensation feature that will become a regular part of the game. We plan to re-implement the crate system so that more than just duplicates contribute to filling the crate. Things like gaining a national level and cards in your collection becoming part of the Reserve pool will then contribute to the crate. The crate itself will also be reworked a bit so that you will fill it more frequently but get reduced rewards each time (exact numbers still to be determined). This feature is slated to be ready alongside the Winter ‘23 expansion.

Cards in the Reserve Pool are of course still part of the game. As time goes by and the Reserve Pool grows, we will start to show more and more divergence between the active (800 card) pool and the total pool (active + reserved). This will be a chaotic environment, but undoubtedly quite fun as well. With this in mind, we will add a new battle mode, termed Classic. In these battles, you will be able to use any cards in your collection, including those in the Reserve Pool. Classic battles are not ranked, nor have an Officer club or leaderboard. Matchmaking will use the hidden Elo-based rating all players have. The reason for this is not to split up the player base too heavily and to make sure newer players don’t feel like they are missing out by not being able to compete in this format.

[h2]On the Horizon[/h2]
Let’s look into the future a bit. As stated above, the plan is to now start putting out new expansions and other content on a regular basis. This cadence is important to make sure we shake up the meta on regular bases and for players to have a better idea of what is coming down the line. With the regular expansions, we are scaling back our balance patch work. The balance patches have been one of the main tools in our arsenal for the past year or so in making adjustments to the meta. With regular expansions and cards rotating in and out of the Reserve pool, this is no longer required. We will still do balance patches when needed, but only to hotfix serious bugs or balance problems.

We intend to put the content cycle feature on live before the first major rotation, to give us to time to tweak and adjust the in-client UI, such as the indicators for which cards are slated for the next rotation and how to filter between Active and Reserve Pool. Battletesting this feature will require a handful of cards to be put in the Reserve Pool. We intend to pick 5 very infrequently used cards for this.

One thing that is very important is for players to have faith in having the time to enjoy new cards they buy. So cards in new sets will be exempt from rotation for a time. Only cards in the Core set go to the Reserve Pool. When a set moves into Core, then none of its cards go into Reserve. On the next rotation, these cards are safe as well. It is only on the 2nd rotation after the cards became part of Core that the cards can be moved to Reserve. For example, Legions is currently the newest set. When the Summer expansion drops, Legions cards will be moved into Core, but none of them will be moved to the Reserve Pool. When the Winter ‘23 expansion drops, Legions cards are still not touched. It is only when the first expansion of ‘24 drops that cards in the Legions set can go to the Reserve Pool. This means that cards in the Summer expansion will definitely be playable until the 2nd expansion of ‘24 at the very least. Exceptions can be made in extreme cases, but we don’t foresee needing to do this often (if at all). To understand this process a bit better, here is a diagram for your viewing pleasure:



[h3]Tl;dr version[/h3]
Here is a brief summary of the deliveries this year, as discussed above.
  • Spring. Introduce rotation on a minor scale to battletest the feature and gather feedback. We will put a few (around 5) very infrequently used cards in the Reserve Pool. All cards except Legions become part of Core. Theaters of War removed from Store.
  • Summer. New expansion lands with around 80 new cards. Same number of cards moves to the Reserve Pool. Classic battle mode available.
  • Fall. Re-introduce Theaters of War without card rewards. Reworked crate system. Finalize system for cards returning from the Reserve Pool.
  • Winter. Winter expansion lands with around 80 new cards as well as 20 cards returning from the Reserve Pool (exact numbers to be determined).


We would love to hear your feedback about all of the elements discussed above. Please visit the Content Cycle Feedback channel on the official KARDS Discord to leave your thoughts and engage in discussions about the new content cycle.

New User Interface: Coming Soon!



Hello everyone!

Get ready - the new KARDS user interface is just around the corner! Here, we’ll go over the timeline of the release of the new UI to PC and provide an overview of what these changes entail.

[h2]When is the New User Interface Available?[/h2]

The New UI will become available for all players in the latter half of March.

Prior to the full release, we will have a short test period for the new UI, starting in the beginning of March. Players on Steam will be able to access a public test branch with the new UI. We will provide specific details on how to join the public test and how to give feedback when we are closer to the actual test in early March.

New User Interface: Overview


From our own insight, community feedback, and the ambition to run KARDS for many years to come, we’ve seen that the KARDS user interface could be improved. In developing the mobile version of the game, we saw an opportunity to overhaul the user interface, to streamline it and improve the overall user experience. The new user interface will be available on both the PC and mobile version of the game, so players will have a consistent experience regardless of which device they are playing on. Here, we’ll give a brief overview of what you can expect with the new UI. For more details, you can refer to the dev blogs written by our Chief Creative Officer Gummi: New User Interface: Part I - KARDS Home Screen, New User Interface: Part II - Play, and New User Interface: Part III - Cards.

[h2]KARDS Home Screen[/h2]

The KARDS home screen is changing fundamentally with the new UI. The KARDS Home Screen has a new look, allowing for increased flexibility and for us to communicate better about all the exciting things going on in and around KARDS.



[h3]1. The Top Bar[/h3]
  • On the far left, you’ll find the Home button. Simply click or tap the KARDS logo to take you back to the home screen from almost any other part of the UI.
  • Next is the button to your profile - indicated by your current rank and player name.
  • Then, the resource overview - the amount of gold, diamonds and wildcards you have.
  • Finally, on the far right, you have the Friends and Settings buttons.


[h3]2. The Main Menu[/h3]
  • PLAY navigates to Battle, Training, Campaigns, or any other game mode. More on this below.
  • CARDS gets you to your decks, deck builder and card collection. More on this below.
  • SHOP takes you to the shop.


[h3]3. Content Carousel[/h3]
The content carousel is a rotating banner on the home screen that keeps you updated on all the latest things in KARDS. This can be information about a recent expansion, decklists, guides, dev blogs, news, store offers, tournament info, etc.

[h3]4. The Right Side Buttons[/h3]
The buttons on the right side will vary depending on the content we want to highlight or feature at any given time. They will mostly be reserved for shortcuts to specific events or game modes, such as Skirmishes.

[h3]5. The Progress Line[/h3]
On the bottom of the new UI you will find your national progress - the UI will by default show you the last main nation you progressed in, but you can also switch to a different nation. You can also access your missions here.

[h2]PLAY Button[/h2]

The Play button determines how you enter any given game mode.



Under the Play options, you’ll be able to select any of the game modes available at the time:
  • Battle (PvP) - with a toggle between Ranked or Casual
  • Training (PvE)
  • Draft
  • Campaigns - starter campaigns or Theaters of War
  • Skirmish - when available




[h3]Select Deck[/h3]

After picking a game mode to enter, you’ll be prompted to select a deck from your library to play with. Scroll or swipe up and down to browse your list of decks. Decks will be ordered by usage (last played, last created, etc.).

On the right hand side, you’ll see the selected deck and interact with it through the buttons provided. Customize the deck (swap card-back, HQ, board items or emotes), or hit the star button to favorite the deck, so it’ll always show up at the top of the deck list.

Below the selected deck, you’ll be able to toggle between ranked or casual mode, and, finally, hit the play button to head into the game!

[h2]CARDS Button[/h2]

The CARDS button on the main menu brings you to the new interface where you can explore your decks and collection of cards.



  • Click or tap the PACKS button on the Top Bar to open your unopened packs.
  • Click or tap the COLLECTION button on the Top Bar to access your card collection.
  • Browse through your library of decks by scrolling or swiping up and down.
  • Click or tap the empty deck slot to create a new deck.
  • Click or tap any of your existing decks to bring up details about the deck and edit it.
    • Mark the deck as a favorite, copy the deck code to your clipboard, delete the deck, customize deck elements, or edit the deck.


[h3]Deck Builder[/h3]

The layout of the deck builder has changed quite significantly. These changes are done with consideration of a lot of community feedback we’ve received throughout the years. The goal with the new deck builder is to improve accessibility, provide an improved deck overview, have a consistent and clear UI for the upcoming mobile version of the game, as well as introducing various improvements for power users (especially on desktop). The new deck builder is split into three main areas:



  • The Top Bar, where you can click to “show all” (including unowned cards), with a search bar, a wildcard overview, and a button to access filters.
  • The Card Collection, filtered by the nations in the deck. Scroll or swipe up and down to view all the cards. Click or tap a card for more details and the ability to create a card with wildcards.
  • The Deck Overview is visible in its own panel on the right side. Here, you can have a convenient overview of the cards in your deck, access more details about the deck, change the name of the deck, and edit the HQ/battlefield.


That covers the main points of the new UI changes. As a work in progress, there may still be some adjustments to the elements outlined above.

As previously mentioned in this blog, we will do a short test with the new UI in early March. This test will be accessible to Steam users through a public test branch. We aim to release the new UI to all PC users in the latter half of March. We’ll update you on the specifics of the test as we get closer to the test time. Keep an eye out for new dev blogs, join us on Discord and follow us on social media to make sure you don’t miss a thing!

A New Skirmish Event is Live



A new Skirmish event is live now until February 12th!

Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.

Skirmish is a special game mode in KARDS where you play with alternate rules. These rules vary; you’ll face something new and completely different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.

[h3]Rules for Skirmish #16[/h3]

In this Skirmish, you choose your own deck to battle with. However, each player gets 10 unique, powerful cards added to their deck.

[h3]Prize for Skirmish #16[/h3]

The prize for this Skirmish is a full set of the new German card, CASE YELLOW! This Order costs 5 Kredits to play. It deals 1 damage, your units get +1 +0, the enemy discards a card, and you draw a card.



[h3]Special Store Offer for Skirmish #16[/h3]

The Skirmish Special in the store this weekend features 4 German Officer packs and the unique German Fallschirmjäger card back for 200 Diamonds. Expand your collection and give your German decks a new look with this special offer!



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

This Skirmish will be accessible from February 10th at 12:00 UTC until Sunday, February 12th at 18:00 UTC.

Join this special event - 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!