Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
Kards: The WWII Card Game
BLOOD AND IRON: BATTLE READY DECKS
With the latest KARDS expansion Blood & Iron we will take a look at our new battle ready decks that will accompany the expansions. The battle ready Decks will offer players a chance to go straight into battle with Blood and Iron.
The battle ready decks are hand-built by our designers and this time will come in two categories, 200 diamonds and 350 diamonds.
The three 200 diamond decks as for the Allies,
TANK YOU VERY MUCH
Major power Soviet with Germany as allies.
How many tanks do you need? If your answer is Yes, then this is the deck for you! Flood the board with tanks, especially endless hoards of T-34s. You have various toys to get extra value out of your tanks, like 12th GUARDS MECHANISED providing draw, 57th RIFLES pitting your T-34s against enemy units, and the trusted 214th AMUR orchestrating things in the back. Your enemy will be hard put dealing with all your threats, as your mechanised army rolls forward inexorably.
HIGH MAINTENANCE
Major power USA with France as allies.
Having to pay 3 or more kredits to operate your units may seem like a major downside, but in this deck it is turned into an upside. Whether it is growing in strength with 1st CAVALRY TROOP, drawing a card with LES TERRIBLES or improving the defenses of your HQ with 8e MAROCAINS, you will quickly shoot ahead with all the synergy found here. And then you can quickly turn your ponderous units into an overwhelming force through PONTOON BRIDGE and BOLSTER THE RANKS for the final VICTORY MARCH.
I WILL SURVIVE
Major power Britain with Poland as allies.
Your deck is full of units that grow stronger through adversity, with plenty of ways to help them survive, like ENTANGLEMENT, STUBBORN DEFENSE and THE RANGERS. This makes it a nightmare for your enemy to figure out when and where to strike, compounded with cards like 70th BRIGADE, 1st GRENADIER REGIMENT and ECHELON, which can punish any wrong moves. Your Polish ally excels at surviving scraps on the battlefield. And when you manage to live another day, that gives you another day to defeat your enemy.
The two 350 diamond decks feature the Axis: Germany and Japan,
SHOCK THERAPY
Major power Japan with Soviets as allies.
Your cheap Shock units like 9th INFANTRY REGIMENT, 77th REGIMENT and 654th RIFLES can often trade 2 for 1, giving you card advantage in the late game to take over and win through a combination of big removal and big units. Your Soviet ally complements your strategy with additional Shock units before helping close out the game with big threats.
READY 4 ATTACK
Major power Germany with Italy as allies.
Go big with beefy units. Cards like FELDHERRNHALLE RIFLES and PANZER IV-H give benefits from or to you playing big units. Duke it out with enemy units in the early game until you can take it over with LEOPOLD or the fearsome MAUS. Your Italian allies add strong units to the mix, with 49th INFANTRY REGIMENT helping to keep you alive and SPRING OFFENSIVE ready to replenish your hand.
Check out these Battle ready decks at the store!
KARDS: Blood & Iron – The Winter Expansion 2024 Is Live Now
The wait is over—Blood & Iron, the 8th major expansion for KARDS, has officially arrived on November 28, 2024!
This winter expansion brings bold new ways to dominate the battlefield, featuring 87 new cards, the groundbreaking Shock mechanic, and a thematic focus on the might of armored warfare. Whether you're a seasoned commander or a new recruit, this expansion is packed with opportunities to reshape your strategy and write history.
Key Features of Blood & Iron
87 New Cards
Each nation receives fresh reinforcements, with 15 cards per major nation and 3 for minor nations, delivering powerful units, game-changing mechanics, and exciting new strategies. Iconic additions like the Sherman tanks and legendary T-34s are ready to take center stage in your battles.
New Mechanic: Shock
Introduce a tactical edge to your gameplay with the new Shock mechanic. Units with Shock can attack without taking return damage on their first strike, enabling players to execute devastatingly precise maneuvers.
Thematic Armored Warfare
Inspired by the monumental clashes of WWII, Blood & Iron puts a spotlight on heavy tanks, unit-to-unit combat, and game changing units that can tip the tide of war.
Immersive Battlefields
Each major nation gains a new battlefield with visuals inspired by the expansion's gritty theme, immersing players in the historical settings of the battles.
Card Balance and Meta Updates
With 12 balance changes—7 buffs and 5 nerfs—the expansion further reshapes the KARDS meta, ensuring a fresh and dynamic battlefield even for existing cards. Alongside these changes, 107 cards rotate out, and 20 reworked cards return from the Reserve Pool, aligning perfectly with the themes of the expansion.
Nation-Specific Features
Each nation receives tailored reinforcements to align with its strategic identity:
Britain
Britain receives infantry support and strategic defenses, with garrison troops punishing enemies for hesitation or poor attacks. New tanks like the Black Prince and Humber add armored strength, while units with the new Shock mechanic bring tactical depth to the battlefield.
Germany
Germany dominates armored warfare with high-attack units, new Shock and Fight cards, and the monumental Maus, the heaviest tank ever built. With Heavy Armor 3 and a crushing attack of 12, the Maus ensures Germany’s position as a tank powerhouse in this expansion.
Soviet Union
The Soviets harness the power of Shock units, legendary T-34 tanks, and formations that reward bold, aggressive strategies. Combined with Fight mechanics and bonuses for units with attack 4 or higher, the Soviet deck reflects the might of its historical armored forces.
USA
The USA emphasizes synergy with its iconic Sherman tanks, thriving on strength in numbers. New three-operation cost cards add precision to their tactics, while big units and the return of General Patton ensure commanders have the tools for decisive victories.
Japan
Japan’s deck focuses on fast, tactical Shock units and high-risk, high-reward strategies. Infantry dominates, while select large units bring powerful stats with unique challenges for opponents, ensuring Japan maintains its aggressive and unpredictable playstyle.
Allies
Tactical Depth Meets Iconic Warfare
Bold new strategies
Blood & Iron delivers bold new strategies through:
Shock mechanics: Devastating first strikes for pivotal plays.
Iconic synergies: Build your strategy around legendary units like Sherman tanks or T-34s.
Additional Veterans: Rewarded resilience for units that withstand the test of battle.
Lure and Survive: Clever plays to bait opponents or hold steadfast defenses.
Redefining the Meta
This expansion isn’t just about new cards—it’s about shaping the future of KARDS:
New archetypes: Secure key positions with fortified garrisons, lead the charge with Sherman tank supremacy or revive the legendary T-34 tanks.
Enhanced classics: Iconic strategies like Combined Arms and Smokescreen return stronger and with a fresh take.
Join the Fight
The time to act is now!
Engage with military strategies rooted in history with Blood & Iron as KARDS enters its most powerful chapter yet. Whether you're building a new deck or perfecting an old favorite, this expansion offers exciting new opportunities for epic battles and victories to remember!
For all the thrilling details, check out the [Blood & Iron patch notes].
Play now and take command—history is yours in KARDS: Blood & Iron!
BLOOD & IRON: BRITAIN
The British have their tanks! A new Humber with a twist and the Black Prince, an upgraded Churchill tank with a 17-pounder gun. However, as before it is the infantry which is at the core of the British Army. Here we will see units that will punish the enemy if they are not engaged and you will have garrison troops to help guard your HQ and assets. There will also be a few units that make use of the new shock mechanic.
So become the best with the British. With the new cards you can make a deck that can help you reach the top!
Selection of spoiler cards:
BLOOD & IRON: JAPAN
The Japanese will be a bit different than the other 4 major nations. Historically the Japanese were not as focused on tank development as other nations. That being said, they will receive a few tanks. Mostly it will be new infantry, small units with shock, large units that will have strength and weaknesses. All in the theme of previous Japanese releases, with a bit of a new flavor.
The Japanese will continue their fast attacking aggro style, incorporating the new Shock mechanic along with their older abilities to make an unstoppable deck.
Selection of spoiler cards:
BLOOD & IRON: SOVIETS
Like all the other nations the focus is on armored warfare. For the Soviets the focus is on the legendary T-34. There are rules that benefit formations of T-34 making historical play competitive as you build up an unstoppable onslaught! The new Shock mechanic will also be incorporated into Soviet options as well as attack 4 or higher and Fight.
The Soviets will enjoy their new historically themed deck, with the focus on T-34, Shock tactics and Fight you will have all you need to reach the top, but it is for you, commander, to succeed!
Selection of spoiler cards:
Dev Blog - Balance Changes for Blood & Iron expansion
To help you wake up to this mad season we are providing you with this handy guide (read: dev blog) to navigate through it all. In total we are touching 12 cards - 7 are getting a shot in the arm (buffed); 5 are just getting shot (nerfed). The purpose of these changes is to make sure that the new shiny stuff coming in Blood & Iron is well supported and not overshadowed by some old ghosts too restless to go away. Let’s take a look.
Starting with the nerfs, the first scalpel in the hunt for better balance is the 738. Jäger Regiment. It is a strong contender in any sort of aggressive strategies and even shows up in slower decks as well, such is its power. Well, said power is now 2 instead of 3. By power we mean its defense. It now has a defense of 2. Moving on.
Some have pushed for this change ever since the card showed up last winter. With a full year to push players to the brink of madness it is finally getting close to outlasting its welcome. Pushing the cost to 4 may not seem like a huge nerf, but remember that its best buddy Great Patriotic War is leaving for greener pastures and a certain Dowding System is coming back. Trying to push your way to victory on the back of this card will certainly be more tricky in the near future.
This nerf may not come as a huge surprise to some of you, what with certain entertainment enforcers having spoiled the fun already. Yet this should not really surprise anyone, as these commanding commandos have been tearing it up the last few months, acting as excellent counters to aggressive and slower decks alike. Let’s see if the Devils will still be part of the meta post-Blood & Iron or if they will pull a great trick and convince everyone they never existed.
Bummer Mafia, I mean Bomber Mafia, continues their amazing run of topping the nerfing charts for yet another balance patch. This time the frontend is getting slightly more expensive. Note though that the trigger amount has been reduced accordingly, meaning 9 is still the magic number to get all the marbles. Still, a higher cost is a higher cost and again Dowding System is waiting in the wings, chomping at the bits.
Finally, Sensei Shibata has finished his lesson for now and has agreed to punch with only one fist moving forward. We will see what kind of vermin this brings out of the woodwork. Perhaps the Sensei will be required for some more double-fisting duties in the future, but for now, let’s all behave.
That was the last of the nerfs, on to the buffs. First up we have a nice bone to throw all the commando aficionados out there. The Commando Archetype has suffered in recent weeks and all but disappeared. Commando Raid now doubles the Raiders searching for that Lost Archetype, let’s hope they find it before the Nazis screw everything up.
We at 1939 Games aim for as much historical accuracy as possible and we all know that dragons are known as fast flyers. Hence, it made no sense for Storm Dragon not to have Blitz. We feel so much better now that this important true fact has been set straight. Having said that, we do not anticipate that this buff will set the meta on fire, but at least this big elite bomber is now a better high end threat and gives you some control over triggering its powerful destruction ability.
Su-76M is really eager to participate in the upcoming tank meta and has gone out of its way to spruce itself up in preparation. Every surface is now shiny enough to shave by and every nut has been nutted and every bolt bolted. Net result: +1 defense. Get, set, go!
Speaking of +1 defenses, here is another unit receiving the same treatment. Ambush Guards can be a tough nut to crack, to say nothing of the dangerous SISSI units that accompany it, ready to take advantage of the SISSI support cards coming in Blood & Iron.
Attack being the best defense is a well known oxymoron; 1939 Games being full of oxymorons - this is a marriage made in heaven. This versatile removal order now provides a stronger HQ defense boost, making it that much stronger in keeping aggressive decks in check until you can take over the battlefield.
The final two cards are both for Polish cards. One of the themes found in Poland when it first appeared in Legions was the survive combat theme. Sadly, the theme lacked strength to really take off, relegating Poland to rely solely on their Legions and Exile themes. Combat survival is a theme we are returning to in Blood & Iron, such as with Britain, so this seemed like the perfect time to give this little-played theme some much needed love. For the 5th Legions Regiment, this means giving it Blitz, making it much stronger as an early play to clog up the battlefield.
The second Polish buff is to the 7TP tank. It now triggers on any friendly unit surviving combat, not just itself. This allows you to get immediate value out of it if you can attack (and survive) with another unit the turn 7TP comes down. The draw is limited to once per turn though, but this can also trigger during the enemy turn. Let’s see if this refreshing new version of 7TP ups its popularity.
That is all, no more, these are all the changes you are getting this time around. The balance patch will go live alongside the new expansion Blood & Iron on November 28th. As always, we will monitor heavily how the meta develops post-expansion and if needed we are ready and willing to make balance adjustments if required. Until then, hold onto your berets and see you on the battlefield, commander!
BLOOD & IRON: GERMANY
In the theme of armored warfare and tanks, the Germans will get the biggest tank ever built, Maus! That is mouse in English and some think that Germans have no humor! The Maus will have Heavy Armor 3 and a fearsome attack 12. The only thing the Maus has to fear is bridges. Since it was the heaviest tank ever built at 188 tons there were very few bridges it could cross. Luckily there are no bridges in KARDS.
The Germans will also have new units with the Fight ability and Shock, which we will release in the expansion. Since Germans already have a good arsenal of tanks they will benefit in this new release, but it is up to you, commander, to succeed.
Selection of spoiler cards:
Blood & Iron: USA
The USA has the Sherman. It may not be as big as the tanks of the Germans or Soviet Union, but it has lots and lots of Shermans! The Sherman has a mixed reputation from the war but it was a battle winning weapon none the less. With the USA war production it would succeed in overwhelming and unstoppable numbers. In KARDS they are stronger in numbers, so more is merrier, and more importantly stronger and there will be cards to encourage themed play with Shermans.
USA will also have some other BIG units to take to battle that play to the strengths of the good old GI’s. Units with attack 4 or higher receive special benefits and we will see the return of General Patton coming back from reserve.
All of this will give the USA deck a number of ways to achieve victory and become the best.
A New Skirmish Event is Live
Skirmish is a special game mode, easily accessible from the main screen, where you play with a different set of rules. These rules vary between the Skirmishes - you’ll face something different at every new Skirmish event.
Get ready for a thrilling and completely unique battle experience with these Skirmish rules:
Each player gets an identical 10-card deck.
At the start of each turn, choose 1 of 3 3-cost cards randomly chosen from a pool of 9.
Each player starts with three extra kredit slots.
In addition to the exciting and unique battle experience you’ll get with this Skirmish ruleset, you’ll also get a medkit as your first win reward 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, November 8th (12:00 UTC) until Sunday, November 10th at 18:00 UTC. 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!
BLOOD & IRON: SHOCK
Shock tactics are an offensive maneuver that attempts to place the enemy under psychological pressure by rapid and overwhelming attack incapacitating the defenders or causing them to retreat. The Red Army took this concept to the next level in WWII creating Shock armies with the specific structure to break through the enemy lines.
In the game this will give units with Shock a first strike ability. The new Shock mechanic gives your units a one-time advantage of attacking without taking return damage from the defending unit, making their first strike even more devastating. This will be particularly effective against ambush units as their effect will not work since they now cannot do damage.
We will expand on the Fight mechanic. Usually this means units that have Fight will fight with a target or random unit at deployment. Deployment is not the only way this happens, it can also be an order or an ability that triggers this ability.
All of this is aimed at bringing fighting units to the forefront of the expansion. Think big powerful units battling to take control of the field. This will expand the options of Kard generals and allow them to choose their tactics to victory.