[Kingdoms CCG] Hitchhikers Guide to Kingdoms CCG (locked)

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Kingdoms CCG:
Kingdoms CCG is made by Antic Entertainment. They have a whole range of Experience from earlier games such as Platoonz and Junk Wars and now entered the Collectable Card Game business. Kingdoms CCG is a Multiplayer fantasy CCG with heroes and epic cards! Play with creatures, spells and gear from 6 unique Kingdoms while upgrading your powerful Heroes!

Hand Size
Players can have a maximum of 5 cards in their hand at a time. If an additional card or cards would be drawn, cards currently held in hand gets pushed from left to right. If you are holding 5 cards when drawing an additional card or cards the card furthest to the right will be discarded without gaining mana from the discard.

Deck Size
Maximum of 60 Cards.

Index:

1) Introduction
2) Alchemy
3) Undead
4) Elementals
5) Mystical
6) Holy
7) Ancient
8) ??? Race
7) Cards
8) The Shop, Gems, and You
9) How to Earn Kredits
10) Game Achievements
11) Creating Your Deck
12) Card Combo’s & Sample Decks
13) Arena
14) Epic Cards
15) Rare Cards
16) Darkness Normal Campaign Help
17) Light Normal Campaign Help

Other Resources:

1) Suggestions Thread
2) Bug Reports
3) Developer Updates
4) Cheeseex FAQ
5) Another Beginner’s Guide
6) Official Forums
7) Official Wiki
8) Official Developers Blog
9) Official Facebook Page
10) Card Builder Beta
11) Deck Discussion Thread

Developer Team

AnticENT JeffoAntic TomAntic FredrickAntic TylerAntic daveAntic JeremyAntic brentAntic JacobVAntic CbbuttsAntic Jeyo_Antic twitchAntic MarekAntic jake_Antic and DMBdesignAntic If you see them in chat don’t be afraid to say hello and thank them for their hard work.

Kingdoms CCG Music:
Track 1
Track 2
Track 3
Track 4

Credits

Flying_Dutchman (Main Compiler)
Qazzaq123 (Main Assistant/Forums Moderator)
PCSwarrior (parts of a previous guide)

This guide is compiled by Flying_Dutchman I have just brought all the information from multiple sources into one thread but I have added a lot of my own insights. Due credits have been given to all the original authors, if I have missed you leave a message and I will rectify the mistake.

 
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Energy:
Energy regenerates at a rate of 1 every 2 minutes and is used for Arena Matches and Farming repeat Campaign Battles.

Gold:
Gold is earned by playing different types of battles and can be spent buying things in the Shop or on new campaigns.
Arena games give you Gold based on the Arena Bracket. Bronze the least, Epic the most.
Quick Play games give you 100 Gold per win and 50 Gold per loss
Campaign Mode gives you a bonus reward for the first win as seen below, but if you repeat the mission the gold return goes back to normal and it will cost energy to start

Daily Login:

Chest Rewards:
150 Gold = ?% & ?%
250 Gold = ?% & ?% & ?%
500 Gold = ?% & ?% & ?%
1000 Gold = ?% & ?%
2500 Gold = ?%

1 Gem = ?%
5 Gems = ?%

Common Card = ?% & ?% & ?% & ?%
Uncommon Card = ?% & ?%
Rare Card = ?%
Epic Card = ?%

These cards will come from the “Core Set”, Percentages have been censored (Dev request)

Battle Tactics:
Mana Management – Always make sure you use your mana efficiently and kill enemy cards with cheaper cards of your own. I.e. he uses a 3 mana cost unit. You should summon a 2 mana cost unit to kill it. Even if it dies you still win in the mana war. You gain 2 mana per turn.

Card Discarding – Add some cards which are “less” usefull to your deck for the purpose of discarding on a regular basis as this gives you 1 mana which is often very usefull for summoning higher cost cards.

Card Placement – Move your cards around on the playing field to maximise their usefullness and to avoid them dying. i.e. move a weakened unit away from an opposing enemy and summon a fresh unit in its place. Now you have 2 Units combat ready instead of 1 dead, 1 fresh one.

Card Defending – If your card is going to die on the next turn, tell it to defend. This way it will stop the enemies attack from hurting your hero. This makes your Unit idle on your turn instead of suiciding on the opposing creature and taking the hit during the opponents turn.

Heroes – Remember to always look at your Hero’s abilities and use them at the right times. Or save up for a higher tier hero for Campaign missions but remember T1 is for normal, T2 is for Hard and T3 is for Insane only.

Graveyard – Remember by clicking a dead creature you can remove their gravestone from the field for 2 mana.


Examples
1) Could summon the Air elemental to the open slot. This way both cards die but you only lose 2 mana the opponent loses 3.
2) Could move the Ghoul to the open slot and defend, This would leave him tank for 2 turns while you summon the air elemental to the middle to attack the hero directly
3) By clicking the Air Elemental you can discard it for 1 mana and potentially summon a stronger creature if you had one
4) If scattershot (hero ability) was available you could use that to potentially kill the Bear

Introduction:

When you first enter the game you will be asked what Alliance you want to be on, “Light” or “Darkness”. This will decide on the race you will end up with at the start. As you can see there are two sides each with 3 unique races and a neutral side which is common to both alliances. All races are equal in strength endgame and you can play any race once you buy the campaign for gold (1,500 gold each). So don’t be afraid to pick the wrong race, They are all good.

Darkness
1) Alchemy
2) Undead
3) Elementals

Light
4) Mystical
5) Holy
6) Ancient

Unknown Race
7) Unknown

Return to Index

 
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1) Alchemy
Driven by the obsession to perfect their underground cities and technologies, the dwarves and gnomes from the depths strive to find the ultimate power source. With their blatant disregard for the Gods, they use their hulking war machines and wondrous potions to breach the Ancient lands and seek the unfathomable power that lies within.

Color: Blue
Speed: Medium
Magic Style: Potions, Poisons, Transmutation
Creatures: Dwarves, Gnomes, Golems, Machinery
Creature Abilities: Dust, Volatile, Unblockable
Rare Cards: Alchemy
Epic Cards: Alchemy
Opposing Kingdom: Ancient
Alliance: Darkness

Starter Deck

Tier 1: Dwarven Dragoon

Stun Shot
Enemy Creature loses a random ability

Rank 1: Cost 4 charges
Rank 2: Cost 3 charges

Scatter Shot
Deals Random damage to all enemy creatures & hero

Rank 1: Deal 0-1 damage, costs 5 charges
Rank 2: Deal 0-2 damage, costs 4 charges

Stat Boost
Rank 1: +1 HP
Rank 2: +1 Mana

Tier 2: Chaos Alchemist

Acid Spray
Deals damage and poisons a creature with the highest HP

Rank 1: Deal 1 damage to 1 creature, costs 3 mana
Rank 2: Deal 2 damage to 2 creatures, costs 4 mana
Rank 3: Deal 3 damage to 3 creatures, costs 5 mana

Siphon Mana
Steals mana from the enemy hero

Rank 1: Steal 0-1 mana, 3 charges
Rank 2: Steal 0-2 mana, 4 charges
Rank 3: Steal 1-3 mana, 5 charges

Unstable Concoction
Deals magic damage directly to the enemy hero

Rank 1: Deal 0-1 damage to enemy hero, costs 1 mana
Rank 2: Deal 0-2 damage to enemy hero, costs 2 mana
Rank 3: Deal 0-3 damage to enemy hero, costs 2 mana

Stat Boost

Rank 1: +1 HP
Rank 2: +1 HP
Rank 3: +1 HP

Tier 3: War Smith

Replicate
Chance to duplicate gear when played from your hand

Rank 1: 10% Chance
Rank 2: 15% Chance
Rank 3: 20% Chance

Study Gear
Draw the next Gear card from your deck

Rank 1: 5 Charges
Rank 2: 4 Charges
Rank 3: 3 Charges

Shrapnel Blast
Deal 1 physical damage to a random enemy target for each Gear attached to the War Smith

Rank 1: 8 Charges
Rank 2: 7 Charges
Rank 3: 6 Charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana
Rank 3: +1 HP


The Map:
Per map there are 10 battles with 3 different difficulty levels;
Normal: +0 HP / +0 Mana on opponent
Hard: +4 HP / +2 Mana on opponent
Insane: +8 HP / +4 Mana on opponent

On Normal mode the Alchemy campaign awards

For a Normal Darkness Campaign Tutorial please look here

Return to Index

 
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2) Undead
Once a blessed farmland that fed the kingdoms until the Wrath of the Gods struck and left the land scorched and abandoned. Abaddon, knight-errant of the holy kingdom made a vow of revenge. In exchange for their souls eternal, the Undergods resurrected Abaddon and his people as the undead – which will stop at nothing to purge the righteous.

Color: Black/Dark Purple
Speed: Medium
Magic Style: Death, Corpse Effects, Sacrificial
Creatures: Zombies, Skeletons, Demons, Ghouls
Creature Abilities: Pierce, Reassemble
Rare Cards: Undead
Epic Cards: Undead
Opposing Kingdom: Holy
Alliance: Darkness

Starter Deck

Tier 1: Zombie Warlord

Twisted Bond
Sacrifice your Zombie Warlord’s HP to reduce an enemy creatures HP

Rank 1: Reduce by 2 HP, costs 5 charges
Rank 2: Reduce by 3 HP, costs 4 charges

Unholy Warcry
Ally creatures gain attack but lose HP

Rank 1: Gain +1 Attack -1 HP, cost 3 mana
Rank 2: Gain +1 Attack -1 HP, cost 2 mana

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana

Tier 2: Undead Lich

Consume Soul
Destroy an ally and gain its HP

Rank 1: 100%, 5 Charges
Rank 2: 125%, 5 Charges
Rank 3: 150%, 5 Charges

Frost Nova
Deal AoE magic damage

Rank 1: 1 Damage, 4 Mana
Rank 2: 2 Damage, 5 Mana
Rank 3: 3 Damage, 6 Mana

Raise Dead
Convert a corpse into a Skeleton Warrior

Rank 1: 1/1 Skeleton, 3 Charges
Rank 2: 1/2 Skeleton, 3 Charges
Rank 3: 2/2 Skeleton, 3 Charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 HP
Rank 3: +1 Mana

Tier 3: Undead King

Turn Undead
Target creature gets +Attack, +HP and becomes Undead

Rank 1: +1 Attack, +1 HP, 4 Mana
Rank 2: +1 Attack, +2 HP, 4 Mana
Rank 3: +2 Attack, +2 HP, 4 Mana

Rise Again
Chance for the Undead King to return to Life after defeat – Can only happen once per battle

Rank 1: Return to 4 HP, 50% Chance
Rank 2: Return to 6 HP, 50% Chance
Rank 3: Return to 8 HP, 50% Chance

Dark Conversion
Chance to gain control of an enemy Undead creature – requires an empty battle slot

Rank 1: 50% Chance, 4 Charges
Rank 2: 75% Chance, 4 Charges
Rank 3: 100% Chance, 4 Charges

Stat Boost

Rank 1: +1 Mana
Rank 2: +1 HP
Rank 3: +1 HP


The Map:
Per map there are 10 battles with 3 different difficulty levels;
Normal: +0 HP / +0 Mana on opponent
Hard: +4 HP / +2 Mana on opponent
Insane: +8 HP / +4 Mana on opponent

On Normal mode the Undead campaign awards

Return to Index

 
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3) Elemental
Imbued with new arcane powers from the Maelstrom, the Elementals lead a crusade to avenge the inexplicable death of their Great Father against the mystics. Rich with anger and arcane magic, they set out on a warpath to decimate their former brethren and ignite the sacred Willow of Souls that lies deep in the heart of the Mystical marshes.

Color: Red
Speed: Fast
Magic Style: Burn, AoE, Elemental Debuffs
Creatures: Elves, Ents, Elemental Spawnlings
Creature Abilities: Haste, Ranged
Rare Cards: Elemental
Epic Cards: Elemental
Opposing Kingdom: Mystical
Alliance: Darkness

Starter Deck:

Tier 1: Ent Flameling

Entangle
Deals 1 damage to target creature, it then loses its “Flying” ability

Rank 1: Deal 1 damage, cost 5 charges
Rank 2: Deal 1 damage, cost 4 charges

Forest Fire
Deals 1 magic damage to all creatures & heroes

Rank 1: Deal 1 damage to all, cost 4 charges
Rank 2: Deal 1 damage to all, cost 3 charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana

Tier 2: Arch Elementalist

Harness Lightning
Chance an ally creature gains Haste when played

Rank 1: 10% Chance
Rank 2: 15% Chance
Rank 3: 20% Chance

Harness Fire
Damage enemy hero when you play Elemental Spells

Rank 1: 1 Damage, 20% Chance
Rank 2: 1 Damage, 30% Chance
Rank 3: 1 Damage, 40% Chance

Elemental Outburst
Deal 1 damage to each hero for each card in hand

Rank 1: 1 Damage per Card, 7 Charges
Rank 2: 1 Damage per Card, 6 Charges
Rank 3: 1 Damage per Card, 5 Charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 HP
Rank 3: +1 HP

Tier 3: Maelstrom Avatar

Undertow
Deal damage to creatures that damage you

Rank 1: 1 Damage, 20% Chance
Rank 2: 1 Damage, 30% Chance
Rank 3: 1 Damage, 40% Chance

Maelstrom Blast
Deal your mana as magic damage to all enemies

Rank 1: 50% of your mana, 6 Charges
Rank 2: 75% of your mana, 6 Charges
Rank 3: 100% of your mana, 6 Charges

Tidal Force
All creatures get shuffled randomly changing position and control

Rank 1: 10 Charges
Rank 2: 9 Charges
Rank 3: 8 Charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana
Rank 3: +1 HP


The Map:
Per map there are 10 battles with 3 different difficulty levels;
Normal: +0 HP / +0 Mana on opponent
Hard: +4 HP / +2 Mana on opponent
Insane: +8 HP / +4 Mana on opponent

On Normal mode the Elemental campaign awards

For a Normal Darkness Campaign Tutorial please look here

Return to Index

 
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4) Mystical
A peaceful tribe of wizards, spirits and faeries lying deep in the heart of the marshes. Noran and the high wizard council now call upon the spiritual magics of the Willow of Souls to resist the relentless assault upon their homelands by their former kin, the Elementals – who blame them for the insoluble death of the Great Father.

Color: Green
Speed: Medium
Magic Style: Card draw, Manipulation and Time
Creatures: Faeries, Wizards and Spirits
Creature Abilities: Flying, Resist, Dust
Rare Cards: Mystical
Epic Cards: Mystical
Opposing Kingdom: Elemental
Alliance: Light

Starter Deck

Tier 1: Dream Spinner

Dream Weave
Target enemy creature becomes slowed

Rank 1: Slowed, 4 charges
Rank 2: Slowed, 3 charges

Ethereal Burial
chance for an ally creature to turn to Dust upon death

Rank 1: 50%
Rank 2: 75%

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana

Tier 2: Chrono Master

Study Mystical
Draw the next Mystical card in your deck

Rank 1: 5 Charges
Rank 2: 4 Charges
Rank 3: 3 Charges

Future Glimpse
Draw a card and gain Mana

Rank 1: Draw 1 Card, Gain 1 Mana
Rank 2: Draw 1 Card, Gain 2 Mana
Rank 3: Draw 1 Card, Gain 3 Mana

Time Rift
Slow target creature immensely

Rank 1: 4 Mana
Rank 2: 3 Mana
Rank 3: 2 Mana

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana
Rank 3: +1 Mana

Tier 3: Grand Sorceror

Study Spell
Draw the next spell card in your deck

Rank 1: 4 Charges
Rank 2: 3 Charges
Rank 3: 2 Charges

Seal of Silence
Prevents enemy from playing certain cards for a turn

Rank 1: Gear cards, 6 Charges
Rank 2: Gear and Spell cards, 6 Charges
Rank 3: Gear, Spell and Creature cards, 6 Charges

Copy Spell
Copy the next spell card you play this turn

Rank 1: 7 Charges
Rank 2: 6 Charges
Rank 3: 5 Charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana
Rank 3: +2 HP


The Map:
Per map there are 10 battles with 3 different difficulty levels;
Normal: +0 HP / +0 Mana on opponent
Hard: +4 HP / +2 Mana on opponent
Insane: +8 HP / +4 Mana on opponent

On Normal mode the Mystical campaign awards

Return to Index

 
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5) Holy
Blessed by The Gods, the Holy lands were once prosperous and fertile but now they remain plagued with encroaching ghastly horrors from the darkness. With their armor and holy magic, the Noble Knights and Holy Elite led by the angel Akatril pledge to vanquish the invading undead forces and bring an end to their treasonous leader.

Color: White
Speed: Medium
Magic Style: Buffs, Healing and Holy Damage
Creatures: Humans, Angels, Cherubs
Creature Abilities: Block, Regen
Rare Cards: Holy
Epic Cards: Holy
Opposing Kingdom: Undead
Alliance: Light

Starter Deck

Tier 1: Enlightened Elder

Calm
Enemy creature’s Attack power is reduced

Rank 1: Reduce Attack by 1, 5 charges
Rank 2: Reduce Attack by 1, 4 charges

Soothe
Heals all ally creatures

Rank 1: Heal all by 1, 4 charges
Rank 2: Heal all by 2, 4 charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana

Tier 2: Grand Paladin

Holy Bolt
Deal magic damage to target Undead creature

Rank 1: 2 Damage, 2 Mana
Rank 2: 3 Damage, 3 Mana
Rank 3: 4 Damage, 4 Mana

Guardian Shield
Chance to gain Life from incoming physical damage

Rank 1: Gain 1 Life, 20% Chance
Rank 2: Gain 1 Life, 30% Chance
Rank 3: Gain 1 Life, 40% Chance

Divine Blessing
Gain HP and Mana

Rank 1: +2 HP, +0 Mana, 5 Charges
Rank 2: +2 HP, +1 Mana, 5 Charges
Rank 3: +2 HP, +2 Mana, 5 Charges

Stat Boost

Rank 1: +1 Mana
Rank 2: +1 HP
Rank 3: +1 HP

Tier 3: Angel General

Divine Fury
Holy ally creatures get an attack boost

Rank 1: +1 Attack, 5 Charges
Rank 2: +1 Attack, 4 Charges
Rank 3: +2 Attack, 5 Charges

Final Judgement
Destroy an enemy creature or fully heal an ally

Rank 1: 8 Charges
Rank 2: 7 Charges
Rank 3: 6 Charges

Holy Summon
Summons Angel warriors to battle!

Rank 1: 2/2 Angel w/ Flying, 3 Mana
Rank 2: 2/3 Angel w/ Flying, 4 Mana
Rank 3: 3/3 Angel w/ Flying, 5 Mana

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana
Rank 3: +1 HP


The Map:
Per map there are 10 battles with 3 different difficulty levels;
Normal: +0 HP / +0 Mana on opponent
Hard: +4 HP / +2 Mana on opponent
Insane: +8 HP / +4 Mana on opponent

On normal mode the Holy campaign awards

For a Normal Light Campaign Tutorial please look here

Return to Index

 
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6) Ancient
Devout to the old Gods, the waning army of the Ancients remain the last keepers of the elder knowledge to limitless powers which they keep in their exalted Sky Temple. The legendary Bahamut uses his direct contact with the old Gods to rally the titans, giants and dragons to fend off the covetous Alchemy army who seek to steal their knowledge.

Color: Yellow
Speed: Slow
Magic Style: Space, Gravity, Mana ramp, Powerful expensive abilities
Creatures: Titans, Dragons, Worshippers and Demi-Gods
Creature Abilities: Flying, Splash, Intimidate
Rare Cards: Ancient
Epic Cards: Ancient
Opposing Kingdom: Alchemy
Alliance: Light

Starter Deck

Tier 1: Dragon Priestess

Ancient Brawl
Target ally creature and it’s opposing creature attack each other

Rank 1: Costs 4 Mana
Rank 2: Costs 3 Mana

Summon Whelp
Create a 2 Attack 2 HP Ancient Whelp in an open slot

Rank 1: 6 Charges
Rank 2: 5 Charges

Stat Boost

Rank 1: +1 HP
Rank 2: +1 Mana

Tier 2: Ancients Guardian

Crush Mortal
Destroy a non-Ancient undera certain mana cost

Rank 1: Cost 4 charges – Destroy target non-Ancient creature with 1 or less mana cost.
Rank 2: Cost 4 charges – Destroy target non-Ancient creature with 2 or less mana cost
Rank 3: Cost 4 charges – Destroy target non-Ancient creature with 3 or less mana cost.

Ancients Shield
Chance to block all incoming physical damage

Rank 1: 10% chance to block up to 1 incoming damage.
Rank 2: 15% chance to block up to 2 incoming damage.
Rank 3: 20% chance to block up to 2 incoming damage.

Ancients Protection
Chance to redirect creature damage to Guardian, this causes the attacking unit to attack the hero instead of the creature on the field. The attacking unit will take zero damage from hero.

Rank 1: 10% chance to redirect ally creature damage to Ancients Guardian.
Rank 2: 15% chance to redirect ally creature damage to Ancients Guardian.
Rank 3: 20% chance to redirect ally creature damage to Ancients Guardian.

Stat Boost
Rank 1: Increases Mana by 1.
Rank 2: Increases Mana by 1.
Rank 3: Increases Health by 2

Tier 3: Bahamut

20 Base HP
0 Base Mana

Obliterate
Destroy all creatures.

Rank 1: cost 9 charges
Rank 2: cost 8 charges
Rank 3: cost 7 charges

Ancient Summoning
Draw and place the next Ancient Creature from your deck onto an open battle slot.

Rank 1: cost 7 charges
Rank 2: cost 6 charges
Rank 3: cost 5 charges

Ancient Vengeance
Deal 10 Magic damage to the enemy hero.

Rank 1: cost 16 charges
Rank 2: cost 14 charges
Rank 3: cost 12 charges

Stat Boost

Rank 1: +1 HP
Rank 2: +2 HP
Rank 3: +2 HP


The Map:
Per map there are 10 battles with 3 different difficulty levels;
Normal: +0 HP / +0 Mana on opponent
Hard: +4 HP / +2 Mana on opponent
Insane: +8 HP / +4 Mana on opponent

On normal mode the Ancient campaign awards

For a Normal Light Campaign Tutorial please look here

Return to Index

 
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??? Race – Not Aligned

Tier ?: Not much is known about this hero…

Tier ?: Not much is known about this hero…

Tier ?: Not much is known about this hero…

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Cards

There are currently over 150 different cards in the game and more are being released all the time. They can be attained by buying Booster packs in the shop for “Gold” (Free Currency) or “Gems” (Paid for Currency)

Card List:
Click Here This gives a full card list (Text)
Click Here This gives a full list of what cards the Campaign Decks use. Cross Reference this with the full card list
Click Here This gives a full Core Set card list with pictures

Rarity:
Common – Bronze border, Found in Light & Dark Booster Packs
Uncommon – Silver Border, Found in Light & Dark & Gold Booster Packs
Rare – Gold Border, Found in Gold & Epic Booster Packs
Epic – Purple Border, Found in Gold (5%) & Epic Booster Packs
Legendary – ??? Border
Foil Cards – Requires 10 or 20 normal versions of the card to upgrade to look unique.

Card Type
Creature – A unit card that you summon out on the field to attack your enemy
Spell – Either a Beneficial or Destructive Spell to aid you or destroy your enemies
Gear – An equipment boost for your hero that provides some benefit
Rune Words – Environment Spells that last for a certain amount of turns while having some special effect

Creature Abilities (credits to PCSwarrior)
Armor X – Reduces physical damage taken by X.
Dust – Upon death, this creature doesn’t create a corpse.
Flying – This creature can only be blocked by other creatures with Flying, or creatures with Ranged.
Haste – This creature can attack immediately.
Intimidate X – Lowers the attack of the opposing creature by X.
Pierce X – This creatures attack ignores X points of Armor.
Ranged – This creature can block creatures with Flying.
Reassemble – Upon death, this creature resurrects as a 1/1 Skeleton with Dust.
Regenerate X – Each turn this creature regains X HP.
Resist X – Incoming magical damage is reduced by X.
Splash X – This creature deals X damage to opposing adjacent creatures when it attacks.
Timid – This creature will not attack when there is an opposing creature.
Unblockable – This creature cannot be blocked by opposing creatures.
Volatile X – Upon death, this creature deals X magical damage to its opposing creature.

Spells (credits to PCSwarrior)
Spells are single-use cards; once you play them, they are discarded. They have numerous effect. They can damage your enemies, heal your creatures, change a creature’s stats, or do a wide array of other things.

Gear (credits to PCSwarrior)
Gear cards, once played, stay out of play, next to your hero. Most of them give bonuses to your hero, or penalties to the enemy hero. Some of them give a 1-time bonus, such as absorbing a certain amount of damage directed at your hero. Others give continuous bonuses, such as giving your hero extra HP every round.

Rune Words (credits to PCSwarrior)
Rune Words are perhaps the most unique type of card. Once played, they stay in the center of the field for a certain number of turns, which is stated on the lower-right corner of the card. Rune Words have a special effect that gets applied to both Heroes. The can have varying effects, from giving each hero extra HP/Mana each round, to causing each hero to draw an extra card each round. Only one Rune Word can be active at any one time.

Creating your own Cards [Beta]

Welcome to the Beta Card Builder for Kingdoms CCG. Currently its a manual card builder to create cards to post as card suggestions to the developers, but maybe some kind soul with more spare time and expertise can use the images to create an automatic one. Currently only has “Silver” colour but might create more at a later stage.

Instructions are given on the actual image, just right click it and save image then use a graphics editing program to make your changes. You can use programs ranging from “Microsoft Word” to “Photoshop”.

Please only discuss this in the Card Builder Beta Thread
Thank you!

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The Shop, Gems, and You (credit to PCSwarrior)

The shop is where you can buy everything. Profound, I know. If you clock on the Shop button on the main screen, you will see that there are 5 sections to it: Heroes, Packs, Singles, Bundles and More, and Gems. However, before you can purchase things from a store, you must have some money. In Kingdoms CCG, the in-game currency is called Gold, and the premium currency is Gems.

Gold

Gold is the standard currency in Kingdoms. It may be used to buy Heroes, Card Packs, and certain Upgrades. It can be gained from completing battles, either in the Campaigns or the Arenas. You may also sell extra cards in your Collection for gold, though this is not recommended.

Gems

Gems are the premium currency in Kingdoms. You may buy anything in the game for a certain amount of Gems. Gems are the only way to buy Singles, Bundles, and most of the Upgrades. You can obtain a total of 90 Gems in-game for completing the final stage of each Campaign on each difficulty (5 Gems per x 6 Campaigns x 3 difficulties = 90). Add that to the 15 Gems you start out with, and you have 105 free gems. However, that amount isn’t enough to get you much. The main way of obtaining Gems is buy spending real money to buy Kreds on Kongregate, then spend those Kreds on Gems. This not only gets you some of the premium currency, but it also supports the great Devs and allows them to continue improving this game. You could also complete online surveys on Kong to obtain Kreds, but do this at your own risk, and be wary of giving out your personal information.

Achievements
All Ingame Achievements now earn you a set 1-5 Gems each upon completion.

Now lets get on to the 5 Sections of the Store.

Heroes

This section is where you may purchase any of the 18 Heroes available in Kingdoms. However, you will not be able to purchase Tier 2 or Tier 3 Heroes until you have completed the respective Campaign on Story Mode. Let’s take a look at the costs of Heroes.

Tier 1 Heroes cost 1,500 Gold.
Tier 2 Heroes cost 15,000 Gold or 65 Gems.
Tier 3 Heroes cost 100,000 Gold or 200 Gems.

Booster Packs

Card packs are your main way of obtaining Cards. Each Pack contains 3 Cards of a certain Rarity. There are currently 4 different Card Packs, each with a Gold- and Gems-Purchasable option. Here they are:

Light Booster Packs may be purchased for 1,000 Gold or 5 Gems. They contain 1 Uncommon and 2 Common from any Light Kingdom or Un-Aligned.
Dark Booster Packs may be purchased for 1,000 Gold or 5 Gems. They contain 1 Uncommon and 2 Common from any Dark Kingdom or Un-Aligned.
Gold booster Packs may be purchased for 5,000 gold or 40 Gems. They contain 1 Rare and 2 Uncommon from any Kingdom, and have a 1 in 20 (5%) chance of containing an Epic card.
Epic Booster Packs may be purchased for 25,000 Gold or 175 Gems. They contain 1 Epic and 2 Rares from any Kingdom.

Singles

This section of the Store allows you to purchase a specific card, for the cost of Gems. There are 8 cards to choose from, and they change every 15 minutes. Here are the costs, which is decided by the card’s Rarity.

Common Cards may be bought for the cost of 1 Gem.
Uncommon Cards may be bought for the cost of 5 Gems.
Rare Cards may be bought for the cost of 45 Gems.
Epic Cards may be bought for the cost of 150 Gems.

Bundles and More

This section of the Shop is really broken up into 3 more sections: Bundles, Upgrades, and Promos.

Bundles are special one-time packages that may be purchased in-game. So far there is only 1 Bundle: The Starter Bundle. The Starter Bundle is purchasable for 100 Kreds, and contains 5000 Gold, 150 Gems, and Real-Sworn Bard, an Epic card. This is the best deal in Kingdoms CCG. You are getting 150 Gems for the price of 100, while also getting 5,000 Gold and an Epic card.

Upgrades are extra Energy and Deck Slots that may be purchased, some with Gold and some with Gems.

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How to Earn Kredits:


■ Click on Buy Kreds in Kongregate, there are multiple ways to get kredits.
■ “Earn Free Kredits” is where you can get free token gear! The offers are varied per host country
■ The best way to earn these credits is to sign up for services with a credit card and avail of the free trial and cancel just before the free trial ends. You get to keep the Kreds and non of the payments.These offers are a one time thing. An example from the UK is the Netflix offer. Just make sure to read the fine print first..
■ Another way is to do daily surveys. Over time you will accumalate enough to buy something, If not for this game then another game.You can repeat these surveys daily but they dont always complete there is a 50/50? chance to fail and get nothing.
■ Lastly you could always choose to buy Kredits with real currency. Prices are listed below.

Kredit Prices:

■ I’ve Personally never had any issues with using my Creditcard for free offers with spamm or billings. But ofcourse be sensible, be safe. Have protection! and never give out your credit card information to strangers.
■ Contact support@kongregate.com If you do have any problems.

Gems:
Below are the prices for gems to spend in the shop

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Achievements

All Ingame Achievements now earn you a set 1-5 Gems each upon completion.

Campaign Mission Completion Gold:
Normal:
Battle1 = 100
Battle2 = 100
Battle3 = 125
Battle4 = 150
Battle5 = 175
Battle6 = 200
Battle7 = 250
Battle8 = 300
Battle9 = 350
Battle10 = 750

Hard:
Battle1 = 100
Battle2 = 100
Battle3 = 100
Battle4 = 200
Battle5 = 200
Battle6 = 200
Battle7 = 350
Battle8 = 350
Battle9 = 350
Battle10 = 750

Insane:
Battle1 = 125
Battle2 = 125
Battle3 = 125
Battle4 = 250
Battle5 = 250
Battle6 = 250
Battle7 = 425
Battle8 = 425
Battle9 = 425
Battle10 = 900

Promotion Cards


Titan’s pet unlocked by ???


Relentless Bones will be unlocked by Completing Undead Campaign Story Mode. 5,000 Gold or 20 Gems


Brave Recruit will be unlocked by Completing Holy Campaign Story Mode. 5,000 Gold or 20 Gems


Grizzle Beast will be unlocked by completing all campaigns on insane mode. 25,000 Gold or 75 Gems


The Jester will be unlocked by completing all campaigns on hard mode. 7,500 Gold or 50 Gems


Corrode will be unlocked by completing all campaigns on normal mode. 2,500 Gold or 20 Gems


This exclusive card can be found in the starter bundle Please note its health has been upgraded to 3. 25,000 Gold or 75 Gems

Please note “Promo Cards” have to be claimed from the shop once all requirements are met. They cost either Gold or Gems.

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Creating Your Deck


When you start creating decks you should be aware that the top left spot is for the “Light Campaigns” and the top right spot is for the “Dark Campaigns” these are the default PvE decks and cant be changed. For this reason you should create custom Arena (PvP) decks below them so you don’t get stuck playing campaign battles under arena rules

Many people say that smaller is better for PvP. It is a good idea when starting out to keep your deck to around 20 cards because the less cards you have the higher the chance you get the cards you want and need at that precise moment.

Another thing to keep in mind is that when other players attack you in the arena they will face off versus an automated AI. Currently the AI is pretty stupid so you should create a tailor made deck that is dummy proof to set as a defender when you go sleep etc. You can leave and rejoin the arena bracket at any time without losing any rating.

Compare the mana cost and stats of each cards with similar cards. Often some cards just aren’t worth it.


As you can see both units have the same mana cost and stats except that one has armour and the other has 1 more HP. In general that 1 armour is worth much more than the 1 HP


This is another example of a useless card. For 2 mana cost and 1 attack and 1 HP there are many other cards that perform way better. Even with “Flying” this card wont cause much damage.

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Card Combo Samples:


This Combination works wonders because with every card you draw you do 1 damage to either the enemy hero or to his units. You can boost the card draw rate through other cards such as “Deep Thought” (Rare) or the Mystical Heroes. (Submitted by JeffoANTIC)


This lets you switch the Fleshbags 5hp into 5 damage for a big nuke unit. Can be a game changer. (Submitted by JeffoANTIC)


This is just stacking as many Essence Mantles as you have with a simple Long Sword. Basicly you just out tank the enemy’s deck. You can also combine this with a quickdraw cannon instead of a Longsword or even use both for a nice finish.


Torture Chamber deals damage to all heroes and creatures while the magic ward keeps you safe from harm. Can be a powerfull combo. (Submitted by JeffoANTIC)


Ancient Being gives War Mammoth 1 extra splash damage. War Mammoth then does a total of 2 damage as splash. Really good but a bit mana expensive. (Submitted by Qazzaq123)


Get this on the first turn for an iWin button. (Submitted by Cheeseex)


Golemnify allows the user to polymorph ANY enemy card into a 2 Attack, 2 HP golem (used to be rabbit) and cause it to have to skip 1 turn. This allows you to kill even the strongest unit with a simple 2 attack unit or a 2 damage attack spell. It also resets all the units abilities to nothing.

Deck Examples:


This deck can be used to clear all Light Campaigns on Hard. All the cards are gotten by clearing the Ancient campaign on normal.
Tactics: Just keep your cards in your hand till you can discard and bring out a mountain Giant or War Mammoth on turn 2. You should be responding to their summons. Not summoning first unless its a Giant or Mammoth. Basicly Fear, Shrivel and Whelps to an extent are pure discard cards.
Tips: Possible to summon a baby whelp and hit a 2hp target with the special, move it to another slot then summon the next baby whelp at the first location to kill a 2 hp target on the same turn. Or Use a baby whelp to kill a 1hp target on summon then move it to block the next attack at another slot.
Hero Skills: 2/2 Whelp and 2/2 Stat Boosts.
Weaknesses: Ancient Campaign – Chaos Alchemist Spamms “unstable concoction”, Mystical Campaign – Battle 10 is a tough one but beatable.
Possible Tweaks: Another Mountain Giant and Plenty
This deck has been tested in all 30 battles and it works
(Deck Submitted by Cheeseex)


This deck can be used to clear all Darkness Campaigns on Hard. All the cards are gotten by clearing the Elemental & Alchemy & Undead campaign on normal. Please note Darkness on Hard is harder than Light due to lesser “big cards” in the Darkness Starter set.
Tactics: Just keep your cards in your hand till you can summon the big monsters and use the spells to take down the enemy creatures or nuke down the boss. In the holy campaign save your damage spells for the Aura / Armour units. Battle 4 in Alchemy is pretty tough.
Tips: With the “Greater Fire Elemental” it does 2 damage to nearby allies but what you can do is summon it to a safe area i.e. a corner but once summoned immediately move it to the middle slot. This way it doesn’t damage your creature. Sometimes its better to discard the mana flask than use it.
Hero Skills: 2/2 Entangle and 2/2 Forest Fire
Weaknesses: Elemental Battle 9 and 10 if the opponent summons a pegasus and spamms Time Rift (2 turn slow) – You can counter this by using entangle to remove flight
Possible Tweaks:
This deck has been tested in all 30 battles and it works

Find more deck discussions here

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Arena (credit to PCSwarrior)

In the Arenas, you must build a deck that follows a certain set of rules, and you will use it to battle other players’ decks which also follow the same rules, being controlled by the AI. As you win, you gain Rating and can climb through the Leaderboards, but if you lose, you will lose Rating. You gain Gold if you win, and a smaller amount if you lose. There are 4 different Arenas: Bronze, Silver, Gold, and Epic.

There are 4 main restrictions added into Arenas. Deck Size indicates the number of cards that must be in your Deck. Rarity Limit tells you the limit of the rarity of your cards, and how many of them you can have. Card Copy Limit is the number of copies of a single card you are allowed to have in your Deck. Max Hero Tier Is the highest Tier of hero you are permitted to use.

Bronze

Deck Size: 20-60
Rarity Limit: Max 2 Rares
Card Copy Limit: 2
Max Hero Tier: 1

The Bronze Arena is the most restricted one. You must use almost purely Common and Uncommon cards. This is a good Arena for beginners to get a feel for what they are like, and to develop some deck-building strategies.

Silver

Deck Size: 20-60
Rarity Limit: Max 4 Rares, 2 Epics
Card Copy Limit: 3
Max Hero Tier: 2

The Silver Arena is one step up from the Bronze. It allows for more powerful cards, thus causing more variety. It is recommended to hold out on this Arena for a bit until you build a larger card pool and develop some good strategies.

Gold

Deck Size Limit: 30-60
Rarity Limit: Any
Card Copy Limit: 4
Max Hero Tier: Any

The Gold Arena is for experienced players with a large card pool. Most players will be using powerful Heroes. There are no restrictions on Rarity, so you can also expect some very tough Decks. Come here if you have mastered the Silver Arena.

Epic

Deck Size Limit: 60
Rarity Limit: Any
Card Copy Limit: 1
Max Hero Tier: Any

The Epic Arena is a unique Arena. You must have a 60-card Deck, and you may not have any duplicates. there are no Rarity or Hero restrictions. The feature that stands out the most, however, is that all Heroes start out with an extra 10 HP and 2 Mana. This Arena is for those with a very large card pool, who want to see some truly Epic battles.

Arena Rewards

Bronze: 150 Gold
Silver: 200 Gold
Gold: 275 Gold
Epic: 350 Gold

Arena Rating
it’s an ELO system (submitted by Schierkewiking)


On the arena screen you can choose how your AI reacts in battles. You switch between Defensive Stance & Aggressive Stance , below are the differences.

Defensive Stance
Weights Censored by Developer request

In short: Bigger emphassis on keeping its HP up.

Aggressive Stance
Weights Censored by Developer request

In short: Lower emphassis on keeping its HP up.

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Alchemy Epics:

Undead Epics:

Elemental Epics:

Ancient Epics:

Holy Epics:

Mythical Epics:

Non Aligned Epics:


 
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Alchemy Rares:

Undead Rares:

Elemental Rares:

Mystical Rares:


Holy Rares:

Ancient Rares:

Non Aligned Rares:

 
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Normal Campaign Help
Strategy: Get a “Dwarven Sot” or “Demolition Golem” out and just Use “Toxic Concoction” against enemy units with 2HP. Skillwise I received 3 Stars from finishing the campaign I put 1 in Stunshot and 2 in Scattershot. Use Stunshot to remove Flying or the armored buff from opponents. You should be able to beat this campaign without buying a single booster pack.

Beating Battle 1 awards you the following, Add “Dwarven Sot” to your deck.

Beating Battle 2 awards you the following, Add “Mana Flask” to your deck.

Beating Battle 3 awards you the following, Add “both” to your deck.

Beating Battle 4 awards you the following, Add “Gatling Gnome” to your deck.

Beating Battle 5 awards you the following, Add “both” to your deck.

Beating Battle 6 awards you the following, Add “Toxic Concoction” to your deck.

Beating Battle 7 awards you the following.

Beating Battle 8 awards you the following, Add “Anti-Air Cannon” to your deck. Congratulations you just earned your first rare.

At the final stage “Battle 10” your deck should look something like this;

Normal Campaign Help
Strategy: Get a “Fire Spawns” and “Lightning Elementals” out and just Use “Fire Bolt” and “Spark” against enemy units. Skillwise I received 3 Stars from finishing the campaign I put 1 in Forest Fire and 2 in Entangle. You should be able to beat this campaign without buying a single booster pack.

Beating Battle 1 awards you the following, Add “Fire Spawn” to your deck.

Beating Battle 2 awards you the following, Add “Fire Bolt” to your deck.

Beating Battle 3 awards you the following, Add “both” to your deck.

Beating Battle 4 awards you the following.

Beating Battle 5 awards you the following, Add “both” to your deck.

Beating Battle 6 awards you the following, Add “Flash Fire” to your deck.

Beating Battle 7 awards you the following, Add “Brain Freeze” to your deck.

Beating Battle 8 awards you the following,

At the final stage “Battle 10” your deck should look something like this;

Beating Battle 1 awards you the following,
Beating Battle 2 awards you the following,
Beating Battle 3 awards you the following,
Beating Battle 4 awards you the following,
Beating Battle 5 awards you the following,
Beating Battle 6 awards you the following,
Beating Battle 7 awards you the following,
Beating Battle 8 awards you the following,

At the final stage “Battle 10” your deck should look something like this;

 
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Normal Campaign Help
Strategy: Get a “Temple Warrior” out, Buff it with “Blessing of Light” and just Use “Holy Bolt” against enemy Undead units with 2HP. Skillwise I received 3 Stars from finishing the campaign I put 1 in Calm and 2 in Soothe. At the final battle (10) try to get a “Faithful Worshiper” in the middle and a “Temple Guard” and a “Temple Warrior” on either side for an easy win. You should be able to beat this campaign without buying a single booster pack.

Beating Battle 1 awards you the following, Add “Blessing of Light” to your deck.

Beating Battle 2 awards you the following, Add “Holy Bolt” to your deck.

Beating Battle 3 awards you the following,

Beating Battle 4 awards you the following, Add “Temple Guard” to your deck.

Beating Battle 5 awards you the following, Add both to your deck.

Beating Battle 6 awards you the following, Add “Holy Day” to your deck.

Beating Battle 7 awards you the following, Add “Wandering Cleric” to your deck.

Beating Battle 8 awards you the following, Add “Faithful Worshiper” to your deck. This is your first rare card congratulations!

At the final stage “Battle 10” your deck should look something like this;

Normal Campaign Help
Strategy: Get out a “War Mammoth” in midgame and “Baby Whelps” on the side and you should win. Use “Plenty” to gain mana. Skillwise I received 3 Stars from finishing the campaign I put 1 in Ancient Brawl and 2 in Summon Whelp. You should be able to beat this campaign without buying a single booster pack.

Beating Battle 1 awards you the following, Add “Baby Whelp” to your deck.

Beating Battle 2 awards you the following.

Beating Battle 3 awards you the following, Add “Both” to your deck.

Beating Battle 4 awards you the following, Add “War Mammoth” to your deck.

Beating Battle 5 awards you the following, Add “Black Bear” to your deck.

Beating Battle 6 awards you the following.

Beating Battle 7 awards you the following, Add “Baby Whelp” to your deck.

Beating Battle 8 awards you the following, Add “Vengeful Titan” to your deck.

At the final stage “Battle 10” your deck should look something like this;

Beating Battle 1 awards you the following,
Beating Battle 2 awards you the following,
Beating Battle 3 awards you the following,
Beating Battle 4 awards you the following,
Beating Battle 5 awards you the following,
Beating Battle 6 awards you the following,
Beating Battle 7 awards you the following,
Beating Battle 8 awards you the following,

At the final stage “Battle 10” your deck should look something like this;

 
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anyone else find this redundant?lol

……………………………………………………….we allready had this guide http://www.kongregate.com/forums/167-kingdoms-ccg/topics/270418-the-beginners-guide-to-kingdoms-ccg-wip?page=1#posts-5816865

will this insight the battle of the guides?O_O

 
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just for the record, the account’s name is “JeffoAntic”, not “JeffoEnt”.

 
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Flying_Dutchman once again builds the most constructive guide their is anyways I suggest adding in all T1/2/3 descriptions.

 
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Hello, a really good job. Could you add the cost of the spell of heroes?

 
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Originally posted by Gianfo:

Hello, a really good job. Could you add the cost of the spell of heroes?

Done for all the heroes i could find :) More suggestions are welcome and ill add them when I find the relevant information.

Also added a normal Holy/Alchemy/Ancient/Elemental Campaign tutorial with a sample deck.

@FD Something about advantages of unaligned vs. aligned cards might also be useful, what with unaligns generally costing more than aligned counterparts but being able to be used in both kinds of decks.

If anyone wants to add something to this guide that they feel important post it below and I will integrate it into the main section with due credits. Better to work together on one main guide than have many small guides. Bigger is better with pretty pictures :)

This thread will be updated soon, so keep watch.

P.s. Woot Sticky :)