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First bunker chat of 2021



Hello KARDS Community!

It’s a new year, but some things stay the same! Sorta…

Last year, we introduced a monthly AMA and we loved having this fixed window to hear from the community. We are happy to announce that we will be doubling down on this space and continuing with a monthly communication broadcast, now affectionately known as the monthly Bunker Chat!

The difference from last year, is that we will be changing the format between broadcasts depending on what is going on with Kards at any given time.

The first monthly Bunker Chat will take place on the 29th of January at 16:00 UTC, live on www.twitch.tv/kardsccg!

In this broadcast, we will give a presentation on some of the upcoming changes to Kards followed by a live Q&A in Twitch chat!

So make sure you tune in and ask your questions about the upcoming changes in chat! We look forward to seeing you for the first bunker chat of 2021!

Good luck on the battlefield!

Revamping the Progression Systems in KARDS



We are very excited to share with you guys that we are currently working on a major overhaul of the Kards progression systems.

As some of you may have heard us mention before, we have been so focused on the “playing cards'' part of the game that other aspects may have suffered to some extent. We feel now is the time to give those parts some serious love as well to improve the overall gaming experience of Kards for new players and veterans alike.

To inform you in the best possible way, we are publishing a series of blogs on these changes over the next days:
  • High-level overview blog (this blog)
  • Wildcards and Resources
  • National Progression and Achievements
  • Non-nation specific seasonal ladder
  • Transition to the new systems or "What happens with my stuff?"


This blog gives you a high-level overview and especially explains the motivation behind our plans.

Before we go into details, we want to start by explaining what we want to accomplish with these changes.

[h3]GIVE PLAYERS MORE KONTROL[/h3]

  • Allow you guys to better control where you go with your card collection, thereby making it easier to build the decks you want to play.

    "Use Zee Germans to improve Zee Germans"


[h3]SIMPLER AND FAIRER CARD ECONOMY[/h3]

  • Simpler and more elegant card creation and a more economically fair way to get the specific cards you want.
  • Separating bling and value, so you don’t have to make an uncomfortable choice between the two if you really want both.

    “No more 1 - 320 exchange rate of doom when recycling to craft your Elites”


[h3]CLEAR & LOGICAL PROGRESSION GOALS[/h3]

  • Give you clearer short-term and long-term goals and more logical ways to reach those goals and reap the rewards.
  • Separate national progression and competitive ladder progression.

    “A + B = Elite Golden C”


With these objectives in mind, what exact systems do we want to introduce, revamp and in some cases phase out altogether?

[h2]NEW NATIONAL PROGRESSION IN - ACHIEVEMENTS OUT[/h2]

For each of the main nations, you will have a new national progression path that allows you to earn experience and rewards for that nation: National Wildcards, Gold cards from that nation, National Packs, National Cardbacks, National Emotes, plus some Gold, Draft tickets etc. You will progress in this system simply by playing and, while winning will make you progress slightly faster, putting in the time and effort is the main driver of progression.

We have never been 100% satisfied with the Achievements system, and it has always been a bit hidden and difficult for players to base their goals on. So, since there is a big overlap with the new national progression system, we have decided to phase out Achievements completely (at least for the time being in its current form). In the new system you will be earning rewards more consistently before and the rewards are more focused around the nation you are playing. This means how you decide to spend your time in game will dictate your progression. With this we want players to have a clearer view of their progression, and more control over it.

How the transition will take place and what happens to the work you have already put into achievements, will be explained in subsequent blogs and announcements.

National progress. Work in progress. (Edit on Feb 8: Above image has been updated with the latest in-game example screenshot)

[h2]WILDCARDS IN - RESOURCES OUT[/h2]

Wildcards are cards you can get from packs and by other means that can be used to create any specific card of the same rarity level as the wildcard used.

We are confident that Wildcards are a much more elegant, fun and fair way for players to acquire the specific cards they want, instead of grinding for resources and surplus cards to craft something meaningful. In some ways, the current gold cards did serve as a sort of wildcard but this was not clearly visible or user friendly and also forced players to make a choice between owning a nice gold version of a card or converting it into resources, creating an unnecessary conflict in some cases.

As with before, the exact details of what happens to your current resources and gold cards, will follow soon in blogs and announcements.



Wildcards

[h2]NON-NATION SPECIFIC SEASONAL LADDER[/h2]

Because the current seasonal ladder offers a lot of rewards depending on the Nation being played, we felt it overlapped too much with the new national specific progression system.

So we opted to simplify the current ladder, making it more competitive to reach the top and more about status and bragging rights than rewards.

It didn’t really make sense that the most advanced and experienced players with big collections were getting the most cards from this system while players outside of the top few hundred players were struggling to get cards they needed to complete their decks.

In the new Kards ecosystem, the national progression system is the main driver of your collection, while ranked play drives your status through prestige and cosmetics. Overall the amount of rewards in the game will be higher and more consistent, hopefully allowing for a great player experience.



Rank icons

[h2]HOW, WHEN, WHAT?[/h2]

The exact details of when and how these systems will be rolled out and the transitions, what happens to your current gold cards, resources, achievements etc. will be explained in separate, subsequent blogs and announcements following this quick introduction.

[h2]WE WANT YOUR INSIGHTS AND THOUGHTS![/h2]

We are pretty confident we are on the right track with these changes to allow you to use your time and money more deliberately and clearly when playing Kards in order to make the whole experience more logical and, most importantly, more fun.

We would love to get feedback from you guys, our awesome community, at this point and during the next phases, so please share your insights with us and make sure to stay tuned for further information.

Provide feedback!

🏆 Officer Club Championship 🏆



Hey Kards community!

It is time to get to know the participants of the first Officer Club Championship of 2021. They will be playing for their share of the $1000 prize pool. The top 12 players on the ladder at the end of the previous season qualify for the Officer Club Championship, so let’s congratulate the following players for their qualification:

  1. Jking7
  2. Blue_Blast
  3. AriBigBehn
  4. Innocent Bubbles
  5. Darkness
  6. 辉辉呀
  7. ComTruise
  8. CCMS - 031
  9. Drogear
  10. Berto Burrito
  11. Liszt
  12. 塞雷娅


In this format, the top 4 players on the ladder are guaranteed a quarter final spot in the tournament while the remaining 8 players will face each other for the final 4 slots in the tournament.

The $1000 prize pool will be split in the following way:

  • 1st place - $500
  • 2nd place - $300
  • 3rd place - $200


In the OCC, players have to bring three decks from three different major nations and once a player wins a match using a certain deck in a series. They can not bring that same deck again until the following round. This means that in order to win the tournament, the winning player will have to win with each of their decks, making each player only as strong as their weakest deck, surely making for some exciting and entertaining matches!

The Officers Club Championship (OCC) will take place on the 23rd of January at 15:00 - 22:00 UTC.

Join us for all the action and experience a unique insight into the highest level of play in KARDS on www.twitch.tv/kardsccg , www.facebook.com/kardsccg, our Youtube channel, or the Steam store page.


Card balance changes and bug fixes for you

Did ya'll had some great Holidays and enjoyed playing KARDS during the season?

Today, 12th of January, we are updating KARDS with card balance changes and bug fixes.



Additionally, to celebrate the first KARDS update of the year, we have new special offers in the KARDS shop - make sure to check them out!

We thank all of our engaged players and the KARDS community in general for reporting bugs and discussing the game balance.

If you want to get involved as well, please join us on Discord!

Before we go into the details, we invite you to watch our latest patch preview with developer Olikrummi and expert Innocent Bubbles.

[previewyoutube][/previewyoutube]

Now, onto the patch notes details!

[h2]Card Balance Changes[/h2]

📜 Read our latest dev blog on the card balance changes to discover the details and to explore the background info!

FLAMMPANZER

Deployment: Destroy target enemy ground unit with cost 1 or less.
(Was: Deployment: Destroy target enemy unit with cost 1 or less.)

17th RIFLE REGIMENT

Operation cost increased by 1 to now 2 Kredits.

RUSH PRODUCTION

Cost increased by 1 to now 1 Kredit.

NIGHT WITCHES

Add a POLIKARPOV PO-2 OR FROM THE PEOPLE to hand. Shuffle NIGHT WITCHES into your deck.
(Was: Add a POLIKARPOV PO-2 and FROM THE PEOPLE to hand. Shuffle NIGHT WITCHES into your deck.)

ENCIRCLEMENT

Cost increased by 1 to now 3 Kredits.

BOLSTER THE RANKS

Cost increased by 1 to now 4 Kredits.

SEABORNE INVASION

Cost increased by 1 to now 9 Kredits.

COUNTER OFFENSIVE

Target infantry or tank gets +2+2 for each damaged unit on the battlefield.
(Was: Target infantry or tank gets +1+1 for each damaged unit on the battlefield.)

BARRAGE

Choose one - enemy units have -3 attack this turn OR deal 5 damage to a ground unit.
(Was: Choose one - enemy units have -2 attack this turn OR deal 4 damage to a ground unit.)

EXPLOIT THE GAP

Cost reduced by 1 to now 6 Kredits.

HEINKEL HE 219

When your HQ is damaged by a ground unit, deal 1 damage to the enemy HQ.
(Was: When your HQ is damaged by a non-HEINKEL HE 219 source, deal 1 damage to the enemy HQ.)

P-51 MUSTANG

Deployment: Deal 5 damage to a random enemy air unit.
(Was: Deployment: Give enemy air units +1 operation cost.)

DIVE BOMBING

Give an enemy unit -3 attack and -1 defense until the start of your next turn.
(Was: Give an enemy unit -2 attack and -1 defense until the start of your next turn.)

SURPRISE ATTACK

Cost decreased by 1 to now 1 Kredit.

CALL TO THE COLONIES

Cost reduced by 1 to now 4 Kredits.

[h2]Bug Fixes[/h2]

  • EMPIRE OF THE SUN draws fewer cards than the target enemy unit attack value if the attack value was buffed from a M8 Greyhound. Fixed.
  • Enemy air unit receives another debuff from the 37mm ANTI-AIRCRAFT GUN when returning after being controlled by CONFUSION. Fixed.
  • AICHI D3A-2 doesn't lose buff from another AICHI D3A-2 after using the CONFUSION order on one of them and destroying it. Fixed
  • Pz. BEFEHLSWAGEN 35t makes you draw M4A1 from your deck when its effect triggers. Fixed.
  • 120mm M1 GUN wasn't resetting correctly after leaving the board and played again. Fixed.
  • C-47 SKYTRAIN was giving back the kredits spent by Ki-61 TONY from its trigger effect. Fixed.
  • FW 200 CONDOR's deployment effect wasn't correctly canceled by EVASIVE ACTION. Fixed.
  • Destruction effect removals are not resetting when after-affected cards left the board and played again. Fixed.
  • Cards that kept immunity after losing OUTMANUEVER's effect would still lose the visual icon. Fixed.
  • Card backs are overlapped by cards in the "Collection" tab after double-clicking on "Card back". Fixed.
  • The KARDS Store banner doesn't change after clicking on the "Change banner" button. Fixed.
  • The Chinese font has been updated to fix issues with its readability.
  • Several incorrect translations have been fixed.
  • Keywords in the Chinese translation are now in bold font (similar to other languages).


Give us a thumbs up if you like this update.

👉 We also welcome more feedback in the comments below and on KARDS Discord!

Have fun and enjoy!

Out with the Old, In with the New

2020 is behind us now, and what a fabulous year it was… for KARDS!

We’re starting the new year off with a bang of a balance patch, ready to wreck ruin on all your decks to usher the new year in with style.

This patch will hit the nearest battlefield tomorrow, January 12th, so brace yourself.



The last few balance patches were not accompanied by a dev blog, which made some people sad.

Sad is bad, as the saying goes and as we’re banned from hugging you to make you feel better, we’re forced to do the next best thing, which is publishing a new dev blog.

So here we are.

In light of the new times, we’re shaking things up slightly - instead of going by nations, the card changes are being grouped into three categories - nerfed cards, underused card buffs and strategic buffs. Read on to find out what these enigmatic terms mean.

Per usual, the patch tomorrow will also see numerous bug fixes, stay tuned for the full patch notes for further details.

[h2]Nerfed Cards[/h2]

The first category consists of cards we want to tune down in power for one reason or another.

This can be because the card is too strong, sees too much play, is too oppressive in certain scenarios, or we want to tone down a specific strategy the card empowers.

For this category, success is based on the tears shed.

[h3]FLAMMPANZER[/h3]


The Flammpanzer is a very important tool in keeping aggressive decks in check, and we want to keep it like that.

But it does a bit too much and the once-popular British small air deck has suffered because of the Fire in the Sky panzer.

[h3]17th RIFLE REGIMENT[/h3]

This card is very powerful in the lower brackets of the game and in draft. Slowing it down takes the sting out of it a little bit while maintaining its powerful abilities. This should still be a popular choice for newer players, just not as oppressive.

[h3]RUSH PRODUCTION[/h3]

Rush Production is best known for its role as the Kredit generating villain in the infamous Baby Combo deck. But in recent months it has been getting credits in other productions as well, playing its stereotypical role of a ‘puke-your-hand-out’ enabler.

Good villain roles are always appreciated, but this one needs to go back to its sideshow roots.

[h3]NIGHT WITCHES[/h3]

This change retains the ‘endless’ value of the card, but reduces its power significantly.

While the Soviet value decks are not over-performing, they can lead to fairly long and tedious battles, which reliable sources tell us is boring if encountered too frequently.

[h3]ENCIRCLEMENT[/h3]

When we added the Blitz clause to this card a few months back, it saw Encirclement blitz into top tier status overnight.

At the time, aggressive decks needed a bit of love, but now they have too much love, so we are scaling this card back or we will end up with a spoiled brat.

[h3]BOLSTER THE RANKS[/h3]

Bolster the Ranks saw the advent of a new archetype of sorts, where operation cost matters much more.

This archetype has been very successful, so successful in fact that we are required to bolster the cost of the card to 4.

This will not kill the archetype, as we like it in general, but does slow it down a bit.

[h3]SEABORNE INVASION[/h3]

Since this card came out we’ve seen an invasion of new cards that increase its potential power.

With this borne in mind we sea no other option but to increase the cost to 9.

[h2]Buff little used cards[/h2]

This category has cards that see play so rarely that when they do pop up you wonder if your opponent is a genius or a madman (often both).

For this category, success is based on damns given.

[h3]COUNTER OFFENSIVE[/h3]

The damaged unit theme the Soviets have is pretty weak right now, but has big potential in the future, especially as, believe it or not, units do tend to get damaged in the normal course of a battle.

Strengthening this card is not going to propel this understrength strategy into the forefront, but is a step in that direction.

[h3]BARRAGE[/h3]

Barrage is not intended to be a strong card, but rather a role-player for newer players and in draft. Nevertheless, the two choices it gives are currently so weak that the choice tends to be not to play the card at all.

So we are making the card slightly more appealing for its intended audience.

[h3]EXPLOIT THE GAP[/h3]

Exploit the Gap has a huge potential ceiling, but requires a lot of hoops to jump through.

Too many hoops it turns out as the card sees very little play. Let’s hope a lower cost sees the card hop, skip and jump to a higher play rate.

[h2]Cards buffed for strategic reasons[/h2]

This final category sees cards that we want to strengthen for various strategic reasons.

This can be to promote a deck archetype we feel is underplayed, to strengthen a tool against a popular strategy or, most importantly, just to mess with our players (don’t tell them).

For this category, success is based on the amount of ant farms upset.

[h3]HEINKEL HE 219[/h3]

In the Allegiance set we introduced the you-hurt-me-I-hurt-you theme for the Germans on a couple of cards.

While Retaliation has seen a fair amount of play, the Heinkel has never really taken off. Part of the problem is that the old version reads like a Poe horror story.

The new version reads much cleaner and even if it is a slightly less powerful ability, it more than makes up for it with a lower cost.

Will it still be stuck on the ground? Nevermore!

[h3]P-51 MUSTANG[/h3]

This iconic plane sees no play, for a good reason. We want to put it in the spotlight where it should be.

More importantly, we are anticipating more air decks showing up, or at least more decks with a few powerful air units, and want to create more tools to deal with them.

[h3]DIVE BOMBING[/h3]

Dive Bombing is a versatile, but not overly powerful, tool. It acts as a removal against many small, aggressive units, but can also soften up a unit before attacking into it, or simply buy you time by reducing incoming damage next turn.

We don’t want to strengthen Dive Bombing as a removal tool, but we do want to strengthen its other applications, hence the change.

[h3]SURPRISE ATTACK[/h3]

A pin-based strategy is rarely seen except in a handful of decks aiming to drag the game out.

While we are wary of strengthening non-interactive strategies too much, we feel this change to Surprise Attack gives a solid boost to pin-strategies without causing too many issues.

[h3]CALL TO THE COLONIES[/h3]

France is finally crawling out of the shadow of Resistance decks and exploring other deck strategies.

We want to encourage these attempts and this change to Call to the Colonies makes an already decent card quite potent in several archetypes.


That’s it for now. It will be interesting to see how these changes affect the metagame once the patch is live tomorrow, January 12th.

Look out for the full patch notes with information on various bug fixes as well. We have many more changes and additions coming in the upcoming weeks and months, so stay tuned.

We’ll see you on the battlefield, commander!