Note: This page is not designed to be read on a mobile device.
The content on this page is for those who are interested in the specific mechanics/abilities that DTC will have. It is outdated. Not all content is planned to be released for the prototype version of the game, and everything is subject to change.
Outpost Items
Tier 1 (Runes, 5 coins each)
Purchase 2 Runes to unlock Tier 2
Rune of Life: heal a unit by 5 health points
Rune of Bloodshed: increase an instance of your damage by 5
Rune of Harvest: draw 3 cards
Rune of Airborne: allow one of your movable units to move across the River once
Tier 2 (Potions, 10 coins each)
Purchase 2 Potions to unlock Tier 3
Potion of Life: heal a unit by 10 health points
Potion of Bloodshed: increase an instance of your damage by 10
Potion of Harvest: draw 5 cards
Potion of Blink: teleport your active unit, or summon a unit from your hand, into any available zone
Potion of Glory: if your Champion has an active ability with more than 1 charge by default, add 1 bonus charge to that ability
Potion of Iceborn: if your opponent’s lane defence zone does not have a defence unit in it, block it off so that they may not move defence units into that lane defence zone on their next turn
Potion of Magick: increase the limit of 2 Spells per turn to 3 Spells per turn for your current turn
Potion of Alchemy: attach a Cups card to a Coins card, converting the Cups card’s value to bonus Coins upon depositing that Coins card
Potion of Debauchery: negate the effects of an active structure (except the outposts and Castles) during your opponent’s next 2 turns
Potion of Time: switch from daytime to nighttime (or vice versa), and keep it that way for another two turns after the current daytime/nighttime is over
Potion of Insanity: convert your active defence unit in a wilderness zone to an attack unit (if possible given limits per unit type in the wilderness)
Tier 3 (Blessings, 15 coins each)
Purchase 2 Blessings to unlock Tier 4
Peasant Rebellion: gain access to your opponent’s outpost for the remainder of your current turn
Peasant Wedding: announce a card that has not yet been played by your opponent — when your opponent uses that card (whenever it appears), your Castle is healed by 15 health points and you gain 20 Coins
Tax Collection: Gain 5 Coins for each active structure
Angelic Summoning Circle: Summon Angel as a defence unit with 15 maximum health points in one of your lane defence zones — as long as your Angel is active, your Castle is healed by 5 health points every time you begin your drawing phase — your Angel cannot be discarded — when your Angel is killed, your Castle is healed by 15 health points
Demonic Summoning Circle: Summon Demon as a defence unit with 15 maximum health points in one of your lane defence zones — as long as your Demon is active, your other active defence units are invulnerable to damage — your Demon cannot be discarded — when your Demon is killed, deal 5 direct damage to all active opposing units
The Dragon Festival: heal your Castle by 5 health points, and heal all your active defence units to their maximum health points
Witch’s Rainstorm: decrease the values (attack points or maximum health points) of your opponent’s active units by 10
Witch’s Wildfire: discard/demolish all units on a wilderness path — no units may be moved or summoned onto that path for the remainder of your current turn and the following 5 turns — after those 5 turns, all units are revealed by default on that wilderness path (except those affected by Hermit’s Cloak And Dagger)
Witch’s Tornado: discard/demolish a selected unit in your opponent’s Castle (not the Castle itself)
Fool’s Flute: stun all active opposing units during your opponent’s next turn
Shrine Fragment: for the remainder of your current turn, you may bypass the limit of using each Champion active ability once per turn
The Mad Alchemist: obtain a copy of a Potion from Tier 2
Milkia’s Hourglass: your opponent can only make outpost/structure purchases, use outpost items, use structures, and use Champion abilities on their next turn
Necromancy: select 2 cards from your discard pile to add back to your hand — your opponent does not see which cards you select
Phalanx Formation: your defence units currently in your Castle defence zones become invulnerable to damage from Spells
Riposte: discard a card/unit the opponent plays — used when the opponent attacks with an attack unit, deposits a Coins card, or casts a Spell
The Night Watch: reveal all your opponent’s currently hidden units and deal 10 direct damage to your opponent’s Castle
Anticipation: stack up to 2 additional defence units (by summoning from your hand) onto your single active defence unit — the stack merges its values and acts as a single defence unit until it is discarded — do not confuse with sieges, which do not actually merge the defence units into a single one
Tier 4 (Prayers, 25 coins each)
Purchase 2 Prayers to unlock Tier 3
Withered Heart: win the game if you survive your opponent’s following 6 turns — however, you may no longer summon or attack with any attack units
Cruelty: deal the total amount of healing you have performed this game as direct damage to your opponent's Castle
Elementalism: increase the value of an Ace card in your hand from 1 to 40
Bloodlust: each instance of damage dealt on one selected path is added to your next attack unit on that path - this effect can stack and continues until you end a turn without attacking on that path, whereupon you receive the total damage dealt back towards you on that same path (starting from the farthest defence unit from your Castle)
Tier 5 (Apocalypse, 100 coins)
World’s Call: win the game
Structures
Castle Upgrades
Placed in/around your Castle
Only 1 can exist for each Castle (except for Rampart and Battlements)
15 health points each (except for Battlements)
[10 Coins, 5 Manpower] The Silk Road: draw 3 cards during your drawing phases instead of 2 cards
[5 Coins, 5 Manpower] Storehouse: the 16 cards maximum for your hand is removed
[5 Coins, 10 Manpower] Rampart: negate the effects of an opponent’s Agger or Siege Tower — can have multiple, negating the effects of multiple structures
[15 coins, 10 manpower] Archery Tower: every turn, you may teleport your active attack unit, or summon an attack unit from your hand, into any possible zone
[15 coins, 10 manpower] Watchtower: you have normal access the wilderness zones, the outpost zones, and the outposts during nighttime
[15 coins, 10 manpower] Machicolation: you may summon a Swords card in your Machicolation, converting its attack points to damage resistance against opposing attack units attacking your castle down one of the four paths (you may replace the Swords card with another one from your hand and/or change which path) — attack units attacking your castle down that path have their attack points subtracted by your Machicolation’s damage resistance
[10 coins, 5 manpower] Battlements: Battlements act as a shield consisting of 10 health points that must be destroyed before damage and/or leftover damage through the Castle defence zones may be dealt to your Castle — leftover damage from the instance of damage killing each Battlements is ignored — can have up to 3
[10 coins, 10 manpower] Bank: receive 5 Coins during each of your drawing phases
[30 coins] Royal Architect: you no longer need to pay Coins for castle upgrade structures (you still need to pay manpower)
Castle Downgrades
Placed in/around your opponent’s Castle
15 health points each
[10 coins, 5 manpower] Sapping: negate the effects of an opponent’s Castle upgrade structure — can have multiple, negating the effects of multiple structures
Dam
Built in the space reserved for the Dam
Only one player can purchase/build a Dam
[10 manpower] Dam: disable the River
Cards
Wilderness (Immovable)
Placed in wilderness zones and cannot be moved
Each player can build multiple of these (except for Stables)
[15 coins, 10 manpower] Stables: your movable units can move twice per turn, and your attack units do not need to bypass (do not get stunned) by opposing active defence units in wilderness zones — 15 health points
[10 coins, 5 manpower] Poisoner’s Hut: deal 2 direct damage to your opponent’s Castle each time your opponent draws a card — 15 health points
[10 coins, 5 manpower] Enchanted Lake: your defence unit in the same zone as this structure is healed to its maximum health points at the start of your next turn — 30 health points
[10 coins, 5 manpower] Agger: on a wilderness path, you ignore the opponent’s defence unit in a selected zone immediately adjacent to the Agger — if this is placed on a wilderness zone adjacent to your opponent’s flank defence zone, the Agger allows you to ignore your opponent’s Battlements as well as their flank defence zone’s defence unit - also, if you have an Agger and Siege Tower successfully ignoring the same flank defence zone, you can view your opponent’s hand at any time — you may build a Siege Tower in the same zone as your Agger — 15 health points
Wilderness (Movable)
Placed in wilderness zones and can be moved (only to other wilderness zones and your Castle)
Each player can build multiple of these
[10 coins, 5 manpower] War Trebuchet: once per daytime turn, you may choose to discard a unit on your War Trebuchet’s wilderness path (except this War Trebuchet itself) — 15 health points
[10 coins, 10 manpower] Siege Tower: on a wilderness path, you ignore the opponent’s defence unit in a selected zone immediately adjacent to the Siege Tower (can change which zone whenever it is your turn) — if this is placed on a wilderness zone adjacent to your opponent’s flank defence zone, you can choose to ignore your opponent’s Battlements as well as their flank defence zone’s defence unit — also, if you have an Agger and Siege Tower successfully ignoring the same flank defence zone, you can view your opponent’s hand at any time — you may build an Agger in the same zone as your Siege Tower — 10 health points
Passive (Obscurity): Your Castle only takes damage from attack units or Spells, or modifiers directly acting on attack units or Spells
Active (Hidden Identity): Switch your health points with your opponent - these changes do not count as healing or damage
Activated on your turn
1 charge
Active (Mayhem And Madness): Convert your active defence units in wilderness zones into attack units, if the wilderness zones may have active attack units
Activated on your turn
1 charge
Folly (as champion)
(Pickpocket)
Summon Folly as a movable Spell unit in your Castle
The unit has 15 HP and may move 3 times before it is discarded — it can move once per turn, can move in the wilderness at night, but cannot move on the turn it is summoned
If Folly moves into the opponent’s Castle, it is discarded and you may view your opponent’s hand and steal a card
If Folly moves into an outpost defence zone, it is discarded and you may steal an available (unlocked, not already purchased) outpost item
If Folly moves into any wilderness zone where there is an opponent’s active unit, gain 5 Coins per opposing unit in that zone
Cast on your turn
Passive (As Above, So Below): Your Spell casts cannot be negated
Active (The Grimoire): Immediately after selecting Magician as your Champion, gain 12 mana, and gain 1 mana every time you kill a defence unit and every time you end your turn — cast a charm, losing a certain amount of mana
-2 mana | Summon psychic swords and attack an active unit, dealing 3 direct damage
-4 mana | Draw 2 cards
-4 mana | Burn both lanes, dealing 10 damage to all defence units on the lanes
-4 mana | Freeze both lanes, so that neither player can summon and/or move any units onto the lanes on your respective next turns
-6 mana | Blast a zone, revealing your opponent’s hidden units in that zone, and discarding Spell units within that zone
Activated on your turn
∞ charges (unlimited)
(Power Surge)
Increase the value of an Ace card in your hand from 1 to 15
Cast on your turn
Passive (Cloudburst): Immediately after selecting Priestess as champion, build an Enchanted Lake (structure) without needing to purchase it — your opponent may never purchase Enchanted Lake
Passive (A-Down-A): Deal the amount of healing you perform as direct damage to your opponent’s Castle when the healing is performed — if Enchanted Lake is the source of healing, each instance of direct damage converted from healing is increased by 5
Active (Soulstealer): Heal yourself by the damage dealt by your next attack unit’s attack — healing from Soulstealer does not apply to A-Down-A
Activated on your turn
2 charges
(Orison)
Heal your Castle by 15 health points
Cast on your turn
Passive (Socialite): Tier 1, Tier 2, and Tier 3 items in the outposts are automatically unlocked for you
Passive (Etiquette): Every purchase you make at an outpost heals your Castle by 5 health points
Active (Peace Treaty): On the next 3 turns, no damage will be dealt
Activated on your turn
1 charge
(Air De Cour)
Summon Empress as an immovable unit with 20 health points in your Castle
Upon summoning this unit, choose a Castle defence zone to be invulnerable to damage from attack units as long as there is a defence unit within that zone — this effect lasts as long as the Empress is active and not stunned
Cast on your turn
Passive (Royal Favour): Instead of only being able to purchase 1 of each item at an outpost, you may purcahse an unlimited amount of each time, but each item’s price is increased by an additional 5 coins
Passive (Prestige): Each of your active defence units increase each of your Coins cards’ values by 2
Active (Fair Is Foul): Take all of your opponent’s Coins cards in their hand, as well as a third of their deposited coins in their inventory (rounded up) — also, gain access to your opponent’s outpost and discard any of your opponent’s defence units within its outpost’s defence zones — in order for your opponent to deny your control, they must move 2 defence units into their outpost’s defence zones
Activated on your turn
1 charge
(Royal Guard)
Summon Emperor as an immovable unit with 20 health points in your Castle
Upon summoning this unit, choose 2 out of 4 Castle defence zones in which your defence units are buffed by 10 maximum health points as long as they stay in the zone — these effects last as long as the Emperor is active and not stunned
Cast on your turn
Passive (Cultist): Every time your opponent draws during the drawing phase, randomly add one of their drawn cards to your hand instead of theirs — your opponent sees which card you steal
Active (Indoctrination): Increase the maximum health points of all your active defence units to that of your defence unit with the highest maximum health points
Activated on your turn
1 charge
Active (Final Invocation): Negate the damage to your Castle — skip to your next turn, skipping the drawing phase — also, automatically teleport all your active defence units to your Castle and undergo a siege with the special conditions of still being able to summon/move defence units out of your Castle and access outposts
Activated when the opponent would deal damage to your Castle with an attack unit
1 charge
(Channeling)
Select a card from your discard pile to add back to your hand — your opponent does not see which card you select
Cast on your turn
Passive (Doubling): Every other attack unit you attack with has an additional 7 attack points — every other defence unit you summon has an additional 7 maximum health points
Passive (Spacetime Paradox): Immediately after selecting Gemini as champion, your outpost is demolished — you are not allowed to deposit your coins — instead, your coins cards provide additional support for your defence and attack units (one Coins card may be attached to every attack or defence unit alongside one Cups card)
Active (Heartbreak): Skip your opponent’s turn — your opponent cannot activate their champion active abilities on your new turn — also, obtain the item Bloodlust
Activated on your turn
1 charge
(Lovers’ Suicide)
Bind one of your active units with one of your opponent’s active units — when either of the units is discarded, the other unit is discarded as well
Cast on your turn
Passive (Relentless): When attacking defence units on your opponent’s lane defence zones, each of your attack units deal an additional 3 damage — each instance of leftover damage from your attack units is also increased by 3 damage
Active (Ecranche): Your opponent cannot cast the following spells in response to your next attack unit’s attack: Tower, Despina, Justice
Activated on your turn
1 charge
Active (Set The Battlefield Ablaze): Deal 15 direct damage to your opponent’s Castle and discard/demolish all units on one path, including Battlements but not including any other units inside the Castle
Activated on your turn
1 charge
(Coup De Grace)
Deal 15 direct damage to any active unit
Cast on your turn
Passive (Lion’s Heart): At the start of your turns, heal your Castle by 5 health points for each of your defence units active in the wilderness zones
Passive (Ferocity): Your next attack unit’s attack deals 5 additional damage for each of your attack units active in the wilderness zones (not including the attacking unit)
Active (Encore): Deal the same amount of damage dealt on your last turn to any active defence unit
Activated on your turn
1 charge
(Reprise)
Deal the same amount of damage dealt by your last attack unit to any active defence unit
Cast on your turn
Passive (Cloak & Dagger): You may access the wilderness zones and the outposts during nighttime — also, all your units are hidden when summoned
Passive (Infliction): Your attack units attacking from wilderness zones stun their targets for a turn and inflict poison on them — damage is dealt to poisoned units each time you end your turn — there cannot be more than one instance of poison on a unit, and each poisoned unit will be continue to be affected by the most damaging poison — if a Castle is the target, there is no stun, but poison will still take effect
If your attack deals 2-8 damage, the target will take 1 damage from poison at turn end (2 damage if the attack was at nighttime)
9-15 damage: 2 or 4 poison damage
16-22 damage: 3 or 6 poison damage
23+ damage: 4 or 8 poison damage
Active (Assassin’s Alibi): Summon an attack unit in a wilderness zone as an assassin — only two assassins may exist at a time, and cups cards cannot be attached to assassins - an assassin deals its attack points as direct damage to the opponent’s Castle when the opponent moves any unit into the same zone as the assassin
Activated on your turn (nighttime only)
3 charges
(Rampage)
Select a wilderness path and deal 15 damage to the nearest defence unit along that path to your Castle — if this damage kills the defence unit, chain the leftover damage to the next defence unit along that path in addition to another 15 damage — this is repeated until the Spell reaches the opponent’s flank defence zone and deals damage to the opponent’s Castle — if there are multiple defence units in a single zone, you may select which unit this Spell targets (it only targets one defence unit per zone)
Cast on your turn (nighttime only)
Passive (Twisted Fate): You may only have 10 cards in your hand instead of 16 (this limitation cannot be changed by any means) — immediately after Fortuna is selected as your champion, you must discard enough selected cards to have 10 or less in your hand — however, during your daytime drawing phases, you may discard and draw as many cards as you wish, as long as you do not exceed your hand’s limit of 10 cards
Folly (as spell)
(Mimicry)
Copy another card from your hand, mimicking its effects and properties (with the exception that copied Spell cards do not count as another cast towards your limit of spells casted per turn)
Cast when the card you are copying is used
Passive (Martial Law): Every turn your opponent deals damage with an attack unit or Spell card, their Castle loses 5 health points at the end of their turn
Passive (Halseang): Every turn you end in which you did not deal damage with an attack unit or Spell card, your next attack unit’s value is increased by 3
Active (Lady Of The Sword): Deal your Castle’s missing health points as direct damage to your opponent’s castle
Activated on your turn
1 charge
(Retribution)
Copy the total damage of the attacking attack unit and deal it as direct damage to any active unit before the original attack unit’s damage is dealt
This effect does not negate your opponent’s attack
Cast when your opponent attacks with an attack unit
Passive (Enlightenment): When you have access to your opponent’s outpost, your active defence units are invulnerable to attack units (except for your defence units in your opponent’s outpost zones) — if your defence units made invulnerable by this ability are converted to attack units, they are discarded and their values are dealt as direct damage to the opponent’s Castle
Active (Crucifixion): Discard 5 cards from your hand — gain access to your opponent’s outpost and discard any defence units within its outpost defence zones — in order for your opponent to deny your access, they must move 2 defence units into their outpost’s outpost defence zones — also, if possible, summon Hanged Man as a defence unit with 35 maximum health points in your opponent’s outpost defence zone
Activated on your turn
1 charge
(Sacrifice)
Discard a card from your hand and increase one of your active defence unit’s maximum health points by 20
Cast on your turn
Passive (Withering Away): You and your opponent’s Castles both take 2 damage at the end of your respective turns
Active (Ouroboros): Discard/demolish all active units, including the outposts — discard all cards in both players’ hands — reduce your Castle’s health points by 20
Activated on your turn
1 charge
(Reaping)
Discard an active defence unit
Cast on your turn
Passive (Ebb And Flow): You may use all 4 suits interchangeably
Active (Everything In Moderation): Discard 2 Spell cards from your hand — gain any Spell card of your choosing and heal your Castle by 10 health points
Activated on your turn
3 charges
Active (Miracle Worker): Switch your draw pile with your opponent’s draw pile
Activated on your turn
1 charge
(Zephyr)
Reverse the game’s state to the beginning of the previous turn before the drawing phase (with the exception that this card is now discarded)
When used reactively, this effect does not negate your opponent’s attack/Spell
Cast on your turn, or when your opponent attacks with an attack unit, or when your opponent casts a Spell
Passive (Fated Betrayal): Immediately after selecting Devil as your champion, select any card — when your opponent uses that card (whenever it appears), deal 20 direct damage to their Castle and skip to your following turn — this ability prevents you from negating, discarding, or otherwise reacting to the chosen card via other means
Active (Hellfire Ring): Your opponent may not cast spells on your following turn
Activated on your turn
1 charge
Active (All-Seeing Eyes): View your opponent’s hand and select 3 of their cards to discard (if possible)
Activated on your turn
1 charge
(Demonic Shackles)
Stun an active unit for the following turn — also, on your next turn, heal your Castle by 10 health points
Cast on your turn
Passive (Steadfast): Immediately after selecting Tower as your Champion, increase the maximum health points of your Castle from 60 to 80
Active (Architectural Mastery): Build a structure for free
Activated on your turn
1 charge
Active (Protection From The Otherworld): Render your defence unit invulnerable against an opposing attack or Spell
Activated when your opponent attacks your defence unit with an attack or damage spell
3 charges (can be used an unlimited amount of times per turn)
(Indestructible)
Render your defence unit invulnerable against an opposing attack or spell
Cast when your opponent attacks your defence unit with an attack or damage spell
Passive (Supernova): Upon your Castle’s health points being reduced to 0, heal your Castle by 1 health point and skip to your following turn — your active units, current/future Coins cards (in your hand), and future units (upon summoning) have their respective values increased by 3 — this ability may only activate once
Active (Event Horizon): If your Castle has less than 35 health points, lose a chosen amount of your Castle’s health points - your next unit (upon summoning) or Coins card (upon depositing) gains value equal to the health points lost
Activated on your turn
2 charges
Active (Astral Sanctuary): Discard the attack unit — also, heal your Castle by 15 health points and heal all of your active defence units to their maximum health points
Activated when your opponent attacks your defence unit with an attack unit
2 charges
(Forever In Flux)
No opposing attack units may attack your lane defence zones during your opponent’s next 2 turns
Cast on your turn
Passive (Blood Moon): You may access the wilderness zones and the outposts during nighttime — also, each time you successfully attack with an attack unit during nighttime, deal 4 direct damage to the opponent’s Castle, heal your Castle by 4 health points, and draw 1 card
Active (Phase Shift): Gain a copy of your opponent’s Spell card in your hand
Activated when your opponent casts a Spell (nighttime only)
2 charges
Active (Tidecalling): Heal your Castle by the number of cards in your hand plus the number of active cards — also, deal 15 direct damage to the opponent’s Castle
Activated on your turn (nighttime only)
1 charge
(Moonlit Vigil)
Discard all active opposing attack units, including the one currently attacking
Cast on your turn (nighttime only) or when your opponent attacks with an attack unit (nighttime only)
Passive (Primordial Nebula): Every time you draw during the drawing phase, draw by default 1 card from your opponent’s draw pile and 1 card from your own (instead of 2 from your own)
Active (Beaming Smile): Reveal a hidden active unit
Activated on your turn (daytime only)
3 charges
Active (Solar Flare): Discard all active defence units (including your own)
Activated on your turn (daytime only)
1 charge
(Illuminate)
Select a path and summon an attack unit from your hand, attacking the nearest opposing defence unit along that path to your Castle — also, divide the attack unit’s value by 3 (rounded up) and deal the divided value similarly down the other 3 paths
Cast on your turn (daytime only)
Passive (Book Of Revelation): During the drawing phase on your 10th turn, choose to draw up to 15 cards
Active (Death Lotus): Negate your opponent’s Champion active ability — they retain the charge but cannot activate that ability until their next turn
Activated when your opponent activates a Champion active ability
2 charges
(Stigma)
Discard an opponent’s Spell card, negating its effects
Cast on your turn or when your opponent casts a Spell
Passive (Singularity): If you have 10 Spell cards in your hand (or more), win the game
Passive (Sins & Virtues): On each of your nighttime drawing phases, you draw 3 cards instead of 2
Active (Reversal Of The World): Your Castle loses 10 health points — you and your opponent switch hands and fields (your active units become your opponent’s active units and vice versa, and the items that are unlocked/have been purchased in each outpost are swapped) — finally, you and your opponent both draw two cards
Activated on your turn
1 charge
(Interchangeability)
Switch hands with your opponent
When used reactively, this effect does not negate your opponent’s attack/Spell
Cast on your turn, or when your opponent attacks with an attack unit, or when your opponent casts a Spell