# Card library: all 72 cards

> Every card in Fortress Fight Kingdom with cost, copies in the deck and effect: building, attack, magic and gold cards, plus what each one is good for.

Fortress Fight Kingdom (FFKingdom). Language: en. HTML version: https://ffkingdom.recordingbeats.com/en/cards/. Play the game: https://ffkingdom.recordingbeats.com/. Last updated: 2026-09-27.

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.

- **Wall** (Cost: 1 bricks; Copies in the deck: 4; does not end your turn): 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** (Cost: 3 bricks; Copies in the deck: 4): Castle +5. Builds your castle 5 higher. Direct progress towards the building victory (castle at 100).
- **Defense** (Cost: 5 bricks; Copies in the deck: 3): Castle +8. Builds your castle 8 higher. A solid mid-range building block.
- **Tower** (Cost: 8 bricks; Copies in the deck: 2): Castle +12, wall +4. Builds the castle by 12 and the wall by 4 - progress and defense in one card.
- **Builders’ School** (Cost: 8 bricks; Copies in the deck: 2): 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** (Cost: 18 bricks; Copies in the deck: 1): Castle +20. A big building push: castle +20. Expensive, but a huge step towards the building victory.
- **Stonemason** (Cost: 2 bricks; Copies in the deck: 2): 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** (Cost: 3 bricks; Copies in the deck: 1): Wall +8. Strong wall card: +8 wall for few bricks. A counterweight against aggressive opponents.
- **Triumph** (Cost: 6 bricks; Copies in the deck: 1): 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** (Cost: 6 bricks; Copies in the deck: 2): 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** (Cost: 6 bricks; Copies in the deck: 2): 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** (Cost: 7 bricks; Copies in the deck: 1): 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** (Cost: 1 weapons; Copies in the deck: 6): 3 damage. 3 damage. Hits the wall first, excess hits the castle. Cheap sustained offense.
- **Archer** (Cost: 3 weapons; Copies in the deck: 4): 5 damage. 5 damage to wall/castle.
- **Ambush** (Cost: 6 weapons; Copies in the deck: 1): Opponent leads: 9, else 3 damage. 9 damage if the opponent is ahead (higher castle) - otherwise 3. Rewards catching up.
- **Ballista** (Cost: 3 bricks + 3 weapons; Copies in the deck: 1): 6 damage · bricks + weapons. 6 damage. Costs bricks AND weapons - deliberately not affordable on a whim.
- **Catapult** (Cost: 6 weapons; Copies in the deck: 3): 9 damage. 9 damage - a reliable heavy blow.
- **Barracks** (Cost: 8 weapons; Copies in the deck: 2): Soldier +1 · rising cost. Permanently +1 weapon production per round. Rising cost per producer (an investment).
- **Saboteur** (Cost: 12 weapons; Copies in the deck: 1): 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** (Cost: 5 weapons; Copies in the deck: 1): 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** (Cost: 18 weapons; Copies in the deck: 1): 28 damage. 28 damage - the hardest single blow in the game. Very expensive.
- **Battering Ram** (Cost: 7 bricks; Copies in the deck: 1): 9 damage (bricks). 9 damage, paid with BRICKS instead of weapons - so even a building deck can strike.
- **Infernal Machine** (Cost: 8 bricks + 6 crystals; Copies in the deck: 1): 13 damage · ignores wall. 13 damage that IGNORES the wall and hits the castle directly. Costs bricks + crystals.
- **Siege Ring** (Cost: 6 weapons; Copies in the deck: 1): Opponent produces nothing for 1 round. The opponent produces NO resources in their next round. Pure tempo denial, deals no damage itself.
- **Swift Messenger** (Cost: 1 weapons; Copies in the deck: 2; does not end your turn): 2 damage · keep playing. 2 damage - and does NOT end your turn: you immediately play another card. A combo starter.
- **Storm Runner** (Cost: 4 weapons; Copies in the deck: 1; does not end your turn): 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** (Cost: 8 weapons; Copies in the deck: 2): 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** (Cost: 14 weapons; Copies in the deck: 1): Attacks permanently +2. PERMANENT: attacks +2 damage - stacks without limit with Smithcraft. Expensive, but a strong offensive base; Dispel removes everything.
- **Battle Plan** (Cost: 6 weapons; Copies in the deck: 2): 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** (Cost: 3 weapons; Copies in the deck: 2): 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** (Cost: 7 weapons; Copies in the deck: 1): 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** (Cost: 6 weapons; Copies in the deck: 1): Shatters shield + 6 damage. Shatters an enemy shield and still deals 6 damage. The clean counter against shield players.
- **Sabotage Order** (Cost: 8 weapons; Copies in the deck: 1): 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** (Cost: 6 weapons; Copies in the deck: 1): 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** (Cost: 8 crystals; Copies in the deck: 2): Mage +1 · rising cost. Permanently +1 crystal production per round. Rising cost per producer.
- **Runes** (Cost: 8 crystals; Copies in the deck: 2): Magic damage permanently +1. PERMANENT: your magic damage cards deal +1 damage - stacks without limit. Dispel removes all bonuses.
- **Arcane Studies** (Cost: 14 crystals; Copies in the deck: 1): Magic damage permanently +2. PERMANENT: magic damage +2 - stacks without limit with Runes. An expensive magic amplifier; Dispel removes everything.
- **Burnt Offering** (Cost: 2 crystals; Copies in the deck: 2): 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** (Cost: 6 crystals; Copies in the deck: 2): 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** (Cost: 5 crystals; Copies in the deck: 2; does not end your turn): 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** (Cost: 8 crystals; Copies in the deck: 1): 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** (Cost: 4 crystals; Copies in the deck: 1): 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** (Cost: 3 crystals; Copies in the deck: 1): Wall +8 (magic). Wall +8, paid with crystals instead of bricks - defense for the magic deck.
- **Arcane Fortress** (Cost: 12 crystals; Copies in the deck: 1): Castle +9 (magic). Castle +9, paid with crystals - so a magic deck can pursue the building victory.
- **Master Build** (Cost: 6 crystals; Copies in the deck: 1): 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** (Cost: 6 crystals; Copies in the deck: 1): 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** (Cost: 5 crystals; Copies in the deck: 1): 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** (Cost: 10 crystals; Copies in the deck: 1): Opponent plays 1 round blind. The opponent plays their next round “blind”: hidden hand and random card choice. A strong tempo disruptor.
- **Fortune Knight** (Cost: 4 crystals; Copies in the deck: 2): 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** (Cost: 8 crystals; Copies in the deck: 2): Opponent: −1 producer. Lowers a random producer of the opponent by 1 (only producers above the starting value). Slows their economy permanently.
- **Dragon** (Cost: 21 crystals; Copies in the deck: 1): 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** (Cost: 22 crystals; Copies in the deck: 1): Empties the largest enemy stockpile. Completely empties the opponent’s fullest resource stockpile (unless they have guards). Harsh against resource hoarders.
- **Tempest** (Cost: 18 crystals; Copies in the deck: 2): 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** (Cost: 5 crystals; Copies in the deck: 2): 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** (Cost: 5 crystals; Copies in the deck: 1): 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** (Cost: 4 crystals; Copies in the deck: 2): 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** (Cost: 5 bricks; Copies in the deck: 3): 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** (Cost: 5 gold; Copies in the deck: 2): 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** (Cost: 3 gold; Copies in the deck: 2; does not end your turn): 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** (Cost: 4 gold; Copies in the deck: 1): 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** (Cost: 8 gold; Copies in the deck: 1): Steal 1 enemy hand card. Steals 1 of the opponent’s hand cards into your own hand (your choice; otherwise their most expensive).
- **Betrayal** (Cost: 6 gold; Copies in the deck: 1): 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** (Cost: 12 gold; Copies in the deck: 1): Poach the best enemy producer. Poaches the opponent’s strongest producer: them −1, you +1 on that resource. A big economy swing, expensive.
- **Informant** (Cost: 7 gold; Copies in the deck: 1; does not end your turn): 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** (Cost: 5 gold; Copies in the deck: 1): 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** (Cost: 2 gold; Copies in the deck: 1): +10 bricks. Instantly +10 bricks for gold. A quick building cash injection.
- **Weapons Convoy** (Cost: 2 gold; Copies in the deck: 1): +10 weapons. Instantly +10 weapons for gold. Ammunition for the next offensive.
- **Crystal Vein** (Cost: 2 gold; Copies in the deck: 1): +10 crystals. Instantly +10 crystals for gold. Fuel for the magic deck.
- **Plunder** (Cost: 6 gold; Copies in the deck: 2): 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** (Cost: 5 gold; Copies in the deck: 1): 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** (Cost: 8 gold; Copies in the deck: 2): 7 damage. 7 damage, paid with gold - so even a gold deck can attack.
- **Double Move** (Cost: 7 gold; Copies in the deck: 2): 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.

## Read next

- [Rules](https://ffkingdom.recordingbeats.com/en/rules/index.md)
- [Strategy guide](https://ffkingdom.recordingbeats.com/en/strategy/index.md)
- [Castle Wars comparison](https://ffkingdom.recordingbeats.com/en/castle-wars/index.md)
- [Changelog](https://ffkingdom.recordingbeats.com/en/changelog/index.md)
- [Overview](https://ffkingdom.recordingbeats.com/en/index.md)
