App description: Cards and Castles is a combination Collectible Card and Strategy Game! Start by building a deck of cards, then play your cards on the battlefield to create fully controllable units, area spells, and more! Choose from multiple factions for a unique combination of cards and abilities to use in battle. Collect cards to create more strategies and combos to dominate your opponents and destroy their castle!


- Collectible Card Game CCG
- Unique strategy gameplay blended with collectible cards for endless variety and deep tactical play!
- Battle against players worldwide to prove your rank!
- Multiple factions with their own cards, strengths and weaknesses: Vikings, Crusaders, Warlocks, Pirates, and Ninjas!
- Frequent content updates! New cards and game mechanics are released on a regular basis.
- Supports both asynchronous play on the go and traditional live multiplayer.
- Draft mode to create unique decks to battle opponents in the arena!
- No pay to win! Obtain every card through gameplay!

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03-26-2015, 02:08 AM
Wow, this game is amazing.
05-13-2015, 10:49 PM
The change to take-backs coming with tonight's patch may break the game for me,
05-13-2015, 11:08 PM
If I may, I know people have gotten a little attached to the undo mechanic but our playtesters got used to the new restrictions very quickly. It keeps the game flowing forward more smoothly and gets rid of some cheesy card-draw mechanics. I think you will definitely have a few moments where you mess up because of the change, but it's pretty quick to get used to and plays much better overall.
05-18-2015, 10:52 AM
There is a critical bug in the auto build deck thing. Once you press it and it gets more than four cards of one kind, it wants to put in more, causing the error message "You cannot have more than four cards of the same kind in this deck" to flash rapidly.
05-18-2015, 12:22 PM
Thanks! I just fixed this and it will be patched in with the next update.
05-19-2015, 07:30 PM
Joined: Sep 2009
Location: Sweden
Posts: 2,850
I've no idea how I have overlooked this so long. It's quite brilliant.

The gameplay itself is very accessible, but not entirely casual, and as long as the devs keep adding cards, the game will constantly grow in depth, or at least width.

Charming Munchkin-style graphics, but with their own absurd twist, perfect to keep the art asset budget down but still present an attractive title.

But it is the abundance of features that surprised me. Casual, ranked as well as sealed deck-type online play, with both async and live matches (finally). Daily quests. Hearthstone-style crafting and disenchanting of cards. Plus a generous single player mode (with quite a few short campaigns, most of which containt several scenarios, and award the player both in-game currency (non-IAP) and new cards).

Add to that a generous freemium model, where the player can earn unlimited amounts of the virtual currency (which can eventually unlock everything in game, no absolute paywalls), and even practice against the easy AI offers a currency reward.

While not an in-depth CCG (or TBS), it is still the closest I've come to scratching the itch suspended in the void left behind by Recollection.

Recommended to ANY fan of turn-based titles or card games. Or of fun.

Former editor in chief of (due for an eventual relaunch)
Vocalist of Neverlast
Game Center/OpenFeint/Plus+/[insert arbitrary game network, online character or multiplayer account here]: Ayjona

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