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A new Skirmish event is live



A new Skirmish event is live now until November 6th!

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

Skirmish is an entirely new 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 #9[/h3]

In this Skirmish, you choose your own deck to battle with. Units get +1 attack for each ability (Blitz, Guard, Ambush, etc.) they have and when a unit is deployed, it gets one of Blitz, Ambush or Fury at random.

[h3]Prize for Skirmish #9[/h3]

The prize for winning this Skirmish is a full set of the new German card, Scatter Tactics! This Countermeasure costs 1 Kredit to play and has the effect that when a unit attacks, enemy units on the battlefield get -2 attack until end of turn.



[h3]Special Store Offer for Skirmish #9[/h3]

This weekend, there is a special German offer in the store. Bolster your German forces with 1 German National Officer pack and 4 German National packs, containing only cards for Germany.

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 November 4th at 12:00 GMT until Sunday, November 6th at 18:00 GMT.

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!

November Update - Patch Notes



Hello everyone!

Following the announcement of this month’s card balance changes on October 24th, we have deployed these changes on November 1st. Check out the dev blog for more details about these balance changes: Card Updates: Efficiency.

This patch also includes several bug fixes and some additions in anticipation for the KARDS mobile beta 2, including a new KARDS Account Settings button accessible in the top-right cog menu. Note that at the moment, this feature is only useful for participants in the mobile beta. If you are participating in the beta test, read more about account linking.

We thank all of our players and the KARDS Community in general for reporting bugs and discussing the game balance. If you want to get involved, join us on Discord!

[h2]Card Balance Changes[/h2]

A total of 15 cards have been updated in this patch.

[h3]FINEST HOUR[/h3]



Old: Give an air unit +2+2 and Blitz.
New: Give an air unit +1+1 and Blitz.

[h3]EMERGENCY MEASURES[/h3]



Old: Choose and discard a Spitfire to deal 4 damage to target unit and pin it.
New: Choose and discard a Spitfire to add a RAF GROUND CREW to the support line.

[h3]BLACK WATCH[/h3]



Old: Deployment: Orders in enemy hand cost 2 more.
New: Orders in enemy hand cost 2 more.

[h3]FOR GLORY[/h3]



[h3]A5M4 CLAUDE[/h3]



Old: Deployment: A friendly unit has -1 operation cost this turn.
New: Deployment: Give another friendly unit -1 operation cost.

[h3]144TH INFANTRY REGIMENT[/h3]



Old: Deployment: A friendly unit gets +1 attack and operates for 1 less this turn.
New: Deployment: Give another friendly unit +1 attack and -1 operation cost.

[h3]JAGDPANTHER[/h3]



[h3]25. PANZERGRENADIER[/h3]



Old: Has Guard while in the frontline.
New: Gets Guard when moves into the frontline.

[h3]PANZER III-G[/h3]



Old: Cannot be pinned while in the frontline.
New: Pincer: Cannot be pinned.

[h3]P-47D-25-RE[/h3]



Old: Deployment: Destroy target enemy unit in the frontline.
New: Deployment: Destroy a random enemy unit in the frontline.

[h3]CAMPAIGN TRAIL[/h3]



Old: All your units are fully repaired and operate for free this turn.
New: Your units operate for 2 less this turn and are fully repaired at the end of the turn.

[h3]FIAT C.R.42[/h3]



[h3]186TH FOLGORE[/h3]



Old: When you deploy an Alpine unit, it gains Ambush.
New: When you deploy an Alpine unit, it gains Blitz.

[h3]DARING STRIKE[/h3]



Old: Costs 1 less for each Intel card you've played this battle. Deal 2 damage to any target.
New: Costs 2 less for each Exile unit you control. Deal 2 damage to any target.

[h3]M4 SHERMAN PL[/h3]



Old: Has +2 attack and operates for free if you have played an Intel card this turn.
New: Has Blitz and operates for free if you have played an Exile card this turn.

[h2]Bug Fixes[/h2]

[h3]Audio[/h3]

  • Fixed some sounds that were not listening to MasterVolume (bad sounds! go to your room).


[h3]Cards[/h3]

  • Fixed bugs where Countermeasures appeared to be deactivated when they were not.
  • Fixed a bug with PACT OF STEEL not working correctly in rare cases.
  • The wording on a few cards have been changed for clarification and consistency.
  • The ability of the PZL P.11 didn't trigger sometimes. Fixed.
  • Stealing a unit from the frontline while the enemy has MISSING active resulted in the stolen unit being incorrectly killed when returned. Fixed.
  • Fixed a few cards that might in rare cases cause destruction effect more than once.
  • TYPE 88 AA GUN's ability does not trigger when dealing 0 damage. Fixed.
  • ROAD TO BERLIN was sometimes not working correctly. Fixed.


[h3]Localization[/h3]

  • Several translation bugs have been fixed. Thank you for reporting them!


[h3]Visual[/h3]

  • Added some passive ability icons that were missing.
  • In Draft, sometimes the wrong card back was shown. Fixed.


[h3]Other[/h3]

  • Fixed wrong state of game when reconnecting in draft.
  • Fixed some daily missions not being counted after reconnection.



[h3]Update on 04.11.22[/h3]

  • Fury effect on friendly fighter became permanent after using BURST OF FIRE. Fixed.
  • When SENDAI REGIMENT was destroyed, if it had no card to add, it would add a visual card that could not be controlled. Fixed.
  • RAID sometimes increased card cost twice. Fixed.
  • Revealed Countermeasure card could be seen as activated. Fixed.
  • Fixed some lighting issues, causing some scenes to be too dark in specific circumstances.



That’s all for now. As always, we welcome your feedback in the comments below and on the KARDS Discord.

KARDS World Championship: Knockout Stage Groups



Good day, commanders!

The Knockout Stage is imminent and the groups for the first weekend have been drawn!

Check out the live drawing stream here:

https://youtu.be/Vt54ZNfilUA

What’s up ahead for top 128 competitors is an intense weekend of KARDS during the group stage, played on October 29th and 30th. After this weekend’s matches, the top 2 players in each of the 16 groups will advance into a 32 person double elimination bracket played during the following weekend, on November 5th and 6th.

Check out what the groups for this weekend look like:





We wish our competitors the best of luck in the games ahead!

KARDS Mobile - Signups for 2nd beta test are closing soon!



Hello KARDS community!

We are excited to share some news with you about the next beta test for the KARDS mobile version.

[h3]The second public beta test of the KARDS mobile version will go live in November![/h3]

We aim to invite as many users as possible that have signed up to participate in the beta.
The beta test will be simultaneously run on both Android and iOS and is anticipated to last for two weeks.

Signups for this second beta test will be closed on November 3rd - so if you’d like to participate, please make sure you’ve signed up before then!

SIGN UP NOW

We’ll be reaching out to our beta 2 participants shortly after signups close with more information.

[h3]For Android users[/h3]
Your email needs to be the same as you use in the Google Play Store. This will enable us to whitelist your account for the beta test.

Card Updates: Efficiency

Hello everyone!

As winter approaches, we sail into the last balance patch before the end of this year.

This patch includes a couple of nerfs. Spitfire decks are getting more crews. Quite a few underwhelming cards are getting buffs. Two Intel-related cards will be shifted towards Exile, with the aim of supporting the creation of some decent Exile decks.

All card changes are ordered by nations. Let’s take a look at them right now.

[h2]FINEST HOUR[/h2]



Old: Give an air unit +2+2 and Blitz.
New: Give an air unit +1+1 and Blitz.

Blitz is one of the most practical abilities in KARDS, especially for air units, as they can attack directly from your own support line without worrying about control of the frontline. Playing air units along with this card can inflict surprising damage, which may just lead to victory. This change does reduce the damage amount and we still expect it to be a very good card.

[h2]EMERGENCY MEASURES[/h2]



Old: Choose and discard a Spitfire to deal 4 damage to target unit and pin it.
New: Choose and discard a Spitfire to add a RAF GROUND CREW to the support line.

Spitfires will never be forgotten for their contribution during WWII, and they will not be forgotten in KARDS either. We have been pondering how to make spitfire decks better. RAF GROUND CREW makes these decks viable, but there are so few of them. These crew units are either destroyed or coming too late. As such, we have decided to provide an option to get more crew members. With one spitfire sacrificed, more of them are ready to take flight into the sky and fight the enemies.

[h2]BLACK WATCH[/h2]



Old: Deployment: Orders in enemy hand cost 2 more.
New: Orders in enemy hand cost 2 more.

This infantry is a staple card for many control decks, being capable of slowing down the enemy and protecting your own HQ. The ability of increasing costs may strangle some expensive orders or may just hit nothing. The new version is more reliable for increasing costs. The enemy will be forced to remove BLACK WATCH. Once removed, the cost increase will also be nullified. We also increase the attack to two.

[h2]FOR GLORY[/h2]



Encountering multiple and powerful Elite units can be very difficult and annoying for new players. This card was designed as an efficient removal against Elite units. The cost is now even lower. However, it is still a very situational card, which we don’t really expect to be part of the meta decks.

[h2]A5M4 CLAUDE[/h2]



Old: Deployment: A friendly unit has -1 operation cost this turn.
New: Deployment: Give another friendly unit -1 operation cost.

Most temporary buffs are not efficient enough unless the buff amounts are substantial. Instead of increasing the buff amounts, we would like to change some cards from temporary to permanent.

[h2]144TH INFANTRY REGIMENT[/h2]



Old: Deployment: A friendly unit gets +1 attack and operates for 1 less this turn.
New: Deployment: Give another friendly unit +1 attack and -1 operation cost.

This card is changed for the same reason as A5M4 CLAUDE.

[h2]JAGDPANTHER[/h2]



This tank destroyer is changed for the same reason as SU-85 in our previous balance patch. We hope tank destroyers in KARDS can pose a serious threat against the enemy. Dealing 5 damage with an operation cost of only 1 is not something that can be ignored.

[h2]25. PANZERGRENADIER[/h2]



Old: Has Guard while in the frontline.
New: Gets Guard when moves into the frontline.

Conditional Guard is difficult enough. The Guard will not be removed even if it is retreated back to the support line. We are also giving this unit +1 defense.

[h2]PANZER III-G[/h2]



Old: Cannot be pinned while in the frontline.
New: Pincer: Cannot be pinned.

“Cannot be Pinned” is actually a very cool ability and it can be pretty useful. However, it is still difficult for a single tank to make a difference while the remaining friendly units are all pinned. With the Pincer ability, two units on the board can get this ability. The enemy must remove one of them to break the pincer link.

[h2]P-47D-25-RE[/h2]



Old: Deployment: Destroy target enemy unit in the frontline.
New: Deployment: Destroy a random enemy unit in the frontline.

This fighter is a very powerful unit that has the ability to destroy the biggest threat in the frontline. The new version fits the random theme of the USA. If there are multiple enemy units in the frontline, then it takes some skills or luck to hit what you want.

[h2]CAMPAIGN TRAIL[/h2]



Old: All your units are fully repaired and operate for free this turn.
New: Your units operate for 2 less this turn and are fully repaired at the end of the turn.

Repairing in most cases is very useful. It somehow becomes troublesome when cost reduction, which in most cases leads to combat actions, comes after repairing. With this new version, your units can attack first and get repaired at the end of the turn. Keeping your units alive is essential in getting a good value from this card.

[h2]FIAT C.R.42[/h2]



It seems this single-seat sesquiplane fighter is flying a bit too high and fast with 0 operation cost. We need to slow it down a bit.

[h2]186TH FOLGORE[/h2]



Old: When you deploy an Alpine unit, it gains Ambush.
New: When you deploy an Alpine unit, it gains Blitz.

The Alpine deck fell down from the hill since the OBICE DA 75/13 change. With the help of this new FOLGORE, we hope it can climb back on the Alpine mountains a bit.

[h2]DARING STRIKE[/h2]



Old: Costs 1 less for each Intel card you've played this battle. Deal 2 damage to any target.
New: Costs 2 less for each Exile unit you control. Deal 2 damage to any target.

Along with Poland as the new ally nation, Intel and Exile were introduced. Intel is doing pretty well, while Exile is still a bit far away from forming a deck. We plan to change a few underused Intel and Exile cards in the next few balance patches, in the hopes that players can figure out some decks with Exile.

[h2]M4 SHERMAN PL[/h2]



Old: Has +2 attack and operates for free if you have played an Intel card this turn.
New: Has Blitz and operates for free if you have played an Exile card this turn.

For the same reason, this tank’s ability is now related to Exile, instead of Intel.

That is all, these changes will be live in early November. Please continue giving us your feedback, which is very valuable to us. We are checking your feedback, as always.

Thanks and see you on the battlefield, commanders!