Cards and Castles

Collectible cards come to life in this tactics and CCG hybrid! Collect cards, build decks, and challenge players head to head on a Tactical Game Board. Play as Vikings, Pirates, Ninjas and more!

Cards and Castles is a free to play, card game and card battler game developed and published by Red Team Games.
Released on December 18th 2015 is available in English on Windows and MacOS.

It has received 772 reviews of which 562 were positive and 210 were negative resulting in a rating of 7.0 out of 10. 😐

The game is free to play on Steam.


The Steam community has classified Cards and Castles into these genres:

Media & Screenshots

Get an in-depth look at Cards and Castles through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: 1000 MHz
  • Memory: 1024 MB RAM
  • Network: Broadband Internet connection
  • Storage: 200 MB available space
MacOS
  • OS: OS X
  • Processor: 1000 MHz
  • Memory: 1024 MB RAM
  • Network: Broadband Internet connection
  • Storage: 200 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2016
Oh Cards and Castles, When i ran into this game over 2-3 years ago, I have to be honest I didn't expect much. Now looking where I am and the game is today I felt like this game may have been one of the greatest games I've ever run into. The game itself is a great combonation of Collectible cards and strategy with very intersting mechanics and a meta that keeps gameplay interesting. The evolution of the game has been a positive one in terms of graphics and gamplay. The graphics back in the day of course looked pretty floppy but it eventually evolved to fit the faster pace of the game in which it is currently in. The several Mechanics of the game provide for startegical thought as well as positioning which throws aspects of chess like thinking into the game. Not to mention deckbuilding which throws even more thinking in the game due to thoughts like determing how you wish to play or how you would want to win matches. The state the game is in currently certainly shows its progression and for people just discovering the game you may find it to be pertty well made However there is the argument of P2W, a central issue for all card games. The shop found within the game gives off a mood of "Please use your money to do well", while that is not the case. The store merely provides for players who want try out startegies with the pre made decks or boost their collection with booster packs, this IS NOT a P2W model. the model found here is very genrous imo, If you are a new player, you start out with a great amount of starter cards for deck options. If you are a consistently returning player, the free packs allow you to boost your card collection, or shard count depending on your collection. Speaking of shards, another aspect of the game that allows you to create (or craft) a certain card without having to buy packs searching for it, a good way to get what you need without spending cash. The community is also great, people who are always willing to help test out strategies and give advice to anyone who needs its. The devs are also better here and more responsive than in other games you might come across. To me, these negative reviews may have come from people not giving the game enough time to show what it can do. I really enjoy the game, I know many other people enjoy the game, and I hope to stay through all of what happen in the game itself. Keep up the great work Red Team Games.
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Dec. 2015
(as of 23/12/15) I don't normally bother posting reviews, would rather spend the time actually gaming. This is the first one I'm posting, as I don't think the game deserves less than a "positive" overall opinion. My perspective comes from having always enjoyed CCGs and TBS, since earlier days of e.g. Magic: The Gathering and Final Fantasy Tactics/Fire Emblem. Naturally, I was excited to see a game marrying both elements (not that it's the first out there), and I've been playing C&C for months now on mobile. So what's kept me playing, and why should you play, or not play it? ART: YMMV. The game goes for a particular cartoonish art style, which you'll like or dislike instantly - just see the screenshots. Clear differences between the 5 factions. If you appreciate the style, the art and animation are excellent. If not, perhaps the game isn't for you. However, there's no reason to diss the graphics as terrible; contemporaneous CCG-type games such as Hearthstone or Card Hunter have totally different art styles which are equally attractive. In comparison, I don't like how March of War looks - it's all personal taste. MUSIC: ...adequate for the genre - i.e. turn off in favour of your own music after 1 hour. GAMEPLAY: 5 factions, which you may choose to play solo, or combine with another faction (e.g. crusader/warlock or warlock/pirate) for a total of 15 different combinations. Playing solo factions gains you access to powerful faction-specific "hero" cards, while including a 2nd faction obviously provides versatility. Factions are distinct with their own playstyle, and quite well-balanced (especially after recent changes to pirates). Also, all deck types are viable - aggro, midrange, control, ramp, whatever type your fevered mind can dream up. P2WIN-NESS: The obvious bugbear for some. If you're looking to gain a significant collection without putting in any effort, I would suggest against playing any digital CCG-based game. What some people may be sore about is facing players with many epics/legendaries and getting stomped. Do realise - the game has been out on mobile for > 1 year, and many players have near-complete collections. However, many of them haven't paid significant amounts of real $$, and you're getting stomped as they know the game better than you do, not because their cards are significantly better than yours. The question is, can you compete as a new player? It's entirely possible with mostly common/uncommon cards, with a smattering of rares. Legendaries are limited to 1 copy each/deck (used to be up to the normal 2 copies/deck until a couple of months ago), which helps to limit their use. Overall, no better or worse than Hearthstone (which seems to be the benchmark, after all) in this aspect. Finally, no gameplay element is locked behind a real $$ paywall, only cosmetic stuff (e.g. different castle looks) or more deck slots (>9). ACCESSIBILITY: Big one for me - the ability to play asynchronous games, which is what I wish Hearthstone had. Not as relevant to the desktop gamer, but hey - you can play on your desktop, and continue to play in short bursts on the go on mobile. CAVEATS: I decided against putting in a "Pros" section - I've covered most of the points above. Let the game speak for itself, it's free to try now anyway. However, some caveats are as follows, especially if you're considering putting in real $$. - As some have pointed out, it's harder to craft epics/legendaries in C&C compared to e.g. Hearthstone. The cost for those was increased a couple of months ago, ostensibly so that crafting them would be harder and actually getting one would be more exciting. ...Whatever the reason, do note that it won't be easy to obtain epics/legendaries without spending at least a little $$. - Smaller card pool. Currently, the card pool is in no way comparable to e.g. Hearthstone, even vanilla Hearthstone from way back. I don't feel like there's a lack of variety even after 4-5 months or so of playing, but it's just something to keep in mind. There's an expansion (Age of Dragons) coming up Jan 2016, which will help shake things up. - Grindiness. The gold (non-premium currency) earning rate was nerfed, and coupled with the high cost of crafting epics/legendaries, you may feel pushed to spend just to get the juicy looking epics/legendaries. That said, as mentioned above - you can compete (in a fair fashion) using common/uncommon/rare cards. Some figures for the current state of the game - 1 quest per day (generally 800-1200 gold), average of 15-50 gold/win, 1 booster costs 2000 gold ---> 1 booster every 2 days (or slightly less, depending on how much you play). Whether or not you think it's worth your time, you decide. - Fluidity. The game has had more significant card/balance changes since its mobile launch days than e.g. Hearthstone, including some changes (e.g. to ranged units, or to many pirates cards) which happened even after the devs posted that they were done with significant changes to gameplay (after the 2.0 update on mobile). While the changes have been beneficial for game balance and shows that the devs are responsive, C&C does not (and may never have) have the stability/polish that the big players (e.g. Hearthstone or MTG) exhibit. To their credit, it's rather hard to match the big boys when you're a small developer with a small team. Anyway, be prepared that what you like/don't like about certain cards/factions can change (sometimes suddenly). - Fluctuating business model. Let's just say that changes in costs (both upwards/downwards) for many things (crafting, boosters, the recent "wing-based" expansion, draft tournaments) have made some unhappy. While I would not call out the developers for greed/making the game P2W, they're experimenting as they go, so prices may not be as stable as some would like (definitely not as stable as e.g. Hearthstone). Be prepared before you spend any $$ (although, the premium currency prices have not changed at all since I started playing - what's changed is the costs of what you can buy with it). TL;DR: - All things considered, C&C has lots of charm, and a good degree of game balance/variation. It scratches my itch for a TBS/CCG mashup and isn't overly complex. Furthermore, there are many potential mechanics yet to be explored, so the game has lots of room to grow. - The best testament: I stopped playing Hearthstone. I still play C&C. - Don't want to get stomped by the pros? Join now! Since it's recently out of early access, more new players will be flooding in. This is the best time to fumble around together :)
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Dec. 2015
If Hearthstone and Final Fantasy Tactics made love and had an adorable kid that grew up to be a badass Collectible Card Game, Cards and Castles would kick that game's ass! Mix and match factions, ASYNCHRONOUS PLAY, combat card game over a 5x9 grid. Also, friendly and responsive devs that listen and work with the community! Come for the competative multiplayer, stay to pull off the Over Powered One-Turn-Kill Wombo Combo!
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Nov. 2015
Turn-based strategy games require a high degree of balance to maintain even a basic level of enjoyability. Incorporating cards, this game ran a particular risk in that it could easily become heavily P2W, require too much time to attain necessary game elements, and/or botch its game board element by way of card abilities. This game avoided all of the vices. Cards and Castles upholds the virtues of its genre(s). As of its most recent patch, it is highly balanced and increasingly so. It lets you jump in head first without stripping the player of all merit-based reward. And perhaps most importantly: The game is FUN. With my first 100 hours of gameplay, I can safely say that the game has lots of steam left in it. You can enjoy this game in passing moments via Asynchronous play, in short sessions to test new decks via friendly mode, or grind it out over time toward the heralded Rank 1 in ranked mode. Each option grants the full Cards and Castles experience in its own way. I look forward to continued improvements. Slight bugs persist, but they are addressed quickly. Connection issues have improved rapidly. Never before have I messaged about slight issues and had the lead game developer personally respond about the status of the fix toward the issues I had brought to light. This is the work of people who know what they are doing and anyone would be wise to jump in early and grow alongside the game.
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Sept. 2015
This is a great game on mobile, and the PC version is looking good. I'm pretty sure it will be able to stand its own as a PC game as well. The comparison to Hearthstone is inevitable as the game borrows heavily from it and is now competing in the same markets, so I will make it a lot, since I guess many people have experienced HS. The game is like Hearthstone done right . No RNG bs effects on cards. Fast iteration on card balance (no patrons ruining the game for months). And tons more options for how you use your units thanks to the fact that you have to move them on a chess-like board. All in all a fantastic mix of card strategy and positional tactics. The F2P model is very good (basically the same as in HS) and you can get any cards by just playing the game. There is no pressure to buy stuff. Even the scenarios are price accessible (unlike HS) Cons: the artwork is very nice and colorful (if you like that kind of fun-light style) but not very consistent. Unit drawings vary in style (shading, outline color), and unit animations are kind of stiff looking. But this kind of superficial, as the game plays great and looks good in general.
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Last Updates

Steam data 19 November 2024 19:03
SteamSpy data 19 December 2024 14:41
Steam price 19 November 2024 19:03
Steam reviews 23 December 2024 08:04
Cards and Castles
7.0
562
210
Online players
4
Developer
Red Team Games
Publisher
Red Team Games
Release 18 Dec 2015
Platforms