Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
Kards: The WWII Card Game
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.
Dev Blog - Rotation list for BLOOD & IRON
Hello friends!
A new expansion is on the horizon with Blood & Iron and as usual it will include us moving cards to the Reserve Pool and returning a few choice ones. In this short dev blog we will take a look at the key highlights of what is happening with rotation this time around.
A total of 107 cards are rotating out. It is roughly the same number from each major nation, though the rarity distribution is not always the same. This is because the cards returning from the Reserve Pool (now and previously) have not always had equal numbers of each rarity for the nations and we are using this opportunity to get closer to equality between the nations. 20 cards are then returning fresh and eager from the Reserve Pool. The returning cards are specifically chosen to align well with the themes explored in the new expansion.
On the cards being reserved front, there are a few overarching themes to note. Brother In Arms is now up for rotation for the first time, so you will find a few cards from that expansion. In Covert Operations we started rotating out Pincer units and the last of them are rotating out now, meaning there will be no Pincer cards left in the active pool. Rotating out whole mechanics is something we are starting to employ more heavily to keep the overall complexity of the game low for new players. This does not mean that these mechanics are necessarily gone for good, but will most likely not return unless we are returning to explore that mechanic some more. You will notice a fair few key Mobilize cards are being rotated this time around. Mobilize is another mechanic we want to give a bit of time on the sidelines in the near future.
Benching cards temporarily is something we also like to do for individual cards. Often these are cards that have become very integral in the meta and need a bit of timeout to give room for other options to be explored. Sometimes these are cards that we intend to rework in the future and we prefer to heavily rework cards returning from the Reserve Pool rather than while they are still active.
Enough ramblings, let us now look at what is rotating out for each nation:
Card Rotation by nation
Britain
Notable cards that have seen some play: 1st Airborne, Secret Operatives, 2nd Para C, ATS, East Surrey Regiment, Sea Patrol, RNZAF Kittyhawk.
Britain is not losing any key cards from their most popular decks this time around. The loss of 1st Airborne and Secret Operative is certainly the final death knell for the Mobilize deck and the loss of 2nd Para C and RNZAF Kittyhawk will sadden those that enjoy shenanigans.
Britain is getting three cards back - MONTY, No. 3 COMMANDO and DOWDING SYSTEM. Two of those cards are seeing a bit of a change though:
The old Monty was one of the terrors of early British Control and made decks like Brit Air significantly stronger. We want to keep Monty an important piece of the meta, but not quite as potent. It is now no longer able to pin the whole enemy board and makes it more important to position your units correctly. The draw is now unconditional however.
The No. 3 Commando sees a very minor facelift. This makes it slightly stronger, and it fits now much better with the 4-attack or more theme of the expansion. We don’t anticipate it to show up regularly despite this buff, but it can be a nasty counter to certain decks.
Germany
Notable cards that have seen some play: Gebirgs-Pionier 95, Propaganda, 1097. Volksgrenadier, Heinkel He 115, 101. Infantry Regiment, 15 cm Autokanone, 989. Infantry Regiment, Me Bf 109 G, Eagle Day.
Germany is losing several important cards, especially the two elites mentioned above - the Heinkel and the Autokanone. Both have seen heavy play. Gebirgs-Pionier 95 is a great accelerator for aggro and some midrange decks and its loss will be felt.
Germany is getting four cards back - FAST HEINZ, WIRBELWIND, RALLY and PANZER II-C. Fast Heinz and Wirbelwind remain the same and are certain to see play in aggressive German tank strategies, just like in days of yore. Rally is back to counter those pesky pin shenanigans, but Panzer II-C sees some changes:
The old Panzer II-C saw very little play except a few times in draft. One of the themes of the new expansion is to explore the Veteran mechanic further and we want to give Germany a solid Veteran payoff card. The new Panzer II-C fits the bill perfectly.
Soviet
Notable cards that have seen some play: Road to Berlin, Bryansk Irregulars, Close Combat, Five Year Plan, Great Patriotic War.
Most Soviet decks are more or less intact, though the loss of Bryansk Irregulars will hurt many slower Soviet decks. The biggest impact is the loss of Great Patriotic War, which has been a lynchpin in several combo-decks in the past, most notably the Push deck.
The Soviets are getting four cards back - ZHUKOV, SIBERIAN TRANSFER, 214th AMUR and MOBILE DEFENSE. None of them are seeing any changes.
Siberian Transfer and 214th Amur are now back from their short vacation, full of vigor and vodka, and ready to support the strong T-34 theme in the new expansion. Mobile Defense is also a solid defensive option that can replace Bryans Irregulars in many decks. The fact it adds tanks can also be helpful, for instance with the recently changed SU 85.
USA
Notable cards that have seen some play: 99th Infantry Battalion, Island Hopping, C-47 Skytrain, M-16 Halftrack, 106th Quartermasters, Battery, Manpower, ASW Patrol.
USA is losing several strong cards. Losing the early power of 99th Infantry Battalion and the versatility of the M-16 Halftrack weakens the strong US frontline deck and it will need to find good replacements. Losing access to 106th Quartermasters and ASW Patrol weakens some ramp builds, but the deck should have enough redundancy for now for the impact to be limited.
The US are getting four cards back - PATTON, M4A1, M4A2 and M4A3R3 ZIPPO. As can be clearly seen, the focus of the returning cards is very much on Sherman tanks. Just in time for more Sherman related goodies in the new expansion! One of the returning cards is seeing a slight change:
The M4A2 was always a bit clunky as a 6-drop, but is a significantly more threat now as a 5-drop.
Japan
Notable cards that have seen some play: Honorable Death, Scouting Party, Bombing Raid, Island Defense, N1K-J Shiden, Ki-100 Goshiken.
Japan is losing some strong cards, especially the two elites above - Bombing Raid and Shiden, which have been mainstay of many Japanese decks for years. Shiden especially will be missed by all OTK aficionados out there. Honorable Death is also a heavily used removal that will be missed.
Japan is getting four cards back - ADMIRAL YAMATO, AICHI D3A-1, 61st INFANTRY REGIMENT, J1N1 GEKKO. The two big additions are Aichi D3A-1 and the solid 61st Infantry Regiment. The latter helps slower Japanese decks, while the Aichi saw heavy play in aggressive decks. It is seeing a bit of a change though:
Coming out on turn 2 the Aichi often completely took over the battlefield. It now comes out a turn later, but is cheaper to operate to compensate. This nerfs it slightly, but it is still a very potent unit. Important Note: This card is still in heavy testing alongside the balance patch that will drop alongside the expansion. It may see some further adjustments.
Minor Nations
Notable cards that have seen some play: Arming the Resistance, Potez 63.11.
The days of resistance have long since passed - Arming the Resistance is the last such card to leave the active pool. Now that all the resistance is all in the Reserve Pool, time to return them reworked? Stay tuned next year. Potez is the key card for the Mobilize deck, which has mostly moved into obscurity now. Perhaps a bit of time on the sidelines allows it to come back stronger later?
The list of reserved minor nation cards is fairly short - Finland for instance has no reserved cards yet. If only minor nations would get more cards than the small amount each expansion…
That is it for now. Stay tuned for the spoiler season of the new expansion and the various other goodies we have to prepare you for the new expansion dropping November 28th. Until then, see you on the battlefield, commander.
BLOOD & IRON: NEW KARDS EXPANSION ARRIVES NOVEMBER 28TH
On November 28th, KARDS enters a new era with the release of Blood & Iron, the highly anticipated Winter Expansion.
Featuring 87 new cards and the groundbreaking Shock mechanic, this expansion puts battlefield combat in the spotlight, offering fresh tactical depth and thrilling opportunities to command the forces of WWII like never before. From tank and armored warfare to strategic support units and unit-to-unit action, Blood & Iron adds exciting new dynamics to every match.
Expansion Highlights
87 new cards Fresh reinforcements for all factions, with 15 cards for major nations and 3 for minor nations.
Shock keyword Units with Shock can attack without receiving return damage on their first strike, adding a strategic element to gameplay.
Balance changes and Reserve Pool updates Several reworked cards return to active duty from the Reserve Pool, and some existing cards receive balance adjustments. More details will follow in dedicated articles.
New Battlefields Each major nation receives one new battlefield with new visuals matching the overall expansion theme of Blood & Iron.
Additional improvements Bug fixes, performance enhancements, and ongoing adjustments to the Blitz tournament system.
New Keyword: Shock
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. Use this ability wisely to tip the scales in your favor.
Nation-Specific Features
Britain Gains strategic bonuses by punishing enemies for making no or wrong attacks; additional minor theme around pinning.
Germany High-attack units dominate, with good Fight cards. Also benefits for damaging the enemy HQ.
Soviet Union Shock units take center stage, alongside iconic T-34 tanks and Fight mechanics for decisive engagements.
USA The famous Sherman tanks play a key role, supported by a powerful 3-operation cost theme that enables efficient and precise tactical strikes.
Japan Small Shock units provide tactical opportunities, while big units boast strong stats but come with downsides that can benefit the enemy.
Pre-orders Available Now
Secure your pre-order for Blood & Iron in the in-game shop! Along with exclusive content like the Blood & Iron War card back, you’ll enjoy enticing discounts on card pack bundles from the new expansion.
Don’t miss out on your chance to strengthen your decks with massive discounts before the tanks roll out on November 28th.
Spoiler Season Starts Now!
The wait is over—spoiler season for Blood & Iron begins today! Our spoiler season starts with a bang as we reveal 10 of the new cards right here (disclaimer: spoiled cards can occasionally still receive minor changes before release), offering you the first glimpse at the game-changing strategies and powerful units coming your way.
With more reveals on the horizon, make sure to follow our weekly updates to stay ahead of the competition as we countdown to launch:
The PANZER IV-H is a German tank unit of limited rarity, that costs 7 Kredits and costs 2 Kredits to operate. It has 5 attack and 5 defense. Panzer IV-H Fights an enemy unit on deployment and becomes a Veteran if the enemy unit is destroyed. If Veteran it gives friendly ground units with 4 and more attack Blitz.
HUMBER Mk IV
The HUMBER Mk IV is a British tank unit of Standard rarity, that costs 1 Kredit to play and 1 Kredit to operate. It has 1 attack, 2 defense, and keywords Fury and Shock.
BREAKOUT
A British order of Limited rarity, BREAKOUT costs 1 Kredit to play, and it gives a Veteran unit Fury and Shock.
GLIDE BOMBING
GLIDE BOMBING is a German order of Standard rarity, that costs 2 Kredits to play. It gives a target unit 0 attack until your next turn with the added bonus of drawing a card if the unit is destroyed this turn.
57th RIFLES
A Soviet infantry unit of Special rarity, the 57th RIFLES costs 4 Kredits to play and 1 Kredit to operate. It has 4 attack, 5 defense and makes any friendly T-34 tank that is added or deployed Fight and random enemy unit.
TURNING POINT
A Soviet order of Special rarity, TURNING POINT costs 2 Kredits to play and any excess damage from your T-34s the turn it is played is dealt to the enemy HQ.
PONTOON BRIDGE
A US order of a Limited rarity, PONTOON BRIDGE costs 2 Kredits to play and gives a friendly unit +1 attack and +2 defense. If the unit had 4 or more attack, its operation costs is set at 0 as well.
2nd MICHIGAN
A US infantry unit of Special rarity, 2nd MICHIGAN costs 4 Kreditis to play and 3 Kredits to operate, has 6 attack and 6 defense. In addition, every time you operate a unit that cost 3 or to operate, you gain 2 Kredits.
TYPE 4 Chi-To
A Japanese tank unit of Elite rarity, TYPE 4 Chi-To costs 4 Kredits to play and 2 Kredits to operate. It has 4 attack and 5 defense and keywords Smokescreen and Shock. It gives your units +2 attack while they have Shock.
DEFEAT IN DETAIL
DEFEAT IN DETAIL is a Japanese order of Special rarity and costs 1 Kredit to play. All your units get the ability "Gets +1 attack and +1 defense when it damages the enemy HQ."
That’s it for now!
Keep a vigilant watch on the horizon; we'll be unleashing new cards daily throughout the spoiler season. Stay in the thick of it for a stream of exciting reveals leading up to the launch on November 28th!