Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
Kards: The WWII Card Game
The Frontline Podcast: Coming Up in KARDS
Hello, KARDS players!
We are excited to bring you another brand new episode of the official 1939 Games podcast: The Frontline - A KARDS Podcast!
Every month on the KARDS podcast, we dive into new topics, bringing you all the latest news and deep dives into the thrilling things ongoing and upcoming in KARDS. You’ll get to know the team behind KARDS as we explore developers’ varied work and contributions to the constant development of the game. The podcast is available on Spotify, Apple and Google Podcasts, as well as on the KARDS YouTube channel and Bilibili.
The Frontline Episode 8: Coming Up in KARDS
In this eighth podcast episode, KARDS Community Manager Elín and host Christo review the coming months in KARDS. Get the intel on what features and events you can expect in KARDS until the end of the year, including the winter expansion, World Championship, Theaters of War campaigns, and more.
Tune in Now!
Tune in to The Frontline podcast on the following platforms:
Join us on Discord, let us know what you think of this episode of The Frontline podcast and if there are any particular questions or topics you’d like us to cover in the future!
October Update: The Return of Theaters of War Campaigns
Hello everyone!
We’re thrilled to announce the upcoming October update! This update will include the return of Theaters of War PvE campaigns, the ability to convert owned cards into gold versions using the gold currency, an update to medkits to include more variations with longer durations, as well as balance updates to 3 cards and of course, a bunch of bug fixes and general improvements. Here, we will go over the new and updated features coming in the October patch, currently slated for release in early October. If you’d like to read more about the card balancing planned for the October update, you can do so here: Card Updates: Harmony.
Medkits
We are excited to announce a refreshing update to the medkit system!
Medkits will now be available in three different variations. The current 2-hour medkit will be changed to a 24-hour medkit, with two longer variants available at different price points, providing fantastic value for players who would like to maximize the value they get out of their playtime.
The new medkits have the following durations and prices:
1-day (24 hour) medkit: 20 diamonds
3-day (72 hour) medkit: 40 diamonds (3 days for the price of 2)
7-day (168 hour) medkit: 80 diamonds (7 days for the price of 4)
Following the update in early October, every existing 2-hour medkit will be automatically converted into a 24-hour medkit. Enjoy the extended XP boost!
Gold Card Conversion
Get ready for a brand new way to acquire gold cards!
Up until this point, players have only been able to acquire gold cards as drops in card packs, or through national progression or end of season rewards. This will change with the October update, giving you the ability to convert cards to gold versions by using the gold currency!
This is the first time that you will be able to choose which specific cards you would like to convert to gold cards. Having only been able to collect non-specific gold cards up until this point through limited avenues, such as the end of season rewards, the ability to convert specific cards into gold cards carries an exclusive price point for those that would like to show off their favorite cards in their gold versions. Note that a gold card functions in exactly the same way as a non-gold card, making this a purely cosmetic conversion. The price of converting a single card varies based on rarity and is as follows:
Standard: 100 gold
Limited: 200 gold
Special: 400 gold
Elite: 800 gold
Note that you will need to own a copy of the card to change it into a gold card - so you’ll need to have either received it for example in a card pack or create the card with a wildcard before you can convert it to gold. Changing a card into a gold card will automatically update any decks containing that card to now contain the gold card. If you have multiple copies of that card and convert only 1 to the gold version, then your decks containing at least 1 copy of that card will contain the gold version of that card.
Theaters of War Campaigns
The Theaters of War single player PvE campaigns return to KARDS in the October update!
Dive into the heart of iconic WW2 battles with five unique campaigns:
Tunisian Campaign: Relive the intense battles of North Africa as you strategize your way through the arid deserts and rugged terrain.
El Alamein Campaign: Rewrite history in the pivotal Battle of El Alamein, where every move could change the course of the war.
Battle of Moscow Campaign: Take command in the freezing depths of the Eastern Front as you lead your troops through the harsh Russian winter.
Fall of the Philippines Campaign: Experience the dramatic showdown in the Pacific Theater, where island-hopping tactics are the key to victory.
Guadalcanal Campaign: Engage in fierce naval and land battles in the jungles of Guadalcanal, a pivotal moment in the Pacific War.
Complete the Theaters of War campaigns to earn the unique Theaters of War card backs and earn special Theaters of War emotes for completing the campaigns with a perfect score. The Theaters of War campaigns will be available for purchase for 148 diamonds. Access the Theaters of War campaigns from the Play menu, under Campaigns, following their release with the October update.
We’re incredibly excited to bring you the October update with all the features described above. As always, we will also be rolling out a number of bug fixes and other general improvements. Keep an eye on the patch notes for more details.
Join us on Discord and let us know what you think about the upcoming October update!
Card Updates: Harmony
Hello, everyone!
As we move with full force into the winter season, the team has been working hard on various improvements, preparations for the upcoming winter expansion, as well as several new or updated features that we are excited to share more about with you all soon. The August patch was one that came with a lot of challenges for us and unfortunately that release led to various issues which a number of players experienced, for which we sincerely apologize to all affected players. The August release highlighted flaws in our release pipeline which we have worked to rectify, through reinforcing our processes and ensuring that significantly more time is allocated for testing before release.
Since the last balance patch in August, we have been monitoring and analyzing the current meta. We have identified some key areas to focus on and, to that end, will be updating three cards in the upcoming October patch, which is currently slated for release in early October.
OBSERVER CORPS
Old: Choose a card with cost 4 or more in your hand. Reduce its cost by 2. New: Choose a card with cost 5 or more in your hand. Reduce its cost by 2.
The Observer Corps played a critical role for the RAF in WW2, providing key intel for intercepting enemy formations. In KARDS, the OBSERVER CORPS is currently serving as a key component in Kredit Denial decks, becoming very powerful when combined with cards such as SOUTHERN PLAN and DAYLIGHT BOMBING. To address this strong combo, we're adjusting OBSERVER CORPS to reduce a card in hand with cost 5 or more, as opposed to the old 4 or more, by 2. While still a strong card, this adjustment will have a significant impact on its Kredit Denial combo, as well as keeping its power in check for potential future OTK combos.
IJN SHINANO
Old: Distribute damage to enemy cards equal to the number of cards on the battlefield. New: Distribute damage to enemy targets equal to the number of units on the battlefield.
A formidable air carrier, the IJN SHINANO has cemented itself as a powerful card in Japanese aggro decks since its release with the Brothers in Arms expansion last summer. We aim to dial the power back a bit with this adjustment.
164th INFANTRY REGIMENT
The 164th Infantry Regiment was a unit that saw fierce fighting in the Guadalcanal Campaign providing significant experience in jungle warfare. This is a unit we feel could use a bit more oomph in KARDS to make it more useful in decks such as US Frontline. As such, we are adding Blitz to this unit, which will better represent its prowess in combat and allow for an increased presence in popular decks.
That’s it for now. As mentioned in previous dev blogs, we continue to prioritize smaller adjustments in balance, with extensive changes primarily brought on through future expansions. The changes outlined in this blog are expected to go live in early October.
Thank you, and until we meet again on the battlefield, commanders!
A New Skirmish Event is Live
A new Skirmish event is live now until September 24th!
Here’s everything you need to know.
Skirmish is a special game mode, easily accessible from the main screen, where you play with an alternate set of rules. These rules vary between the Skirmishes; you’ll face something different at every new Skirmish event.
Get ready for some thrilling matches with these Skirmish rules:
Each player randomly gets 1 of 5 decks to battle with.
Check out the decks selected and descriptions provided by the deck authors below. Note that some of these decks may contain cards currently in the Reserve pool.
RA95.exe’s Frontline Retreat
Description: This deck is a US/Italy frontline deck with the L6/40’s ability to retreat your units on demand being showcased. Mobilization provides some draw, but the real draw happens when you purposefully retreat your units to get their powerful deployment effects back. Highroll and buff your L6/40 on turn 2 and win to your opponent’s consternation.
Description: A fast tempo air deck without Swordfish! PZL P.11 on turn 1 and the world is your oyster. This deck also includes a DIY Guard unit kit via the SPITFIRE Mk. V PL. This deck is a perfect fit for the BALUCH REGIMENT, which heals you, gives you a body, and is the perfect fit to turn into a guard unit! The SEA PATROLs are also very useful with their cost reduction. Have fun!
Description: In the realm of strategic dueling, behold the awe-inspiring magnificence of 'Siberian Transfer OTK', a transcendent One-Turn-Kill Deck that radiates an aura of invincibility. This enigmatic deck dances on the precipice of eternity, masterfully stalling the unfolding narrative of the duel until the stars align. With a mesmerizing symphony of calculated moves, it unveils its ultimate trio of cards: the resplendent SIBERIAN TRANSFER, the enigmatic URA, and the grand culmination of destiny, FINAL PUSH. This extraordinary combination defies opposition, rendering nearly all countermeasures impotent against its unparalleled prowess. Prepare to bear witness to an unparalleled feat of strategic brilliance, where victory is etched in the cosmos itself.
Description: This deck is a combo burn style heavily reliant on cheating Kredits. It is therefore usually vital to get down RIDE OF THE VALKYRIES as soon as possible, as this is a repeatable source of additional Kredits. The deck likes to dump hand with cheap powerful burn cards (chiefly PROPAGANDA) and draw a large number of cards with ENIGMA/PHONEY WAR. Use countermeasures and removal in the early game, draw through your deck, ignore slow units and go face.
Description: This deck offers a high skill ceiling to play because finding lethal or the best plays often is not apparent. However, when you find the correct line, it is very rewarding.
Early game: Try to control the board and build up enough units. Remember to play your cards before attacking with the SAKURA REGIMENT to get +2 attack. Maintain control of the frontline and save your removal for enemy bombers and artillery first. Draw with EXPANSIONs or by using BLOODY SICKLEs on your own 33rd RECON.
Mid game: Try to find an opportunity to play COUNTER OFFENSIVE to win or deal a large amount of damage. COUNTER OFFENSIVE works best on Fury units. Remember you can use LIGHTNING CONQUEST to move and attack for a massive turn!
Late game: Try to keep looking for more opportunities for a late COUNTER OFFENSIVE or try to find lethal with one of the elite Japanese planes.
Claim victory in this special Community Decklist Skirmish and earn a random card pack as your first win reward!
Access the Skirmish event from the game's main screen or from the Play menu to get a detailed overview of the game mode, rules and prize.
This Skirmish is available from Friday, September 22nd (12:00 GMT) until Sunday, September 24th 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!
KARDS 2023 WC: Second Qualifier!
Attention, soldiers!
The first open qualifier for the KARDS 2023 World Championship has now concluded. Congratulations to the top 56 players, who will be moving on to the top 128 player Knockout Stage along with our pre-qualified players! You can see a list of all qualified players so far in the Details menu in the World Championship hub in-game.
The second open qualifier starts this weekend - so for those not yet qualified, there’s still a chance to make it to the next stage. The top 57 players from this second round will complete the top 128 players. Remember - anyone who participates in the top 128 player Knockout Stage will receive 300 diamonds and have a chance to make it to the top 4 Grand Finals, playing for the 12,000 USD prize pool and the title of KARDS 2023 World Champion in Iceland during the first weekend of December!
The top 500 players from each open qualifier also receive the KARDS 2023 World Championship Cardback. Make sure you seize the opportunity to earn this unique reward!
The second qualifier qualification sessions will be held on the following dates:
23rd of September: 16 - 20 UTC
24th of September: 12 - 16 UTC
30th of September: 16 - 20 UTC
1st of October: 12 - 16 UTC
7th of October: 16 - 20 UTC
8th of October: 12 - 16 UTC
Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.
Check out the full schedule of the World Championship below. Note that in order to compete in the World Championship Grand Finals, players must be willing and able to travel to Iceland - no Grand Finals matches will be played remotely.
Competing in a Qualifier
Each qualification session lasts for 4 hours, during which a special World Championship qualifier queue will be available for the bravest among you!
Players need to complete at least 9 games during those 4 hours to successfully complete a qualification session. We also recommend playing a few extra games during the session, as these may improve your chances in the event of tiebreakers.
To enter a game, open the World Championship hub, accessible on the main screen or in the Play menu button. Press the Play button in the World Championship hub, select your deck, and head into battle! Note that you cannot join the World Championship qualifiers with a deck containing cards currently in the Reserve pool.
For each win during the first 9 matches, a player receives 5 points for the qualification ladder. For each loss in these matches, the player receives 1 point. A player’s final score is the combined total score from their best three sessions out of six sessions in the qualifier.
To post a legal qualifier score, each player needs to successfully complete a minimum of 3 out of the 6 sessions in a qualifier.
Tiebreakers
If players end up with the same score, a tiebreaker system is used to order them. This is based on several things, the most important being the strength of your opponents. Being matched against a very strong player might make for a difficult match, but will improve your chances in the event of tiebreakers, regardless of the match result. Additional games played after your first 9 games in a qualifying session contribute to your tiebreaker score as well.
Gear up and ready your decks for the second KARDS World Championship qualifier!
Hotfix for August Update
Hello everyone,
Following our latest patch, the August Update, we faced two significant challenges: certain particle effects causing crashes on some devices, and players on Android devices without a dedicated KARDS account losing access to their accounts.
We have now deployed a fix for the particle related crashing issues.
We have also deployed a fix for the issue causing Android players without dedicated KARDS accounts to lose access to their accounts. If you are one of the affected players, you should be able to access your account by opening the game client on your Android device. If you’re still faced with a login screen, press “New Player” to create a new player - then restart your client and you should be connected to your original account.
Note that this fix currently only works if you have not yet completed the tutorial on your new account - if you have already logged in as a new user and completed the tutorial, please contact KARDS support for further assistance.
If the above fix hasn’t worked to connect your account, please contact us via a support ticket by submitting a request through the form here, or send an email to support@1939games.com with details of your request, including your player name, approximate level, and any other details you may recall regarding your account, as this may speed up the recovery process.
These issues highlighted flaws in our release pipeline which we are working to rectify by reinforcing our processes and ensuring that every release has significantly more time allocated for testing before release. We are incredibly sorry for the inconvenience this has caused many of our players and sincerely appreciate your understanding as we learn to navigate the increased requirements of our post-mobile development processes.
We would also like to thank the many players that helped us work through these issues by sharing their reports of the issues they experienced along with device details and other information. Every player's report has provided a piece of the puzzle which has been a huge help to tracking down the cause of the issues and fixing them.
That’s it for now. As always, we welcome your feedback in the comments below, or on the KARDS Discord.
KARDS 2023 World Championship: Open Qualifiers Starting Soon!
Attention, soldiers!
The KARDS 2023 World Championship open in-game qualifiers start THIS weekend!
The qualifying rounds are split into two sections, with the first starting on September 2nd and ending on September 17th. The second section starts on September 23rd and ends on October 8th. From each of these sections, 55 players will advance to Stage 2 of the tournament: the Knockout Stage.
In-Client Open Qualifiers
The open qualifiers are conveniently integrated into the client. All you need to do is log in to the game to join the action!
When a qualifying session is active, you can participate in the qualifier and view your rankings from the World Championship hub, accessible on the game’s main screen, or through the Play menu.
The in-game qualifiers are open for all to enter, as long as you’ve reached at least rank 15 when you join your first qualifying session. Once you’ve played in a qualification session you are eligible for all future qualification sessions even though your rank might drop below 15.
To give as many people as possible the opportunity to post a qualifying score, we’re holding two separate open qualifiers, each spanning 6 sessions over 3 weekends, with the top 55 players from each qualifier moving on to the next stage.
Qualifier A
The qualification sessions in qualifier A will be held on the following dates:
2nd of September: 12 - 16 UTC
3rd of September: 16 - 20 UTC
9th of September: 12 - 16 UTC
10th of September: 16 - 20 UTC
16th of September: 12 - 16 UTC
17th of September: 16 - 20 UTC
Qualifier B
The qualification sessions in qualifier B will be held on the following dates:
23rd of September: 16 - 20 UTC
24th of September: 12 - 16 UTC
30th of September: 16 - 20 UTC
1st of October: 12 - 16 UTC
7th of October: 16 - 20 UTC
8th of October: 12 - 16 UTC
Check out the full schedule of the World Championship here:
Competing in a Qualifier
Each qualification session lasts for 4 hours, during which a special World Championship qualifier queue will be available for the bravest among you!
Players need to complete at least 9 games during those 4 hours to successfully complete a qualification session. We also recommend playing a few extra games during the session, as these may improve your chances in the event of tiebreakers.
To enter a game, open the World Championship hub, accessible on the main scree or in the Play menu button. Press the Play button in the World Championship hub, select your deck, and head into battle!
For each win during the first 9 matches, a player receives 5 points for the qualification ladder. For each loss in these matches, the player receives 1 point. A player’s final score is the combined total score from their best three sessions out of six sessions in the qualifier.
To post a legal qualifier score, each player needs to successfully complete a minimum of 3 out of the 6 sessions in a qualifier.
Tiebreakers
If players end up with the same score, a tiebreaker system is used to order them. This is based on several things, the most important being the strength of your opponents. Being matched against a very strong player might make for a difficult match, but will improve your chances in the event of tiebreakers, regardless of the match result. Additional games played after your first 9 games in a qualifying session contribute to your tiebreaker score as well.
In the open qualifiers, players aren’t just playing for their spot in the Knockout Stage - we also have some enticing rewards on the line!
The top 500 players from each open qualifier will receive the KARDS 2023 World Championship cardback!
Every player that qualifies for the top 128 player Knockout Stage will also receive 300 diamonds to spend on anything they desire in the in-game store!
With the first qualification session just around the corner, it’s time to shuffle your decks and get ready for battle! There’s just one way to find out if YOU could be the KARDS 2023 World Champion!
August Update - Patch Notes
Hello everyone!
Following the announcement of this month’s card balance changes earlier this week, we have deployed these changes on August 28th. Check out the dev blog for all the details about these changes here: Card Updates: Power Control.
This August patch also includes some behind the scenes additions in preparation for the World Championship open in-game qualifiers starting in September, which you can read more about in our announcement article: KARDS 2023 World Championship. This patch also includes numerous bug fixes as well as some small tweaks and other quality of life improvements.
We thank all of our players and the KARDS Community in general for reporting bugs and discussing the game balance. If you want to get involved, join us on Discord!
Card Balance Changes
A total of 3 cards have been updated in this patch.
Ki 45 DRAGON SLAYER (Veteran)
ISLAND DEFENSE
Old: Give your HQ +5 defense. Give +10 and draw a card instead if your HQ has 10 or less defense. New: Draw a card if your HQ has 10 or less defense. Give your HQ +6 defense.
CASE YELLOW
Old: Deal 1 damage. Your units get +1 +0. The enemy discards a card. Draw a card. New: Deal 1 damage. Your units get +1 +0. The enemy discards a card.
Bug Fixes
AI
The AI could use target Orders and deployment effects on your support line when KING TIGER was located on your battlefield. Fixed.
Battle
When a 158. NACHSCHUB with 1 (or more) attack destroyed an enemy unit and itself, and it was the first enemy unit destroyed during the turn, 2 Kredits were not added. Fixed.
When L6/40 was destroyed through its own attack, retreating friendly 3-inch M5 in support line to hand, upon redeployment, the 3-inch M5 tooltip would incorrectly display -1 attack. Fixed.
When GAMBIT was played, after adding the highest cost unit from both players’ hands to the support line, M4A1 was drawn into the enemy's hand if present in enemy’s deck. Fixed.
KOKURA’S SWORD destruction ability triggered twice if the next added unit was the 114th INFANTRY REGIMENT. Fixed.
KOKURA’S SWORD’s ability was not correctly triggered on spawned unit when it was destroyed while under enemy control through “take control” ability. Fixed.
A unit with active pincer from KING’S OWN SCOTTISH was not dealt damage after KING’S OWN SCOTTISH unit was destroyed by AoE Order (e.g. STRATEGIC BOMBING). Fixed.
After becoming Veteran, when 179th TOMAHAWKS were sent back to hand and redeployed, it had no Destruction icon. Fixed.
Damage to HQ was not reduced by 1 after using IJN SHINANO when the 593rd JASCO was located on the battlefield. Fixed.
DESERT RAID did not correctly affect combat between Fighters and Bombers. Fixed.
Fixed broken interaction between ROYAL ULSTER RIFLES and RECKLESS ASSAULT.
Sometimes, the target of an Order was removed after being played, resulting in no card being targeted. Fixed.
Cards in hand were usable during animation after using Order with “shuffle your hand into your deck” ability (e.g. EDGE OF THE EMPIRE). Fixed.
The cost of using CROSS OF LORRAINE was not correctly decreased after the “add a card to hand” ability was triggered on an enemy unit in combat. Fixed.
JUNGLE WARFARE’s ability was triggered on the enemy side after being used on an enemy unit. Fixed.
The destruction ability of a unit was removed after using FORTUNES OF WAR if T-28’s pincer ability was activated. Fixed.
Countdown on units with countdown to Veteran transformation (e.g. 14th GUARD RIFLES) was reset after taking control with a card with the “take control” ability. Fixed.
When HOLD THE LINE was activated, the enemy using CHASING SHADOWS on your unit would trigger the Countermeasure. Fixed.
MATSUMOTO REGIMENT’s ability was triggered after the 179th TOMAHAWKS Veteran unit was destroyed. Fixed.
A copied version of ASW PATROL destroyed a random enemy unit after being used if the USA was not your ally. Fixed.
In some instances, enemy units would keep buffs after using FORTUNES OF WAR on them. Fixed.
PANZER I-B with 0 attack would become Veteran after attacking and dealing 0 damage to enemy HQ. Fixed.
After 10th ENGINEERS BATTALION was destroyed, adjacent air units received -2 attack debuff. Fixed.
When retreated to hand and redeployed, Ki-45 DRAGON SLAYER would become Veteran again. Fixed.
Sometimes, cards with “choose and draw ability” (e.g. PANZER III-H) would result in cards getting stuck on screen. Fixed.
STEALTH MISSION ability was removed from a unit when taken control of by the enemy (e.g. by CONFUSION). Fixed.
When using gold Order to draw and select 1 of 3 units (e.g. SOUL OF OLD JAPAN), unit added was not gold. Fixed.
Collection
Newly acquired gold cards did not show up correctly in the Collection menu until after client restart. Fixed.
In very large appscale, some text in deck Customize options overlapped title text. Fixed.
After using wildcards, the wildcards counter did not always correctly update to reflect accurate number of wildcards. Fixed.
When hovering over nation icons in the “Collection Overview” menu, the tooltips displayed would appear behind the menu. Fixed.
Tooltip was missing for the Reserved icon in the Collection menu. Fixed.
The “Alternative Art” button on a card in the Collection menu was missing after switching to an alternate image and relaunching the client. Fixed.
When scrolling down in the Collection menu with the scroll bar, sometimes cards would not be displayed correctly. Fixed.
Draft
After creating a deck in Draft, when left and right clicking on a card several times in succession, multiple pop-ups would be stacked on top of each other. Fixed.
After creating a deck in Draft, when clicking some static elements of the UI, they would unexpectedly jitter. Fixed.
After 7 consecutive Draft victories, the gold currency reward icon was missing on the “Draft Result” screen. Fixed.
On mobile devices, in a player’s first Draft, a tooltip overlapped nation’s icons when selecting an ally. Fixed.
Skirmish
Defeat screen was sometimes shown when the enemy surrendered in Skirmish. Fixed.
Sound
The button pushing sound was played when pushing a button that was already pushed in. Fixed.
Tutorial
Sometimes, a German tutorial pop-up would not correctly disappear after ending the first tutorial battle. Fixed.
Visual
The crate icon would sometimes disappear after opening a card pack containing duplicate card. Fixed.
National progression rewards which contained 2 Standard Wildcards displayed only 1. Fixed.
In the national progression, the medkit reward image was displaced out of its intended border. Fixed.
Random pack rewards in national progression sometimes displayed the incorrect pack type. Fixed.
“Congratulations!” text when reaching Field Marshall was not correctly centered in all languages. Fixed.
Sometimes, an incorrect image was displayed for Skirmish reward. Fixed.
When playing a game in Casual mode, if the game was relaunched, players ranks were displayed. Fixed.
That’s it for now. As always, we welcome your feedback in the comments below, or on the KARDS Discord.
A New Skirmish Event is Live
A new Skirmish event is live now until August 27th!
Here’s everything you need to know.
Skirmish is a special game mode, easily accessible from the main screen, where you play with an alternate set of rules. These rules vary between the Skirmishes; you’ll face something different at every new Skirmish event.
Get ready for thrilling battles with these unique Skirmish rules:
Choose your own deck to battle with.
When a unit survives combat, destroy it and replace it with a unit from the same nation with cost 1 higher, if possible.
Only air units and orders are allowed in the deck.
In addition to the exciting and completely different battle experience you’ll get with this Skirmish ruleset, you’ll also get a random card pack with your first win 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, August 25th (12:00 GMT) until Sunday, August 27th 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!
Card Updates: Power Control
Greetings, everyone!
After a rejuvenating summer break, we're back in full stride, brimming with motivation to march ahead! It's been nearly two months since the launch of Brothers In Arms. Throughout this time, we've diligently analyzed the performance metrics of all the new cards. Now, it's time to make some subtle adjustments to cards that have raised concerns.
KI-45 DRAGON SLAYER VETERAN
Throughout historical conflicts, the Ki-45 served as both a daytime and nighttime interceptor, as well as a formidable strike aircraft. In KARDS, the KI-45 DRAGON SLAYER has gained remarkable popularity due to its exceptional attributes. Virtually every deck with Japan as the main or allied nation includes a copy of this card. Its defense value of 5 has proven a bit too resilient to counteract. We've lowered the defense value to 4 so that the opponent has more possible solutions, while its attack strength remains at 6, a formidable and impossible-to-ignore threat.
ISLAND DEFENSE
Old: Give your HQ +5 defense. Give +10 and draw a card instead if your HQ has 10 or less defense. New: Draw a card if your HQ has 10 or less defense. Give your HQ +6 defense.
During World War II, the defensive strategies employed by the Japanese on the Pacific islands were not lacking. However, the effectiveness of ISLAND DEFENSE in KARDS appears to be somewhat excessive. Among the new cards in Brothers In Arms, this specific card stands out as a remarkably effective card against aggro decks. In most scenarios, the value of this card can be fully harnessed. Increasing the HQ's defense by +10 is usually sufficient to survive another turn, or perhaps more. For control decks, the extra card draw could be invaluable. Playing multiple copies of ISLAND DEFENSE in a turn or two essentially seals the fate of numerous games. While the new version essentially upholds the same function, increasing HQ defense and seeking the right card, it now provides a fixed defense of 6.
CASE YELLOW
Old: Deal 1 damage. Your units get +1+0. The enemy discards a card. Draw a card. New: Deal 1 damage. Your units get +1+0. The enemy discards a card.
Case Yellow or The Manstein Plan, the strategic blueprint of the German armed forces during the 1940 Battle of France was a resounding success. In KARDS, this card showed modest efficacy in the beginning. Yet, as the game's meta underwent transformation after the expansion, CASE YELLOW gradually emerged as a standout key card in discard decks. In keeping with its historical roots, this card is still capable of multiple tasks. Nevertheless, considering both the historical context and the present KARDS meta, it seems more appropriate to omit the card draw.
That is it. As mentioned in our dev blogs some time ago, the ongoing priority in balance adjustments centers on rectifying cards that are excessively powerful or pose issues, as opposed to implementing extensive changes. Expansions will bring forth fresh content.
We hope that you are enjoying Brothers In Arms. Our preparations for the winter expansion have already commenced.
These changes are expected to go live on 24 August, 2023.
Thank you, and until we meet again on the battlefield, commanders!