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KARDS - The WWII Card Game News

Improvement



Hello everyone!

It’s time for another balance patch. Since the release of Battle of Bulge and the last balance patch, the meta has been changing. The new star is obviously the combined arms deck. There are a few different versions on the ladder and the Britain ally version seems to be the most popular. Britain Air, Japan aggro and Ramp decks all remain strong.

In previous dev blogs, we usually only discuss the upcoming changes. This time, we would like to elaborate on what the team has been thinking about and the reasons for those changes. In general, we are always checking our internal statistics and the feedback from the community. Some cards are especially monitored. Even though only a few changes are released each time, much more changes are tested.

Sometimes, the community will react accordingly and the meta will be different. Sometimes, we have to tune down some cards so that such decks are a bit less powerful. SPITFIRE MK IIA is a very good example. Sometimes, we need to make some strategic changes so that the game can be improved in the long term. Reducing the amount of cards that send units back to hand directly from the frontline is one of those strategic changes. So was nerfing draw denial that happened last year. We are still monitoring the performance of such decks and may want to shift draw denial towards discard a bit more.

It is expected that the combined arms will become a T1 deck. We have tested a few versions already to adjust the combined arms deck, but decided not to change anything to the deck this time.

2ND CALIFORNIA was on the top of our change list for a long time. With the first nerf, it was performing decently as its attack was reduced quickly. With the buff of a few ramp cards, it is much easier and quicker for this unit to enter the frontline. In some cases, it ends up being a road blocker, which is not fun. As such, we are limiting its ability to combat damage only.

We are also constantly checking what cards are not being played and trying to come up with interesting changes. The community has requested some buffs for Soviet air units for a long time. Those medium USA bombers are not played at all. Therefore, we are changing the HAVOC. These changes are probably not enough to make great decks. But the community is always very creative. We believe some interesting decks will appear after those changes.

When a balance patch is released, we always check the feedback from the community. Some changes are welcome and some are not, especially nerfs. However, changes have to be made for fresh and different gaming experiences. We really hope you can understand that. Balance changes will go on, based on the statistics and your feedback. Our ultimate goal is making KARDS the most interesting and exciting card game with the theme of World War II.

[h2]Adjusted down in power[/h2]

[h3]2ND CALIFORNIA[/h3]



Old: When this unit is damaged, give it -2-1 instead.
New: Combat damage dealt to this unit is reduced to 1.

This bad boy had a lot of fun on the battlefield. Now it is time to give him a bit of a slap. The unit will still be very potent for exchange in combat, as its attack will not be reduced and it can be repaired. However, it will be very vulnerable to damages from orders. Now, it can also be destroyed by 83RD NAVAL BRIGADE and other cards that have the same ability.

[h3]SPITFIRE MK IIA[/h3]



Old: Deployment: +1+2 if the enemy controls an air unit.
New: Deployment: +2+2 if your enemy controls an air unit. Gains Fury if not.

This Spitfire is a huge threat once deployed, being capable of dealing a lot of damage. The new version will still be powerful. Buff or Fury, which one is better? The enemy can also try to affect which one you will get. It requires more strategic thinking for both players.

[h3]UNDERGROUND STATE[/h3]



Old: Send target enemy unit to owner's hand. Add a LEGIONS to your support line.
New: Target enemy unit Retreats. Add a LEGIONS to your support line.

As mentioned in previous dev blogs, we want to reduce the amount of cards that can send units back to hand directly from the frontline. The potential value from this card is huge. In case of targeting a unit in the supportline, the value of this new version remains the same, which means capturing the frontline is important!

[h2]Strategic Changes[/h2]

[h3]A-20 HAVOC[/h3]



Old: Deployment: Random enemy unit has +2 operation cost.
New: Deployment: Your bombers operate for 2 less this turn.

The statistics have proved that increasing the operation cost of a single enemy unit is not working very well. As such, we would like to try this new ability, in hope of seeing a middle range bomber deck.

[h3]P-61 BLACK WIDOW[/h3]



Old: When BLACK WIDOW attacks, your air units operate for free this turn.
New: At the start of your turn, give a random friendly air unit immune for this turn.

This card is one of the least used Elite cards, almost as low as the old Skytrain. While the new HAVOC will reduce the operation cost, we need to change this card. BLACK WIDOW, such a cool name, deserves a very cool ability. It’s not a big threat on deployment, but it will be if it stays on the battlefield.

[h2]Adjusted up in power[/h2]

[h3]222ND GUARD RIFLES[/h3]



Old: Pincer: At the start of your turn, fully repair this unit.
New: Pincer: At the end of your turn, fully repair this unit.

High cost infantry units usually don’t see much play unless they have very strong deployment effects. With Guard, it can at least protect your HQ. If it is deployed late in the game, the Pincer-ed unit can exchange for free. It can also enter the battlefield earlier by Machines of War. In addition, it can be a very good combo card with URAL FACTORIES, on the condition that your HQ doesn’t need to be Guarded.

[h3]LA-5[/h3]



As promised, we will make Soviet air units better. With the defense increased by 1, LA-5 is still a bit worse than its counterparts from other nations. However, Soviet does have BLOOD RED SKY and the recently changed VETERAN PILOTS. We really look forward to seeing a decent Soviet air deck created by the community.

[h3]YAK 9[/h3]



Old: Destruction: Draw a Soviet card from your deck.
New: Destruction: Draw a random Soviet card.

Hopefully, this +1 attack change can improve the Soviet air deck and make it a bit better bit.The ability stays the same. We have decided to keep the texts as concise as possible. Drawing cards, by default, means drawing from your own deck. It is unlikely that you can draw cards from the enemy’s deck in any card game.

[h3]MACCHI C.202[/h3]



Old: At the end of your turn, if your HQ has less defense than the enemy HQ, destroy this unit.
New: Takes 2 damage at the end of your turn, if your HQ has less defense than the enemy

This fighter has the best body as a 2-cost fighter. However, it can be stuck in hand for the whole game due to its drawback. With this new version, it will always have a chance of affecting the battlefield.

[h3]FIAT C.R.42[/h3]



Old: Can only be deployed if you control more units than the enemy.
New: Deployment: Gets +1 attack if you control more units than the enemy.

This fighter is in a very similar situation to MACCHI C.202. It can be very good if you control more units than the enemy. However, it can also be a dead card in hand in most cases. The new version is based on the same direction. It gains a buff and becomes a better fighter, if you control more units. Otherwise, you can still use it.

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!

This Friday: Celebrate the 2nd KARDS anniversary with double XP and more!



Hello wonderful KARDS community!

Celebrate the 2nd anniversary of KARDS and have a good time with some specials from the team!

  • DOUBLE XP - Get them all
  • 90% DISCOUNT on all DLCs
  • Super specials in the KARDS shop with amazing discounts


Besides these celebrations, we continue to build up cards as we prepare for the mobile version, new content updates, and improved game features.

[h2]DOUBLE XP - GET THEM ALL[/h2]

🎉We kick off the celebrations with a double XP day on April 15th! 🎉

Simply log in, play as much as you want, and get twice as many XP in the national progression between 00:01 UTC on April 15th and 11:59 UTC on April 16th.

Get your rewards twice as fast - or twice as many rewards during the same time!

[h2]90% DISCOUNT ON ALL DLCs[/h2]

Another boon on April 15th is the massive 90% discount on all KARDS DLCs. With such an enormous discount, the DLCs give you by far the best value - they cost only around $1 each during the celebration!

If not now, when else?!

https://store.steampowered.com/app/1471390/KARDS__Starter_Pack/

https://store.steampowered.com/app/1597920/KARDS__Anniversary_Edition/

https://store.steampowered.com/app/1869350/KARDS__US_Starter_Pack/

[h2]SUPER SPECIALS IN THE KARDS SHOP[/h2]

The team has also prepared several anniversary specials in the KARDS shop with amazing discounts - available for a short time only!



Celebrate a fantastic year in KARDS and treat yourself with something special. Have a look!

[h2]BIGGEST YEAR AHEAD[/h2]

While we are excited to celebrate this 2nd anniversary together with you, our biggest year so far is just ahead!

Already, we are running the first beta test of the upcoming KARDS mobile version. If you have missed the signup or couldn’t participate, simply sign up for the second beta test! The more, the merrier.



Besides the mobile version, we continue bringing new content to KARDS and will add more features and functionalities to the client throughout the rest of the year.

https://www.kards.com/mobile_beta

Plenty of reasons to celebrate KARDS today and in the future!

See you on the battlefield of KARDS (maybe you will play against one of the developers during the anniversary celebrations).

Patch notes - Balance Update April





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 April 6th.

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, two were toned down in power, five got adjusted for strategic reasons, and three received an upgrade to their power.

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

[h2]Adjusted down in power[/h2]

[h3]15 CM AUTOKANONE[/h3]



Old: When you deploy a unit, deal 2 damage to the enemy HQ.
New: When you deploy a unit, deal 1 damage to the enemy HQ.

[h3]RUSH PRODUCTION[/h3]



Old: When you deploy a unit this turn, deal 1 damage to it and gain 1 kredit.
New: When you deploy a German unit this turn, it gets +2-1.

[h2]Strategic Changes[/h2]

[h3]CARRIER COVER[/h3]



Old: [Cost 3] Choose one - send a unit to owner's hand OR gain 1 extra kredit slot.
New: [Cost 1] Choose one - Your fighters get +1+1 OR are moved into the frontline, if possible.

[h3]FORTIFIED POSITION[/h3]



Old: [Cost 2] Pin target unit. Increase its operation cost by +2.
New: [Cost 1] Pin an enemy unit. If it is in the frontline, it Retreats.

[h3]FRENCH 75[/h3]



Old: [Attack 1, Defense 1] Can only attack enemies in next front while Mobilized.
New: [Attack 3, Defense 3] [Mobilize] If the enemy controls the frontline, this unit can only attack targets there.

[h3]HENSCHEL HS 126[/h3]



Old: Deployment: Give friendly ground units in the frontline +1 attack.
New: Deployment: Give a friendly tank +1+1 for each unit type in the same line.

[h3]MARDER III H[/h3]



Old: MARDER III H gets +1 attack each time another unit is destroyed.
New: When a friendly unit destroys an enemy unit, draw a random unit.

[h2]Adjusted up in power[/h2]

[h3]YAK 3[/h3]



Old: [Cost 4] [Attack 3, Defense 5] Costs 1 less to deploy if you control a French unit.
New: [Cost 3] [Attack 3, Defense 3] [Ambush] Deployment: Gains +1 attack and Ambush if you control a non-Soviet unit.

[h3]VETERAN PILOTS[/h3]



Old: This turn, give a fighter +1 attack and fully repair it if it destroys a unit in combat.
New: Choose One - Give a Soviet air unit +1+2 OR immune this turn.

[h3]ROYAL WEST KENTS[/h3]



Old: [Cost 5] [Attack 2, Defense 5]
New: [Cost 4] [Attack 2, Defense 4]

[hr][/hr]

New features and updates


[h2]Icons and card art[/h2]
  • As you may have noticed, we have done an overhaul of our card artwork and user interface by replacing all visible instances of the rising sun and swastika symbols.

    These symbols are, of course, part of the shared human history, and we would like to think we did in no way glorify them in our designs. Yet they remain very sensitive in many parts of the world. As such, most social media, gaming platforms, and several countries have strict rules and/or restrictions when it comes to those symbols. This is a severe liability and, if unchanged, can considerably reduce the visibility of our game on the platforms we are about to join (mobile stores) and/or cause our players issues when they post images or videos from the game online.

    While we realize some of you who are interested in the historical aspect of the game may not welcome this change, we hope you understand our reasoning.


[h2]User Interface[/h2]
  • Alternative art on cards can now be toggled.


Bug Fixes

[h2]Visual bugs[/h2]
  • The amount of gold and diamond update was not always displayed correctly after matches (the amount itself was correct). Fixed.
  • Sometimes, the purchase confirmation was wrong or duplicated in the shop. Fixed.
  • Some cards were displayed wrong in shop. Fixed.


[h2]Card bugs[/h2]
  • Excess damage is increased by J1N1 GEKKO's effect. Fixed.
  • You could get stuck with "can't play order this turn". Fixed.
  • BYPASS was not showing damage to deal when hovering over target. Fixed.
  • There was an error in the message which sometimes appeared when targetting smokescreen units. Fixed.


Give us a thumbs up if you like this update. We also welcome more feedback in the comments below and on KARDS Discord.

Announcing the next bunker chat!



Hello everyone!

These days a lot is happening in KARDS, and for some, it might even be too much to keep track of! That only means one thing: It’s time for another Bunker Chat!

Join us this Thursday, the 7th of April, at 16:00 GMT, where we will discuss everything happening in KARDS, what’s coming up, and answer your most burning questions!

Tune in at www.twitch.tv/kardsccg

So what’s on the agenda?

In this bunker chat, we will talk about all of the major developments in the past few months and give a glimpse into what’s to come in the future. This means we will cover topics like:

  • Hard currency - How did the transition go, and are we happy with where we are?
  • Mobile - When and how do I join the beta group, and when will it be out?
  • World At War updates
  • State of the competitive scene and upcoming tournaments


Once we have talked about the above, we will turn our attention to answering your top questions!

Instead of these questions coming through Twitch chat as we have done in the past, this time around, we invite you to pre-submit your questions through the below Reddit thread!

ASK YOUR QUESTIONS

If we don’t get to your question, don’t worry! We will go through the thread and answer any questions that we don’t address during the bunker chat in the thread itself.

Capture the frontline



Hello everyone!

A new era has come to KARDS, with the advent of KING TIGER. A lot of players are really excited by this behemoth, along with all the other new cards from Battle of the Bulge. The meta has changed a lot since the last balance patch and Behind Enemy Lines. Ramp decks are performing much better with reasonable win rates. They were also seen in the last Officier Club Championship tournaments. Many other archetypes are also spotted in the ladder, Soviet T-34 for example. The Britain Air remains to be a T1 deck, with a new version allied with the USA.

What changes are we going to have for April then? The frontline is our unique feature in KARDS. We would like to see more units on the battlefield fighting for the frontline, all types of units, small and big.

Now let’s take a look at the changes.

[h2]Adjusted down in power[/h2]

[h3]15 CM AUTOKANONE[/h3]



Old: When you deploy a unit, deal 2 damage to the enemy HQ.
New: When you deploy a unit, deal 1 damage to the enemy HQ.

This artillery is a very good unit in KARDS. Nevertheless, it is almost only utilized in combo decks, OTK AUTOKANONE. While in other decks, this unit does not perform well on the battlefield except dealing some damage to the enemy HQ by deploying a couple of units. Having only 2 defense makes it very difficult to survive. As such, we are increasing its defense to 3 and lowering the damage ability to 1, in hope that it can stay on the battlefield as a strong supporting artillery in various decks.

[h3]RUSH PRODUCTION[/h3]



Old: When you deploy a unit this turn, deal 1 damage to it and gain 1 kredit.
New: When you deploy a German unit this turn, it gets +2-1.

This card has never seen much play other than OTK decks. In addition, it is possible to reverse kredits by playing two or more RUSH PRODUCTION in one turn. Kredits are supposed to limit what and how many cards can be played. Reversing kredits will always be problematic. While 15 CM AUTOKANONE is changed, we do not want to see this card become a dead one. Let’s see what impact this new ability could bring to the battlefield.

[h2]Strategic Changes[/h2]

[h3]CARRIER COVER[/h3]



Old: [Cost 3] Choose one - send a unit to owner's hand OR gain 1 extra kredit slot.
New: [Cost 1] Choose one - Your fighters get +1+1 OR are moved into the frontline, if possible.

This card does see some play and is not bad at all. As mentioned some time ago, we are not quite satisfied with cards that can send units directly back to hand from the frontline at a low cost. As a side note, this cool image doesn’t have much to do with kredit slot or sending units back to hand. The two new options are more thematic. In KARDS, fighters can keep your HQ safe while being in the frontline, especially against aggro decks. P-39 AIRACOBRA is a perfect example. Moving fighters into the frontline also keeps them away from some AOE orders and gives space for more units in the support line.

[h3]FORTIFIED POSITION[/h3]



Old: [Cost 2] Pin target unit. Increase its operation cost by +2.
New: [Cost 1] Pin an enemy unit. If it is in the frontline, it Retreats.

There are a few cards that can increase the operation cost in KARDS. Most of them do not see much play. Fighting for the frontline is more interesting and retreating an enemy unit in the frontline is more valuable in most cases.

[h3]FRENCH 75[/h3]



Old: [Attack 1, Defense 1] Can only attack enemies in next front while Mobilized.
New: [Attack 3, Defense 3] [Mobilize] If the enemy controls the frontline, this unit can only attack targets there.

The Mobilize deck is becoming a bit better because of new cards and balance changes. However, FRENCH 75 has never been a member of the deck. Mobilize is removed from this card, but the new stats make it one of the best standard artillery units. However, it does come with a drawback. We hope this card can find its home in a different archetype, along with other non-Mobilizie French cards.

[h3]HENSCHEL HS 126[/h3]



Old: Deployment: Give friendly ground units in the frontline +1 attack.
New: Deployment: Give a friendly tank +1+1 for each unit type in the same line.

We have seen many archetypes in KARDS, infantry, tank, air and artillery, all the unit types available in the game. Combined arms was a fundamental part of the German Blitzkrieg in WWII. It’s time to make this iconic strategy shine in the game.

[h3]MARDER III H[/h3]



Old: MARDER III H gets +1 attack each time another unit is destroyed.
New: When a friendly unit destroys an enemy unit, draw a random unit.

The bonus of +1 attack for each destroyed unit is obviously not affecting the battlefield. One more unit will be a completely different story. We hope this new ability can bring more units into the battlefield and intensify the battles in KARDS.

[h2]Adjusted up in power[/h2]

[h3]YAK 3[/h3]



Old: [Cost 4] [Attack 3, Defense 5] Costs 1 less to deploy if you control a French unit.
New: [Cost 3] [Attack 3, Defense 3] [Ambush] Deployment: Gains +1 attack and Ambush if you control a non-Soviet unit.

Soviet air units in KARDS have been underperforming for a long time. It is time for some changes. YAK 3 were indeed operated by French pilots, but an ability that is tied with controlling a French unit seems to be too restrictive. Ambush is removed from the card itself. Getting +1 attack and Ambush for controlling a non-Soviet unit should be much more practical. It is also an Exile unit with France.

[h3]VETERAN PILOTS[/h3]



Old: This turn, give a fighter +1 attack and fully repair it if it destroys a unit in combat.
New: Choose One - Give a Soviet air unit +1+2 OR immune this turn.

It’s very difficult to get a good value from this card. As such, those veteran pilots have been staying in the hangar all the time. Piloted by veterans, air units are supposed to have a better performance. Let’s see if these two options can make Soviet air decks stronger.

[h3]ROYAL WEST KENTS[/h3]



Old: [Cost 5] [Attack 2, Defense 5]
New: [Cost 4] [Attack 2, Defense 4]

As we are adjusting some cards that could send units in the frontline back to hand, Guard units are seen on the battlefield a bit more, especially those British ones. Maybe this buff can make those units hold their ground on the battlefield stronger and longer.

That is all, these changes will be live soon. We look forward to seeing intense battles with all the new cards and the changes. Please continue giving us your feedback, which is very valuable to us.

Thanks and see you on the battlefield, commanders!