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KARDS - The WWII Card Game News

PSA - Bugfix for degraded graphic performance - June 23



Following the recent game update on June 22 and updating KARDS to Unreal Engine 5, we have received reports of issues with the graphic performance.

Our investigation revealed that the graphic settings in KARDS were automatically set to the highest value for everyone. This was a fault in the update and resulted in degraded graphics performance in some cases (GPUs running too hot, visual defects in the game, animation stuttering etc.). We also identified an issue with the fullscreen mode not actually covering the entire screen.


On June 23 at 18:00 UTC, we updated the KARDS game client with a bug fix for the above mentioned issues.


Please let us know if you still experience graphic issues even after this latest update.

June Update - Patch notes



This June patch improves some fundamental systems in KARDS to ensure that we are ready for the future including mobile.

While this patch doesn’t change any cards, the general look & feel, or the behavior of the client in general, it is important that we keep updating core systems so that we can KARDS keep running and improving for years to come.

[h2]Updates and improvements[/h2]


[h3]Update on June 24, 2022[/h3]
Following the recent reports of issues with the graphic performance, our investigation revealed that the graphic settings in KARDS were automatically set to the highest value for everyone. This was a fault in the update and resulted in degraded graphics performance in some cases (GPUs running too hot, visual defects in the game, animation stuttering etc.). We also identified an issue with the fullscreen mode not actually covering the entire screen.

On June 23 at 18:00 UTC, we updated the KARDS game client with a bug fix for the above mentioned issues.


[h3]Update on June 22, 2022[/h3]
We have received several reports of issues:
  • Inability to use use fullscreen and/or window mode
  • Irregularly high GPU usage

We are looking into these issues with high priority and will provide an update as soon as we have further information on this.

As usual, we welcome all feedback in the comments below and on KARDS Discord.

Patch notes - Balance Update June



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 June 9th.

We also 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, please join us on Discord!

Card balance changes


A total of 10 cards have been updated, one was toned down in power, two got adjusted for strategic reasons, and seven received an upgrade to their power.

Please read the following dev blog for all the details and background info: Consistency

[h2]Strategic Changes[/h2]

[h3]WELLINGTON[/h3]


Old: Costs 1 less to deploy for each order you’ve given this battle.

New: If in your hand, this unit costs 2 less each time you give an order.

[h3]34th GUARDS[/h3]


Old: Reduce cost by 1 each time a friendly card damages your HQ.
New: If in your hand, this unit costs 2 less each time your HQ takes friendly damage.

[h3]MIG 3[/h3]


Old: Costs 2 kredits to deploy if an enemy countermeasure triggered this battle.
New: If in your hand, this unit costs 2 less each time an enemy countermeasure triggers.

[h3]39th BOLOGNA REGIMENT[/h3]


Old: Costs 1 more to deploy if you have lost a unit this battle.
New: If in your hand, this unit costs 1 more each time you lose a unit.

[h2]Adjusted down in power[/h2]

[h3]2nd PARA C[/h3]




[h3]HENSCHEL HS 126[/h3]


Old: Deployment: Give a friendly tank +1+1 for each unit type in the same line.
New: Deployment: Give a friendly tank +1+1 for each other unit type in the same line.

[h3]UNITED WE STAND[/h3]


Old: Deal 2 damage to a unit. If this destroys it, gain 1 extra kredit slot.
New: Deal 2 damage to a unit. If this destroys it, all players gain 1 extra kredit slot.

[h2]Adjusted up in power[/h2]

[h3]SORTIE[/h3]


Old: Target unit with Mobilize gets Fury this turn. At end of turn, fully repair the unit.
New: Choose one - Give a friendly unit Mobilize OR add a FRAPPE to your hand.

[h3]D4Y SUISEI[/h3]


Old: Destruction: Pin all enemy ground units.
New: Deployment: Pin target enemy unit and its adjacent units.

[h3]ZHUKOV[/h3]


Old: Draw a random Soviet infantry from your deck. It costs 3 less this turn.
New: Draw a random Soviet infantry. It gets +1+1 and Blitz when deployed.

As always, if you have recently created one of these cards with wildcards, you get the option to recycle them back into a wildcard if you don't like the above changes.

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

Consistency


Hello everyone!

It’s time for a new balance patch.

In all games, players always have to learn something new when they start playing. KARDS, as a free-to-play World War II-themed CCG, is very easy for players to understand due to its close connection with the history. However, there are still some ambiguous cards, mainly because of the length limit of card texts. We also need to keep a reasonable balance between being attractive and being complicated. Through this patch, we hope to reduce the amount of such cards, before they become too many. As usual, some nerfs and buffs are also included.

To be specific, we are focusing on cost reduction this time. This ability provides interesting strategies, by making cards much more flexible. For example, the cost of 34th Guards is reduced if your HQ takes damage from a friendly card. The cost of Wellington is reduced if you give an order. Nevertheless, they also function a bit differently. The cost of 34th Guards is reset, if the card is returned to hand, while Wellington is not. In addition, it is not explicit for players that the cost reduction also works while the card is in the deck. After a lot of debate, we have decided to simplify these cards. Meanwhile, their stats are also adjusted according to their respective performances. What is more, the costs of all such units will always be reset if they are sent to hand or deck.

Let’s take a look at these cards and other balance cards.

[h2]Strategic Changes[/h2]

[h3]WELLINGTON[/h3]


Old: Costs 1 less to deploy for each order you’ve given this battle.

New: If in your hand, this unit costs 2 less each time you give an order.

This bomber has been performing very well since its previous change. The attack and the defense are swapped so that it fits the role of a powerful bomber better. Reducing its cost will not be as easy as it was. The increased operation cost will also keep this unit checked.

[h3]34th GUARDS[/h3]


Old: Reduce cost by 1 each time a friendly card damages your HQ.

New: If in your hand, this unit costs 2 less each time your HQ takes friendly damage.

This big boy got a lot of likes for a short while when the ability was introduced. However, it did not really shatter the battlefield and slowly faded into part of a meme deck. With this new version, the cost can be reduced faster, but it will only work while in your hand. As compensation, the operation cost is also reduced. We expect a slightly better performance for this card.

[h3]MIG 3[/h3]


Old: Costs 2 kredits to deploy if an enemy countermeasure triggered this battle.

New: If in your hand, this unit costs 2 less each time an enemy countermeasure triggers.

This fighter was designed to be a good counter card against countermeasures. The role will remain the same. The basic stats are adjusted a bit in hope that it can find a place in a Soviet control or air deck. The cost can be reduced to 0 if you trigger two or more countermeasures with this unit in your hand.

[h3]39th BOLOGNA REGIMENT[/h3]


Old: Costs 1 more to deploy if you have lost a unit this battle.

New: If in your hand, this unit costs 1 more each time you lose a unit.

This unit has a fixed spot in any control deck with Italy as the ally. The new ability looks a bit similar to its earlier version, where the cost can be increased to 10 or even higher. However, it only triggers if the card is in your hand. Aa a Guard unit in a control deck, this unit is often played as early as possible once in hand, without seeing many friendly units being destroyed. As such, this unit is actually expected to be played at the cost of 3 in most cases. Its defense is reduced to 6, based on its overwhelming performance.

[h2]Adjusted down in power[/h2]

[h3]2nd PARA C[/h3]


This parachute unit has been the most popular and powerful card since it was released, also the most troublesome one. The Pincer effect can turn any friendly unit into a very efficient removal. We would like to keep its efficiency and amplify its weakness. The defense is reduced to 2 so that breaking the pincer effect is much easier. It also makes more sense for a parachute unit to have a low defense, as airborne operations are always very risky.

[h3]HENSCHEL HS 126[/h3]


Old: Deployment: Give a friendly tank +1+1 for each unit type in the same line.

New: Deployment: Give a friendly tank +1+1 for each other unit type in the same line.

As mentioned in our previous balance blog, we are closely monitoring the combined arms deck. In general, it is a very fun deck, with various types of units but focusing on tanks. However, the ladder is a bit swamped with this deck, especially for middle and lower ranks. We hope this deck will remain strong and popular, while it does require a small break. Different versions of this card and other related cards were tested. In the end, this new version is deemed to be the most suitable break for the deck. The new equation will not count the tank itself. In other words, this fighter won’t give any buff to a tank in the frontline, if you only have tanks at that line.

[h3]UNITED WE STAND[/h3]


Old: Deal 2 damage to a unit. If this destroys it, gain 1 extra kredit slot.

New: Deal 2 damage to a unit. If this destroys it, all players gain 1 extra kredit slot.

This card was the least used card and ascended as the most used one since its change in March. Improving ramp and control decks was its initial intention. Midrange aggro decks also became better, such as Brit Air deck and US frontline deck. Many versions were tested with the same initial intention. Increasing the cost would surely work as a nerf, but ramp and control deck will likely suffer more. Dealing 2 damage with only 1 cost is very efficient. However, the ability is a double edge sword, which is much less harmful for ramp and control decks.

[h2]Adjusted up in power[/h2]

[h3]SORTIE[/h3]


Old: Target unit with Mobilize gets Fury this turn. At end of turn, fully repair the unit.

New: Choose one - Give a friendly unit Mobilize OR add a FRAPPE to your hand.

The version of this card was tested some time ago. When 2E RIMA was introduced, the current version was expected to be seen in more battles. Nevertheless, it is simply not happening, based on our internal statistics for this card. As such, we would like to proceed with this entirely new direction, which gives more versatility for Mobilize decks, instead of only low cost Mobilize units and Potez.

[h3]D4Y SUISEI[/h3]


Old: Destruction: Pin all enemy ground units.

New: Deployment: Pin target enemy unit and its adjacent units.

We have been pondering on how to improve Pin decks and Japan control decks for a long time. This version of D4Y SUISEI could be the solution. The positions of units will matter more, with the advent of more cards affecting adjacent cards. So will the number of units in the support line. For example, you probably want to move more units into the frontline if possible, instead of fulfilling the whole support line.

[h3]ZHUKOV[/h3]


Old: Draw a random Soviet infantry from your deck. It costs 3 less this turn.

New: Draw a random Soviet infantry. It gets +1+1 and Blitz when deployed.

ZHUKOV is a very powerful order. However, it is mostly used in the combo with 4TH KUBAN COSSACKS, with the unit being the only infantry in the deck. Otherwise, it is much less reliable, not even in the T34 deck with the purpose of drawing 214TH AMUR. This new version is expected to be more diverse, as players can include different infantry units into the deck and get to choose when to deploy the drawn infantry to maximize its value.

That is all, these changes will be live soon. 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!

D-Day in Europe - Commemoration event



D-Day was the largest seaborne invasion and started with the Normandy landings on Tuesday, June 6th, 1944. D-Day began the liberation of France (and later western Europe) and laid the foundation for the Allied victory on the Western Front.

Commemorate this historical event in KARDS with free double XP every day and a special wildcard!

This in-game event starts on June 3rd with a free Medkit booster, continues over the weekend, and culminates on the 6th with a free special wildcard.

Before we go into further details, let’s refresh a bit the historical background of D-Day.

[h2]Historical background[/h2]

D-Day, June 6th, 1944, represents the most immense sea, land, and air operation ever undertaken in the history of mankind. It marked the beginning of the end of Nazi tyranny across Europe, the victorious turning point of the Allies in the Second World War.

One 160,000 soldiers landed in Normandy during D-Day. 200,000 naval personnel, 7,000 ships, 24,000 airborne troops, and 12,000 aircraft were involved.

The Normandy beaches were chosen by planners because they lay within the range of air cover and were less heavily defended than the obvious objective of the Pas de Calais, the shortest distance between Great Britain and the Continent. Airborne drops at both ends of the beachheads were to protect the flanks and open up roadways to the interior. Approximately 156,000 Allied troops had successfully stormed Normandy's beaches by day's end.

Less than a week later, on June 11th, the beaches were fully secured, and over 326,000 troops, more than 50,000 vehicles, and some 100,000 tons of equipment had landed at Normandy.

By the end of August 1944, all of northern France was liberated. The invading forces reorganized for the drive into Germany, where they would eventually meet with Soviet forces advancing from the east to end the Nazi Reich.

[h2]D-Day in KARDS[/h2]

Commemorate this historical event in KARDS! Leading from June 3rd to the day of the invasion, you can ramp up your forces every day with free double XP.



Then, on D-Day itself, you are ready to hammer down your opponents and take the victory with a free Special Wildcard.

👉 To get the free XP booster, go to the in-game KARDS Shop and get the D-Day XP booster there. You can get one for free per day!

If you want to learn more about Double XP and how those boosters work, check out our recent dev blog: Double XP for You - Introducing the KARDS Med Kit!

To get the free Special Wildcard, on June 6th, the actual D-Day, go to the in-game KARDS Shop and claim your free wildcard there!



⚠️
The free daily D-Day items are available each only for one day, so make sure that you log in every day and claim your item from the KARDS shop!