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Dev Blog - July 2024 Balance Patch



Hello friends!

1939 Games are just about to head out on vacation and disappear into the summer sun. But we didn’t want to leave without moving some numbers around first to make us feel important. On the whole, the Covert Operations expansion has been a success, with new (and old) archetypes showing up and various new strategies and cards to humiliate your opponent with (the only reason we play, right?) Still, there are a few cards that are a little too good at the humiliation game and need to be humiliated themselves (read: nerfed). With all of the fancy technical talk out of the way, let’s take a look at what is coming in the Balance Patch, which will start rolling out on Tuesday the 9th of July. Keep an eye out for the Patch Notes as well, as there are many bug fixes included in the patch as well.

We will start with looking at a number of cards that are being realigned into a more reasonable form, then end with a few additional ones getting a slight facelift to round things out.

[h3]SHARK Mk III[/h3]

Old: Deployment: Deal damage to target enemy equal to friendly air units.
New: Deployment: Deal damage to target enemy equal to your other friendly air units.

Just when you thought Brit Air was dead and buried for good, along came this predatory seaplane allowing Brit Air to start snatching victories from the Jaws of defeat yet again. It now no longer counts itself as a friend, so if you want to get the same boatload of damage as before, you’re gonna need a bigger boat, my friend.

[h3]20. PANZERGRENADIER[/h3]

Old: 4 cost 3/3 unit.
New: 5 cost 3/4 unit.

Too much vitamin D can cause nausea, vomiting, muscle weakness and confusion. The 20. Panzergrenadiers’ time in the sun has become so prolonged that most of us are starting to experience these side-effects when encountering it. Sometimes too much of the good stuff is bad. With the powerful deployment effect still intact, there is still a lot of value to be had here. But now a bit more thought needs to be applied to whether the card fits the needs of your deck.

[h3]BLITZ DOCTRINE[/h3]

Old: 1 cost order.
New: 2 cost order.

This card has taken the battlefields by a storm not seen since June 1940. It offers excellent value for a small cost, so it is no wonder that it has blitzed its way into thousands of decks. Doubling the cost means it now finds itself in the much more cluttered 2-cost slot and double-Blitz Doctrine is slower to materialize, giving the opponent more time to find answers.

[h3]CONTEST DOCTRINE[/h3]

Old: 3 cost order (only spawnable).
New: 4 cost order (only spawnable).

Contest Doctrine has received a similar treatment as its parent. In addition to slowing the whole process down we want it to be a harder choice whether you can wait for your Contest Doctrine before you start deploying your cheap tanks - against aggressive decks you often won’t have that luxury.

[h3]BOMBER MAFIA[/h3]

Old: 2 cost order. Develop a US bomber. Deal 2 damage to all enemies if you have 6 or more unspent kredits.
New: 3 cost order. Develop a US bomber. Deal 2 damage to all enemy units if you have 6 or more unspent kredits.

The Bomber Mafia offers value you cannot refuse. Or it used to. Now that the regulatory committees and the IRS and the guidance counselors have gotten involved, the deal has soured somewhat, what with increased costs and bans on indiscriminate HQ bombing. Bloody bureaucrats, always ruining things… Note that the develop pool remains the same, as we want the Production Order bombers to have more avenues of showing up and they are needed to keep the develop pool at a reasonable size.

[h3]YANK[/h3]

Old: This battle, when you Develop a card, also Develop a RETRIBUTION.
New: This battle, the first time you Develop each turn, also Develop a RETRIBUTION.

The Retribution mechanic is mostly intended to be a bonus value for certain cards. We still wanted to offer the choice of going all out in the mechanic, but have it be slow and clunky enough not to be a real contender (similar to how we treat for instance draw denial and discard). It seems a lot of people like spinning their wheels, as the deck turned out to be a lot more popular than we anticipated, even if its performance is not that great (it basically dies to anything that applies any kind of pressure). We do want the deck to exist still, but obviously it has to be even slower and less consistent.

[h3]RETRIBUTION[/h3]

Old: 4 cost order (only spawnable).
New: 6 cost order (only spawnable).

Few things are more fun than making your opponent pay for their insolence (like daring to hurt your guys). Though now you have to pay a bit more to make them pay. Following in the footsteps of the previous change, we are increasing the cost here by a whopping 50%. We didn’t want to remove the spin wheeling potential completely, so the functionality remains the same. We could have gone for a more hardcore change, but chose to be softcore instead. We want to keep that PG-13 rating after all.

[h3]5th REGIMENT[/h3]

Old: When you lose a kredit slot, this unit gets +2+2 if on the battlefield or -2 cost if in hand.
New: When you lose a kredit slot, this unit gets +1+1 if on the battlefield or -2 cost if in hand.

The Self Kredit-Denial (SKD) deck can attack from various angles, some early, some late, which is one of the reasons it can be so dangerous in the hands of a skilled pilot. There are mainly two aspects of it that are causing some concern. One is the highrolly chance of getting a couple of 5th Regiments out early and quickly growing them into something most decks can’t deal with at that stage. We are tackling that issue here, by reducing how quickly it can grow into a threat. This also makes the choice of which bonus mode to trigger on it harder.

[h3]THE GREAT EXPANSE[/h3]

Old: Set your kredit slots to equal the enemy kredit slots. Your units get +1+1 for each slot gained.
New: Set your kredit slots to equal the enemy kredit slots. Your units get +1 attack for each slot gained.

The other concern regarding SKD decks is when they get their engine running, culminating in chaining One Roofs into The Great Expanse for massive gains. Ideally this leads to instant victory, but sometimes it is enough just to buff your army to take total control of the battlefield. Now the latter is harder, as the defensive part of the buff is gone. And no, we are not going to rename the card now to The Not-So-Great Expanse, stop asking.

[h3]NIGHT RAID[/h3]

Old: 5 cost order.
New: 4 cost order.

So far in this blog we’ve been delivering some tough discipline to some naughty cards. Now it's time for some tough love, starting with Night Raid. Some would argue Commandos are the epitome of naughtiness, but naughty boys require some love every now and then too. Night Raid has fallen out of favor for various reasons, yet should be a solid choice for any Commando deck. Let’s see if a bit of love leads to more Flower Power.

[h3]T-35[/h3]

Old: Deals 1 damage to each HQ at the start of your turn.
New: Deals 1 damage to each HQ at the end of your turn.

The Soviets may be struggling at the moment, but they have several decks that are at the cusp of being good in the meta. One of those is the self-damage deck. The T-35 was always intended to be a solid piece in that deck, but never really took off (must be all that heavy metal). By moving the effect to trigger at the end of turn you are (almost) guaranteed at least one hit, which is often enough to get the ball rolling.

[h3]60th CAVALRY REGIMENT[/h3]

Old: 4 cost unit, 3/6 with Ambush.
New: 2 cost unit, 2/4, no Ambush.

The 60th Cavalry Regiment lives to laugh at those that enjoy the wheel spinning we talked about earlier. The problem it has is that it lives in a limbo in being too slow against aggro decks and applies too little pressure against control decks. It is now statted to be able to go up against aggro units a lot faster and starts hampering control decks a lot sooner. Blitz Doctrine into Contest Doctrine? I don’t think so.

[h3]LA DECIMA[/h3]

Old: 8 cost unit, 2/4 with Ambush and Guard.
New: 7 cost unit, 2/5 with Ambush and Guard.

Italy Control was once a mainstay of the meta, but has been in steady decline for a while now. Bringing the statline of this former stalwart of the deck to be more in line with the modern Kards ecosystem hopefully brings it back from extinction. Few things are sadder than endangered Italians, but buffing La Decima should be a solid first step in making Italian Control 10/10 again.

That’s it. Some final thoughts. Based on our data, Brit Air and various aggro shells revolving around Blitz Doctrine have seen the most success post-Covert Operations. The new SKD deck performs very well in experienced hands, but the tricky sequencing it demands make it only decently successful overall. The “greedy” ramp-Retribution package is very popular, but has middling success. It can however be annoying to play against simply because of the games dragging out with endless Developing. These decks were our main focus for adjustments in this patch. Overall, there are a lot of playable decks in the meta, some of them on the cusp of being competitive. Our hope with this update is to allow some of the strategies overshadowed by these over-tuned cards to shine. We will continue to monitor the meta and your feedback over the summer, ready to step in again as needed once we have soaked up enough sun to last us through the winter months.

Until then, see you on the battlefield, commander!

A New Skirmish Event is Live



[h2]A new Skirmish event is live now until June 30th![/h2]

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.

[h3]Get ready for thrilling matches with this Skirmish rule[/h3]
  • Choose your own deck to battle with.
  • Your selected deck cannot contain any order cards.
  • Only units and countermeasures are allowed.


[bIn addition to the thrilling and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a free 1-day Medkit as your first win reward in this Skirmish! Activate the medkit in your national progression interface to enjoy a full day with a double XP boost.

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

This Skirmish is available from Friday, June 28th (12:00 GMT) until Sunday, June 30th at 18:00 GMT. Join this special event and 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!

A New Skirmish Event is Live



[h2]A new Skirmish event is live now until June 16th![/h2]

Here’s everything you need to know.

Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.

[h3]Get ready for thrilling matches with this Skirmish rule[/h3]
  • Each player randomly gets 1 of 5 decks to battle with.
  • There is one deck per main nation.
  • Each deck is a new Battle Ready deck from the Covert Operations expansion.




In addition to the exciting and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a free random card pack as your first win reward in this Skirmish!

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

This Skirmish is available from Friday, June 14th (12:00 GMT) until Sunday, June 16th at 18:00 GMT. Join this special event and 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!

Covert Operations : The KARDS Summer expansion is live!



Covert Operations, the KARDS Summer expansion, arrived on June 11, 2024, and heralds a thrilling new era on the battlefield.

Covert Operations revolves around the intricacy of covert operations and the (hidden) development of your military forces. This release delivers 87 brand new cards, two exciting new abilities, new game mechanics, card balance changes, and selected cards returning from the reserve pool to active duty!

This massive expansion introduces completely new tactical and strategic features to the battlefield and adds new depths of gameplay and deck building to KARDS. Behind-the-scenes improvements and bug fixes complete this large summer expansion.


[h2]New Keywords and Abilities[/h2]

[previewyoutube][/previewyoutube]

The new abilities “Covert” and “Develop” evolve the gameplay to previously unknown finesse.

  • “Covert” deploys a unit face down and hidden to the opponent until it is attacked or attacks. While being covert, the unit is unaffected by regular orders, countermeasures, or unit abilities.

  • “Develop” allows you to choose 1 of 3 cards randomly chosen from a specified pool of cards. This pool can vary from card to card.


[h2]New Game Mechanics[/h2]

The new game mechanics work in conjunction with, but also beyond, the new Covert and Develop abilities and are carefully tuned to allow for the emergence of completely new tactics and potentially whole new deck archetypes. These new mechanics include:

  • [h4]Reveal[/h4]

    Triggers when a previously covert unit gets revealed. Some cards have specific actions tied to this trigger.

  • [h4]Retribution[/h4]

    A spawn-only pool of "Retribution" cards that you can draw from via the new "Develop" ability and the new order "Outrage."

  • [h4]Dynamic Turn Counting[/h4]

    This mechanism adjusts certain card or unit stats—like attack/defense bonuses—based on the number of turns that have passed. It also enables the display of dynamic values on the card that change according to in-battle events (e.g number of cards you draw from RESERVES).

  • [h4]Unit Subtypes[/h4]

    This feature allows for more precise actions and clearer event descriptions during battles. Some cards feature a unit subtype; for example: all Spitfire fighters belong to the "Fighter" type and carry the new subtype "Spitfire," which then can be referenced by specific other cards (e.g., REFIT).


[h2]Covert Operations - Nation overview[/h2]

87 brand new collectible cards arrive with Covert Operations. Each of the five major nations receives 15 new cards: 3 Elite, 3 Special, 4 Limited, and 5 Standard rarity cards. Additionally, the four minor nations receive three new cards each: 1 Special, 1 Limited, and 1 Standard rarity card.

Read ahead and explore how each nation contributes to Covert Operations in their own specific way aligned to their historical role in WW2!

[h4]USA[/h4]

Covert units are a major theme for the USA with this summer expansion. Furthermore, we see the completely new “Retribution” theme with 13 spawn-only cards that you can either develop or receive from other cards.



For those eager to engage in the thrilling Retribution-theme, we recommend the battle-ready deck “Angry Mob”: Generate Retribution to fuel your way to victory!

[h4]Britain[/h4]

During WW2, Britain developed and heavily utilized Commando Units to sabotage, disrupt and infiltrate. We honour this by introducing a new commando unit to KARDS and adding more cards to lift the British Commando-theme into a prominent spotlight. In accordance with the prominent role of the Royal Air Force during WW2, Britain receives support for their air force. Furthermore, an intriguing new twist supports the second actions of a kind (e.g. second order given during a turn).



A new battle-ready British deck “Going Commando” is available if you want to quickly get into the clandestine world of Command operations to win the world!

[h4]Germany[/h4]

With Covert Operations, Germany receives solid support for their countermeasures. We see several new cards supporting this theme, providing interesting fresh approaches. Additionally and in accordance with the historical development in WW2, we see support for rapid deployment into the frontline. The German theme this summer is completed with a bit of anti-covert support and some stand-alone boosts.



The new German battle-ready deck “Counter Argument” allows you to win through the power of countermeasures.

[h4]Japan[/h4]

Japan receives a major boost to their strategic arsenal with Covert Operations. Several new cards revolve around sacrificing kredit slot(s) to gain boosts on other fronts in the hope that this exchange will pay off with a victory. This perfectly aligns with Japan's major strategies during WW2. Additionally, we get several thrilling covert cards with this release.



Are you ready to experience the thrilling high-risk, high-reward kredit loss aggro theme? Then you should check out the Japanese battle-ready deck “Go For Broke” !

[h4]Soviet Union[/h4]

The major theme for the Soviet Union this summer release revolves around Covert units and supporting them in various ways. The namesake card for this release “Covert Operations” is therefore Soviet.



If you are thrilled by the covert ops theme, then you should try out “Hide & Seek”, the new Soviet battle-ready deck !

[h4]Allied Nations[/h4]



The new cards for the allied nations Finland, France, Italy, and Poland have in common that they are control-natured, thus perfectly complementing the overall theme of the Covert Operations expansion.

[h4]Spawn-only cards[/h4]



The following cards are not collectable and cannot be added to decks. They can only be spawned from other cards during a match. While spawn-only cards exist in the game since the early days (e.g. Light Infantry), the new Retribution theme contains more than a dozen unique spawn-only cards.

[image to be added]

[h2]Balance Changes[/h2]

Together with the introduction of new cards and game mechanics, we have adjusted the balance of 13 existing cards.

These balance changes take into account the significant number of new cards and new game mechanics arriving on the battlefield and further support the fine-tuning of the overall card balance in Covert Operations.

BALANCE DETAILS

[h2]Reserve Pool Cards[/h2]

Finally, 24 cards are returning to active duty from the reserve pool while 96 cards are retired into the reserve pool.

The continuous cycling of cards into and out of the reserve pool with each expansion supports the overall accessibility and longevity of KARDS for years to come.

RESERVE POOL CARDS

For all the nitty-gritty technical details and to pick up all the delightful intricacies of this release, dive into the Covert Operations Release Patch Notes.

PATCH NOTES

Enjoy Covert Operations and see you on the battlefields of KARDS!

Covert Operations : Summer expansion patch notes



Covert Operations, the KARDS Summer expansion, arrived on June 11, 2024, and heralds a thrilling new era on the battlefield.

Covert Operations revolves around the intricacy of covert operations and the (hidden) development of your military forces. This release delivers 87 brand new cards, two exciting new abilities, new game mechanics, card balance changes, and selected cards returning from the reserve pool to active duty.

Let’s dig into the details!

[h2]New Features and Improvements[/h2]

[h3]Covert Operations Main Features[/h3]



[h3]Card balance Changes[/h3]

  • 13 existing cards have been updated and their balance adjusted.
  • This balance change is additional to the new cards from Covert Operations and ensures top-notch experience in KARDS with a well-counted, fresh and diverse card pool.
  • Read more about these latest card balance changes here


[h3]Reserve Pool Cards[/h3]

  • Alongside the Covert Operations expansion and card balance changes,we also have 24 cards return to active duty from the reserve pool while 96 cards are retired into the reserve pool.
  • The Reserve pool of cards supports a balanced and dynamic experience for all our players over a long period of time. With the reserve pool we avoid issues such as power creep and inaccessibility for newer players, which can develop into significant problems without a card rotation.
  • Read more about the Reserve Pool Cards here


In Addition to Covert Operations’ new cards, new features and improvements, we also have a sizable amount of bug fixes.

[h2]BUG FIXES[/h2]

[h3]Battle[/h3]

  • The wrong side drew the cards when STEALTH MISSION’s affected unit was under control by the enemy. Fixed.
  • SEABEES’s ability triggered when enemy units were repaired. Fixed.
  • The operation cost buff from BLITZKRIEG was not removed correctly if the affected unit was moved out of the frontline. Fixed.
  • M4 SHERMAN PL’s ability did not trigger correctly when it was spawned. Fixed.
  • When a salvaged unit was destroyed and RESCUE MISSION triggered, non-salvage copies were added. Fixed.
  • When a salvaged unit was returned by RAPID ENGAGEMENT, a non-salvage copy was added. Fixed.
  • ME BF 109 G’s ability also triggered when a unit was destroyed by non-combat damage. Fixed.
  • When a unit was salvaged, its deployment cost was not affected by RAID correctly. Fixed.
  • When a unit with Smokescreen was added to the frontline directly and got buffs from P1Y1 MODEL 11, its stats were not visually correct.
  • 122ND KORSUN’s ability did not work correctly when PANZER III-H was deployed. Fixed.
  • SISSIOSASTO 5.D did not get the buff when a unit was deployed and triggered EVASIVE ACTION. Fixed.
  • When a destruction event was added to a unit that was already suppressed, it only triggered once even though DUTY IS A MOUNTAIN was in play. Fixed.
  • ASW PATROL’s extra ability worked as long as DEVIL'S BRIGADE was in the deck, even though the USA was not the ally. Fixed.
  • T-34-85 1944 appeared in battle history sometimes even when it was in hand. Fixed.
  • CODE OF BUSHIDO and CLAIM THE SKIES were not working. Fixed.


[h3]Visuals[/h3]

  • When the kredit slot was increased to more than 24, it might be shown as 25 visually even though it was maximized as 24. Fixed.
  • The attack value was not green for a salvage unit when it was buffed. Fixed
  • When WOLFPACK discarded the unit that was returned, the board was not arranged correctly. Fixed.
  • 4th KUBAN COSSACKS has the wrong header on the board with its alternative art. Fixed.
  • When VICTORY MARCH was played, the HQ did not have the texts for the increased defense, like other cards that can increase defense for the HQ. Fixed.
  • Entries in the history are not sorted correctly after reconnection. Fixed.


[h3]UI/UX[/h3]

  • After a free card was claimed in the shop, the Crate might be visually reset to the base when it was claimable. Fixed.
  • The Convert To Gold Card button was disabled incorrectly sometimes. Fixed.
  • The + button did not work correctly sometimes after the volume slide was dragged. Fixed.
  • The alternative switch button did not work in the draft menu. Fixed.
  • The pop up card was displayed a bit incorrectly sometimes for the top card in the deck builder. Fixed.
  • The effect volume setting did not affect the sound effect of some board items. Fixed.
  • After a card was converted to gold, the quantity icon might not be updated correctly. Fixed.
  • When the last gold copy of a card was recycled, the card detail widget was stuck. Fixed.
  • Recruit mission Annihilation had the wrong image. Fixed.
  • The PLAY button did not fit in some UI scales. Fixed.
  • The previous national icon was shown in the deck builder sometimes. Fixed.
  • Clear Filters did not reset Show All. Fixed.
  • The alternative art button did not work in the shop menu. Fixed.
  • The NEW mark might have different brightness in the collection. Fixed.
  • Emotes might appear on the wrong side in some rare cases. Fixed.