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A new Skirmish event is live



A new Skirmish event is live now until September 11th!

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 #5[/h3]

In this Skirmish, you play with your own deck - but your deck can’t contain any units! Whenever you play an Order card, a random unit with a similar cost from the same nation is added to your support line.

[h3]Prize for Skirmish #5[/h3]

The first time you win this Skirmish, you will receive a full set of the new unique card, the Italian 7th Alpini Regiment. This Limited card costs 6 Kredits to play and 2 Kredits to operate. It has 4/7 stats and is an Alpine card with the Guard ability. Additionally, damage dealt by this unit adds equal defense to your HQ.



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 September 9th at 12:00 GMT until Sunday, September 11th 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!

KARDS 2022 World Championship: Open Qualifier Details



Attention, soldiers!

The Open Qualifiers for the KARDS 2022 World Championship are almost upon us!

The qualifying rounds will take place every weekend between September 10th until October 16th and are split into two sessions - giving you two separate chances to qualify for the next stage of the World Championship.

In-Client Open Qualifiers


The Open Qualifiers are conveniently integrated into the client. All you need to do is log into the game to join the action!

When a qualifying session is active, you can participate in the qualifier and view your rankings from the World Championship hub, accessible on the game’s main screen.



Please note that in order to play in the World Championship qualifier, you must have reached at least rank 15 when joining your first session. Once you’ve played in a qualification session you are eligible for all future qualification sessions even though your rank might drop below 15.

You can check out the full rules for the World 2022 Championship here: KARDS 2022 World Championship Rules

Two Separate Qualifiers


To try and give as many people as possible the opportunity to post a qualifying score, we will be holding two separate Open Qualifiers, each spanning 6 sessions over 3 weekends and qualifying the top 58 players.

[h2]Qualifier 1[/h2]

The qualification sessions in Qualifier 1 will be held on the following dates:

  • 10th of September - 16-20 UTC
  • 11th of September - 12-16 UTC
  • 17th of September - 16-20 UTC
  • 18th of September - 12-16 UTC
  • 24th of September - 16-20 UTC
  • 25th of September - 12-16 UTC


Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.

[h2]Qualifier 2[/h2]

The qualification sessions in Qualifier 2 will be held on the following dates:

  • 1st of October - 16-20 UTC
  • 2nd of October - 12-16 UTC
  • 8th of October - 16-20 UTC
  • 9th of October - 12-16 UTC
  • 15th of October - 16-20 UTC
  • 16th of October - 12-16 UTC


Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.

Competing in a Qualifier


Each qualification session lasts for 4 hours, during which a special World Championship qualifier queue will be available for the bravest among you!



Players need to complete at least 9 games during those 4 hours to successfully complete a qualification session. We also recommend playing a few extra games during the session, as these may improve your chances in the event of tiebreakers.

To enter a game, open the World Championship hub during a qualification session, press the battle button and select your deck for battle.

For each win during the first 9 matches, the player receives 5 points for the qualification ladder. For each loss in these matches, the player receives 1 point. A player’s final score is the combined total score from their best three sessions out of six sessions in the qualifier.

Tiebreakers


If players end up with the same score, a tiebreaker system is used to order them. This is based on several things, the most important being the strength of your opponents. Being matched against a very strong player might make for a difficult match, but will improve your chances in the event of tiebreakers, regardless of the match result.

For further information on the tiebreaker system, check out the full list of rules here: KARDS 2022 World Championship Rules

Rewards!


In the Open Qualifiers, players aren’t only playing for their spot in the Knockout Stage - there are some enticing rewards on the line!

The top 300 players from each Open Qualifier will receive the KARDS 2022 World Championship cardback!

Every player that qualifies for the top 128 player Knockout Stage will also receive 250 diamonds to spend on anything they desire in the in-game store!

Qualification session games also count towards Daily Missions and National Progression.

With the first qualification session just around the corner, it’s time to lace up your boots and get ready for battle! There’s only one way to find out if you could be the KARDS 2022 World Champion!

September Update - Patch Notes



Hello everyone,

Following the announcement of this month’s card balance changes a few days ago (details of the balance update), we have deployed these changes on September 7th.

This patch also adds the KARDS 2022 World Championship hub into the game client, as well as some bug fixes.

Let’s have a look at the changes in this patch.

Card Balance Changes


A total of 20 cards have been updated in this patch.

[h2]CRITICAL DAMAGE[/h2]



Old: Enemy units get: "When this unit receives damage, pin it.
New: Deal 1 damage to a unit. If it doesn’t have any adjacent units, deal 2 instead.

With the advent of SUPPLY SHORTAGE, this card suddenly became a celebrity on the battlefield. The combo of these two cards is kind of toxic and we want to break it. The new version does 1 base damage. These parachute units are very good at hunting separated units, dealing 2 damage if the target doesn’t have any adjacent units. So don’t leave your units alone on the battlefield.

[h2]SUPPLY SHORTAGE[/h2]



In addition to breaking the combo of SUPPLY SHORTAGE and CRITICAL DAMAGE, the cost of this card is increased to 3.

[h2]RAAF LIGHTNING F-4[/h2]



This fighter was used extensively as a long-range bomber escort, along with various other purposes during the war. On the KARDS battlefield, the fighter has a universally efficient ability: Retreat, which fits the escort role and will certainly remain the same in the game. To reduce its power level, the defense is reduced by 1.

[h2]MARE NOSTRUM[/h2]



Old: Give a friendly unit +1+1 and: "Combat damage dealt by this unit adds equal defense to your HQ."
New: Give a friendly unit +1+1 and: "When this unit attacks, your HQ gains defense equal to its damage."

With its previous change of increasing the cost to 2, this card was indeed slower. However, the healing amount is still very stable. With the new version, the affected unit can only heal your HQ on your own turn by initiating an attack. As compensation, the cost is reduced back to 1 for flexibility.

[h2]WELSH GUARDS[/h2]



Old: Deployment: Give any target +1 defense.
New: Deployment: Give another target +1 defense.

Besides air decks, British decks with a focus on ground units do appear on the battlefield with many variants. Sadly, none of them are working very well. We would like to make them better by changing a few more cards. The new WELSH GUARDS is one of them, with a more flexible 1 cost and the same ability.

[h2]1ST GURKHA RIFLES[/h2]



Old: Deployment: Gets +1 attack for each order you have given this turn.
New: Gets +1 attack when you give an order.

During the Second World Wars, this regiment saw much service in Asia. On the KARDS battlefield, it is kind of the opposite. With this new version, this unit card can Guard your HQ and units, with a passive ability of +1 attack whenever you play an order from hand. It is expected to make British ground units decks better.

[h2]ROYAL SCOTS[/h2]



Old: Enemy random effects always choose this unit while it is on the battlefield.
New: If in hand or on the battlefield, random effects always choose this unit.

The passive ability of this card is very interesting, making it a tech card against random effects. We would like to make it more useful by expanding its validity to friendly random effects and being in hand. Note that random effects have their own ranges by default. For example, DEATH FROM ABOVE can only randomly choose a unit on the battlefield. In other words, ROYAL SCOTS can never be chosen as a target for DEATH FROM ABOVE. This unit can not be chosen for KI-44 TOJO while in hand, as it is not a bomber, out of TOJO’s range.

[h2]1ST AIRLANDING BRIGADE[/h2]



Old: Units attacked by this unit must retreat if they survive.
New: Deployment: Retreat a unit in the frontline. If it is empty, gets Blitz.

As mentioned in our previous dev blogs, we hope to see more fierce battles fighting for the frontline. This Elite unit now can force a unit in the front line to retreat, helping you take control of it. Alternatively, It can also retreat your own unit for protection or the Blitz ability, if needed.

[h2]95TH RIFLE REGIMENT[/h2]



Old: Deployment: Deal 1 damage to your HQ.
New: Deployment: Deal 1 damage to a unit and your HQ.

We have seen some self damage Soviet decks in recent tournaments. This change is intended to make this deck even better. Dealing 1 damage on deployment can remove low defense units or make them damaged, for example TYPE 93. The 1 damage on your own HQ can be beneficial for this deck for triggering the effects you need.

[h2]I-16 ISHAK[/h2]



Since the changes of some Soviet fighters, Soviet air decks are performing a bit better than before. They still lack cheap fighters for a better curving and early game survivability. With a cheaper operation cost, this fighter might be able to fit this role. This also applies to the spawned fighter from I-15 CHAIKA.

[h2]OT-34[/h2]



Old: Deal double damage to infantry and HQ.
New: Deals double damage against infantry and HQ.

This tank is not really that useful on the battlefield except hiding in the support line by Smokescreen and then dealing a huge amount of damage with a lot of buffs. With this new version, it can still inflict very serious damage, just probably not that surprising without Smokescreen. Nevertheless, costing 3 less makes combos possible in a single turn for a much lower cost. In addition, let’s not forget it is also the cheapest T-34 tank.

[h2]P-40B TOMAHAWK[/h2]



Old: Infantry units you deploy get +1+1.
New: Infantry units you deploy or add get +1+1.

As we are getting more and more cards that can spawn units in the frontline, it is time for P-40B TOMAHAWK to get an upgrade, being capable of affecting added infantry units as well.

[h2]SU-85[/h2]



Tank destroyers are supposed to be intimidating with a very strong firepower. With a cheaper operation cost, this tank destroyer will be a threat to any enemy unit and the HQ, along with being an efficient tank killer.

[h2]M4A3R3 ZIPPO[/h2]



This new ZIPPO tank is still unlikely to be part of the meta decks, even with a decreased cost. If played exactly at turn 3, it at least can be a threat to the enemy’s HQ, with the potential of dealing 6 damage in the next turn, which can’t be always ignored.

[h2]SUPPRESSION[/h2]



Old: All enemy units in the support line have -3 attack until start of your next turn.
New: All enemy units have -3 attack this turn.

Suppressing the enemy is a very effective military tactic during a battle. Affecting units in the support line only seems to be a dramatic show on the KARDS battlefield, nothing really useful. The new SUPPRESSION affects all enemy units with a very flexible 1 cost. Keep in mind that the effect only lasts one turn, instead of two turns. It means that you need to command your own units to attack in the same turn to get a good value from this card.

[h2]STUG III-G[/h2]



We have seen the ups and downs of German tank decks in KARDS. None of those versions included this tank. As Germany's most-produced fully tracked armored fighting vehicle during World War II, STUG III-G is somehow left alone here in KARDS. It might be able to join the big family of German tanks with an extra defense.

[h2]JADE DIVISION[/h2]



Old: Gets +1+1 when you deploy a Japanese unit. Has Fury if attack is 10+.
New: Gets +1+1 when you play a Japanese card. Gets Guard if attack is 10+.

This change is expected to make this Elite unit more versatile. It can get Guard if its attack is equal to or more than 10, protecting your HQ.

[h2]MEDITERRANEAN RAID[/h2]



Old: Can only be played if you control more units than the enemy. Deal 4 damage to a unit.
New: Deal 2 damage to a unit. If you control more units than the enemy, deal 4 instead.

Some Italian cards gain or lose something, Depending on the battlefield. As mentioned in our previous dev blogs, we don’t want to see such cards stuck in hand. MEDITERRANEAN RAID is the last card that could be completely useless if you could not manage to have more units than the enemy. With this new version, it can at least cause 2 damage to a unit at the cost of 3, which is very insufficient. However, it can deal 4 damage to any unit on the battlefield if the condition is met.

[h2]CHAR B1 BIS[/h2]



Besides cheap cost Mobilize units, we also hope to see some midrange decks with a combination of control and Mobilize. As the most powerfully armed and armored tanks of its day, this heavy tank’s body is now even stronger in the game, with a lower cost but also a lower attack.

[h2]U-16[/h2]



Old: At the start of enemy’s next turn, the enemy must choose and discard a card from hand.
New: When the enemy gives an order, the enemy discards a random card.

This card has been on the list for changes for a long time, as it is the cheapest card that has the potential of draw denial. This new version is now a countermeasure and the discard ability stays.

[hr][/hr]

KARDS 2022 World Championship Open Qualifier


The in-game Open Qualifiers for the KARDS 2022 World Championship are almost upon us - with the first qualifying sessions THIS weekend, September 10th and 11th. This update brings the World Championship hub into the game, which you’ll be able to use to compete in the World Championship when the qualifier sessions are open. More details on the Open in-game Qualifier will be released later this week!


New features and updates

[h2]Audio[/h2]
  • Added varied music to the new player experience


Bug Fixes

[h2]Card bugs[/h2]
  • The 2ND CALIFORNIA and some heavy armor units were experiencing some issues. Fixed.
  • SEABORNE INVASION was causing some issues in AI matches. Fixed.

[h2]Localization[/h2]
  • Several translation bugs have been fixed. Thank you for reporting them!

[h2]User Interface[/h2]
  • Fixed some issues when Mulligan timed out.

[h2]Visual bugs[/h2]
  • Some missing item textures have been fixed.
  • Bugged visuals in historical photographs have been fixed.
  • Some unintended camera effects have been fixed.


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

Card Updates: Values



Hello everyone!

We hope you’ve been enjoying the summer! We were chilling out here in Iceland while a volcano was erupting.

As mentioned in the announcement on our Discord server, we are changing the cadence of the balance patches and will have them every 2 months now instead of every 1 month. It was also delayed because of the summer break. A lot of you guys have been expecting card changes for a long time. We have some good news! We are increasing the amount of balanced cards to 20 this time.

For this balance patch, we want to deal with the most troublesome problem on the meta, the notorious combo of SUPPLY SHORTAGE and CRITICAL DAMAGE, aka the 2+2 combo. As usual, some buffs for existing strategies and slight nerfs for the most over-powerful decks are included. We are also changing some of the least used cards so that they can create more values on the battlefield in KARDS.

Now we know you can’t wait to take a look at these cards. So let’s jump into them right away.

[h2]CRITICAL DAMAGE[/h2]



Old: Enemy units get: "When this unit receives damage, pin it.
New: Deal 1 damage to a unit. If it doesn’t have any adjacent units, deal 2 instead.

With the advent of SUPPLY SHORTAGE, this card suddenly became a celebrity on the battlefield. The combo of these two cards is kind of toxic and we want to break it. The new version does 1 base damage. These parachute units are very good at hunting separated units, dealing 2 damage if the target doesn’t have any adjacent units. So don’t leave your units alone on the battlefield.

[h2]SUPPLY SHORTAGE[/h2]



In addition to breaking the combo of SUPPLY SHORTAGE and CRITICAL DAMAGE, the cost of this card is increased to 3.

[h2]RAAF LIGHTNING F-4[/h2]



This fighter was used extensively as a long-range bomber escort, along with various other purposes during the war. On the KARDS battlefield, the fighter has a universally efficient ability: Retreat, which fits the escort role and will certainly remain the same in the game. To reduce its power level, the defense is reduced by 1.

[h2]MARE NOSTRUM[/h2]



Old: Give a friendly unit +1+1 and: "Combat damage dealt by this unit adds equal defense to your HQ."
New: Give a friendly unit +1+1 and: "When this unit attacks, your HQ gains defense equal to its damage."

With its previous change of increasing the cost to 2, this card was indeed slower. However, the healing amount is still very stable. With the new version, the affected unit can only heal your HQ on your own turn by initiating an attack. As compensation, the cost is reduced back to 1 for flexibility.

[h2]WELSH GUARDS[/h2]



Old: Deployment: Give any target +1 defense.
New: Deployment: Give another target +1 defense.

Besides air decks, British decks with a focus on ground units do appear on the battlefield with many variants. Sadly, none of them are working very well. We would like to make them better by changing a few more cards. The new WELSH GUARDS is one of them, with a more flexible 1 cost and the same ability.

[h2]1ST GURKHA RIFLES[/h2]



Old: Deployment: Gets +1 attack for each order you have given this turn.
New: Gets +1 attack when you give an order.

During the Second World Wars, this regiment saw much service in Asia. On the KARDS battlefield, it is kind of the opposite. With this new version, this unit card can Guard your HQ and units, with a passive ability of +1 attack whenever you play an order from hand. It is expected to make British ground units decks better.

[h2]ROYAL SCOTS[/h2]



Old: Enemy random effects always choose this unit while it is on the battlefield.
New: If in hand or on the battlefield, random effects always choose this unit.

The passive ability of this card is very interesting, making it a tech card against random effects. We would like to make it more useful by expanding its validity to friendly random effects and being in hand. Note that random effects have their own ranges by default. For example, DEATH FROM ABOVE can only randomly choose a unit on the battlefield. In other words, ROYAL SCOTS can never be chosen as a target for DEATH FROM ABOVE. This unit can not be chosen for KI-44 TOJO while in hand, as it is not a bomber, out of TOJO’s range.

[h2]1ST AIRLANDING BRIGADE[/h2]



Old: Units attacked by this unit must retreat if they survive.
New: Deployment: Retreat a unit in the frontline. If it is empty, gets Blitz.

As mentioned in our previous dev blogs, we hope to see more fierce battles fighting for the frontline. This Elite unit now can force a unit in the front line to retreat, helping you take control of it. Alternatively, It can also retreat your own unit for protection or the Blitz ability, if needed.

[h2]95TH RIFLE REGIMENT[/h2]



Old: Deployment: Deal 1 damage to your HQ.
New: Deployment: Deal 1 damage to a unit and your HQ.

We have seen some self damage Soviet decks in recent tournaments. This change is intended to make this deck even better. Dealing 1 damage on deployment can remove low defense units or make them damaged, for example TYPE 93. The 1 damage on your own HQ can be beneficial for this deck for triggering the effects you need.

[h2]I-16 ISHAK[/h2]



Since the changes of some Soviet fighters, Soviet air decks are performing a bit better than before. They still lack cheap fighters for a better curving and early game survivability. With a cheaper operation cost, this fighter might be able to fit this role. This also applies to the spawned fighter from I-15 CHAIKA.

[h2]OT-34[/h2]



Old: Deal double damage to infantry and HQ.
New: Deals double damage against infantry and HQ.

This tank is not really that useful on the battlefield except hiding in the support line by Smokescreen and then dealing a huge amount of damage with a lot of buffs. With this new version, it can still inflict very serious damage, just probably not that surprising without Smokescreen. Nevertheless, costing 3 less makes combos possible in a single turn for a much lower cost. In addition, let’s not forget it is also the cheapest T-34 tank.

[h2]P-40B TOMAHAWK[/h2]



Old: Infantry units you deploy get +1+1.
New: Infantry units you deploy or add get +1+1.

As we are getting more and more cards that can spawn units in the frontline, it is time for P-40B TOMAHAWK to get an upgrade, being capable of affecting added infantry units as well.

[h2]SU-85[/h2]



Tank destroyers are supposed to be intimidating with a very strong firepower. With a cheaper operation cost, this tank destroyer will be a threat to any enemy unit and the HQ, along with being an efficient tank killer.

[h2]M4A3R3 ZIPPO[/h2]



This new ZIPPO tank is still unlikely to be part of the meta decks, even with a decreased cost. If played exactly at turn 3, it at least can be a threat to the enemy’s HQ, with the potential of dealing 6 damage in the next turn, which can’t be always ignored.

[h2]SUPPRESSION[/h2]



Old: All enemy units in the support line have -3 attack until start of your next turn.
New: All enemy units have -3 attack this turn.

Suppressing the enemy is a very effective military tactic during a battle. Affecting units in the support line only seems to be a dramatic show on the KARDS battlefield, nothing really useful. The new SUPPRESSION affects all enemy units with a very flexible 1 cost. Keep in mind that the effect only lasts one turn, instead of two turns. It means that you need to command your own units to attack in the same turn to get a good value from this card.

[h2]STUG III-G[/h2]



We have seen the ups and downs of German tank decks in KARDS. None of those versions included this tank. As Germany's most-produced fully tracked armored fighting vehicle during World War II, STUG III-G is somehow left alone here in KARDS. It might be able to join the big family of German tanks with an extra defense.

[h2]JADE DIVISION[/h2]



Old: Gets +1+1 when you deploy a Japanese unit. Has Fury if attack is 10+.
New: Gets +1+1 when you play a Japanese card. Gets Guard if attack is 10+.

This change is expected to make this Elite unit more versatile. It can get Guard if its attack is equal to or more than 10, protecting your HQ.

[h2]MEDITERRANEAN RAID[/h2]



Old: Can only be played if you control more units than the enemy. Deal 4 damage to a unit.
New: Deal 2 damage to a unit. If you control more units than the enemy, deal 4 instead.

Some Italian cards gain or lose something, Depending on the battlefield. As mentioned in our previous dev blogs, we don’t want to see such cards stuck in hand. MEDITERRANEAN RAID is the last card that could be completely useless if you could not manage to have more units than the enemy. With this new version, it can at least cause 2 damage to a unit at the cost of 3, which is very insufficient. However, it can deal 4 damage to any unit on the battlefield if the condition is met.

[h2]CHAR B1 BIS[/h2]



Besides cheap cost Mobilize units, we also hope to see some midrange decks with a combination of control and Mobilize. As the most powerfully armed and armored tanks of its day, this heavy tank’s body is now even stronger in the game, with a lower cost but also a lower attack.

[h2]U-16[/h2]



Old: At the start of enemy’s next turn, the enemy must choose and discard a card from hand.
New: When the enemy gives an order, the enemy discards a random card.

This card has been on the list for changes for a long time, as it is the cheapest card that has the potential of draw denial. This new version is now a countermeasure and the discard ability stays.

That is all, these changes will be live in early September. 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!

A new Skirmish event is live



A new Skirmish event is live now until August 28th!

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

[h3]Rules for Skirmish #4[/h3]

In this Skirmish, you play with your own decks - but with a twist!
✨ All units have an operation cost of 1 and deal double damage. ✨

[h3]Prize for Skirmish #4[/h3]

The first time you win this Skirmish, you will receive a full set of the new unique card, the US 5th Rangers. This Limited card costs 4 Kredits to play and operate. It has 4/4 stats and Blitz. Additionally, on deployment, you can choose between giving this unit 0 operation costs or +4+4.



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 August 26th at 12:00 GMT until Sunday, August 28th 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!