Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
Kards: The WWII Card Game
đź”§ KARDS Hotfix - June 25th, 2025
Hello Commanders,
Following the Naval Warfare release, we’ve been closely monitoring the expansion, with many thrilling battles, and a wave of new archetypes and combos.
Thanks to your reports and feedback, we’ve identified and resolved some issues in this hotfix.
Bug Fixes
The FLOTILLA HQ was not correctly shown in the Collection menu after it was purchased. Fixed.
LES TERRIBLES did not draw a card correctly when THE AMERICAN GUARD unit was deployed. Fixed.
Hovering over FLOTILLA HQ during battle displayed the incorrect card image. Fixed.
The abilities of LIGHT DETACHMENT 15, SISSIOSASTO 5.D, and 123s did not correctly trigger after KV-85 was deployed if no unit had previously been destroyed in the battle. Fixed.
The “Fight” ability of 40 ROYAL MARINES triggered incorrectly - once per enemy unit - after using the HMS FORMIDABLE order. Fixed.
Orders affected by GORDON HIGHLANDERS’ ability were drawn with their original cost if GORDON HIGHLANDERS was suppressed. Fixed.
KM PRINZ EUGEN did not Convert all cards correctly. Fixed.
The 22nd MARINES damage modification was incorrectly applied in some cases. Fixed.
The “Supersoldier” classified achievement was awarded under incorrect conditions. Fixed.
In certain situations, when only one unit occupied the frontline, the frontline could be taken during the Convert animation. Fixed.
Temporary buffs from units removed by KM PRINZ EUGEN weren’t properly cleared after removal. Fixed.
In addition to these bug fixes, we’ve also made a few behind-the-scenes improvements and updated some history images.
We thank you all for your bug reports and feedback on the Naval Warfare expansion!
Want to join the conversation? Join us on Discord:
That’s all for now. See you on the battlefield, Commanders!
NAVAL WARFARE: BATTLE READY DECKS
Hello, Commanders!
Reinforcements have arrived! Five brand-new Battle Ready Decks storm ashore with the Naval Warfare expansion, each forged with cards from the latest release. These pre-built decks are locked, loaded, and optimized for immediate deployment - bringing fresh tactics and fierce naval synergy to the frontlines of KARDS.
Whether you’re commanding the high seas, executing a precision conversion op, or holding the line under heavy fire, these decks are designed to immerse you in new strategic theaters of war.
Two command tiers are available: 200 Diamonds and 350 Diamonds. Choose your arsenal and set sail!
350 DIAMOND BATTLE READY DECKS
NAVAL DOMINANCE
Major Power: USA | Allies: Britain
Stack the top of your deck for maximum impact.
You have many powerful Navy cards, such as USS YORKTOWN and HMS BELFAST, and cards that care about the top card of your deck being a Navy card, like 22nd MARINES. To tie it all together you have many ways to stack the top of your deck, like NIGHT PATROL and LOVAT SCOUTS.
Many of your cards generate the BREWSTER F2A fighter, which is stronger in the frontline. To help support this air theme you have cards like PBY2 CORONADO, CARRIER COVER and STRIKE GROUP. Your British ally gives you extra Navy and air support.
CONVERT THE UNBELIEVERS
Major Power: Soviet Union | Allies: Poland
Outvalue your opponent through strategic converting.
You have a mix of strong units and ways to get extra mileage out of your best ones. You utilize the new Convert mechanic in various ways for maximum impact. SURVEIL and HONORIFICS allow you to convert your less powerful cards into something stronger and your Polish allies can deal with enemy threats by converting them into weak units with cards like 15th WOLVES REGIMENT and ORP GENERAL HALLER. Your trump card is then VICTORY BANNERS, which allows you either to convert your whole board into your best unit or the enemy board into their worst unit, as the situation dictates.
200 DIAMOND BATTLE READY DECKS
HAPPY TIME
Major Power: Germany | Allies: Italy
Sail your way to victory with your strong Navy.
You have a solid mix of powerful units and versatile removal cards. Many of your cards have the Navy subtype, such as the sister ships KM BISMARCK and KM TIRPITS, and others care about you having or playing a Navy card, such as the 2. MARINE DIVISION. The Navy synergy is not critical for your success, but can give you a leg up with extra effects at key moments.
Your Italian ally provides extra Navy synergy, in RM ROMA and 1st SAN MARCO for instance, backed up by strong removal cards.
SOUFFLÉ
Major Power: Japan | Allies: France
Use your shuffle effects for strategic advantage.
You have a mix of aggressive units and more defensive units, allowing you to choose to either sit back and play the long game or apply pressure, depending on the battle situation. You have many cards that shuffle your deck, such as SHIFTING DOCTRINE and REDEPLOYMENT, coupled with cards that care about you shuffling. LA DIVISION LECLERC grows bigger, 3rd MIXED REGIMENT damages the enemy HQ and 3rd KURE SNLF operates cheaper. Sequencing your plays correctly is the key to success, along with reading when to defend and when to attack.
TOOTH & NAIL
Major Power: Britain | Allies: Finland
Fight the enemy to standstill with your big guns.
You have strong defensive units coupled with countermeasures to keep your opponent in check. Use CHAIN HOME and HMS FORMIDABLE to decimate the enemy forces and create big threats to finish off the game. Plenty of draw and some strong removal options like FOG OF WAR and FROZEN ASSETS round out the deck.
Your Finnish allies complement your strategy, such as the cheap Guard LIGHT DETACHMENT 15 and continuous draw through RYHMĂ„ SUSI.
PREPARE FOR ENGAGEMENT
The seas are hostile, the skies contested, and victory favors those who come prepared. With these expertly assembled Battle Ready Decks, you can dive straight into action with powerful new strategies from Naval Warfare.
Naval Warfare: The Summer 2025 Expansion Has Launched!
Naval Warfare has officially launched!
KARDS' ninth major expansion has made landfall on June 18, 2025, unleashing a surge of 87 brand-new cards, the game-changing Convert mechanic, and the debut of the Navy subtype. The battle lines have shifted - are you ready to command the seas?
https://youtu.be/cfWnuRgnzYs
This summer’s expansion sets a bold new course for KARDS, introducing powerful new tools to outmaneuver, outthink, and overwhelm your opponents. With naval supremacy now a decisive factor, Naval Warfare represents a pivotal deployment in your campaign for dominance. Whether you're a veteran admiral hardened by countless skirmishes or a newly commissioned commander eager to prove your mettle, this expansion offers a tide of strategic depth and thrilling new possibilities.
Log in now to claim your 2 free Naval Warfare packs and dive straight into the action!
Key Features of Naval Warfare
87 New Cards
Reinforcements have arrived across all fronts, with 15 new cards for each of the main nations and 3 new cards for each of the allied nations. Iconic naval units, new mechanics, and strategies have arrived that will reshape the meta. The high seas are brimming with tactical potential that are yours to seize!
New Subtype: Navy
Bring legendary warships under your command with the all-new Navy subtype. These named naval vessels are more than powerful cards - they possess unique abilities to manipulate decks and execute cunning strategies to gain the upper hand against your opponent.
The Convert mechanic introduces a dynamic layer of warfare - transform cards across the hand, battlefield, or deck into something entirely new. Use it offensively or defensively; it can strengthen your hand or cripple your enemy’s plans.
Naval Warfare arrives with 12 targeted balance changes, alongside a rotation of 107 cards out of the active pool and the return of 20 from Reserves - each aligned with the naval and convert themes.
Each nation receives tailored reinforcements to align with its strategic identity:
Britain
Britain strengthens its command of land and sea with reinforcements that reinforce its mastery of battlefield control and calculated precision.
At the heart of the British doctrine lies top-deck manipulation, enabling commanders to place critical cards exactly where and when they’re needed. This expansion introduces key cards such as HMS BELFAST, GORDON HIGHLANDERS, and the agile MOSQUITO B Mk IV and F Mk II, expanding naval, aerial and ground capabilities. A mini-theme of building up powerful plays and unleashing them is embodied in cards like CHAIN HOME and HMS FORMIDABLE. Convert plays a secondary role, offering tactical flexibility, while a strong Navy presence adds new depth to the Royal Navy’s operations.
Germany
Germany brings a ruthless edge to the battlefield, defined by its embrace of negative Convert as its core doctrine.
Cards like CAPITULATION and 108. PANZERGRENADIER exemplify this approach - turning enemy assets into worthless liabilities and controlling the terms of engagement through psychological and material disruption. The arrival of the KM TIRPITZ reinforces Germany’s growing naval presence, while the Navy subtype supports a secondary push into sea-based tactics. A minor emphasis on removal mechanics and attack buffs rounds out the German playbook, designed to punish overextension and dismantle enemy momentum.
Soviet Union
The Soviets double down on transformation and resilience with a strategic focus on positive Convert. Their approach rewards those willing to invest in long-term power - upgrading units, shifting momentum, and exploiting battlefield evolution.
Cards like VICTORY BANNERS, SURVEIL, and HONORIFICS embody this transformation, while the 51st RIFLE BRIGADE and 312th NOVGOROD serve as potent Convert payoffs - delivering major battlefield impact once the investment pays off. Supporting this are themes of self-kredit drain, offering power at a price, and counter-offensive support, empowering comebacks and decisive strikes. Soviet strategy in Naval Warfare is about absorbing pressure and retaliating with overwhelming force.
USA
The USA deploys with full naval superiority, making Navy its core theme in this expansion. Key cards like USS FITCH, USS ARCHERFISH, and the 22nd MARINES spearhead a doctrine built around stacking and exploiting the top of the deck.
The American playstyle revolves around controlling the pace of battle by preparing key card sequences and reaping the benefits when drawn. A secondary air frontline theme bolsters offensive presence, while fighter tokens provide flexible tools for crowd control and rapid response. The U.S. excels at calculated momentum - every draw a weapon, every move deliberate.
Japan
Japan’s naval heritage takes center stage, with a sharp focus on Navy as its primary identity in Naval Warfare. Reinforcements like the IJN MIKURA, IJN AKAGI, and THE TIDE TURNS showcase the empire’s seaborne strength and tactical innovation.
Japan’s strategy now weaves in a deck-shuffling theme, allowing it to obscure intentions and disrupt predictions. An Intel element adds to its deception-based gameplay, offering glimpses behind enemy lines. Precision, unpredictability, and overwhelming naval power make Japan a formidable force in this new theater of war.
Allied Nations
The minor nations align with the global strategic shift, each receiving a trio of cards that enhance their battlefield presence and further their distinct identities. These reinforcements integrate into the broader systems of Navy and Convert, serving as critical components in composite decks or standalone tactical plays. Their impact may be subtle, but in skilled hands, these nations provide vital support across the ever-expanding front lines of Naval Warfare.
Join The Fight!
This is your moment. With Naval Warfare, KARDS enters a formidable new phase - where victory isn’t just won on land or in the skies, but forged in the cold, calculating depths of naval command.
Deploy your forces, take command, and leave your mark on history.
Naval Warfare - Patch Notes
Greetings, Commanders!
We’re thrilled to bring you the latest patch for KARDS, including the brand new major expansion Naval Warfare!
Naval Warfare Expansion
Naval Warfare introduces a bold new chapter in KARDS, packed with strategic depth and exciting mechanics:
87 new cards: Reinforcements have arrived! Each major nation receives 15 new cards, and minor nations receive 3 each.
Convert mechanic: Transform cards into different cards, with conversions either being negative or positive.
Navy subtype: This new subtype offers a trove of new possibilities and synergies with the new naval cards.
This expansion shakes up the battlefield with powerful new tools and tactics. For full details, visit:
Brand new player profiles and achievements have arrived in KARDS!
Your player profile displays key information about you, including the highest rank you have achieved, the highest battle mode win streak you’ve gotten, and number of unique cards owned. It also prominently displays your player portrait, name and current rank.
Achievements can be earned through various avenues in gameplay, including winning a certain number of PvP matches, destroying a certain number of specific unit types, or reaching certain national progression levels. Achievements can be displayed on your profile for all to see, or, if you prefer, you can opt-out of the public profile in the Options menu.
Check out more details on the new player profiles here:
Included with the Naval Warfare patch are a few bug fixes:
A unit removed from play by a SENDAI REGIMENT stolen from an enemy’s deck by the ME BF 109 G Fi was incorrectly returned to the friendly battlefield after the SENDAI REGIMENT was destroyed. Fixed.
An enemy Countermeasure with the “When the enemy deploys a unit” ability was incorrectly triggered if a unit with the “Deployment: Choose a card” ability was located on the friendly battlefield after the AIR ESCORT order was used. Fixed.
The DEFEAT IN DETAIL Order ability was not correctly triggered after excess damage was dealt to the enemy HQ. Fixed.
A unit with 10 or more defense could not be targeted by URAL FACTORIES. Fixed.
After using the COVERT OPERATION Order, Covert units were added in an incorrect position on the support line. Fixed.
Even though Covert cards were always counted as units, some cards were inconsistent in how they interacted with them. Fixed.
The ability icon of a Covert unit incorrectly re-appeared after reconnecting to a battle. Fixed.
Also included in this patch are some general behind-the-scenes improvements.
That’s all for now. See you on the battlefield, Commanders!
NAVAL WARFARE: NAVY SUBTYPE
Ahoy, Captains and Commanders!
The theme of the Summer 2025 Expansion is Naval Warfare. As you would expect, Naval Warfare brings a focus on the naval aspect of the war. With the expansion release just ahead on the horizon, arriving 18 June - it is time to dive in and see what the Navy does. Join Gummi and Jökull in this video for a brief on what lies ahead.
https://www.youtube.com/watch?v=N8o8mwg0MzA
Naval Warfare will expand on what is already in the game and make it more powerful by having its own Navy subtype that enhances the ability and allows for interaction, allowing you to build your strategy on the strength of the Navy.
Naval Warfare in KARDS doesn't mean fielding fleets on the frontline. In keeping with the game’s grounded, land-based combat focus - and historical accuracy - the Navy continues to be represented through orders and countermeasures, not unit cards. After all, it would be difficult to reconcile a Tiger tank trading fire with the USS Missouri. (What stats would you even assign her?)
While the Navy is not present on the battlefield, it will still have a BIG impact on the game, deck building and strategies, shaping the battlefield with precision, disruption, and devastating support. It influences tempo, counters enemy plans, and supports land-based operations in a distinctly naval way.
NAMED SHIPS
In line with previous releases you will continue to receive cards with named ships. These are ships with a rich and colorful history that add a personal aspect to your games of KARDS. Prefixes have been added to all ships, although traditionally, only the Royal Navy, US Navy and Polish Navy, commonly used them.
HMS - His Majesty’s Ship (British)
USS - United States Ship
KM - Kriegsmarine (German)
IJN - Imperial Japanese Navy
RM - Regia Marina (Italy)
ORP - Okręt Rzeczypospolitej Polskiej, Warship of the Republic of Poland
In general it is these cards, named ships with these prefixes are those that have the Navy subtype, unless otherwise stated.
See - Semper Fi, 22nd Marines and 40 Royal Marine.
NAVY AND NATIONS
The Navy aspect will affect Nations very differently and focus on those who relied heavily on their navies for fighting the war.
BRITAIN
Rules the seas. At the onset of World War II the Royal Navy was the largest navy on the oceans. It protected the British islands and the Empire. It has large warships and relies on a huge merchant navy. It has a long history and strong traditions. However with interests all around the globe, it is strained to be everywhere.
HMS FORMIDABLE
Order - costs 5 kredits - Change the attack of a friendly unit to be equal to its defense. It Fights all enemy units in random order.
GERMANY
After World War 1 Germany was not allowed to have a large navy. Before World War II Germany built a small but modern fleet. Initially their focus was on the big guns and Bismark and Tirpitz are the pinnacle of that program. Once it was clear that surface ships were hard to operate against the might of opposing navies, the Germans turned their focus to submarines.
KM PRINZ EUGEN
Countermeasure - costs 4 kredits to activate - When the enemy deploys a unit, put it on top of their deck and Convert it into PRODUCTION.
JAPAN
Imperial Japan had been building up its fleet in anticipation of a naval war in the Pacific. It has trained their carrier pilots to be among the best and has the biggest battleships ever constructed. It has ambitious plans for expansion and conquest.
IJN AKAGI
Order - costs 4 kredits - Shuffle your hand into your deck, then draw 3 cards. They cost 2 less to deploy this turn.
UNITED STATES
The United States Navy started the war with a large fleet but many old battleships. After the Japanese attack on Pearl Harbor the United States Navy was quick to learn the ropes and after only 6 months had stopped the Imperial Japanese Navy at Midway and from there went from victory to victory emerging as the world's strongest naval power at the end of World War II.
USS YORKTOWN
Order - costs 6 kredits - Add four BREWSTER F2A to the battlefield, in the frontline if possible.
REGIA MARINA
The Italian fleet is the pride of the nation and the ambition to see a new Roman Empire over Mare Nostrum - Our Sea, meaning the Mediterranean. After the fall of France, Italy is the only power with a home base in the Mediterranean.
Poland
At the start of World War II, Poland had a modest navy. Yet despite its small size their navy was involved in several notable actions and has its place among the other navies.
CARDS FROM PREVIOUS RELEASES WITH NAVY SUBTYPE
The concept of Naval Warfare has always been part of KARDS, even if the Navy subtype comes as a new feature with the Naval Warfare Expansion. Several cards from previous expansions will have the Navy subtype added. Here is a list of cards that will be upgraded to Navy.
HMS Illustrious
HMS Hermes
KM Bismarck
KM Admiral Hipper
U-16
U-48
U-375
IJN Yamato
IJN Shinano
ORP Orzel
ORP Blyskawica
The Naval Warfare expansion isn’t just a theme - it’s a strategic evolution. With the Navy subtype, players gain new ways to command, disrupt, and support, all while staying anchored to KARDS' historical authenticity and tactical core.
Prepare your decks, Commanders. The tide is turning.
Dev Blog - Naval Warfare Balance
Hello friends!
A new expansion is on the horizon, Naval Warfare, dealing with all things, uh… navally. As is the norm when a new expansion drops, a balance patch is included. The intention is to smooth out the meta by hitting some of the strongest decks, to give the new cards a room to breathe. Also, it also gives us a chance to adjust some cards that are thematically linked to the new expansion. Finally, as with all balance patches, we can address play patterns that we feel are antagonistic to the majority of the player base, as we have done in the past with draw and kredit denial strategies for instance. The balance patch for Naval Warfare has examples of all of these, so let’s stop naval gazing and get to it!
We will start with the nerfs as usual, followed by the buffs. We will then round things out by going over 4 cards returning from the Reserved Pool that are seeing some changes.
Card Balance Changes
CLAIM THE SKIES
Old: Your air unit with the highest attack gets +1+2, then Fights target enemy unit. New: Your air unit with the highest attack gets +1+1, then Fights target enemy unit.
Claim the Skies can claim to single-handedly make Soviet-Italy control viable, alongside its best buddy Fiat G.50. Many aggressive decks have fallen victim to a turn 2 Fiat followed by a turn 3 Claim. This is still possible, but 1 less defense makes the affected air unit slightly easier to deal with. The Skies can still be Claimed, and will, but the current version is pushed a bit too high.
HONOR AND LOYALTY
Old: 3k, Shuffle target unit into owner’s deck. The owner then draws 2 cards. New: 1k, Shuffle target friendly unit into your deck, then draw 2 cards.
All the honorable gentlemen happily providing their opponents with extra cards are now forced to provide said pleasure only to themselves. But as the saying goes - you cannot love others until you have learnt to love yourself. The shuffle strategy is something France is exploring in Naval Warfare, so it is fitting to adjust this card to lean into that more heavily.
SOMUA S35
Old: Operation cost - 1k New: Operation cost - 2k
Somua S35 has become a lynchpin in several strong aggro decks, alongside its partner in crime 13e Dragons. Its power stems from its strong ability coupled with a very solid body for its cost. So of course we are changing the operation cost. Makes perfect sense, right? Well, we do want Somua to continue to be a strong card and retain the attributes that make it attractive. But it is slightly overtuned, so the operation cost is the best one to adjust to keep the card strong, but rein it in slightly.
INFANTRY REGIMENT 36
Old: Attack - 4 New: Attack - 3
To the shock of no-one, this heavily pushed Finnish card sees a lot of play. It offers great value and highlights the strength of Shock paired with Blitz. So much so that it can promote non-interactivity on the battlefield, which is not something we like to see. So we are tuning this bad boy down a bit, by taking away one of its big guns (if you squint real hard it has been erased from the art).
AUNT FRIEDA (TANK MANEUVER and AIR SUPPORT)
TANK MANEUVER
Old: Give a friendly tank +2+2. Add AIR SUPPORT to your hand. New: Give a friendly tank +2+1. Add AIR SUPPORT to your hand.
AIR SUPPORT
Old: Give a friendly fighter +3+3. New: Give a friendly fighter +2+2.
Crazy ol’ Aunt Frieda may pinch your cheeks and pat you on the head when she visits, but she will also crush you into the ground under the weight of all her buffs. While we dare not touch Aunt Frieda herself, we are kicking her sidekicks Tank Maneuver and Air Support. The overall buffs are still potent, but easier to live with, according to your Uncle Earnest.
ONE ROOF
Old: 5k, Draw 2 cards. Gain 2 kredits for each kredit slot you have lost this battle. New: 4k, Draw 2 cards. Gain 4 kredits if you have lost 2 or more kredit slots this battle.
This is a very significant change that warrants some extra explanation. The SKD deck that came into existence in Covert Operations has seen a couple of nerfs since and has in the last few months only existed as a combo deck of sorts. Despite the deck having a very lackluster performance (it has a below 40% winrate on average), it remains popular with a portion of the playerbase, for its whacky gambling-like playstyle. It culminates in a single turn when the player tries to go “off” by playing multiple cards at once. However, this single-turn, OTK-style turn feels very confusing and frustrating to other players, especially newer or more casual ones, as it is impossible to keep track of what is happening. This is something we are not fond of supporting and want to change.
The issue is that while One Roof stays in its current form, it is impossible to develop the SKD archetype any further, because it would just exacerbate the issues mentioned above even further. The only way for us to do some SKD stuff in the future is if we start by changing One Roof. And that is what we are doing now. We realize that this change kills what little remains of SKD viability for the time being, but it does give us an opportunity to do more SKD stuff down the road, because it is an interesting archetype that is worth exploring more. Think of it as uprooting the weed to give breathing space for new seeds to grow.
KM BISMARCK
Old: Deal 7 damage to target HQ. New: Deal 8 damage to target HQ.
The crew of KM Bismarck has been hard at work making it all shiny and spiffy to celebrate becoming a Navy card, commemorated with a new KM prefix to help identify it. With all the gunk removed, the ship is now performing at optimal level, regaining the 1 damage it lost in an evil balance patch a long time ago.
7th SCOTTISH BORDERERS
Old: No Smokescreen. New: Has Smokescreen.
The 7th Scottish Borderers prove that knowledge is power. Their issue has been that hoarding all this knowledge makes them prime candidates for bullying by other units on the battlefield. This constant abuse has slowly transformed them into grumpy recluses that like to hide and we are acknowledging this by giving them Smokescreen. Bullying is bad, people!
101st AIRBORNE
Old: 5k to deploy. New: 4k to deploy.
With brand-new manufacturing methods we have managed to streamline the production cost of some cards, allowing us to print this old stalwart at a reduced cost. We could keep all the kredits saved for ourselves, but decided in our endless benevolence to pass the discount directly to you, dear player. An iconic unit like this needs to be accessible to the masses.
IJN YAMATO
Old: 4k, Your Japanese units get: “Destruction: Deal 2 damage to the enemy HQ.” New: 10k, Your Japanese units everywhere get: “Destruction: Deal 2 damage to the enemy HQ.”
IJN Yamato aka Yamato is seeing a facelift the same as KM Bismarck. The card is now much more expensive, because the previously limited ability is now, well, everywhere. This gives solid inevitability to burn decks, putting the enemy on a strict clock. Note that everywhere means your units on the battlefield, in your hand and in your deck. Units that are added later or that are currently removed from the battle (with Sendai for instance) are not counted.
TRENTO DIVISION
Old: No Blitz. Deployment: Destroy an enemy unit with 4 or more attack if you control another unit with 4 or more attack. New: Has Blitz. Deployment: Destroy an enemy unit if you control another unit with 4 or more attack.
Trento was burdened with an overly restrictive deployment ability. The new ability has been simplified a bit - now you can target any enemy unit, but you still need another 4+ attack unit. Trento is so excited to finally get a chance to get into decks that it broke out in a rash of Blitz in its hurry to become relevant.
16th TARNOW REGIMENT
Old: 5k to deploy, defense 7. New: 4k to deploy, defense 6.
We have decided to brutally nerf 16th Tarnow Regiment by slashing its defense all the way down to 6. Admit it, it had it coming. But we are nothing if not kind-hearted so we are throwing them a bit of bone by reducing the cost to 4. But that savage defense reduction, sheesh! Will the Poles ever get a chance at a decent deck again?
That’s it for the balance edits to active cards. The final four changes are to cards returning from the Reserve Pool. These four cards were chosen to return specifically because of their thematic ties to the expansion and we wanted to make it even more explicit by tying them directly to some of the new mechanics.
Returning Reserve Card Reworks
SUNDERLAND Mk V
Old: 6k to deploy, 6 defense. At the start of your turn, draw a card. New: 4k to deploy, 5 defense. At the end of your turn, draw a random Navy card from your deck.
Sunderland has lived in Neverland since it came into being. It has spent its time in purgatory to slim down into a lean, mean 4 cost machine and adopted a slightly changed ability that has thematic connection to Naval Warfare and, more importantly, triggers end of turn instead of start.
U-16
Old: Countermeasure. 1k, When the enemy gives an order, the enemy discards a random card.
New: Order. 2k, Retreat target unit. Draw a card if there is a Navy card on top of your deck.
Ah yes, sweet, sweet U-16, how we have missed you in all your glory. Sure, you are now an order, not a countermeasure, and your cost is now 2 instead of 1. And you have a new ability. Totally different ability. Related to the new Navy stuff. And you are now a Navy card yourself. But nevermind that, in our mind you are always the same pure, sweet U-16.
ROUT
Old: 2k, Destroy target unit with cost 1 or less. Gain 1 kredit. New: 1k, Convert target unit with cost 2 or less into ROUTED TROOPS.
The sudden loss of Sudden Strike took the Germans by surprise and many predicted it would rout them. But they rallied by getting Rout back from rotation - a Rout that is connected with the new Routed Troops no less. A routing success, some would call it.
BLOCKADE
Old: 3k, Deal 1 damage to any target. Units in enemies hand cost 1 more. New: 5k, Deal 2 damage to each enemy unit. Deal 3 instead if there is a Navy card on top of your deck.
Blockade has a history of being an annoying card, in all its many reincarnations. It is now (yet again) seeing some changes, this time (surprise, surprise) connected with the new Navy theme. The British have a long history of being interested in things being on top of other things, so it felt natural to fit it into that theme.
That is it, all done! These changes, alongside all the new expansion cards, will drop on June 18th. You can start your theorycrafting engines now to be ready to hit the ground running. Please continue to provide us with your feedback, it is invaluable to us. See you on the battlefield, commander!
NAVAL WARFARE: CONVERT MECHANIC
Hello, Commanders!
The Naval Warfare expansion is on the horizon, arriving on 18 June - and with it comes a major new mechanic we’re especially excited to share: Convert.
https://www.youtube.com/watch?v=vq-KudKY1k8
With the upcoming Summer Expansion 'Naval Warfare' arriving June 18th, we introduce a thrilling new game mechanic: Convert. Convert can transform, during a match, existing cards into new cards. This conversion is only temporary during a match and doesn't affect the cards in your collection. The changed card can be on the battlefield, in hand or even in deck. The transformations can be beneficial, changing a card into something stronger or negative, make it worse.
Positive conversion - Evolution of units and equipment. Lessons learned leading to doctrinal or material upgrades, like the British army adapting after the Dunkirk evacuation or the Germans developing better tanks after early campaigns. Positive convert reflects this progression - units becoming more elite, experienced, or technologically superior over time.
Negative conversion - War wasn’t always about progress. Many units, especially on the Eastern Front, were decimated, routed, or poorly supplied. For example, German Volkssturm units, formed late in the war, were poorly trained and ill-equipped. Soldiers often suffered from exhaustion, cold, or fear, leading to mass desertion or breakdowns, especially in prolonged campaigns.
Convert will tie in with the Neutral Spawn-Only Cards, as some of the cards with Convert can spawn these cards. These cards are not nation specific and can be added to any nation with the same effect. The three types are:
PLAN - order that costs 2 kredits, that when played, is used to draw a card.
PRODUCTION - order that costs 0 kredits, that when played, gives you 1 additional kredit that turn.
ROUTED TROOPS - infantry unit that costs 1 kredit to deploy, 1 kredit to operate, has 1 attack / 1 defense.
These have been covered better in a previous video:
https://www.youtube.com/watch?v=t9pDIYIac28
The primary nations that utilize Convert in Naval Warfare will be:
Soviet
KV-85
Costs 2 kredits to deploy and 2 kredits to operate. 5 Attack and 5 Defence. Rarity: Special.
On deployment: Convert a card in hand to your last destroyed unit. Lose 2 kredits at the start of your next turn.
Germany
JAGPANZER IV
Costs 3 kredits to deploy and 2 kredits to operate. 4 Attack and 4 Defence. Rarity: Special.
When you attack and destroy an enemy unit, Convert a random card in the enemy hand into PRODUCTION. .
Britain
MOSQUITO B Mk IV / MOSQUITO F Mk II
Costs 4 kredits to deploy and 2 kredits to operate. Changes from Bomber to Fighter at the end of every turn. 3 Attack and 3 Defence and Blitz as a bomber, 4 Attack and 4 Defence and Ambush as a fighter . Rarity: Special.
Poland
ORP GENERAL HALLER
Order: Costs 8 kredits to use. Intel 1 and Convert target unit and adjacent units into Routed Troops. Rarity: Limited.
The Convert mechanic in KARDS captures the volatile nature of WW2 warfare, where units could improve through experience or technology - but also degrade due to attrition, panic, or logistical failure. We're thrilled to bring this new dimension to KARDS with the Naval Warfare Expansion, arriving on 18 June.
Make sure to keep an eye on our social media and the latest news for more intel on the new things arriving this summer!
NAVAL WARFARE: NEUTRAL SPAWN ONLY CARDS
Hello, Commanders!
The Naval Warfare expansion is on the horizon, arriving on 18 June - and with it comes a major new feature we’re especially excited to share: Neutral Spawn Only Cards.
https://www.youtube.com/watch?v=z6cDrktEbLU
Naval Warfare will bring several new things, a new keyword, a new mechanic and neutral non-nation specific cards. In this article we will focus on these new cards. For now they enter play when spawned which happens through different triggers. These cards aren't part of any deck because they're not standard military assets. Instead, they are outcomes of specific battlefield conditions:
PLAN: Not a weapon, but a response.
PRODUCTION: Not a factory, but an improvised allocation.
ROUTED TROOPS: Not the standard of a unit, but a symptom of breakdown.
These cards add depth by mirroring how warfare isn't only about units and firepower, but also about disruption, improvisation, and morale collapse - concepts central to WWII’s ebb and flow.
PLAN
PLAN is an order that costs 2 kredits to play and you get to draw a card. It happens mostly as a countermeasure that counters an enemy orders, converts it to the enemy hand as Plan.
HMS SCEPTRE
Countermeasure: Costs 2 kredits to use. Counter an enemy order then Convert it to PLAN and return it to hand.
PLAN represents the wartime necessity to rapidly adjust strategies in response to enemy actions. The HMS SCEPTRE, a British submarine, symbolizes stealth and disruption - by converting an enemy order into PLAN, it reflects the idea of disrupting enemy intentions and forcing them to reconsider, essentially returning their own efforts as a diluted form.
During WWII, the British were masters of intercepting enemy communications (like Ultra/Enigma) and turning intelligence into counter-strategies. PLAN reflects this redirection - a strategic pause, not a full denial, where the enemy regroups rather than executes.
PRODUCTION
PRODUCTION is an order that costs 0 kredits, that when played, gives you 1 additional kredit that turn. This card gives you a small advantage. Mostly for Germans.
957. VOLKSGRENADIER
Costs 2 kredits to deploy and 1 kredit to operate. 3 Attack and 2 Defence. Rarity: Standard.
On deployment: Add a PRODUCTION to your hand.
It can be straight forward, as a means of an extra push.
PRODUCTION can represent forced reallocation of resources, often under duress. Converting enemy resources into fleeting production bonuses, suggesting psychological or logistical disruption of enemy operations.
In WWII, when key units were destroyed enemy forces were often thrown into confusion, resulting in last-minute supply shifts or emergency measures — boosting production temporarily but at the cost of strategic depth. Converting enemy cards into PRODUCTION mimics how the loss of major assets might shift priorities from long-term strategy to short-term scrambling.
ROUTED TROOPS
ROUTED TROOPS - infantry unit that costs 1 kredit to deploy, 1 kredit to operate, has 1 attack / 1 defense.
ORP GENERAL HALLER
Order: Costs 8 kredits to use. Intel 1. Convert target unit and adjacent units into ROUTED TROOPS.
ROUTED TROOPS embody units that have broken ranks, lost cohesion, or been driven back under pressure - a phenomenon all too common in WWII.
For Poland, this represents the overwhelmed resistance during the 1939 invasion, where scattered units often fought independently after the collapse of central command.
For Germany, later in the war, as fronts collapsed, many German units were similarly routed — disorganized conscripts, Volkssturm militias, or remnants of shattered divisions.
In-game, spawning ROUTED TROOPS from certain effects reflects the psychological toll of warfare - players may end up with ineffective, disorganized units on the battlefield, symbolizing retreat, panic, or conscripted desperation.
The new neutral spawn-only cards introduce an exciting dimension to KARDS, representing universal themes seen throughout World War 2. We're thrilled to debut this innovative concept with Naval Warfare, launching on 18 June.
Stay tuned for more intel on what’s coming with Naval Warfare, including an in-depth look at the new Convert mechanic!
Naval Warfare: Player Profiles
Hello, Commanders!
The Naval Warfare expansion is on the horizon, arriving on 18 June - and with it comes a major new feature we’re especially excited to share: player profiles.
https://www.youtube.com/watch?v=z6cDrktEbLU
Your profile is your personal space to track your accomplishments, celebrate your victories, and show off your unique identity as a player. This is the next step in the journey that started with United Front in March with the introduction of player portraits. We’re now expanding that into a full player profile, giving you more ways to express your individual identity in-game.
On the left side of the new profile, you’ll find your core stats:
Player portrait
Current rank
Player name
Highest rank
Highest officer club position
Highest battle mode win streak
Total number of unique cards owned
On the right side, you’ll see a display of your earned medals and ribbons. You can hover over each one for more info, and select up to five banners to be featured at the top of your profile - perfect for highlighting your proudest moments.
Achievements are awarded for a wide variety of in-game milestones:
Winning PvP matches
Completing Draft runs
Advancing national progress
Reaching specific ranks
Destroying enemy units
Some achievements are straightforward. There are also a few special commendations hidden in plain sight, crafted for those who complete unique or unexpected challenges. We won’t spoil the surprises - those are yours to uncover.
To view your profile, just click your name at the top of the screen and select “Profile.” You’ll be able to switch between the Profile and Achievements tabs to get a full overview of your progress and accolades.
You’ll also be able to view other players’ profiles and see how your stats compare. If you’d prefer to keep your service record confidential, you can choose to opt out and keep your profile private.
This new system gives you more ways to track your journey, celebrate your successes, and stand out in the community. We can’t wait for you to dive in when Naval Warfare arrives on 18 June.
Stay sharp and keep scanning the horizon for more intel on what's coming your way!
THE BATTLE OF DUNKIRK
Finding Victory Inside Defeat
The Battle of France began when Germany invaded the Low Countries, Netherlands, Belgium and Luxembourg and France on 10 May 1940. The Germans had changed warfare with their Blitzkrig tactics and were operating on Manstein’s plan - Case Yellow. The plan was a reverse of Molke’s plan in the Great War. The previous plan was to draw the Allies into Germany and encircle them with an attack through the low countries. Manstein’s plan was to attack the Low Countries, draw the Allied forces there and then encircle them with a pincer from the Ardennes to the English Channel.
It worked perfectly.
While the French First and Seventh Armies and the British Expeditionary Force (BEF) were being drawn into the Low Countries the Germans made a breakthrough at the Ardennes and Sedan. Now the French First Army, BEF and Belgian Army were all cut off and their only hope of escape was the port of the French city Dunkerque.
Soldiers from the BEF fire at low flying German aircraft during the Dunkirk evacuation. Source Wikipedia.
As the Allies retreated, confusing battles raged along the perimeter. The Germans surrounded five French divisions near Lille. Cut off, the French fought on valiantly for four days, buying the retreating Allies valuable time.
The French soldiers fought valiantly but were held back by late orders, communication issues, poor supply and lack of anti-aircraft support.
On 24 May the Germans halted their advance. They had met their major objectives in 14 days of Blitskrieg and now consolidated their gains and reorganized their armies for a continued offensive. The German airforce was given the task to destroy the forces trapped at Dunkirk.
The Panzer I, JU 87 Stuka and Panzer II were all at the forefront of the German invasion of France.
This respite gave the Allied forces time to reorganise, build their defence and pull back their exposed forces. It also gave the Royal Navy a chance to implement the rescue of the Allied troops in Operation Dynamo. Initial plans were modest, to save 45.000 men in two days. On the first day only 7,669 Allied soldiers were saved but this number grew daily. Soon the navy was aided by the little Ships of Dunkirk, 850 privately owned boats crewed by officers and sailors of the Royal Navy as well as civilians. The small boats made it possible to reach the troops on the beach directly rather than entirely relying on harbour facilities.
The 2nd battalion of the Cheshire regiment, 5th Brigade and 70th Brigade were all part of the BEF in France and among those evacuated at Dunkirk.
On 26 May the Germans renewed their offensive and the Allied rearguard fought bitterly to keep the evacuation beaches open. The Luftwaffe attacked the beach with heavy bombing. The RAF flew over 3,500 sorties to support Operation Dynamo, never giving the Luftwaffe the chance to operate freely.
After nine days 338,226 soldiers were rescued, 224,320 British and 123,906 French and Belgian. The losses were also staggering. Almost all the BEF heavy equipment was lost, 6 destroyers sunk, 220 other vessels sunk, including small craft sunk and the RAF lost 145 aircraft.
The British Prime Minister Winston Churchill initially called the Battle of Dunkirk a colossal military disaster. Yet this sentiment would change. The core of the British Army, its soldiers, had been saved to fight another day. Civilians and military had all pitched in to bring the boys home. The English nation was galvanised to continue the fight. This pulled everyone together in the Dunkirk spirit. In defeat, the British found victory.
“We shall go on to the end, we shall fight in France, we shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our Island, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender.”
- Winston Churchill, 4 June 1940 at the House of Commons.
Allied troops in Dunkirk stoically waited in line for passage to the safety of England.