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August Update - Patch Notes



Hello everyone!

Following our announcement earlier this week, the August balance patch went live on August 28th. You can find the full breakdown here:

Dev Blog - Balance Patch August 2025

This update delivers 12 balance changes as we head towards the launch of Air Supremacy on September 23rd. Alongside these changes, we’ve also deployed a range of bug fixes, optimizations, and other behind-the-scenes improvements.

Read on for all the details!

[h2]Card Balance Update[/h2]
[h2]Nerfs[/h2]
[h3]COMMANDO RAID[/h3]


[h3]No. 10 COMMANDO[/h3]

Old: After you give an order, deal 1 damage to a random enemy.
New: After you give a British order, deal 1 damage to a random enemy.

[h3]FW 189[/h3]


[h3]RUSH[/h3]


[h3]123s[/h3]


[h3]THUNDER DIVISION[/h3]

Old: Guard. When you play an Intel card, your other units get +2+2.
New: Guard. Once per turn, when you play an Intel card, your other units get +2+2.

[h2]Buffs[/h2]
[h3]22nd MARINES[/h3]


[h3]A6M2 ZERO[/h3]


[h3]SABAE REGIMENT[/h3]

Old: Once per turn, when you shuffle, distribute damage between random enemies equal to friendly units.
New: Once per turn, when you shuffle, distribute damage between random enemies equal to units on the battlefield.

[h3]110e RÉGIMENT MOTORISÉ[/h3]


[h3]3rd CARPATHIAN[/h3]

Old: Guard. Deployment: Convert a friendly unit into T-34 76 PL
New: Guard. Deployment: Convert a friendly unit into 24th UŁAN.

[h3]24th UŁAN[/h3]

Old: Blitz. Destroy at the end of your turn unless a unit was destroyed this turn.
New: Blitz. Is dealt 1 damage at the end of your turn unless a unit was destroyed.

[h2]Clarifications to “First Time” and Related Abilities[/h2]
Alongside the bug fixes below, we’d like to highlight an important update to cards with the wording “the first time” (e.g. 7TP, B-26 GROUPE BRETAGNE). These abilities now only trigger the very first time their condition is met - regardless of whether the card is already in play.

Example:
Previously, if a friendly unit survived combat before 7TP entered play, and then another unit survived combat after 7TP was deployed, the ability would still trigger. With this change, the earlier survival already counts as “the first time,” meaning 7TP will not activate if it wasn’t on the battlefield when that condition was first met.

We’ve also adjusted the text of some other cards to better reflect their intended functionality. For instance, 158. NACHSCHUB now explicitly states “once per turn” to match how its effect works.

[h2]Bug Fixes[/h2]
[h3]Battle[/h3]
  • After playing the HMS FORMIDABLE order on a friendly 7. SCHÜTZEN, it became Veteran. Fixed.
  • The 845th RIFLES unit ability was not correctly triggered after damage was dealt to it with the FRONTAL DEFENSE order ability. Fixed.
  • When the HAPPY TIME order was used, the chosen card was shown too long on the enemy’s screen before it was converted. Fixed.
  • The 2. MARINE DIVISION unit ability was not correctly triggered if the unit was destroyed by the Fight ability (e.g. HMS FORMIDABLE).
  • Fixed visual issue with overlapping card widgets in battle when the LIGHTNING STRIKE countermeasure was triggered.
  • The 99th KHOLM drawn from the top of the enemy deck by ME BF 109 G FI and deployed incorrectly caused the enemy to lose 1 kredit. Fixed.
  • In some cases, the seen (eye) icon was missing from revealed cards in hand. Fixed.
  • Fixed broken interaction between BLACK PRINCE and A BRIDGE TOO FAR causing units in the frontline to not be destroyed as intended.
  • Fixed broken interaction between BLACK PRINCE and AIR COVER causing added units to not be correctly added to the battlefield.
  • In some cases, deploying a 40 ROYAL MARINE without the Navy subtype on the left side of the HQ and Fighting a unit that leads to the 40 ROYAL MARINE’s destruction would cause the support line to be visually displaced until another friendly unit was deployed. Fixed.
  • When the support line was full, if the SPECIAL ASSIGNMENT order was used causing a card to be removed, the card could freeze on the screen. Fixed.
  • Some classified achievements were granted in incorrect situations. Fixed. 🤫
  • In some cases, “Choose 1 of 3” cards would cause momentary freezes or stutters when played. Fixed.
  • The LYSANDER PL’s unit ability did not correctly trigger when a known enemy countermeasure was triggered. Fixed.
  • When an Alpine unit was located on the board, a unit converted into an Alpine unit (e.g. by HONORIFICS) did not get the intended +1+1 bonus. Fixed.
  • The KURMARK AUFKLÄRUNG did not correctly get the +1+1 Alpine bonus when it was deployed into battle and 123s were already on the board. Fixed.
  • The 3rd KURE SNLF unit ability was triggered twice after using two “shuffle deck” orders (e.g. HONOR AND LOYALTY and CO-BELLIGERENTS). Fixed.
  • The YANK order ability was triggered after an order with the “Choose 1 of 3” ability was used. Fixed.
  • Fixed broken interaction between 122nd KORSUN and BLETCHLEY PARK causing the 122nd KORSUN to not be correctly put on top of the enemy’s deck in all cases.
  • A card returned by the MI5 order, after the No. 10 COMMANDO unit ability triggered, and redrawn by 33rd RECON’s unit ability, was not visible in hand. Fixed.
  • If a Covert unit was on a full frontline and the AIR COVER order was played, two BREWSTER F2A units were not correctly added to the support line. Fixed.
  • If a Ki-45 DRAGON SLAYER was already deployed and turned into a Veteran unit on your board, if the SURVEIL order was played and created a second Ki-45 DRAGON SLAYER unit by converting a different unit in hand, that second Ki-45 DRAGON SLAYER also became Veteran when deployed. Fixed.
  • A converted T-34 76 PL unit was not correctly destroyed after receiving lethal damage if the 57th RIFLES unit was on the battlefield. Fixed.
  • When the CAPITULATION order was used by the enemy, if the P-40B was located on the battlefield under your control, units converted into ROUTED TROOPS received a +1+1 bonus. Fixed.
  • If two HIT THE DROP POINT countermeasures were activated, the second one would not correctly trigger on the deployment of the enemy’s second unit. Fixed.
  • The SU-100 unit ability was not triggered at the end of turn if it was buffed by the FRONTAL DEFENSE order. Fixed.
  • The JAGDPANZER IV’s convert ability was triggered after destroying a unit if the opponent’s hand was empty. Fixed.
  • When the IJN YAMATO was played, the battle log displayed all Japanese enemy units. Fixed.
  • A covert unit put into play by ILYUSHIN IL-2’s unit ability could briefly be seen while it was being put on the board. Fixed.
  • THUNDER DIVISION’s unit ability was not correctly triggered after the STRETCH THE LINE order was used. Fixed.


[h3]Campaigns[/h3]
  • In Soviet mission 2 (MOZHAISK DEFENSE), Special rule #2 “You skip your draw on turns 1 and 2” was not correctly triggered. Fixed.


[h3]User Interface[/h3]
  • Portraits appeared transparent in the national progression line on the home page when the game was newly launched. Fixed.
  • Clicking the “Diamonds” button at the top bar of the main menu brought players to the Battle Pass item in the shop instead of the Diamonds items. Fixed.
  • In the Collection menu, the pop-up of card abilities was stuck on screen after hovering over a card and clicking the cost filter before the pop-up was dismissed. Fixed.
  • On PC, immediately after launching the game, the first click on “Daily Missions” would not correctly register. Fixed.
  • Claiming national wildcard national progress rewards would temporarily cause the number of “Unique owned cards” to go up in the Profile. Fixed.
  • Sometimes, in the Collection Overview, clicking a nation icon of an allied nation would cause the icon to break, displaying a white square. Fixed.
  • In the Collection menu, the FINNISH BOYS deployment effect description was not correctly shown after hovering over the unit. Fixed.
  • On mobile devices, in the Collection menu, the description of Salvage mechanics could not be fully read when inspecting a card. Fixed.


That’s all for now! Stay tuned for more intel and spoiler drops as we count down to the launch of Air Supremacy on September 23rd.

Dev Blog - Balance Patch August 2025



Hello friends!

With the high summer sun sliding towards winter, us 1939 trolls are finally free to crawl back out of our caves to continue trolling serving the excellent Kards community. Exciting things are happening in September, but we are not here to talk about them (well, a little bit, at the end). But our main topic is a balance patch that is dropping on the 28th of August. Usually we do a balance patch shortly after a big expansion drops to course correct any grievous offenses. This time around we have waited a bit longer than usual. There are a couple of reasons for this. One is that NAVAL WARFARE dropped very late (June 18th), meaning we had less time than usual to work on a balance patch before the company went on vacation. We still could have gotten one out if really needed, which leads to the second reason why we decided to do a patch after vacations. We judged it that nothing was super broken or outrageously unbalanced. Sure, not everything was honky dory (and opinions can vary on this point), but we deemed it not serious enough to do an emergency patch, allowing us to take our time to figure out the right balance approach. It must be stated that we could have communicated this decision more clearly to the player base at the time and we apologize for not doing so.

As with all balance patches, this one will see some cards become worse and others better. A few decks have been causing some grief, most notably Commandos, with decks like Intel, Soviet jaggro, Navy burn and German-US midrange all showing strong performances, to name a few. In the meantime, some strategies we hoped to see pan out did not do so, most notably the Japanese shuffle archetype and US Navy. With this in mind, let us take a look at what is changing in the upcoming balance patch. We will start with the nerfs, then the buffs and finally we will take a look at 3 of the cards returning from the reserve pool next month that are seeing some changes.

[h2]Nerfs[/h2]
[h3]COMMANDO RAID[/h3]

“I say comman-do, you say comman-dont” the old song goes (maybe). Commando Raid now has a cost of 6, proving that oiled, hard-bodied musclemen don’t come cheap, as my mother used to say. The extra cost may not look like much, but it means they either come down a turn later, or are less explosive, and either can spell their doom. Despite its popularity, the commando deck has worse performance than many other top decks, so even a slight change can upset the balance significantly.

[h3]No. 10 COMMANDO[/h3]
Old: After you give an order, deal 1 damage to a random enemy.
New: After you give a British order, deal 1 damage to a random enemy.

But wait! There is more! We are not done spelling commandoom and are daring to touch the old relic itself, giving it the Crusader treatment (our second favorite treatment after the silent treatment). This change means even higher reliance on cards like Cup of Tea and Naval Power, but more importantly it means Protected Convoy only triggers once (as Plan and Production are neutral orders). Ally orders not counting weakens the unit considerably and means the archetype can really only thrive in very favorable conditions.

[h3]FW 189[/h3]

The Navy burn has been performing reasonably well and is popular enough that players must take it into account when creating or tuning their decks. The 2. Marine Division is the real threat, but we deem it acceptable for now. However, the deck can highroll pretty hard if it happens to draw multiple FW189 units at the start, especially because they are not trivial to remove in the early stages. Well, that is changing now as we are lowering its defense by 1, meaning it is much more vulnerable to things like Kholm or Panzer 35.

[h3]RUSH[/h3]

Rush, alongside its partner in crime 99th Kholm, quickly rushed to the top of the meta spearheading new aggressive Soviet strategies. Having usurped Germany as Jaggro's best buddy is quite the feat and while the decks play out similarly it still brings something fresh to a deck long in the tooth. Having said that, Rush is still pushed a bit too hard and needs reigning in. Some might have wanted to see harsher nerfs, but it should be pointed out that the deck is losing Type 94 TK Early, which also helps in toning it down. We still expect the deck to remain one of the top dogs, but on a slightly shorter leash now.

[h3]123s[/h3]

The 123s as a 1/1 at a cost of 2 was too much so to address the problem the 2 has become 3 and 1 has become 2 and the other 1 a 3, so the 123s is now a 3, 2, 3 instead of 2, 1, 1. Easy as 123.

In all seriousness though, the 123s were slow out of the block, but have in recent weeks started to pop up in various decks. It has a particularly strong synergy with Blitz units like 2nd Michigan and Komet and this was something we explored the need for stopping. In the end we decided that a price hike from 2 kredits to 3 was enough for now. It slows down the strategy of trying to go for explosive turns out of hand significantly. As a 1/1 the 123s are almost never deployed before shenanigans ensue, bumping their stats to 2/3 doesn’t matter greatly in the greater scheme, as those stats are lost on the first convert, but it does mean that running the unit out ‘dry’ on turn 3 is less risky in some situations. We will continue to monitor this unit and may take further action down the road.

One last thing to note: we are changing the timing on when Convert happens slightly in the backend. For the most part this has no impact and will not be noticeable. Except for one very popular interaction that will no longer work - 123s Converting into Bergmann Battalions will no longer draw a card for their own Convert. Only 1 card will now be drawn, instead of 2 as before. This can be considered a slight extra nerf to the unit.

[h3]THUNDER DIVISION[/h3]
Old: Guard. When you play an Intel card, your other units get +2+2.
New: Guard. Once per turn, when you play an Intel card, your other units get +2+2.

Thunderbolt and lightning, very very frightening. While often just a win-more unit, there certainly were times where a well-timed Thunder Division could create an unassailable board state. Lightning never strikes twice and we are taking that to heart by limiting the strikes to one per turn. This puts a cap on any explosive turns occasionally seen before, but the unit is still very strong.

[h2]Buffs[/h2]
[h3]22nd MARINES[/h3]

22nd Marines is the lifeblood of the US Navy archetype - the deck stands or falls depending on its power level. The initial power level turned out to be too low, we are addressing this by making it 1 cheaper (and adjust the stats accordingly). This makes it more relevant early on and you can start playing multiple cards faster, which is very important for the deck. Time will tell if this buff is enough to put the deck on the map. It is highly unlikely to become a tier 1 deck, but still has a shot at relevance.

[h3]A6M2 ZERO[/h3]

On the binary scale of popularity Zero is closer to 0 than 1. We want this iconic unit to have more than zero impact so we are lowering the cost by 1, hoping this moves the popularity needle of Zero from 0 closer to 1. With the theme of the fall release being air, this felt the right time to pull the trigger on this change. It can fit into several different decks, especially midrange ones, and hopefully some new ones as well in the future.

[h3]SABAE REGIMENT[/h3]
Old: Once per turn, when you shuffle, distribute damage between random enemies equal to friendly units.
New: Once per turn, when you shuffle, distribute damage between random enemies equal to units on the battlefield.

One of the themes of the Naval Warfare expansion was the shuffle theme, mainly found in Japan. We were a bit conservative with the theme as we worried about its power level. In hindsight we should have been less worried, so now we are re-shuffling our stance for the archetype. The Sabae Regiment is intended as the lynchpin of the archetype and is thus seeing significant facelift. In addition to an increased attack, it now also counts all units on the battlefield, not just your own. This makes it much stronger against aggressive decks, which the shuffle archetype struggles with currently.

[h3]110e RÉGIMENT MOTORISÉ[/h3]

The second shuffle buff, this time lowering cost by 1. This makes it easier for the deck to explode out and allows it to apply pressure earlier against slower decks. We’ve been shuffling the France mechanics about lately, what with resistance and mobilize shuffling their mortal coils, so we want to make sure France has some strong new decks to lean on to compensate.

[h3]3rd CARPATHIAN[/h3]
Old: Guard. Deployment: Convert a friendly unit into T-34 76 PL
New: Guard. Deployment: Convert a friendly unit into 24th UŁAN.

The stats of this guard were always a bit awkward, so we are normalizing them. More importantly, we are changing what unit it Converts into. The key element for this unit is to give a unit with Blitz. While the T-34 76 PL does fit the bill, it comes with an additional cost of 2 to operate, which puts it out of range of being on time most of the time. The new Convert has 0 operation cost, giving you a much more dynamic play and greater threat level.

[h3]24th UŁAN[/h3]
Old: Blitz. Destroy at the end of your turn unless a unit was destroyed this turn.
New: Blitz. Is dealt 1 damage at the end of your turn unless a unit was destroyed.

Speaking of the 24th Ułan, it is seeing a change of its own. Statwise, this unit has always been impressive, but the downside is so heavy that it was not worth the risk of running. The downside is now much less severe, so minor in fact that we have to shave off a point of defense to not make the unit too strong. It is now perfect to fight for battlefield control with, whether on its own or coming from the 3rd Carpathians.

[h2]Reserve Reworks[/h2]
Three of the cards returning from the Reserve Pool are seeing changes. These changes will go out alongside the balance patch, though the cards themselves will remain reserved until the fall release next month.

[h3]OXFORD[/h3]
Old: When a ground unit is deployed, its attack becomes equal to its defense.
New: When you deploy or add a Guard unit, give it +1+3.

The abysmal playrate of the old Oxford schooled us on the limitation regarding mutually beneficial buffs. But we feel we have learnt our lesson and the new Oxford will be universally loved. If that fails we may have to go back to the drawing board and re-educate ourselves.

The guard archetype has never really taken off at higher tiers, but we like to throw it a bone every now and then. One of these days it will graduate into the big leagues, we are sure.

[h3]COUNTER STRIKE[/h3]


We have negotiated improved tariffs with the US government, allowing us to offer this excellent discount of 33% on Counter Strike. Timing is essential when deciding when to send in the eagles, so choose carefully when it is best to protect your precious. The potential impact of the card depends heavily on how the meta develops, it never saw much play at 3k, lets see if it is a more enticing option at 2k.

[h3]F4F-4 WILDCAT[/h3]
Old: Your HQ has Smokescreen while F4F WILDCAT is on the battlefield.
New: Blitz. Add a BREWSTER F2A beside this unit when it moves into the frontline.

As you can see by looking at the art, this airplane is coming in directly from left field, same as its new ability. We wanted to give the fledgling Brewster deck a few more tools to play with, and the old Wildcat now steps into that roll with aplomb. Its own ability was always rather clunky both technically and playwise and we wanted it to have a bit more proactive roll. While not super-impressive stat wise, air units with Blitz always pose a threat and the frontline ability is just the cherry on top.

That’s it for this latest installment of a balance patch. The balance patch, alongside the new cards coming next month and the card rotation, means you will see a significant shakeup in the Kards meta over the course of the next month or so. The balance patch will land on August 28th, keep an eye out for the full patch notes, many bug fixes are going out as well. Stay tuned for more details on the Air Supremacy release as well. Until then, see you on the battlefield, commander!

New KARDS Release "Air Supremacy" Takes Off This September



Air Supremacy is landing this September as the next release for KARDS - with 19 brand-new cards, a major Reserve Pool rotation, and a balance patch, this update gives air units the runway they deserve.

Following armoured warfare & tanks (Blood & Iron) and naval warfare (Naval Warfare), it’s time to take the fight to the skies:

Air Supremacy brings air power to the battlefield, with new strategies, familiar nations, and a fresh focus on air units.

The release will arrive mid to late September (exact date TBA), so get all the details below!

[h2]Air Supremacy - Focus on Air Combat[/h2]
This time, air units take center stage.

Air Supremacy includes 19 new cards:
  • For each main nation: 1 Elite, 1 Special, 1 Limited card
  • For each ally nation: 1 Limited card


All new cards will be playable from release. They'll be available:
  • In Core packs (Standard and Officer)
  • National packs
  • Created with wildcards
  • As a complete release bundle


There are no new mechanics in this release - but you can expect fresh synergies and creative new ways to build around air units and aerial support.



[h2]Reserve Pool Rotation - 15 In, 33 Out[/h2]
With the launch of Air Supremacy, the Reserve Pool is getting a major update:
  • 15 cards will return to active play - some with updated stats or text (details to come)
  • 33 cards will move to the Reserve Pool - no longer playable in Standard, but still available in Classic mode


This rotation opens space for new deck ideas and supports the air-combat focus of the new set. Check out our Help Center article for more details on the reserve pool here: Reserve Pool

The full card lists are provided below.

[h2]Balance Patch Before Release[/h2]
A new balance patch will go live before the release.

We have three focus areas in the patch:
  • Adjustments to cards based on the post-Naval Warfare meta
  • Nerfs to overperforming cards
  • Targeted buffs to underused strategies


The exact release date, balance change details and the reasons behind these changes will be shared closer to the balance patch.

Stay tuned for more info shortly and follow us on our social media to not miss anything!

[h2]Reserve Pool Card Lists[/h2]
The following 15 cards will return from the Reserve Pool (some in revised form):
[h3]Britain[/h3]
OXFORD
ARGYLLSHIRE HIGHLANDERS
WELSH GUARDS

[h3]Germany[/h3]
TIGER I-E
EAGLE DAY
ENTRAPMENT

[h3]Japan[/h3]
Ki-46 DINAH III
TYPE 94 TK
IMPERIAL DECREE

[h3]Soviet Union[/h3]
MINORITY RECRUITS
PARTISANS
CONFUSION

[h3]USA[/h3]
COUNTER STRIKE
5th RANGERS
F4F-4 WILDCAT

These 33 cards will move to the Reserve Pool:
[h3]Britain[/h3]
3rd CANADIAN DIVISION
TYPHOON Mk IB
DESERT RAID
AERIAL RECONNAISSANCE
AGAINST THE ODDS
THE MERCHANT NAVY

[h3]Germany[/h3]
PANTHER D
MAELSTROM
PANTHER A
Ju 87 B2
39. PANZERGRENADIER
33. PANZERGRENADIER

[h3]Japan[/h3]
HOME DEFENSE
ON THE HORIZON
TYPE 94 TK EARLY
B6N TENZAN
56th RECON
OUT OF THE MIST

[h3]Soviet Union[/h3]
P-40B TOMAHAWK
URBAN FIGHTING
OT-34
RED OCTOBER
T-35
SPECIAL REINFORCEMENTS

[h3]USA[/h3]
5th MEDICAL BATTALION
SPECIAL ASSIGNMENT
DEVIL'S BRIGADE
B-25 H
M4A3R3 ZIPPO
SEABEES

[h3]Allied Nations[/h3]
2e RIMa
LION FOR A DAY
PZL.23 KARAS

[h2]Final Approach[/h2]
With Air Supremacy, KARDS takes combat to new heights. From strafing runs to strategic airlifts, this expansion is a tribute to the daring aerial operations of WW2 - and a call to arms for players ready to dominate the skies.

Stay tuned for the official release date, card reveals, and the full balance patch breakdown in the coming weeks. Follow us on social media to catch every update.

The runway is clear. Are you ready to launch?

THE STORY OF FRONTOVIK ANATOLY D. SMIRNOV

Good day, Commanders!

As a game deeply rooted in World War II, KARDS is built on a profound respect for its history. Preserving and sharing this legacy is a mission we take seriously—one that many of our players also embrace. Here is a deeply personal story of a Soviet soldier, Anatoly D. Smirnov.



Anatoly D. Smirnov during the war

Smirnov was born in 1922 to the east of Moscow in the Kostroma Oblast. He joined the Red Army in 1943 and took part in the battle of Kursk with one of the Airborne Divisions. After Kursk he was transferred to a different unit and with it he fought for Warsaw and then Berlin. He was awarded the Order of glory 3rd Class when he saved his commander, who was wounded in battle.

After the war Smirnov didn’t want to speak of the war, he told his family that stories of death, fear and suffering were nothing to get excited about. Once he told his grandson Sergey:

“Imagine you can hardly see the sky because of aircraft and you hear nothing but the awful din of their engines.”

Smirnov resented being called a war hero. He said that the heroes were those who never returned home.

Every Victory Day anniversary on the 9 May, Anatoly D. Smirnov would put on his best suit and place his medals on his chest. He took part in the parade in the town where he lived and placed flowers on the monument of the fallen. Then he returned home and locked himself alone in the kitchen. There he would drink and remember the comrades he had lost. No one disturbed him on this day, out of respect for him and his painful memories. Sergey’s grandmother told him that as the day progressed she would hear her husband speak with the dead, cry and ask them for forgiveness.

His memories from the war made the Victory Day the hardest day of the year and at the same time a way for him to deal with his trauma.



We thank Sergey Kurkov for sharing his story about his grandfather. This is just one story of people in a world at war, whose history is represented in KARDS.

If you have a story of a family member we at 1939 Games would welcome more true life stories like this. Contact us through social media.

THE WINNER OF THE NAVAL WARFARE TOURNAMENT IS SYSWDSR!


Dear KARDS players, friends, and WWII enthusiasts,

The battlefield was fierce this past weekend as top commanders clashed in the Naval Warfare Expansion Tournament. After two days of intense, high-level play, we now have our victors!

[h3]First place, earning 1500 USD is:

SYSWDSR[/h3]



[h3]Second place, earning 1000 USD is:

TABOO[/h3]



[h3]Third place, earning 500 USD is:

SIE_[/h3]



Each new KARDS expansion brings fresh strategies, new tactics, and a competitive landscape that shifts with every release. To showcase this evolving meta, we host a tournament after each expansion - giving top players a chance to test their skill and adaptability at the highest level.

There’s much to learn from these games: from deck construction to battlefield decision-making. Whether you're a rising officer or a seasoned veteran, watching these top-level matches is a valuable way to sharpen your own tactics.

From all of us at 1939 Games, we salute the winners - and all who joined the fight!