Card library: all 72 cards
Fortress Fight Kingdom is played with a single shared deck of 72 cards in four groups. This page lists every card with its cost, how many copies the deck holds, the exact effect and a short note on when it is worth playing. Costs are paid from your stockpiles: bricks, weapons, crystals and gold.
Building cards
Building cards cost bricks and raise your castle or wall. The castle is your life total and your path to the building victory at 100; the wall absorbs damage first. Producer cards (Builders' School, Barracks, Mage Training, Market) get more expensive with every producer you already own, so they pay off early and rarely late.
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Wall
Cost: 1 bricks · Copies in the deck: 4 · does not end your turn
Effect: Wall +4 · turn continues
Raises your wall by 4 and does NOT end your turn - masonry practically for free. The wall absorbs enemy damage before your castle is hit - cheap lasting defense.
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Foundation
Cost: 3 bricks · Copies in the deck: 4
Effect: Castle +5
Builds your castle 5 higher. Direct progress towards the building victory (castle at 100).
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Defense
Cost: 5 bricks · Copies in the deck: 3
Effect: Castle +8
Builds your castle 8 higher. A solid mid-range building block.
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Tower
Cost: 8 bricks · Copies in the deck: 2
Effect: Castle +12, wall +4
Builds the castle by 12 and the wall by 4 - progress and defense in one card.
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Builders’ School
Cost: 8 bricks · Copies in the deck: 2
Effect: Builder +1 · rising cost
Permanently +1 brick production per round. Each additional producer costs more (an investment, not a no-brainer) - worth it early, not late.
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Fortress
Cost: 18 bricks · Copies in the deck: 1
Effect: Castle +20
A big building push: castle +20. Expensive, but a huge step towards the building victory.
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Stonemason
Cost: 2 bricks · Copies in the deck: 2
Effect: Wall → castle (×1.5, up to 6)
Converts up to 6 wall into 1.5× as much castle height. Only worthwhile with a wall buffer - you trade defense for progress.
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Bulwark
Cost: 3 bricks · Copies in the deck: 1
Effect: Wall +8
Strong wall card: +8 wall for few bricks. A counterweight against aggressive opponents.
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Triumph
Cost: 6 bricks · Copies in the deck: 1
Effect: Castle leads: +12, else +6
Castle +12 if your castle is at least as high as your opponent’s - otherwise only +6. Rewards a lead.
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Building Frenzy
Cost: 6 bricks · Copies in the deck: 2
Effect: Next building card ×2
Sets a doubler: the castle/wall effect of your NEXT building card counts twice. Stays active until you play a building card (even across rounds). Tip: Building Frenzy first, then e.g. Fortress (+20 → +40).
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Last Bastion
Cost: 6 bricks · Copies in the deck: 2
Effect: Wall 0: castle +18, else +6
Castle +18 if your wall is at 0 - otherwise only +6. A desperate comeback once the defense has fallen.
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Strip Mining
Cost: 7 bricks · Copies in the deck: 1
Effect: Enemy castle −6, own wall +12
Tears 6 off the enemy castle and builds double that (12) onto your own wall. Hurts the opponent AND strengthens you. A shield blocks it.
Attack cards
Attack cards cost weapons and deal damage. Damage hits the enemy wall first and the surplus spills onto the castle; wall hits also make the castle behind tremble for 35 percent of the damage. Half of any wall you destroy is added to your own wall. A face-down Shield blocks one whole damage card.
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Attack
Cost: 1 weapons · Copies in the deck: 6
Effect: 3 damage
3 damage. Hits the wall first, excess hits the castle. Cheap sustained offense.
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Archer
Cost: 3 weapons · Copies in the deck: 4
Effect: 5 damage
5 damage to wall/castle.
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Ambush
Cost: 6 weapons · Copies in the deck: 1
Effect: Opponent leads: 9, else 3 damage
9 damage if the opponent is ahead (higher castle) - otherwise 3. Rewards catching up.
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Ballista
Cost: 3 bricks + 3 weapons · Copies in the deck: 1
Effect: 6 damage · bricks + weapons
6 damage. Costs bricks AND weapons - deliberately not affordable on a whim.
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Catapult
Cost: 6 weapons · Copies in the deck: 3
Effect: 9 damage
9 damage - a reliable heavy blow.
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Barracks
Cost: 8 weapons · Copies in the deck: 2
Effect: Soldier +1 · rising cost
Permanently +1 weapon production per round. Rising cost per producer (an investment).
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Saboteur
Cost: 12 weapons · Copies in the deck: 1
Effect: Wall −5, steals 8 bricks
Lowers the enemy wall by 5 and steals 8 bricks from their stockpile (guards protect the stockpile, a shield blocks the whole raid).
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Cutpurse
Cost: 5 weapons · Copies in the deck: 1
Effect: Steals up to 8 gold
Steals up to 8 GOLD from the enemy stockpile into yours. Guards block the theft (and are consumed). Part of the thief series: every resource can be stolen (Saboteur=bricks, Disarm=weapons, Crystal Thief=crystals).
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Siege
Cost: 18 weapons · Copies in the deck: 1
Effect: 28 damage
28 damage - the hardest single blow in the game. Very expensive.
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Battering Ram
Cost: 7 bricks · Copies in the deck: 1
Effect: 9 damage (bricks)
9 damage, paid with BRICKS instead of weapons - so even a building deck can strike.
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Infernal Machine
Cost: 8 bricks + 6 crystals · Copies in the deck: 1
Effect: 13 damage · ignores wall
13 damage that IGNORES the wall and hits the castle directly. Costs bricks + crystals.
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Siege Ring
Cost: 6 weapons · Copies in the deck: 1
Effect: Opponent produces nothing for 1 round
The opponent produces NO resources in their next round. Pure tempo denial, deals no damage itself.
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Swift Messenger
Cost: 1 weapons · Copies in the deck: 2 · does not end your turn
Effect: 2 damage · keep playing
2 damage - and does NOT end your turn: you immediately play another card. A combo starter.
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Storm Runner
Cost: 4 weapons · Copies in the deck: 1 · does not end your turn
Effect: Wall 0: 12, else 5 · keep playing
12 damage if your own wall is at 0 - otherwise 5. Does not end the turn (keep playing).
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Smithcraft
Cost: 8 weapons · Copies in the deck: 2
Effect: Attacks permanently +1
PERMANENT: all your attack cards deal +1 damage - stacks without limit. Applies to every future attack; the opponent’s counter is Dispel (removes all bonuses).
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Weapon Master
Cost: 14 weapons · Copies in the deck: 1
Effect: Attacks permanently +2
PERMANENT: attacks +2 damage - stacks without limit with Smithcraft. Expensive, but a strong offensive base; Dispel removes everything.
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Battle Plan
Cost: 6 weapons · Copies in the deck: 2
Effect: Next attack ×2
Sets a doubler: your NEXT damaging attack card deals double damage. Stays active until it actually hits (a shield block or a non-damage card does NOT consume it). Tip: Battle Plan → Catapult = 18 damage.
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Berserker Rage
Cost: 3 weapons · Copies in the deck: 2
Effect: Wall 0: 14 damage, else 4
14 damage if your wall is at 0 - otherwise only 4. High-risk offense with an open wall.
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Trojan Horse
Cost: 7 weapons · Copies in the deck: 1
Effect: No enemy shield: 18 (ignores wall)
18 damage straight to the castle (ignores the wall) - BUT only if the opponent has NO shield right now. If they do, the shield is consumed and nothing happens. A bluff/read card.
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Scouting Strike
Cost: 6 weapons · Copies in the deck: 1
Effect: Shatters shield + 6 damage
Shatters an enemy shield and still deals 6 damage. The clean counter against shield players.
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Sabotage Order
Cost: 8 weapons · Copies in the deck: 1
Effect: Locks 1 enemy card type for 1 round (your choice)
Locks one card type of YOUR choice (building/attack/magic/gold) for the opponent for 1 round. They cannot play those cards for 1 round. Tip: check their hand first with Scout/Informant.
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Espionage
Cost: 6 weapons · Copies in the deck: 1
Effect: Opponent discards 1 card + 3 damage
The opponent must discard 1 hand card (you pick the target; otherwise their most expensive is hit) - and the raiding party deals 3 damage.
Magic cards
Magic cards cost crystals. They bend the rules: poison ticks every round, Dispel wipes every bonus the opponent has, the Dragon ignores the wall entirely, and Dispel or Tempest can turn a match around in a single turn. Several spells double your next building or attack card.
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Mage Training
Cost: 8 crystals · Copies in the deck: 2
Effect: Mage +1 · rising cost
Permanently +1 crystal production per round. Rising cost per producer.
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Runes
Cost: 8 crystals · Copies in the deck: 2
Effect: Magic damage permanently +1
PERMANENT: your magic damage cards deal +1 damage - stacks without limit. Dispel removes all bonuses.
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Arcane Studies
Cost: 14 crystals · Copies in the deck: 1
Effect: Magic damage permanently +2
PERMANENT: magic damage +2 - stacks without limit with Runes. An expensive magic amplifier; Dispel removes everything.
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Burnt Offering
Cost: 2 crystals · Copies in the deck: 2
Effect: Wall −6 → +6 of each resource
Sacrifices up to 6 wall and gives you the same amount of ALL three resources (1 wall = 3 resources). Turns defense into economy - good for the resource path.
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Poison
Cost: 6 crystals · Copies in the deck: 2
Effect: Opponent: 3 damage/round (4×)
Poisons the opponent: at the start of EACH of their next 4 rounds their castle loses 3 (ignores the wall). 12 damage in total over time. STACKABLE: a second poison acts simultaneously (−6/round).
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Healing Arts
Cost: 5 crystals · Copies in the deck: 2 · does not end your turn
Effect: Own wall +3/round (4×) · doesn’t end turn
Heals your wall by 3 at the start of each of your next 4 rounds (+12 total). STACKABLE (played twice = +6/round). Does NOT end your turn - you can act normally afterwards.
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Plague Breath
Cost: 8 crystals · Copies in the deck: 1
Effect: Poisoned: 12 + extends, else 4
Deals 4 damage - but 12 damage AND extends the poison by 2 rounds if the opponent is CURRENTLY poisoned. The combo finisher for Poison.
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Elixir of Life
Cost: 4 crystals · Copies in the deck: 1
Effect: Wall +8; active healing +4 & longer
Wall +8 immediately. If a healing (Healing Arts) is active, an additional +4 wall and the healing lasts 2 rounds longer.
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Warding Wall
Cost: 3 crystals · Copies in the deck: 1
Effect: Wall +8 (magic)
Wall +8, paid with crystals instead of bricks - defense for the magic deck.
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Arcane Fortress
Cost: 12 crystals · Copies in the deck: 1
Effect: Castle +9 (magic)
Castle +9, paid with crystals - so a magic deck can pursue the building victory.
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Master Build
Cost: 6 crystals · Copies in the deck: 1
Effect: Next building card ×2
Sets a doubler: the NEXT building card counts double (like Building Frenzy, but via magic). Tip: Master Build → Fortress (+20 → +40).
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War Frenzy
Cost: 6 crystals · Copies in the deck: 1
Effect: Next attack ×2
Sets a doubler: your next damaging attack card deals double damage (like Battle Plan, but via magic). Combos with Siege/Dragon.
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Dispel
Cost: 5 crystals · Copies in the deck: 1
Effect: Removes ALL enemy bonuses
Removes ALL of the opponent’s bonuses: shield, pending doublers (Master Build/War Frenzy/Battle Plan/Building Frenzy), permanent buffs (Smithcraft/Weapon Master/Runes/Arcane Studies), regeneration and the guards’ stockpile protection. Poison stays (it is a curse, not a bonus). THE counter against combo setups.
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False Orders
Cost: 10 crystals · Copies in the deck: 1
Effect: Opponent plays 1 round blind
The opponent plays their next round “blind”: hidden hand and random card choice. A strong tempo disruptor.
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Fortune Knight
Cost: 4 crystals · Copies in the deck: 2
Effect: Big risk wheel of fortune
A big risk wheel with 7 equally likely outcomes - mostly gains (castle +12 · 12 damage · +6 of each resource · enemy wall −12), occasionally bad luck (own castle −8 · own wall −10 · −5 of each resource). High stakes, uncertain outcome.
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Curse
Cost: 8 crystals · Copies in the deck: 2
Effect: Opponent: −1 producer
Lowers a random producer of the opponent by 1 (only producers above the starting value). Slows their economy permanently.
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Dragon
Cost: 21 crystals · Copies in the deck: 1
Effect: 20 damage straight to the castle
20 damage straight to the castle (ignores the wall). The most expensive single spell, pierces any defense except a shield.
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Pixie
Cost: 22 crystals · Copies in the deck: 1
Effect: Empties the largest enemy stockpile
Completely empties the opponent’s fullest resource stockpile (unless they have guards). Harsh against resource hoarders.
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Tempest
Cost: 18 crystals · Copies in the deck: 2
Effect: 10 to wall AND castle
Deals 10 damage to the wall AND an additional 10 to the castle at the same time. A shield blocks the entire tempest.
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Pillage
Cost: 5 crystals · Copies in the deck: 2
Effect: Opponent −8 (largest stockpile) + 4 damage
Lowers the opponent’s fullest stockpile by 8 and deals an additional 4 damage (unless they have guards). Denial plus some pressure.
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Disarm
Cost: 5 crystals · Copies in the deck: 1
Effect: Steals up to 8 weapons
Steals up to 8 WEAPONS from the enemy stockpile into yours. Guards block the theft (and are consumed). Strong against aggressive opponents - their loss is your arsenal.
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Wheel of Fortune
Cost: 4 crystals · Copies in the deck: 2
Effect: Random: gain, hit or blank
A small wheel with 6 outcomes: mostly gains (+8 of one resource · +4 to all · or 8 damage), one blank with no effect. Cheap, plannable risk.
Gold cards
Gold cards cost gold, the fourth resource. Gold has no production at the start; the Market (built with bricks) opens the gold economy. Gold buys information, theft, protection and the Double Move, which grants two extra actions in one round.
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Market
Cost: 5 bricks · Copies in the deck: 3
Effect: Gold production +2 · rising cost
Is BUILT with bricks (always affordable) and then permanently yields +2 gold per round. Gold unlocks the powerful utility cards. Each additional market costs more.
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Shield
Cost: 5 gold · Copies in the deck: 2
Effect: Blocks the next attack
Completely blocks the next enemy attack (no matter how strong) and is consumed. The opponent cannot see whether you have a shield.
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Scout
Cost: 3 gold · Copies in the deck: 2 · does not end your turn
Effect: Snapshot 3 rounds · turn continues
A snapshot of the enemy hand, visible for 3 rounds (top center). Cards the opponent has played/discarded since appear face down - NEWLY drawn ones you cannot see (that’s the Informant). Does NOT end your turn.
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Guards
Cost: 4 gold · Copies in the deck: 1
Effect: Protects stockpiles until the next theft
Protects your resource stockpiles until the next theft/stockpile attack (Plunder, Saboteur, Pixie, Pillage) is blocked - the guards are consumed in the process (like a shield for the stockpile). Dispel removes them too. Played face down - the opponent only sees a “discard”.
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Double Agent
Cost: 8 gold · Copies in the deck: 1
Effect: Steal 1 enemy hand card
Steals 1 of the opponent’s hand cards into your own hand (your choice; otherwise their most expensive).
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Betrayal
Cost: 6 gold · Copies in the deck: 1
Effect: Swap 1 card with the opponent
Swaps one of your hand cards for one of the opponent’s (default: you give your cheapest and take their most expensive).
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Poaching
Cost: 12 gold · Copies in the deck: 1
Effect: Poach the best enemy producer
Poaches the opponent’s strongest producer: them −1, you +1 on that resource. A big economy swing, expensive.
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Informant
Cost: 7 gold · Copies in the deck: 1 · does not end your turn
Effect: Live view 3 rounds · turn continues
Live view into the enemy hand for 3 rounds - also shows newly drawn cards (unlike the Scout snapshot). Does NOT end your turn.
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Schemes
Cost: 5 gold · Copies in the deck: 1
Effect: Skims enemy production + castle +4
IMMEDIATELY on play, once: you receive exactly as much of each core resource as the opponent produces PER ROUND (their stockpiles remain untouched - you skim the flow, not the stores). Plus castle +4. The further the opponent has built up, the fatter the loot.
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Brick Delivery
Cost: 2 gold · Copies in the deck: 1
Effect: +10 bricks
Instantly +10 bricks for gold. A quick building cash injection.
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Weapons Convoy
Cost: 2 gold · Copies in the deck: 1
Effect: +10 weapons
Instantly +10 weapons for gold. Ammunition for the next offensive.
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Crystal Vein
Cost: 2 gold · Copies in the deck: 1
Effect: +10 crystals
Instantly +10 crystals for gold. Fuel for the magic deck.
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Plunder
Cost: 6 gold · Copies in the deck: 2
Effect: Steals up to 6 of each resource + 4 damage
Steals up to 6 of EVERY enemy resource (unless they have guards) and deals an additional 4 damage. A raid that hurts.
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Crystal Thief
Cost: 5 gold · Copies in the deck: 1
Effect: Steals up to 8 crystals
Steals up to 8 CRYSTALS from the enemy stockpile into yours. Guards block the theft (and are consumed). Slows enemy magic and feeds yours.
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Mercenary
Cost: 8 gold · Copies in the deck: 2
Effect: 7 damage
7 damage, paid with gold - so even a gold deck can attack.
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Double Move
Cost: 7 gold · Copies in the deck: 2
Effect: One more action right away (play or discard)
Immediately grants you 2 more actions this round - play or discard more cards. Enables big combo rounds.