The Beginner's Guide to Kingdoms CCG (locked)

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The Beginner’s Guide to Kingdoms CCG

Welcome to Kingdoms CCG! If you are not familiar with the term “CCG”, it stands for Collectable Card Game. Throughout the game, you will gain cards from various sources, and use them to build decks which you can then use against the AI and other players. These cards can belong to 1 of the 6 Kingdoms, or they can be non-aligned.

Helpful Links

Kingdoms CCG Official Forum

Kingdoms CCG Official Wiki

Kingdoms CCG Developers Blog

Cheeseex’s Kingdoms CCG F.A.Q.

Flying Dutchman’s Hitchhikers’ Guide to Kingdoms CCG

 
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Card Basics

There are 5 types of cards in Kingdoms: Heroes, Creatures, Spells, Gear, and Rune Words. Each type of card will be explained in depth here, except for Heroes, will be explained in a later section of the guide. Here is an example of a standard card:

Here is a general overview of all the different attributes displayed on a card:

Name
The card’s name is shown across the top of the card.

Kingdom
In the bottom-middle of the card, you can see which Kingdom the card belongs to.

Health
The card’s Health is shown in the bottom-right corner. The card’s Health indicates how much more damage it can take before it dies. Spell and Gear cards (explained later) do not have any Health.

Attack
Located in the bottom-left corner of the card is its Attack value. This number determines how much damage it will do to the enemy hero, or to an enemy card across from it. Creatures are the onyl cards that have an Attack value.

Mana Cost
In the card’s top-right corner is its Mana cost. This number indicates how much Mana it costs you to play this card.

Abilities
Just below the Mana Cost are the card’s abilities. They will show up here as small icons, and will show descriptions when hovered over. Creatures are the only cards that have abilities, though some Creatures have none.

Unique Power
Some cards have a special skill. If they do, the description of this skill will be in the lower middle of the card, just above the Kingdom.

Creatures

The most common type of cards is Creatures. These are the cards that you play out onto the field, which attack the enemy Hero, and also protect your Hero from enemy Creatures. Here is an example of a Creature:

Here is a list of all the Abilities a Creature can have:

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

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. As you can see, spells have no Attack or HP ratings, and no Abilities. They do have a Mana Cost of course, and the description of what they do is in the center of the card.

Gear

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. Like spells, they have no Attack or HP, only a Mana Cost and a description of its effect.

Rune Words

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. The number in the lower-right corner indicates how many rounds the Word will last for, and the description of its effect is in the usual spot.

Rarity

All cards in Kingdoms are divided 4 different levels of rarity. They are:

Common – These are the weakest cards in Kingdoms, and can be bought in Light and Darkness Booster Packs.

Uncommon – These are then ext level of rarity, and can be found in Light and Darkness Booster Packs, and Gold Booster Packs.

Rare – Rare cards are powerful cards that can be obtained in Gold Booster Packs and Epic Booster Packs.

Epic – Epic cards are the most powerful cards in Kingdoms, and can only be obtained in Epic Packs, though there is a 1 in 20 chance to get one in a Gold Pack.

 
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Kingdoms and Heroes

There are 6 different Kingdoms that are represented in the game. There are 3 “Light” Kingdoms and 3 “Dark” Kingdoms. The Light Kingdoms are Ancient, Holy, and Mystical. The Dark Kingdoms are Alchemy, Undead, and Elemental. Each Kingdom’s cards tend to lean toward a different style of play. Here you can get an overview of each of the different Kingdoms.

Ancient

The Ancient are, well, ancient. Cards from this faction tend to have an ancient Egyptian sort of feel to them. They specialize in survival. They contain many creatures with high HP, and defensive skills such as Armor, Intimidate, and Splash. Their spells focus on harming or weakening enemy creatures. Their cards also tend to have fairly high Mana costs. Their rival Kingdom is Alchemy.

Holy

The Holy is your typical good-guys Kingdom. Their specialties are healing and bashing Undead. Some of the more common skills found in Holy cards are Regenerate and Armor. The majority of their spells either heal/buff allies, or deal damage to Undead. If you haven’t figured it out by now, their rival Kingdom is Undead.

Mystical

The Mystical Kingdom represents what most people would put under the “Nature and Elves” category. Their primary skills are Flying and Resist. Their creatures tend to have low HP and low Mana costs. Most of their spells buff your creatures. Their rival Kingdom is Elemental.

Alchemy

The Alchemy Kingdom is made up of dwarves and gnomes, along with their various machines and mechanisms. Their primary focus is on Spells and Gear. The main skill seen in Alchemy creatures is Volatile. Their spells most commonly deal damage to enemies, or buff your hero. Their rival Kingdom is Ancient.

Undead

The Undead Kingdom lives up to its name. Its full of all the zombies and ghouls you would expect. Most of their cards have low Mana costs. Their creatures’ primary skills are Reassemble and Pierce. Many of their spells focus on buffing Undead creatures or resurrecting fallen ones. Their rival faction is Holy.

Elemental

The Elemental Kingdom represents the evil side of nature, revealing its reckless rage. Elemental cards focus on speed and damage, tending to have low Mana costs. Several of their creatures have Haste and Ranged. Their spells focus on dealing straight damage. Their rival Kingdom is Mystical.

Heroes

Heroes are the leaders of your deck. You can only have one at a time. Heroes have several unique abilities, which is one of the factors that separate Kingdoms CCG from the other CCG’s on Kongregate. Here I will go over the basics of Heroes.

Each Kingdom has a Tier 1, a Tier 2, and a Tier 3 hero. Tier 1 Heroes are the weakest, with the strongest being Tier 3. Every Hero has a set amount of HP, and a certain amount of starting Mana. Your Hero gains 2 Mana each round. This is the same for every Hero.

Hero Abilities

All Heroes have special abilities, that you obtain my completing that Hero’s Quests. Quests are sort of like personal achievements for each Hero. Viewable from the Hero’s page, each Quest gives you a goal to complete for that Hero, each one rewarding that Hero with a Star. These Stars are then used to upgrade you Hero’s Abilities. Tier 1 Heroes have 6 Stars to spend across 3 Abilities, and Tier 2 and 3 Heroes have 12 Stars to spend across 4 Abilities. Remember, each Hero has their own Stars, so don’t hesitate to spend them. The stars can also be re-allocated at any time, so feel free to try out different combinations!

 
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Battlin’, Battlin’, Yeah! (and Decks)

Battles in Kingdoms CCG have some similarities to battle in other CCG’s, but they also have many differences. This section will cover all the basics you need to know to crush your foes beneath you feet!

I will start by listing some of the basics of combat in Kingdoms

- You can see your Hero on the left side, and beneath him is his current HP and Mana, as well as any Hero Abilities he has. Your enemy Hero is on the right side.

- Your hand is shown along the bottom of the screen.

- Each round, your hero will gain 2 Mana, apply any Gear/Rune Word bonuses, and draw the next card from your deck.

- The 3 slots in the center of the screen are where you may place Creature cards.

- Like all other games, the battle is over once one of the Heroes hits 0 HP.

- You can discard cards in you hand to gain a little extra Mana by clicking on them, then clicking “Discard”.

- When a creature dies, it creates a Gravestone, which will stay in that spot for 1 turn, prohibiting you from playing a Creature there. However, you may click on the gravestone and remove it early, for the cost of 2 Mana.

- If you have a Creature out on the field, you may move it to another open spot on your side at any time during your turn, but doing so will cause the creature to miss its turn for that round.

Decks

Decks are, of course, a huge part of Kingdoms. I mean, you can’t even play the game without them. Decks are also the most strategic aspect of the game. There are 2 types of Decks in Kingdoms: Campaign Decks and Open Decks.

Campaign Decks

Campaign Decks are, well, the Decks you use to play the Campaigns. There is a Light Deck that you use for the Light Campaigns, and a Dark Deck that you use for the Dark Campaigns. Each deck has no limitations on rarity or # of cards, except that they may only contain cards from the 3 Kingdoms on that Side.

Open Decks

Open Decks are a bit less profoundly named than Campaign Decks. Currently these decks may only be used for the Arenas. While these Decks have no limitations, if you wish to use one in a certain Arena, it will have to meet that Arena’s requirements. Arenas will be discussed in the next section.

 
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Campaigns and Arenas

Each of the 6 Kingdoms in Kingdoms CCG has its own Campaign, which plots it in a series of 10 Battles against its rival Kingdom, each one growing in difficulty (and reward). As you win battles, you will gain cards from that Campaign’s Kingdom. Campaign battles have 3 difficulties. If you find yourself getting stuck on a certain battle, you can replay battles before it for a cost of 3 Energy, to gain some extra Gold so you can buy some Booster Packs.

The standard difficulty is Story Mode, which is the difficulty you must play them on your first time through. Once you beat all 10 battles on Story Mod*, you unlock the next difficulty, Hard Mode. You can play through the battles on Hard Mode you earn extra Gold, although you will not gain more cards. If you manage you to beat all 10 fights on Hard Mode, you will unlock Insane Mode, which truly lives up to its name.

Arenas

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.

 
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The Shop, Gems, and You

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.

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 Tier3 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.

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. The Energy upgrades increase the maximum amount of Mana that you are able to have. There are 6 Energy upgrades and 6 Deck Slots that you are able to purchase.

Promos are unique, powerful Cards. They are unlocked my completed certain goals throughout the game, such as completing all 6 Campaigns on Hard Mode. Once they are unlocked, you are able to purchase them here.

Gems, as I have already explained in-depth, are the premium currency in Kingdoms. This section of the shop is where you are able to purchase Gems with Kreds. You may also go here to complete online surveys, etc. to earn free Kreds, thus free Gems.

 
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Reserved.

 
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Feel free to share any comments or corrections, to help make this guide better! :D

 
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technicaly a hero isnt a card

bout time someone did this i was about to break down and make a failure of one myself lol

 
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Originally posted by cheeseex:

technicaly a hero isnt a card

bout time someone did this i was about to break down and make a failure of one myself lol

This is what I thought at first, because they don’t show up in your Collection. But http://wiki.kingdomsccg.com/?q=wiki_basics_cards# lists them as cards, so I’m not sure. Either way, they are very unique and in-depth, so they will be getting their own section in the guide.

 
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Alright, I have finished this guide, so the [WIP] tag will be coming off of it now. :D

 
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Card basics, Attack “Creatures are the onyl cards that have an Attack value.” only is spelled as onyl.

 
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Due to Flying Dutchman’s Hitchhikers Guide, I have decided to abandon this guide. All the useful information that was in here has been implemented into is guide, so no sense in having a second, less developed one. Also, it gives me more time to actually play ;)

 
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I shall now lock this topic by request of the owner. Visit Hitchhikers Guide to Kingdoms CCG if you’re in need of a guide. :D