Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
Kards: The WWII Card Game
The New User Interface is Here
Hello everyone!
đ The new user interface is here! đ
After months of designing, testing, tweaking, and fine-tuning, the new KARDS user interface is now live for all players. Read on for more details about the new user interface.
Weâve also prepared a short video overview of what you can expect with the new user interface:
https://youtu.be/KxxZzNwxeT0
Weâd love to hear your feedback on the new UI! Please head into the NUI Feedback channel on the official KARDS Discord server to leave any thoughts, comments or suggestions you have on the new UI.
New User Interface: Overview
From our own insight, community feedback, and the ambition to run KARDS for many years to come, weâve seen that the KARDS user interface could be improved. In developing the mobile version of the game, we saw an opportunity to overhaul the user interface, to streamline it and improve the overall user experience. The new user interface will be available on both the PC and mobile version of the game, so players will have a consistent experience regardless of which device they are playing on. Here, you can find an overview of all the changes you can now experience in your game.
KARDS Home Screen
The KARDS home screen is changing fundamentally with the new UI. The KARDS Home Screen has a new look, allowing for increased flexibility and for us to communicate better about all the exciting things going on in and around KARDS.
1. The Top Bar
On the far left, youâll find the Home button. Simply click on the KARDS logo to take you back to the home screen from almost any other part of the UI.
Next is the button to your profile - indicated by your current rank and player name.
Then, the resource overview - the amount of gold, diamonds and wildcards you have.
Finally, on the far right, you have the Friends and Settings buttons.
2. The Main Menu
PLAY navigates to Battle, Training, Campaigns, or any other game mode. More on this below.
CARDS gets you to your decks, deck builder and card collection. More on this below.
SHOP takes you to the shop.
3. Content Carousel
The content carousel is a rotating banner on the home screen that keeps you updated on all the latest things in KARDS. This can be information about a recent expansion, decklists, guides, dev blogs, news, store offers, tournament info, etc.
4. The Right Side Buttons
The buttons on the right side will vary depending on the content we want to highlight or feature at any given time. They will mostly be reserved for shortcuts to specific events or game modes, such as Skirmishes.
5. The Progress Line
On the bottom of the new UI you will find your national progress - the UI will by default show you the last main nation you progressed in, but you can also switch to a different nation. Your missions are accessible in a separate button next to the progress line.
PLAY Button
The Play button determines how you enter any given game mode.
Under the Play options, youâll be able to select any of the game modes available at the time:
Battle (PvP) - with a toggle between Ranked or Casual
Training (PvE)
Draft
Campaigns - starter campaigns or Theaters of War
Battle Code
Skirmish - when available
Select Deck
After picking a game mode to enter, youâll be prompted to select a deck from your library to play with. Scroll up and down to browse your list of decks. Decks will be ordered by usage (last played, last created, etc.).
On the right hand side, youâll see the selected deck and interact with it through the buttons provided. Customize the deck (swap card-back, board items or emotes), or hit the star button to favorite the deck, so itâll always show up at the top of the deck list.
Below the selected deck youâll be able to toggle between ranked or casual mode, and, finally, hit the play button to head into the game!
CARDS Button
The CARDS button on the main menu allows you to explore your decks and collection of cards.
Click the PACKS button on the Top Bar to open your unopened packs.
Click the COLLECTION button on the Top Bar to access your card collection.
Browse through your library of decks by scrolling up and down.
Click the empty deck slot to create a new deck.
Click any of your existing decks to bring up details about the deck and edit it.
On the right hand side, use the buttons provided to delete the selected deck, mark it as a favorite, customize the deck elements, copy the deck code to your clipboard or edit the deck.
Deck Builder
The layout of the deck builder has changed quite significantly. These changes are done with consideration of a lot of community feedback weâve received throughout the years. The goal with the new deck builder is to improve accessibility, provide an improved deck overview, have a consistent and clear UI for the upcoming mobile version of the game, as well as introducing various improvements for power users (especially on desktop). The new deck builder is split into three main areas:
The Top Bar, with a search bar, a âshow allâ button to include unowned cards, a wildcard overview, and a button to access filters.
The Card Collection, filtered by the nations in the deck. Scroll up and down to view all the cards. Right-click a card for more details and the ability to create a card with wildcards.
The Deck Overview is visible in its own panel on the right side. On the top of the deck overview, you can access details about your deck composition and change the name of the deck. Within the deck itself, using the edit button next to the top two cards, you can change the card-back and edit your HQ/battlefield. On the bottom you have an overview of the number of cards from each nation in the deck, the overall number of cards in the deck, as well as the âDoneâ button for when youâre finished editing.
Still to Come
The changes weâve introduced so far to the user interface are quite significant, but we still have a few additional things ahead in the interface!
Still up ahead you can expect some changes to the battle scene and the shop. Weâll be overhauling the keyword and ability icon system to, among other things, give players clearer visual feedback on what is happening on the board and to function better on mobile devices. Weâll also be improving the battle history to enhance its readability. Finally, the Kredit overview UI is receiving improvements as well. Weâll communicate more details about the upcoming changes as we get closer to their releases.
Weâd also like to note that, as we move forward, we may still tweak and fine tune some elements of the new user interface.
Let Us Know What You Think!
Weâd love to hear what you think about the new user interface! Please join us in the New Interface Facility in the official KARDS Discord server and let us know any thoughts, suggestions or other feedback you have on the new user interface in the NUI Feedback channel.
You can also report any bugs you run into with the new UI in the NUI Bug Reports channel, get assistance with the new UI in the NUI Help channel, and engage in general discussions with other players about the new UI in the NUI Discussion channel.
We look forward to hearing your thoughts on the new UI!
KARDS Open XV Grand Finals Broadcast
Get ready for the Grand Finals of the KARDS Open XV!
Two qualifiers were held in February and March where over 150 participants battled it out for a shot at earning their share of the 1500 USD prize pool and the title of KARDS Open XV Champion. The top 8 participants in each of these two qualifiers have now made it to the Top Cuts weekend. These top 16 players now face off against one another to try and make it to the top 4. All the action of the top 4 Grand Finals will be broadcast live on the KARDS Twitch Channel on Sunday, March 19th @ 13:00 GMT.
KARDS Open XV Broadcast
Make sure to follow us on Twitch and tune in for the broadcast, as weâll have giveaways going throughout the broadcast with card packs, draft tickets, and more!
Type OPENXV into the Twitch chat during the broadcast on March 19th to enter the giveaway!
The Grand Finals games are all best of 5 series with 1 ban in Conquest format. Deck lists are open - type !decks into the Twitch chat to bring up deck lists for the top 4, including the deck import codes that you can use to try them out yourself!
KARDS Open Prizes
The KARDS Open has a prize pool of 1500 USD that is split the following way:
1st: 600 USD
2nd: 450 USD
3rd: 250 USD
4th: 200 USD
5th - 8th: 500 Diamonds and 2000 Gold
9th - 16th: 200 Diamonds and 1000 Gold
17th - 32nd: 1000 Gold
Diamond and Gold prizes will be delivered to participantsâ accounts immediately following the KARDS Open Grand Finals.
Join us on Twitch on March 19th at 13:00 GMT and find out who will be the KARDS Open XV Champion!
A New Skirmish Event is Live
A new Skirmish event is live now until March 12th!
Hereâs everything you need to know.
Skirmish is a special game mode in KARDS where you play with alternate rules. These rules vary; youâll face something different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.
In this Skirmish, you choose your own deck to battle with. However, only Orders and Artillery units are allowed in your deck. Artillery units have Blitz and HQs start with 10 defense.
The prize for your first victory in this Skirmish is a random card pack!
Access the Skirmish event from the game's main screen to get an overview of the game mode, rules and prize.
This Skirmish will be accessible from March 10th at 12:00 UTC until Sunday, March 12th at 18:00 UTC.
Join this special event - 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!
The New KARDS Contributor Program
Hello KARDS players!
Welcome to the new KARDS Contributor Program!
Originally launched in 2019, the KARDS Contributor Program (KCP) provided the framework within which the relationship between 1939 Games and the various KARDS contributors was formalized. This allowed us to better support and collaborate with KARDS creators and other contributors with the overall goal of enriching the KARDS community.
We recognize that support for this program has dwindled over the course of the last several months. After a thorough review of the existing program and potential improvements, we are now launching an updated version of the KCP, to provide support to a wider range of contributors, with benefits and perks for potential contributors and, ultimately, the larger KARDS community.
Read on for more information about the KCP structure, benefits, requirements, and how to join!
KCP Structure
The KCP has several categories, based on the specific type of content a contributor creates or engages in. These groupings are created to help 1939 Games best meet different contributorsâ needs. A contributor may belong to several categories if they produce several types of content that fit into several categories.
The KCP is categorized as follows:
Live streamers (e.g. KARDS streamers on Twitch)
Video creators (e.g. KARDS video creators on YouTube)
Community event organizers (e.g. KARDS themed art competition organizers)
Tournament organizers
Fan site runners (e.g. blogs or language-specific social media pages)
Community guides
If you are creating content that you feel doesnât fit into any of these categories but would still like to participate in the KCP, please let us know! Weâd love to try and figure out how we might be able to support you in creating your content of choice.
Benefits and Perks
Whether you are at the beginning of your contributor career, or if youâre already a veteran, the support from 1939 Games and the KCP community can be incredibly valuable. You can find assistance in various circumstances and support in creating a wide range of content or events.
The KCP may grant access to a number of different benefits, such as:
Giveaway codes for card packs or draft tickets
Visual media, such as artwork or stream/video scene transitions
Promotion of your content through official KARDS social media channels or the KARDS Steam page
The âKARDS Official Contributorâ logo you can use to show your status as an officially supported community contributor
We encourage contributors to grow together with KARDS. The KCP community and 1939 Games are here for you!
Requirements
There are only a few requirements to become and stay a KCP member (and as such an official KARDS Contributor):
Have some content ready to show us when you apply.
Your content needs to be related to KARDS.
Your content needs to be of some value to the community (e.g. entertainment, educational, participative).
As an official KARDS Contributor, we expect you to be respectful.
Rules
License. The KCP Contributor License creates the framework around which official KARDS contributors work within, so if youâre thinking about applying for the program, make sure you familiarize yourself with this.
Activity. Once youâve joined the program, we expect a minimum level of activity to remain within it. If youâve created no content or otherwise contributed to the community through avenues in which you were originally admitted into the program for an extended period, we may revoke your Official Contributor status. We understand that sometimes peopleâs lives can get busy and we want to be as understanding of that as possible! So if you foresee an extended period of inactivity and would like to remain in the program, please reach out to us and weâll figure something out. You can also always reapply for the KCP if you return to the game after extended inactivity.
Content. As a KCP member, we expect a significant portion of your content to be KARDS related. We understand that you may be interested in other games and encourage you to try them! But as a member of the KCP, we ask that KARDS be one of your main focuses.
Joining the KCP
Joining the KCP is easy! We only have a few requirements and rules listed above.
To ensure the continued high quality of community contributions, the integrity of the program, and to avoid misunderstandings or frustration, we reserve the right to decline applications.
We are delighted to announce that the public testing of the next generation KARDS user interface has begun! As you may know from our previous blogs, the KARDS user interface is getting a significant facelift and massive under-the-hood improvements. This is done so that we can operate KARDS for many years to come and in preparation for the mobile version of the game. As we are getting close to the finish line on the new user interface, we invite you to our public test on Steam and welcome your feedback. Please note that as the new user interface is still in beta, you may run into some bugs in this test.
How Do I Access the Test?
To access the new UI test, please follow these steps:
Navigate to your Steam Library and find KARDS in the list of games.
Right-click the title and select Properties.
Click the Betas tab.
Use the drop down menu to select the [newUI] test branch.
Once itâs selected, you can close the Properties window and the game will start updating. You may need to manually start the updating process by pressing the Update button on the gameâs main Steam interface.
Once the updating has completed, you can play the game with the new UI.
To revert back to the old UI, simply go back to the Betas tab in Properties and select [None].
What Can I Expect With the New UI?
We have reworked many aspects of the user interface to make the KARDS UI future-proof, to add many usability improvements, to install under-the-hood optimizations, and to prepare for the upcoming mobile version. The new UI includes changes to the home screen, how you enter the various game modes, and significant changes to the layout of the deck builder. You can find a more detailed overview of the changes in our blog: New User Interface: Coming Soon!
Where Do I Report Feedback and Bugs?
The New User Interface Facility category has been established and is accessible for all users on the official KARDS Discord. This category is home to all things related to the new UI.
In #nui-info, youâll find all the information you need to access the new UI test.
In #nui-feedback, you can give us all the feedback you have on the new UI.
In #nui-bug-reports, please report any bugs you may find in the new UI.
In #nui-help, you can get assistance in navigating or otherwise interacting with the new UI.
In #nui-discussion, have general discussions about the new UI.
I Donât Play KARDS on Steam, Can I Still Join the Test?
This new UI test is only available for users playing KARDS through Steam. The new user interface will, however, be available for all users in the latter half of March. Weâd still love to hear your feedback about the new UI when youâre able to access it - the New User Interface Facility on Discord will remain open for some time following the full release of the new UI, collecting all the new UI related feedback, bug reports, and so forth.
We look forward to hearing your thoughts on the new UI!
March Update - Patch Notes
Hello everyone!
The March update includes some changes to how fatigue damage works, some behind the scenes additions related to the upcoming new user interface, as well as some bug fixes.
Fatigue Damage Change
Following todayâs patch, cards with effects that keep a HQâs defense at 1 or above, such as the M26 PERSHING, will no longer protect the HQ from fatigue damage. This small but meaningful change means that specific card effects will no longer be able to keep a HQ immune from fatigue damage.
Bug Fixes
Campaign Bugs
Fixed issue with one of the objectives in Theaters of War campaign EL ALAMEIN mission 2nd RUWEISAT not being correctly completed in certain circumstances.
Fixed issue in Theaters of War campaign GUADALCANAL mission MATANIKAU where SUPPLY SHIPMENT order did not correctly apply to unit in the frontline.
Fixed issue with one of the objectives in Theaters of War campaign EL ALAMEIN mission MERSA MATRUH not being correctly completed.
Card Bugs
Fixed issue where 43e RĂGIMENT MOTORISĂ unit ability was displayed but not triggered after taking damage.
Fixed issue with BOMBING RAID dealing an incorrect amount of damage when unit J1N1 GEKKO was on the battlefield.
Fixed broken interaction between MATILDA MKII and OUTMANEUVER order causing incorrect pins.
Fixed issue where Alpine ability was not correctly triggered when adding Alpine unit through SPECIAL ASSIGNMENT order.
Fixed broken interaction between BLACK WATCH and MINORITY RECRUITS causing BLACK WATCH to permanently increase the cost of orders in hand after being retreated to hand.
Fixed issue where the No. 1 COMMANDO unit ability was incorrectly triggered after attacking enemy HQ when the ROYAL ULSTER RIFLES unit was located on the enemy battlefield.
Fixed incorrect pop-up displaying when targeting friendly unit with ANNIHILATION.
Visual Bugs
Fixed issue where deck was displayed while empty after reconnecting to match.
New User Interface
With this patch we also prepare for the upcoming new user interface. We will have a short test period opening soon with the new user interface on Steam - keep an eye out for more details on this.
Thatâs it for now. As always, we welcome your feedback in the comments below, or on the KARDS Discord.
FAQ: The Cycle of KARDS
Hello everyone!
Following the announcement in Lead Game Designer Keliâs dev blog about the new content cycle, we have prepared a list of the 10 most frequently asked questions from the KARDS community. If you missed Keliâs dev blog, you can check it out here: The Cycle of KARDS.
You can also check out the latest episode of the official 1939 Games podcast, The Frontline, where Keli and Chief Creative Officer Gummi talk about the content cycle and answer some community questions.
https://youtu.be/TX7sDQtGDwc
FAQ
1. Why are you introducing a rotation?
As we are introducing a new cycle of regular content delivery, with a major expansion every 6 months and potential smaller releases in between, this could lead to up to 200 new cards coming into the game each year. This can lead to a number of issues (e.g. deckbuilding becoming tedious, power creep issues, inaccessibility for newer players). We want to implement a good and stable mechanic that deals with these potential issues before they become actual, big problems that can cause a lot of trouble. This is how we aim to lay the groundwork for a long lasting, successful and enjoyable game where players have a framework they can trust will last in the long term. We see the rotation as a necessary step to take as the game matures, to create a healthy cycle for the longevity of the game.
2. Why is 800 cards the number you aim to maintain?
In deciding on this exact number, the ratio of competitive versus filler cards was an especially important point. Compared to many other card games out there, KARDS has a relatively high number of competitive cards. Another main point taken into consideration is the overall diversity and depth of the meta, which we feel is achieved well in KARDS at around 800 cards. That said, thereâs always the possibility that this number may be adjusted in the future.
3. What happens to cards in the Reserve pool?
Cards that move into the Reserve pool will remain a part of your collection. Youâll still be able to use them in Training matches, challenge matches against players on your friends list, as well as an upcoming PvP game mode, Classic. Cards in the Reserve pool may be reintroduced into the game alongside a new expansion. You will also be able to keep creating cards that are in the Reserve pool with Wildcards, but youâll receive a warning prompt as you try to create a Reserve pool card.
4. Why is there no ranked/leaderboard in Classic?
As our playerbase is not as large as some other popular card games out there, we have decided not to have a competitive leaderboard in this game mode for the time being, as this may be detrimental to the overall health of the game. There is however the possibility that this may be introduced in the future.
5. Will there still be balance patches?
Yes! While balance patches will play a much less significant role in shaping the meta of the game, you can still expect some balance patches. Balance patches will especially be used to address any serious bugs or power issues, such as overpowered cards or particularly toxic cards or card combos.
6. When will I know which cards will be rotated out?
Weâll communicate about the specific cards to be rotated into the Reserve pool several weeks ahead of time - you can generally expect about 4-6 weeks notice. The full list will be communicated through dev blogs and weâll make sure that this is communicated in the UI as well - potentially marking them in your collection and warning you when youâre trying to create a soon-to-be Reserve card with Wildcards. These cards will also stop dropping in packs well in advance.
7. Will I be compensated when my cards move into the Reserve pool?
Yes - we are currently planning for a one-time larger compensation when the first full rotation hits with the summer expansion. Going forward, we are reworking the crate mechanic, which includes cards that you own entering the Reserve pool going towards filling your crate. Other things, such as gaining a national level may also go towards filling your crate. The crate will also be filled more frequently but each crate will offer reduced rewards (overall similar gains, but youâll open your crate more often).
8. Will any card packs aside from Core and the latest expansion be available?
National packs will continue to be offered as rewards as they are now. We may also put together some specific pack types down the line and make them available in the shop for a limited time.
9. Duplicate protection - what does it mean?
Duplicate protection means that you will not receive duplicates in card packs if possible. Duplicate protection will not affect rarity distribution within the packs, so if you have a fully completed collection of cards of a certain rarity you will then receive duplicates in that rarity (e.g. if all standard cards have been collected you will start getting standard duplicates).
10. When will the first rotation happen?
The first phase of the rotation will happen in spring, that is most likely to happen in late April. This will be a very minor rotation to test the feature and gather more feedback. Around 5 very infrequently used cards will be moved into the Reserve pool, all cards except the latest expansion (Legions) moves into the Core set, and Theaters of War and World at War bundles will be removed from the shop. The first real rotation will hit this summer, when the summer expansion is released, at which point around 80 new cards enter the game and the same number of cards move to the Reserve pool. We also aim to introduce the Classic game mode around the same time.
Please let us know in the Content Cycle Feedback channel on Discord if you have any feedback or questions about the new content cycle!
A New Skirmish Event is Live
A new Skirmish event is live now until February 26th!
Hereâs everything you need to know.
Skirmish is a special game mode in KARDS where you play with alternate rules. These rules vary; youâll face something different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.
The rules for this Skirmish may seem familiar - the unique rules from popular Skirmish #5 make a return in this weekendâs Skirmish! You choose your own deck to battle with, but your deck cannot contain any units. When you give an order, add a random unit with a similar cost of the same nation to your support line.
The prize for your first victory in this Skirmish is a random card pack!
Access the Skirmish event from the game's main screen to get an overview of the game mode, rules and prize.
This Skirmish will be accessible from February 24th at 12:00 UTC until Sunday, February 26th at 18:00 UTC.
Join this special event - 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!
The Frontline: A KARDS Podcast - Second Episode Available Now!
Hello KARDS players!
We are thrilled to bring you the second episode of the official 1939 Games podcast - The Frontline: A KARDS Podcast! Join us and get an exclusive insight on the exciting future of KARDS in a discussion with the developers.
The KARDS Podcast is a monthly podcast featuring different KARDS developers in every episode. This is where youâll hear about all the latest things in KARDS and get a closer look at the team behind KARDS, as we explore developersâ varied work and contributions to the constant development of the game. The podcast is conveniently available on Spotify, Apple and Google Podcasts, as well as on the KARDS YouTube channel.
The Frontline Episode 2: Letâs Discuss the Cycle of KARDS
In this second episode, KARDS Community Manager ElĂn welcomes Lead Game Designer Keli and Chief Creative Officer Gummi to discuss the recently announced future cycle of KARDS. Join us as we discuss the upcoming summer expansion, new content cycle, restructuring of existing content, and answer some community questions regarding the upcoming changes.
Tune in Now!
Tune in to The Frontline podcast on the following platforms:
Let us know what you think of this second podcast episode and if there are any particular questions or topics youâd like us to cover in the future.
The Cycle of KARDS
Hello friends!
Last year was on the leaner side in terms of new content, as we prepared for our fast approaching mobile launch. We are finally set to clear that forest. What does this mean? A new expansion of course! We have already started work on a new expansion for KARDS, slated to be released this summer. The goal is to have the new expansion follow closely in the footsteps of the mobile launch. The new expansion, which will be of a similar size as the Breakthrough and Legions expansions, is the first of many we are planning. We are setting up a more regular content delivery pipeline, so we will have two major expansions every year and in between smaller releases, some of which can include new cards.
It is too soon to dive too closely into the details on the upcoming expansion, but rest assured that we will keep you closely updated in the coming weeks and months. What this dev blog is intended to do, apart from announcing that a new expansion is on the horizon, is to cover some of the other features related to the new expansion pipeline we are working towards. So buckle up, we have a lot to cover. Or, if you are strapped for time, you can skip to the bottom of this dev blog to read the tl;dr summary for the highlights.
Oh, one more thing before we continue - this dev blog liberally uses the terms expansions and sets interchangeably throughout. The two terms have the same meaning, i.e. Breakthrough for instance is both a set and an expansion. Usually, the term expansion will be used when talking about soon-to-be released sets, while the term set is used when talking about already existing sets or a group of sets.
Core Play
First of all, we are simplifying the current set structure. This has two main benefits. One is to make the store easier and cleaner for players (especially new ones) to navigate and understand, especially with the plan to release new expansions on a regular basis. The second reason, which we will cover in more detail below, is to allow us to better control what to do with older cards as the overall card pool increases over time.
Once this feature is live, you will only see 2 sets in store - the latest set (currently Legions) and a permanent Core set. The Core set will include all older sets. The Core set will include all cards in the Base, Allegiance, Breakthrough, World at War and the Theaters of War sets. Due to this, we will rebrand Theaters of War slightly, removing the card rewards. This will happen in two steps; first we will remove Theaters of War from the store (this does not affect those that already own the campaigns in any way), later we will add it in again without the card rewards (at a lower price of course). The World at War sets will be removed as well, there is no plan currently to re-introduce them later in the same form, though the props and battlefields will show up separately in the store at a later date.
Any packs you own from any of the sets in Core will not be touched. This change is only for what packs you can buy in store and get from rewards. So if you own for example a Breakthrough officer pack, you can choose to sit on it as long as you want and it will be kept in your collection.
We are also making a couple of other changes. First of all, we will introduce full duplicate protection, for all rarities. This includes duplicate protection for gold cards (such as gold elites received as season rewards). Secondly, we want to make base and officer packs a bit more distinct so players have a better understanding of what to expect. Our current plan is for gold and wildcards to only drop in officer packs and slightly adjust drop rates of all card types on both packs - feel free to voice your opinion here because this is not set in stone yet.
Send In The Reserves
It is inevitable for all card games that once the card pool reaches a certain size then problems arise. The meta becomes too chaotic, deckbuilding becomes tedious, new players are left further and further behind and power creep issues become more prevalent. Currently we have around 800 cards in the game (not counting HQs). We deem this to be close to the optimal number of cards for the game. This is a bit less than found in some other card games, but KARDS has less âfillerâ cards than most other card games, so the actual number of construction-worthy cards is at a similar level.
With this in mind, going forward each time a new expansion drops, we will move a similar number of cards from the Core set to the Reserve Pool. Cards in the Reserve Pool cannot be used (or randomly show up) in ranked battles or casual and will not show up in drafts. The cards in the Reserve Pool are not removed from the game, they will still be part of your collection.
The way this works is that when a new expansion hits, then the former newest set (Legions right now) will become part of the Core set and an equal number of other cards in the Core set will be moved to the Reserve Pool. Here is a diagram to help you visualize this process (all images used in the diagram are just for visualization aid and not an indicator of what is slated to rotate):
Many of you may ask why we are not rotating cards to the Reserve Pool based on sets, like most other card games do it. This would simplify understanding the process, but it creates some problems for us. The two main ones are that it would make some allies basically unplayable, as the bulk of their cards come from the set they are introduced in. Secondly, because we are a historically based game, we are limited for instance in what unit types we can use - i.e. we donât have the luxury of easily swapping like-for-like when something iconic would rotate out. This could mean we would end up with a WWII game without any Panzers or Spitfires, and no one wants that! So for these, and other, reasons, we will hand-pick which cards will be moved to the Reserve pool each time.
In making this selection we will look at things like how popular a card is, how toxic it is to the majority of the playerbase, how oversaturated strategies it belongs to are, and other things. What will be rotated out will be clearly shown in client weeks before a new expansion comes along, giving players ample time to adjust and adapt. This includes for instance a warning when trying to craft a card slated to be rotated and such cards not dropping in packs for some time before the rotation.
If you look again at the diagram above, you will notice that cards can also return from the Reserve pool back into the active pool. Once this system is up and running, we are planning to return around 20 cards (exact number may vary) back from the Reserve Pool with every rotation (every time a new expansion drops). Of course, this will not happen in the first rotation, as the Reserve pool will be mostly empty at that time (see below on why only mostly). But from the Winter â23 expansion and going forward, a number of cards will return from the Reserve pool. The number will be far below the cards rotating out, so the Reserve pool will grow over time. This means that not all cards will return from the Reserve pool. The intention is that the cards returning from the Reserve pool each rotation will be impactful cards, preferably ones that fit the overall theme of the expansion they are coming back alongside.
Our current plan is for returning cards to be added to packs from the new set (they will still retain their old set watermark and are counted as part of the old set for collection % purposes). They might drop in the Core set as well, this is still undecided. The reason we are contemplating them being part of the new set packs is that it makes it easier for newer players to get their hands on those cards, than if they only become part of the much bigger Core set. This would not reduce the number of new cards coming in each set (at least that is not the plan right now). So the Winter â23 expansion is slated to have around 80 new cards, same as the Summer expansion, but also have around 20 returning cards. Note that this means because the first rotation of around 80 cards is alongside the Summer expansion, then 20 of those 80 cards will return mere 6 months later. In the long run though, we aim to have more time between a card going out and it coming back, so when it returns it will feel more like an old friend returning after a long journey. Let us know your thoughts on the mechanics for cards returning, what would you like to see?
New World Order
It is undeniable that the creation of a Reserve Pool will have a big impact on the game. Until now, players have been able to buy our products knowing that the cards they get are theirs to use as they want. Now this will no longer be the case, as some cards in players collections will not be available for ranked, casual or draft matches. To acknowledge this fact, we are planning on providing players with some compensation in two main forms. When the first rotation hits with the Summer expansion, players will receive a one-time compensation, which we will communicate about in more detail closer to the first rotation.
In addition to this, we are planning another (smaller) compensation feature that will become a regular part of the game. We plan to re-implement the crate system so that more than just duplicates contribute to filling the crate. Things like gaining a national level and cards in your collection becoming part of the Reserve pool will then contribute to the crate. The crate itself will also be reworked a bit so that you will fill it more frequently but get reduced rewards each time (exact numbers still to be determined). This feature is slated to be ready alongside the Winter â23 expansion.
Cards in the Reserve Pool are of course still part of the game. As time goes by and the Reserve Pool grows, we will start to show more and more divergence between the active (800 card) pool and the total pool (active + reserved). This will be a chaotic environment, but undoubtedly quite fun as well. With this in mind, we will add a new battle mode, termed Classic. In these battles, you will be able to use any cards in your collection, including those in the Reserve Pool. Classic battles are not ranked, nor have an Officer club or leaderboard. Matchmaking will use the hidden Elo-based rating all players have. The reason for this is not to split up the player base too heavily and to make sure newer players donât feel like they are missing out by not being able to compete in this format.
On the Horizon
Letâs look into the future a bit. As stated above, the plan is to now start putting out new expansions and other content on a regular basis. This cadence is important to make sure we shake up the meta on regular bases and for players to have a better idea of what is coming down the line. With the regular expansions, we are scaling back our balance patch work. The balance patches have been one of the main tools in our arsenal for the past year or so in making adjustments to the meta. With regular expansions and cards rotating in and out of the Reserve pool, this is no longer required. We will still do balance patches when needed, but only to hotfix serious bugs or balance problems.
We intend to put the content cycle feature on live before the first major rotation, to give us to time to tweak and adjust the in-client UI, such as the indicators for which cards are slated for the next rotation and how to filter between Active and Reserve Pool. Battletesting this feature will require a handful of cards to be put in the Reserve Pool. We intend to pick 5 very infrequently used cards for this.
One thing that is very important is for players to have faith in having the time to enjoy new cards they buy. So cards in new sets will be exempt from rotation for a time. Only cards in the Core set go to the Reserve Pool. When a set moves into Core, then none of its cards go into Reserve. On the next rotation, these cards are safe as well. It is only on the 2nd rotation after the cards became part of Core that the cards can be moved to Reserve. For example, Legions is currently the newest set. When the Summer expansion drops, Legions cards will be moved into Core, but none of them will be moved to the Reserve Pool. When the Winter â23 expansion drops, Legions cards are still not touched. It is only when the first expansion of â24 drops that cards in the Legions set can go to the Reserve Pool. This means that cards in the Summer expansion will definitely be playable until the 2nd expansion of â24 at the very least. Exceptions can be made in extreme cases, but we donât foresee needing to do this often (if at all). To understand this process a bit better, here is a diagram for your viewing pleasure:
Tl;dr version
Here is a brief summary of the deliveries this year, as discussed above.
Spring. Introduce rotation on a minor scale to battletest the feature and gather feedback. We will put a few (around 5) very infrequently used cards in the Reserve Pool. All cards except Legions become part of Core. Theaters of War removed from Store.
Summer. New expansion lands with around 80 new cards. Same number of cards moves to the Reserve Pool. Classic battle mode available.
Fall. Re-introduce Theaters of War without card rewards. Reworked crate system. Finalize system for cards returning from the Reserve Pool.
Winter. Winter expansion lands with around 80 new cards as well as 20 cards returning from the Reserve Pool (exact numbers to be determined).
We would love to hear your feedback about all of the elements discussed above. Please visit the Content Cycle Feedback channel on the official KARDS Discord to leave your thoughts and engage in discussions about the new content cycle.