Fortress Fight Kingdom

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.

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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.

  • Wall

    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.

  • Foundation

    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).

  • Defense

    Defense

    Cost: 5 bricks · Copies in the deck: 3

    Effect: Castle +8

    Builds your castle 8 higher. A solid mid-range building block.

  • Tower

    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.

  • Builders’ School

    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.

  • Fortress

    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.

  • Stonemason

    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.

  • Bulwark

    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.

  • Triumph

    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.

  • Building Frenzy

    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).

  • Last Bastion

    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.

  • Strip Mining

    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.

  • Attack

    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.

  • Archer

    Archer

    Cost: 3 weapons · Copies in the deck: 4

    Effect: 5 damage

    5 damage to wall/castle.

  • Ambush

    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.

  • Ballista

    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.

  • Catapult

    Catapult

    Cost: 6 weapons · Copies in the deck: 3

    Effect: 9 damage

    9 damage - a reliable heavy blow.

  • Barracks

    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).

  • Saboteur

    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).

  • Cutpurse

    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).

  • Siege

    Siege

    Cost: 18 weapons · Copies in the deck: 1

    Effect: 28 damage

    28 damage - the hardest single blow in the game. Very expensive.

  • Battering Ram

    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.

  • Infernal Machine

    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.

  • Siege Ring

    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.

  • Swift Messenger

    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.

  • Storm Runner

    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).

  • Smithcraft

    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).

  • Weapon Master

    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.

  • Battle Plan

    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.

  • Berserker Rage

    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.

  • Trojan Horse

    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.

  • Scouting Strike

    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.

  • Sabotage Order

    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.

  • Espionage

    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.

  • Mage Training

    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.

  • Runes

    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.

  • Arcane Studies

    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.

  • Burnt Offering

    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.

  • Poison

    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).

  • Healing Arts

    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.

  • Plague Breath

    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.

  • Elixir of Life

    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.

  • Warding Wall

    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.

  • Arcane Fortress

    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.

  • Master Build

    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).

  • War Frenzy

    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.

  • Dispel

    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.

  • False Orders

    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.

  • Fortune Knight

    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.

  • Curse

    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.

  • Dragon

    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.

  • Pixie

    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.

  • Tempest

    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.

  • Pillage

    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.

  • Disarm

    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.

  • Wheel of Fortune

    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.

  • Market

    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.

  • Shield

    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.

  • Scout

    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.

  • Guards

    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”.

  • Double Agent

    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).

  • Betrayal

    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).

  • Poaching

    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.

  • Informant

    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.

  • Schemes

    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.

  • Brick Delivery

    Brick Delivery

    Cost: 2 gold · Copies in the deck: 1

    Effect: +10 bricks

    Instantly +10 bricks for gold. A quick building cash injection.

  • Weapons Convoy

    Weapons Convoy

    Cost: 2 gold · Copies in the deck: 1

    Effect: +10 weapons

    Instantly +10 weapons for gold. Ammunition for the next offensive.

  • Crystal Vein

    Crystal Vein

    Cost: 2 gold · Copies in the deck: 1

    Effect: +10 crystals

    Instantly +10 crystals for gold. Fuel for the magic deck.

  • Plunder

    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.

  • Crystal Thief

    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.

  • Mercenary

    Mercenary

    Cost: 8 gold · Copies in the deck: 2

    Effect: 7 damage

    7 damage, paid with gold - so even a gold deck can attack.

  • Double Move

    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.