Kards: The WWII Card Game cover
Kards: The WWII Card Game screenshot
Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game

Kards: The WWII Card Game

KARDS Emote Contest Winners



Hello KARDS community!

Remember that emote contest we launched last September? It’s been a little while! You can refresh your memory on the event here.

Following votes by both the community and 1939 Games, we are very happy to announce that the winning emotes of the KARDS emote competition have been selected!

The winning emotes are:
  • Start emote: You again? (USA)
  • End emote: A battle to be remembered (Japan)
  • Good emote: Jolly good work Sir! (Britain)
  • Bad emote: Where are our reinforcements? (German)
  • Cheer emote: God save the King! (Britain)
  • Taunt emote: Resistance is futile! (Japan)
  • Poke emote: Are you tired, soldier? (USA)
  • Proclaim emote: Victory belongs to the people (Soviet)


Those who contributed winning emotes have received a bundle of all eight new emotes for free. This bundle is available in the in-game store for purchase.

We would like to extend our sincerest thanks to everyone who participated in the event. We would also like to especially thank our wonderful community contributors Arizonakid and Joseph T. Krixten, who were pivotal in coming up with and executing this event.

We hope you like the new emotes!

New User Interface: Part II - Play



Hello again guys,

Last time we started out by exploring the Home screen in Part 1 of this series of devblogs on upcoming UI changes. This time around we will dive into the new Main menu (left side buttons). First, let’s have a look at the PLAY button and the options thereunder.

1. PLAY options:





When you press PLAY, you can select any of the different game modes available.

  • BATTLE (PVP)
    • Ranked or Casual
  • TRAINING (PVE)
  • DRAFT
  • CAMPAIGNS
    • Starter Campaigns
    • Theaters of War
  • SKIRMISH (when available)


As BATTLE is the main game mode and the other game modes are based on the same principles, we will just look at how the Battle flow works for now.

2. Decks (Select deck)



Swipe or scroll up/down for your list of decks.



  • Press any deck to select it.
  • Decks will be ordered by usage (last played, last created etc) so no more having to scroll to the last page every time to select the deck you are playing or most likely to play. Furthermore, you can override any other ordering by marking decks as favorites. Note that with these easier ways to keep your decks in logical order, we might even allow for players to have more decks ;).


3. Selected deck



The last played deck is selected by default - so if you just want to keep on playing the same deck, just press the PLAY button in the right bottom corner.



  • Buttons to edit selected deck.
    1. Edit deck
    2. Customize
      • Swap card-back
      • Swap HQ (Battlefield)
      • Swap board items
      • Customize emotes
    3. Favorite toggle (Favorite deck will be at the top)


4. Ranked/Casual



Toggle between ranked and casual mode.



5. PLAY button



Let the battle begin!



As always, let us know what you think about the changes highlighted here in the comments below or on the KARDS Discord. Your feedback is very valuable!

That’s it this time around. Stay tuned for the next blog where we will cover the Cards part, which includes a brand new Deckbuilder and Collection interface.

Gummi, Chief Creative Officer

A new Skirmish event is live



A new Skirmish event is live now until October 9th!

Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.

Skirmish is an entirely new game mode in KARDS where you play with alternate rules. These rules vary; you’ll face something new and completely different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.

Rules for Skirmish #7



In this Skirmish, you will select your own deck to battle with. At start of turn, you will skip gaining a Kredit slot and drawing a card. Instead, you will choose THE WAR MACHINE or SECTION II to add to your hand and set its cost to 0.

Prize for Skirmish #7



The first time you win this Skirmish, you will receive a full set of the new unique card, the PZL.37 ŁOŚ. This Limited Polish Bomber costs 3 Kredits to play and 2 Kredits to operate. It has 2/3 stats and the effect that when a friendly Polish air unit is destroyed, you add a random Polish Exile card to your hand.



Special Store Offer for Skirmish #7



A special offer is in the store for the Skirmish this weekend - get 6 Legions standard packs and 1 Legions officer pack with a 20% discount! The Legions expansion introduced the exiled Polish Units and the Intel Mechanic inspired by the Polish intelligence community of the war. Strengthen your Polish forces with this special offer!

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 October 7th at 12:00 GMT until Sunday, October 9th at 18:00 GMT.

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!

New User Interface: Part I - KARDS Home Screen



Esteemed KARDS players,

While developing the mobile version and keeping consistency with the desktop version, which will of course be cross-play, we need to implement several big changes to the UI. At the same time, since our focus is there, we are using this opportunity to improve it in general. This includes improving the overall look of the UI, introducing some quality of life improvements for players, and adding some features that have been requested by the community for a long time.

In this series of short devblogs, we are excited to give you guys a bit of insight into where we are going and the reasoning behind some of those upcoming changes.

The first and most directly visible change that you will notice when the time comes is that the “Home Screen” will change drastically. This screen has remained similar from early on and as we add more features, game modes, events, tournaments etc, it doesn’t scale well. We felt we needed a more flexible solution that also conveys much more information to you guys right from the screen itself. So let’s look at a WIP version of the new screen.



1. General Style Changes of Buttons & UI





This goes for all the UI in the game but is noticeable on the home screen already. We wanted to make it slightly more polished while keeping some of the gritty feel of the original design.

2. The Top Bar!





  • The Top bar starts with a Home button which is the KARDS logo. This button can be used from almost any other screen to get back to the home screen and will as such reduce the amount of “back” and “done” buttons in various parts of the UI.
  • Next in line, you have access to your “profile” indicated with your current rank and player name. The profile includes everything about you as a player, ranks, player customization options etc.
  • Then we have the resource overview where you can see your total gold, diamonds and wildcards and by clicking/tapping the wildcards, you can see an overview of all your wildcards per nation and rarity as you can in the current UI.
  • Finally on the right side, you can see Friends and Settings buttons.


3. The Main Menu: The Left Side Button Menu or “Main Menu” as we call it



These are buttons to access the main parts of the game:



  • PLAY for navigating to Battle, Training, Campaigns or any other game mode basically.
  • CARDS gets you to your decks, deckbuilder and collection as it does in the current UI. What happens when you push those buttons is a topic for the next blog in these series.
  • SHOP sends you to the new fancy shop, more about that later.


4. The Content Carousel



We have felt for a long time that we needed a better way to communicate varied content and important information to you guys within the game itself. Pop-up windows only get you so far and can be very annoying if used too much. Articles posted on Steam, Epic or social media have a limited reach and this will be even more true when a substantial part of our player base will be on mobile only.

The Content carousel can contain anything from information about a recent expansion, decklists, guides, dev blogs, news, store offers, tournament info etc, etc. So you should not have to search outside of the game to know about the most important things happening in KARDS.

5. The Right Side Menu





Again, the content here can be flexible depending on what we want to feature at any given time. This will mostly be reserved for shortcuts to specific game modes, Skirmish mode, events and such.

6. The Progress Line



Finally at the bottom you can view some parts of your progression and relevant rewards to claim.



  • National progress. By default the UI will show you the last main nation you progressed in but you can also switch nations.
  • Missions. Based on the same principle, you will have access to your missions from here as well and see the progress at a glance without having to dig deeper. The design of this part is still very much work in progress though.


So now we have covered the surface, but stay tuned for more blogs on the new UI, as we are very excited to share with you guys more about what's under the hood.

Let us know what you think about the changes highlighted here in the comments below or on the KARDS Discord.

Peace! (not in-game though ;),

Gummi, Chief Creative Officer

October Update - Patch Notes



This October patch contains multiple bug fixes and an update to new player tutorials.

New Features and Updates


  • Added a new German tutorial. New players are now able to select between the US or the new German tutorial when starting the game.


Bug Fixes


AI


  • Orders countered by countermeasures were still playing its animation. Fixed.
  • AI was playing CARRIER COVER without air units on board. Fixed.
  • Damage dealt to AI's units affected by SUPPLY SHORTAGE were coming from the units instead of the order and damage was dealt to units one by one instead of AoE damage. Fixed.
  • CRITICAL DAMAGE was in some cases dealing incorrect damage. Fixed.
  • SAKURA REGIMENT's ability was in some cases not updating correctly. Fixed.
  • Fatigue damage wasn't being updated correctly when dealt on AI's turn. Fixed.
  • 2ND PARA C’s effect was sometimes not removed correctly on affected unit when destroyed by the AI. Fixed.
  • In rare cases, AI attacks were triggering destruction effects twice. Fixed.

Cards


  • Fixed a bug with card spawning in the wrong place.
  • Fixed issue where buff on cards in hand wasn’t shown.
  • Fixed issue with interaction between SPOILS OF WAR and U-16.
  • Fixed issue where sometimes B-29 cost was not reduced correctly when returned to hand.

Localization


  • Multiple localization bugs have been fixed. Thank you for reporting them!

Sound


  • Fixed issue where music would not play in tutorial.

User Interface


  • Fixed issue where players would get welcome screen multiple times.

Visual Bugs


  • Fixed issue when board flashed before a match.
  • Fixed emote selection screen.
  • Fixed issue where deck appeared empty when it was not.


As always, we welcome your feedback in the comments below, or on the KARDS Discord.

KARDS 2022 World Championship: Second Qualifier!



Good day, soldiers!

The first open qualifier for the KARDS 2022 World Championship has now concluded. Congratulations to the top 58 players, who will be moving on to the top 128 player Knockout Stage along with our 12 pre-qualified players! You can see a list of all qualified players so far in the Information box 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 58 players from this second round will complete the top 128 players, who will all receive 250 diamonds and compete in the Knockout Stage for their spot in the Finals!

Also, the top 300 players from each open qualifier will receive the KARDS 2022 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:

  • 1st of October - 16-20 GMT
  • 2nd of October - 12-16 GMT

  • 8th of October - 16-20 GMT
  • 9th of October - 12-16 GMT

  • 15th of October - 16-20 GMT
  • 16th of October - 12-16 GMT


Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.

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 during a qualification session, press the battle button and select your deck for battle.

For each win during the first 9 matches, the 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.

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.

For further information on the tiebreaker system, check out the full list of rules here: KARDS 2022 World Championship Rules.

Gather your gear and get ready for the second qualifier!

A new Skirmish event is live



A new Skirmish event is live now until September 25th!

Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.

Skirmish is a unique game mode in KARDS where you play with alternate rules. These rules vary; you’ll face something new and completely different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.

Rules for Skirmish #6



In this Skirmish, you will select your own deck to battle with. All units have the deployment ability to destroy a random unit with a lower cost. This ability will always trigger as long as there is a unit on the board with a lower cost - and please note, that it will choose from any lower cost unit on the board, including friendly units.

Prize for Skirmish #6



As a prize for winning in this Skirmish for the first time, we have something big - a brand new ELITE card! The Oxford, the latest British Elite Fighter, costs 2 Kredits to play and 1 Kredit to operate. It has 1/3 stats and the effect that when a ground unit is deployed, its attack becomes equal to its defense.



Special Store Offer for Skirmish #6



We’re offering a British Skirmish Special in the store this weekend! Get 1 Britain National Officer pack and 4 Britain National standard packs - containing only cards for Britain. A great opportunity to bolster your British forces!

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 September 23rd at 12:00 GMT until Sunday, September 25th at 18:00 GMT.

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!

A new Skirmish event is live



A new Skirmish event is live now until September 11th!

Another new and unique set of rules for this weekend’s Skirmish! Here’s everything you need to know.

Skirmish is an entirely new game mode in KARDS where you play with alternate rules. These rules vary; you’ll face something new and completely different at every Skirmish event. Read more about Skirmishes in our announcement blog New game mode: Skirmish.

Rules for Skirmish #5



In this Skirmish, you play with your own deck - but your deck can’t contain any units! Whenever you play an Order card, a random unit with a similar cost from the same nation is added to your support line.

Prize for Skirmish #5



The first time you win this Skirmish, you will receive a full set of the new unique card, the Italian 7th Alpini Regiment. This Limited card costs 6 Kredits to play and 2 Kredits to operate. It has 4/7 stats and is an Alpine card with the Guard ability. Additionally, damage dealt by this unit adds equal defense to your HQ.



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 September 9th at 12:00 GMT until Sunday, September 11th at 18:00 GMT.

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!

KARDS 2022 World Championship: Open Qualifier Details



Attention, soldiers!

The Open Qualifiers for the KARDS 2022 World Championship are almost upon us!

The qualifying rounds will take place every weekend between September 10th until October 16th and are split into two sessions - giving you two separate chances to qualify for the next stage of the World Championship.

In-Client Open Qualifiers



The Open Qualifiers are conveniently integrated into the client. All you need to do is log into 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.



Please note that in order to play in the World Championship qualifier, you must have reached at least rank 15 when joining your first 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.

You can check out the full rules for the World 2022 Championship here: KARDS 2022 World Championship Rules

Two Separate Qualifiers



To try and give as many people as possible the opportunity to post a qualifying score, we will be holding two separate Open Qualifiers, each spanning 6 sessions over 3 weekends and qualifying the top 58 players.

Qualifier 1



The qualification sessions in Qualifier 1 will be held on the following dates:

  • 10th of September - 16-20 UTC
  • 11th of September - 12-16 UTC
  • 17th of September - 16-20 UTC
  • 18th of September - 12-16 UTC
  • 24th of September - 16-20 UTC
  • 25th of September - 12-16 UTC


Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.

Qualifier 2



The qualification sessions in Qualifier 2 will be held on the following dates:

  • 1st of October - 16-20 UTC
  • 2nd of October - 12-16 UTC
  • 8th of October - 16-20 UTC
  • 9th of October - 12-16 UTC
  • 15th of October - 16-20 UTC
  • 16th of October - 12-16 UTC


Each player needs to successfully complete a minimum 3 out of 6 sessions to post a legal qualifier score.

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 during a qualification session, press the battle button and select your deck for battle.

For each win during the first 9 matches, the 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.

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.

For further information on the tiebreaker system, check out the full list of rules here: KARDS 2022 World Championship Rules

Rewards!



In the Open Qualifiers, players aren’t only playing for their spot in the Knockout Stage - there are some enticing rewards on the line!

The top 300 players from each qualifying session in the Open Qualifier receive the KARDS 2022 World Championship cardback!

Every player that qualifies for the top 128 player Knockout Stage will also receive 250 diamonds to spend on anything they desire in the in-game store!

Qualification session games also count towards Daily Missions and National Progression.

With the first qualification session just around the corner, it’s time to lace up your boots and get ready for battle! There’s only one way to find out if you could be the KARDS 2022 World Champion!

September Update - Patch Notes



Hello everyone,

Following the announcement of this month’s card balance changes a few days ago (details of the balance update), we have deployed these changes on September 7th.

This patch also adds the KARDS 2022 World Championship hub into the game client, as well as some bug fixes.

Let’s have a look at the changes in this patch.

Card Balance Changes



A total of 20 cards have been updated in this patch.

CRITICAL DAMAGE





Old: Enemy units get: "When this unit receives damage, pin it.
New: Deal 1 damage to a unit. If it doesn’t have any adjacent units, deal 2 instead.

With the advent of SUPPLY SHORTAGE, this card suddenly became a celebrity on the battlefield. The combo of these two cards is kind of toxic and we want to break it. The new version does 1 base damage. These parachute units are very good at hunting separated units, dealing 2 damage if the target doesn’t have any adjacent units. So don’t leave your units alone on the battlefield.

SUPPLY SHORTAGE





In addition to breaking the combo of SUPPLY SHORTAGE and CRITICAL DAMAGE, the cost of this card is increased to 3.

RAAF LIGHTNING F-4





This fighter was used extensively as a long-range bomber escort, along with various other purposes during the war. On the KARDS battlefield, the fighter has a universally efficient ability: Retreat, which fits the escort role and will certainly remain the same in the game. To reduce its power level, the defense is reduced by 1.

MARE NOSTRUM





Old: Give a friendly unit +1+1 and: "Combat damage dealt by this unit adds equal defense to your HQ."
New: Give a friendly unit +1+1 and: "When this unit attacks, your HQ gains defense equal to its damage."

With its previous change of increasing the cost to 2, this card was indeed slower. However, the healing amount is still very stable. With the new version, the affected unit can only heal your HQ on your own turn by initiating an attack. As compensation, the cost is reduced back to 1 for flexibility.

WELSH GUARDS





Old: Deployment: Give any target +1 defense.
New: Deployment: Give another target +1 defense.

Besides air decks, British decks with a focus on ground units do appear on the battlefield with many variants. Sadly, none of them are working very well. We would like to make them better by changing a few more cards. The new WELSH GUARDS is one of them, with a more flexible 1 cost and the same ability.

1ST GURKHA RIFLES





Old: Deployment: Gets +1 attack for each order you have given this turn.
New: Gets +1 attack when you give an order.

During the Second World Wars, this regiment saw much service in Asia. On the KARDS battlefield, it is kind of the opposite. With this new version, this unit card can Guard your HQ and units, with a passive ability of +1 attack whenever you play an order from hand. It is expected to make British ground units decks better.

ROYAL SCOTS





Old: Enemy random effects always choose this unit while it is on the battlefield.
New: If in hand or on the battlefield, random effects always choose this unit.

The passive ability of this card is very interesting, making it a tech card against random effects. We would like to make it more useful by expanding its validity to friendly random effects and being in hand. Note that random effects have their own ranges by default. For example, DEATH FROM ABOVE can only randomly choose a unit on the battlefield. In other words, ROYAL SCOTS can never be chosen as a target for DEATH FROM ABOVE. This unit can not be chosen for KI-44 TOJO while in hand, as it is not a bomber, out of TOJO’s range.

1ST AIRLANDING BRIGADE





Old: Units attacked by this unit must retreat if they survive.
New: Deployment: Retreat a unit in the frontline. If it is empty, gets Blitz.

As mentioned in our previous dev blogs, we hope to see more fierce battles fighting for the frontline. This Elite unit now can force a unit in the front line to retreat, helping you take control of it. Alternatively, It can also retreat your own unit for protection or the Blitz ability, if needed.

95TH RIFLE REGIMENT





Old: Deployment: Deal 1 damage to your HQ.
New: Deployment: Deal 1 damage to a unit and your HQ.

We have seen some self damage Soviet decks in recent tournaments. This change is intended to make this deck even better. Dealing 1 damage on deployment can remove low defense units or make them damaged, for example TYPE 93. The 1 damage on your own HQ can be beneficial for this deck for triggering the effects you need.

I-16 ISHAK





Since the changes of some Soviet fighters, Soviet air decks are performing a bit better than before. They still lack cheap fighters for a better curving and early game survivability. With a cheaper operation cost, this fighter might be able to fit this role. This also applies to the spawned fighter from I-15 CHAIKA.

OT-34





Old: Deal double damage to infantry and HQ.
New: Deals double damage against infantry and HQ.

This tank is not really that useful on the battlefield except hiding in the support line by Smokescreen and then dealing a huge amount of damage with a lot of buffs. With this new version, it can still inflict very serious damage, just probably not that surprising without Smokescreen. Nevertheless, costing 3 less makes combos possible in a single turn for a much lower cost. In addition, let’s not forget it is also the cheapest T-34 tank.

P-40B TOMAHAWK





Old: Infantry units you deploy get +1+1.
New: Infantry units you deploy or add get +1+1.

As we are getting more and more cards that can spawn units in the frontline, it is time for P-40B TOMAHAWK to get an upgrade, being capable of affecting added infantry units as well.

SU-85





Tank destroyers are supposed to be intimidating with a very strong firepower. With a cheaper operation cost, this tank destroyer will be a threat to any enemy unit and the HQ, along with being an efficient tank killer.

M4A3R3 ZIPPO





This new ZIPPO tank is still unlikely to be part of the meta decks, even with a decreased cost. If played exactly at turn 3, it at least can be a threat to the enemy’s HQ, with the potential of dealing 6 damage in the next turn, which can’t be always ignored.

SUPPRESSION





Old: All enemy units in the support line have -3 attack until start of your next turn.
New: All enemy units have -3 attack this turn.

Suppressing the enemy is a very effective military tactic during a battle. Affecting units in the support line only seems to be a dramatic show on the KARDS battlefield, nothing really useful. The new SUPPRESSION affects all enemy units with a very flexible 1 cost. Keep in mind that the effect only lasts one turn, instead of two turns. It means that you need to command your own units to attack in the same turn to get a good value from this card.

STUG III-G





We have seen the ups and downs of German tank decks in KARDS. None of those versions included this tank. As Germany's most-produced fully tracked armored fighting vehicle during World War II, STUG III-G is somehow left alone here in KARDS. It might be able to join the big family of German tanks with an extra defense.

JADE DIVISION





Old: Gets +1+1 when you deploy a Japanese unit. Has Fury if attack is 10+.
New: Gets +1+1 when you play a Japanese card. Gets Guard if attack is 10+.

This change is expected to make this Elite unit more versatile. It can get Guard if its attack is equal to or more than 10, protecting your HQ.

MEDITERRANEAN RAID





Old: Can only be played if you control more units than the enemy. Deal 4 damage to a unit.
New: Deal 2 damage to a unit. If you control more units than the enemy, deal 4 instead.

Some Italian cards gain or lose something, Depending on the battlefield. As mentioned in our previous dev blogs, we don’t want to see such cards stuck in hand. MEDITERRANEAN RAID is the last card that could be completely useless if you could not manage to have more units than the enemy. With this new version, it can at least cause 2 damage to a unit at the cost of 3, which is very insufficient. However, it can deal 4 damage to any unit on the battlefield if the condition is met.

CHAR B1 BIS





Besides cheap cost Mobilize units, we also hope to see some midrange decks with a combination of control and Mobilize. As the most powerfully armed and armored tanks of its day, this heavy tank’s body is now even stronger in the game, with a lower cost but also a lower attack.

U-16





Old: At the start of enemy’s next turn, the enemy must choose and discard a card from hand.
New: When the enemy gives an order, the enemy discards a random card.

This card has been on the list for changes for a long time, as it is the cheapest card that has the potential of draw denial. This new version is now a countermeasure and the discard ability stays.




KARDS 2022 World Championship Open Qualifier



The in-game Open Qualifiers for the KARDS 2022 World Championship are almost upon us - with the first qualifying sessions THIS weekend, September 10th and 11th. This update brings the World Championship hub into the game, which you’ll be able to use to compete in the World Championship when the qualifier sessions are open. More details on the Open in-game Qualifier will be released later this week!


New features and updates


Audio


  • Added varied music to the new player experience


Bug Fixes


Card bugs


  • The 2ND CALIFORNIA and some heavy armor units were experiencing some issues. Fixed.
  • SEABORNE INVASION was causing some issues in AI matches. Fixed.

Localization


  • Several translation bugs have been fixed. Thank you for reporting them!

User Interface


  • Fixed some issues when Mulligan timed out.

Visual bugs


  • Some missing item textures have been fixed.
  • Bugged visuals in historical photographs have been fixed.
  • Some unintended camera effects have been fixed.


That’s all for now. As always, we welcome your feedback in the comments below and on the KARDS Discord.