
Collectible cards meets tactical strategy! Collect cards, build decks, and challenge players head to head on a Tactical Game Board. Play as Vikings, Pirates, Ninjas and more!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Intuitive yet challenging, Cards and Castles mixes collectible cards with grid-based tactics for the ultimate strategic experience. Position units on the game board to outwit and outplay your opponent. Build unique decks from 7 different factions: Vikings, Crusaders, Warlocks, Pirates, Ninjas, Druids, and Undead. Combine up to two factions at once for unique gameplay strategies!
Move and position your units for maximum tactical advantage. Force your enemy into deadly choke points while artillery units pummel them from afar. Master powerful board effects like chain lightning, cleaving attacks, and area spells to dominate the grid.
Build unique 2-faction decks with a massive collection of cards to choose from! New cards unlock quickly and easily, with no payment required. Combine Vikings, Pirates, Crusaders, Warlocks, Ninjas, Druids, and Undead for endless variety.
Play against computer opponents or other players around the world for the ultimate challenge! Cards and Castles features the following ways to play:
Global Matchmaking
Story Campaign
Ranked Progression and Leaderboard
Bot Matches
Custom Lobbies
Limited Formats on Rotation
Spectator Mode
Community Tournaments
Experience fresh gameplay each week with new modes on rotation! With new expansion sets and individual card releases on the regular, there’s always something new to play.
Take your account on the go at any time on your mobile device or tablet. Everything is fully cross platform, including account progression and multiplayer!
Cards and Castles ULTIMATE is the third game in the Cards and Castles series, and offers many new gameplay options.
DUAL-COLOR CARDS!
GRAVEYARD system! Slain units appear as ghosts behind your Castle. Cast spells from beyond the grave, resurrect fallen enemies, and more!
MAP OBJECTIVES. Each map has unique secondary objectives to fight over.
Genres
Stats
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love Cards and Castles 2. I'm trying to like this game. Unfortunately I am failing. I think the biggest design mistakes of CvC2 are being repeated and amplified here. -Cost efficient AOE damage on a piece movement game. Placement doesn't matter. -Too many cards can attack on the turn summoned. Characters become damage spells, your character didn't attack the turn played now it's dead, made worse by 'boxes' on the board giving extra rewards if your the one dealing the last damage amplifying the rewards of cards with Ambush. -A 4 cost destroy all characters spell....again placement doesn't matter. -Wonky control combos that stack to un-counter-playable states. Designers should watch Youtube: ExtraCredits - Counterplay. Hope this game gets better.
Pros - A decent array of viable strats and room for creativity when not up against rushdown or disruption decks (pace is improved upon C&C 2 and the sobriety is felt) - The campaign is challenging and fun - The in-game rewards are quite generous Cons - The ranked meta seems to be devolving into rushdown vs heal decks vs hand/deck disruption - The way disruption is done here is uncompetitive and unfun - Deckbuilding UI is barebones, though that's a bit understandable After playing and enjoying a free game for a certain amount of time, I usually feel compelled to spend on whatever microtransactions to give back. However, I'll be breaking that streak here. I guess the game isn't meant to be competitive, which is fine, but my fun was short-lived. I made a direct appeal to the dev/publisher/owner on Discord about the way deck disruption is facilitated, but that didn't get anywhere, and since then I've only encountered a very different reality to what I was told.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English**languages with full audio support
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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I liked this game at first, and I played through the entire PvE campaign, but the PvP (which is everything else) was not for me. Several mechanics that were not present in PvE are pretty common in PvP. Fine, I can learn to adjust, but the amount of card stealing/swapping is really annoying. I got to a point where I realized it didn't matter what deck I used, I wouldn't be playing it for large parts of the match (often the end, when it matters most). I didn't bother trying, but you might get away with playing a deck with no end-game in order to bait your opponent into having to use your awful cards while you get theirs, but I stopped caring enough to try myself. It's a shame, because I liked how quirky the card effects are. It's a truly unique game that does some original things. You might like it, but I did not.
Automatic win condition decks. Opponent spams cards that give them gold when I draw and force all cards back to hands and spam that over and over until they have enough gold to spend to wipe out your castle in one turn. If you push them or delete cards they just bring them back and rinse and repeat until they win. Literally no counter to these decks especially ninja/pirate. Also spam heal decks where cards that 1 tap castles if you have a certain amount of hp/other conditions with your castle. Can spam low cost allies then give your castle health for each ally and auto win on turn 5. Terribly balanced game. Just play Cards and Castles 2 if you dont want build the same 5 meta auto-win decks that everyone else is currently using
Not Pay to Win, and fun :3
A fun game in many ways. There are definitely some frustrating parts though. The good: Deckbuilding is fun and I like that it doesn't always pay to have the slimmest deck. Most cards are useful or have fun synergies that you can build around and there are some surprisingly deep mechanics. The game doesn't reward the typical "throw as many units on the field as you can" approach you see in many indie card games and has ample ways to turn things around even when it looks like a sure defeat. The bad: Getting your cards stolen feels bad and there are a lot of ways for a seasoned enemy to just go "nuh-uh" and nuke your units in certain colors which you have to learn to play and build around. It can be especially frustrating if you position poorly because some units make you need to play 4d chess in your head to figure out how to defend (which is also a positive in some ways) TL:DR It's a fun game but it has pain points and can be frustrating at times. The dev is very responsive though and follows up on bugs within minutes. I'd recommend this game to both casual and hardcore card game enthusiasts!
games fun for the first day or two, then turns into a who can run the most "you can't have any fun" deck.
Fun, competitive and F2P FRIENDLY!!!
Never played the previous Cards & Castles games but I tried this one the day it came out. I've ended up playing it every single day since then, not even just for dailies because I could save those up but instead I just enjoy playing the game everyday. It's replaced Hearthstone as my go to TCG. I love the way this game handles the board and unit positioning, it feels deeper than Hearthstone and less serious than Hearthstone at the same time. I'm a big fan of the ways in which stuff can get a little crazy here. The Rampage and Cleave mechanics make great use of the way the board works here. It's pretty viable to be Free To Play here too so I'd recommend just giving it a go if you like card games. Leaving a review simply because the only negative is it would be cooler with a bigger playerbase, so maybe this contributes to that :3
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