Happy Holidays!

Hi everyone,

We just wanted to wish each of you a very happy holiday season!

We will be out of the office from now (Dec 21st) until January 2 and won't be able to answer support emails.

Happy Battling!

 - Team KCCG


v0.9.1.6 is Live!

v0.9.1.6 Dev Notes

Pushed @ 8:35 on 12/19/12

Top Guild Bonus

- Top guild bonus was reduced from 50/40/30/20/10% bonus gold to 25/20/15/10/5%

X-Mas Bundle Cards

- Singles are now back in the featured pack section


- Small backend live play fixes


X-Mas Bundle is now Live!

The X-Mas bundle is now live and available in the cards section of the shop!

And just as a reminder, here is all four cards!

Merry Ho-Ho and happy battling to all!


v0.9.1.5 is Live with a NEW PROMO!

v0.9.1.5 Dev Notes

Pushed @ 2:20pm EST 12/14/12

New Promo Card!

It's been a while since one of these, but to celebrate the release of The Hobbit, we made a new LEGENDARY promo card that will be available for gold or gems! To unlock: You must place in the top 10 in the rotating arena, once. Gold price will be 250,000 and Gem will be 150.


- Fixed an issue with purchasing new Bard bundle and not unlocking the Dragon bundle properly
- All bundles are now visible, use the arrow to cycle through them
- Can now see holiday cards in the collection under promo section


KCCG Podcast #1 is Live!

Hi Folks!

Episode 1 of Kingdoms CCG radio is complete!

You guys can listen to it here: https://soundcloud.com/kingdoms-ccg/kccg-podcast1

Join the discussion, comment and give us feedback on the forum here so we can be better next time: http://wiki.kingdomsccg.com/?q=node/2043



CORE/EVE and the state of balance

Hi all,

In an effort to keep you, our dedicated players up to date with what we have brewing here at Antic, I have decided to give you the low down on our current thoughts of the card balance.
Overall, we are very pleased with how Rise turned out. With the tireless efforts of the Beta team and internal team here we have come up with what we feel is our best set to date! We designed it (and tested) with both constructed, sealed and draft play styles in mind. We did plenty mock sealed tournaments and found it to be a great amount of fun! The constructed tests involved testing both within the Set itself, as well as integrated into existing popular meta decks. Through both tests we found it (and tweaked towards of course) to work nicely together.

That said, unfortunately CORE and EVE did not receive the same thoroughness to testing and design simply due to time and resource constraints. Our next focus of attack is to use the same balance efforts and look at CORE/EVE and address any of the underwhelming, overpowered or straight up missing cards. On that last note, some of you may have noticed there were a few issues with the number of cards in core in specific categories, namely Ancient and Unaligned. For those interested, enjoy a little bit of Kingdoms design back story: When we first were designing Kingdoms we actually only had 5 kingdoms in mind. Light, Dark, Mystical, Elemental and Alchemy. I had in mind a subset of cards that were going to be uber powerful 'bomb' cards. Eldrazi'esque so to speak (for those familiar with MTG). Through playtesting, design iteration and further balancing we arrived at the idea of having the 6 Kingdoms, each with their opposing factions and alliances (which we love btw), but due to this rather last minute shift we had to sacrifice some of the Unaligned cards to fill some of the Ancient card gaps. We never were able to get it up to the same card level as the other Kingdoms and it's been bugging me for a while. Fast forward to now. Now that we have proper resources and an excellent beta testing team, our focus is to get CORE (and EVE) to the same level of satisfaction that we have out of Rise.

We understand you the players do not like change, especially drastic changes and we are going to keep them as minimal as possible. That said, we are looking at the long term quality of the game and feel that improving and 'perfecting' CORE and EVE, the first two sets, are integral to this. While we are testing in large batches on beta, we currently plan to roll out these tweaks in stages to the live community so there isn't a huge disruption in the meta. For those worrying concerned about purchasing, or recently purchasing in the single shop the same trade in rule will apply here. If the card was affected in a negative way, it will be trade-in applicable.
When we are scrutinizing cards we look at a series of things including: use rates, use rates in top decks, purchase rates and general 'fun factors'. We will be doing our best to bring those under whelming cards up to an enjoyable level, and toning down any over powered cards to an appropriate level as well as adding about 15 (currently planned) new cards to CORE.
Lastly we want to hear your thoughts (without too much specifics at this point) regarding the sets and their enjoyability.

Thanks all!

PS: To join the discussion visit our forums here: http://wiki.kingdomsccg.com/?q=node/1982


v0.9.1.4 is Live!

v0.9.1.4 Dev Notes

Pushed @ 8:20 on 12/10/12.

December Pack Sale!

For the month of December we decided to lower the gem cost of packs for the Core and Eve sets! Merry Ho Ho!
Premium Pack: 19!
3x Premium Pack:  49!
Premium Pack:  29!
3x Premium Pack:  79!
10x Premium Pack: 239!

Bard and Dragon Bundles

Due to the sale we decided to switch change up these bundles to offer more Gem value! All players who have previously purchased it, will be able to do so again.
Bard Bundle
- Now contains 150 Gems (was 50)
- No longer contains packs
Dragon Bundle
- Now contains 300 Gems (was 100)
- No longer contains packs

X-Mas Bundle

Stay tuned...


- Allegiant Warrior now properly triggers on ally holy creatures only
- Dravkas + Bulwark AI targeting bug fixed
- Smite now targets any Undead creature properly
- Fixed an issue with scroll lists crashing
- Fixed a bug with accepting/deleting mail
- Fixed a bug with the guild deck selectors
- Fixed a bug with starting campaign battles
- Fixed a lot of 1009 errors
- Bunch of small crash fixes


v0.9.1.3 is Live!

v0.9.1.3 Dev Notes

Pushed @ 2:00PM EST on 12/06/12

Guild Rewards

- Increased battle win gold from 25 to 75
- Added battle loss gold of 25
- War win Bonus amount reduced by about half
- This increases the overall earn rate and closes the gap between winners and losers so you have more incentive to fight your war

Rotating Arena

Rule Set Changes
- Minimalistic uses a strict rarity ruleset now including: max 4 rares, 1 epic
- Vanilla now uses limited rarity ruleset: max 8 rares, 2 epics, 1 legendary
We will be revamping the payout structure to something that rewards more based on how much you play and how well you do, but in the mean time we bumped the gold rewards to:
  • 11th - 25th = 5000 gold
  • 26th - 50th = 2500 Gold
  • 51st - top 50% = 1500 Gold


- Rise collection status now shown in profile
- Fixed the tie out of sync error in live play matches
- Fixed password reset for .com users
- Fixed price label visual alignment on buttons


New Campaign Preview!

We've been hinting at some big changes coming for some time now... that's right - we're revamping the whole campaign system to bring you guys a much more enjoyable and replayable experience! It's currently in development and we're not entirely sure on expected release date at this point, but nonetheless, here's what we got cookin'!

Explore the World

There will no longer be a chapter system, instead there will be the entire world map of Euna that players will work their way through fighting new monsters, unlocking new cards, competing in challenges and more. The world map will be connected with a Node system, just like now, however there will be a few new types of nodes, including:
  • Battle Nodes - Pretty much like now. Basic battle nodes against regular mobs.
  • Boss Nodes - These will be special battle nodes that have a tougher mob and will usually yield a bigger reward
  • Challenge Nodes - These will be special battles that impose a condition or rule set but yield a specific cool reward. Example: Use Amorya with beginner arena rules to break through the opponent's defenses within X turns. Some of these nodes can only be attempted once within a specific time frame
  • Minigame Nodes - These nodes will have the biggest variety of interaction on them. They can include things like: wells that drop energy/essence/stones every X hours, spending energy to search for cards/items, merchants offering special items for sale, choosing a chest for a prize and more
  • Gate Nodes - These will be locked nodes that require a key item to advance on. Key items can be found by completing very basic quests or battles on the map
  • Teleport Nodes - These nodes will take you to a new sub-area within the game. Example: you will be able to go into the Old Capital City from the world map node to clear it from the impending undead wrath
  • Dungeon Crawl Nodes - Last but certainly not least will be the dungeon crawl, or survival nodes. These will let the player fight continuously to see how long they last against an increasingly difficult horde of enemies. There will be a global/friend leaderboard and prizes attached to these nodes

New Enemies

There will be over 50 new mobs (basic enemy units, not quite as powerful as heroes) with over 50 unique abilities added to this system to keep the battles fresh and interesting!
Check out the Queen Harpy... she likes to hang out near the entrance to the Maze of Marshes, and she is one mean chick!


?: Will this cost Energy and what are the gold rewards?
A: Energy will be used to travel along the map and the gold rewards haven't been finalized yet. The new campaign will cost energy so we can award gold on losses as well as on wins.
?: Will there still be different difficulties?
A: No. The further you venture into the world map, the more difficult the battles will become.
?: I already beat the current campaign, so what happens when this new system rolls in?
A: Since it is a new system and will replace the old, all players will be starting from the beginning here.
?: When is this update coming?
A: We're hoping to get it out before the x-mas break, but we're not making any promises yet as we want this to be top notch before we release it.

Follow the discussion on the forum here: http://wiki.kingdomsccg.com/?q=node/1764


v0.9.1.1 is Live!

v0.9.1.1 Dev Notes

Pushed @ 1:10 EST on 11/28/12

Dynamic Market

- adjusted some of the values a bit to decrease the large jumps in price
- put in maximum price caps on all rarities


- Fixed Dravkas "Master Artificer" Mana cost values in battle
- Fixed Core Gold Pack Uncommon amount


Patch v0.9.1 is Live!

v0.9.1 Dev Notes

Pushed @ 11:00am EST on 11/27/12

Guild War Update

  • Every member will be able to fight maximum 20 fights per war
  • Every war fight win will earn you gold immediately
  • The top 5 BEST win counts on both sides will determine the guilds total score in the war
  • The guild with the highest score total (out of 100, since its the top 5 * max 20 fights) will determine the victorious guild
  • The winning guild will still earn a war bonus
To clarify more on the top 5 best win counts:

Each side will have up to 15 members doing 20 fights each. Only the best 5 records will count towards the guilds score out of 100. This is so that a 5 person guild with super hardcore players can have a shot against the 15 person guild WHILE still allowing the 15 person more casual members to take their battles and try to contribute to the team's success. No longer will there be any fear of 'hurting' your guilds score, you can only help!

Rotating Arena

- Switched to 50 hour rotation cycle
- The current arena had to end early to accommodate this

Pack Screen

To prep for the Rise launch we have updated the pack screen to allow navigation through the expansion packs easier.
- Bronze pack is no longer available
- Silver pack now has a 10% chance for a Rare
- We split off the gold and gem rare pack into 2 separate packs so the gem version can offer essence and stones. (Nothing else to the core gold pack was changed)


Dravkas - Based on recent stats of top players, Dravkas has the lowest win rate (by far) @ a whopping 35% so we're giving him a small nudge to help his speed.
Master Artificer
- triggers on [4,3,2] Mana cost. Was [5,4,3]
- now costs [4,5,5] charges. Was [4,5,6]


- Fixed an unused star display bug on main screen


v0.9 is LIVE!!!

v0.9 Dev Notes

Pushed @ 7:30 (EST) on 11/20/12


A crafting system has been added! Players can now combine 'Stones' and 'Essence' to create any card from the main sets!
Stones are the foundation of the crafting. They determine what you will build. They can be from a Card Type, Card Set or Bundle Set. Examples: Core Stone, Gear Stone, Spooky Stone etc.
Essence determine the rarity level and kingdom alignment of the item crafted. There is 7 different essences, each representing a Kingdom and Unaligned. The amount of essence added will determine the rarity level. The % of each essence added will determine the Kingdom alignment.
Crafting Level
There will be 10 crafting levels to start. At level 1 you can only craft commons. The more you craft, the more XP you earn, increasing your level. The higher the level, the more essence you can add when crafting, increasing the rarity of items you can make.
Acquiring Essence and Stones
There are a few different ways to acquire both essence and stones:
  • Scrapping: After you acquire a single card, any duplicates can be scrapped for Essence or Stones. Stones only drop on Uncommon+ cards. The amount of essence dropped is determined by the rarity of the item being broken down
  • Gem Packs: Any pack purchased with gems will always yield some Essence and sometimes Stones.
  • Daily Chance: Daily chests now can include Essence and Stones
With this feature addition, 3 new Crafting achievements have been added for a total of 17 gems!

Singles Store

Singles for Gold
Say what? That's right. The existing singles shop has switched to be Gold prices only! It now rotates once an hour and everyone sees the same items (but don't worry, each persons single inventory is their own, meaning someone else can't buy your items). The Gold prices will be driven using a dynamic pricing model. The latest set will not show up in here.
Dynamic Market
Each card (based on rarity) will have a base Gold or Gem value attached to it, then, driven by the players demand and use rates the price will either increase, or decrease! Prices will update at a specific time cycle, which will be displayed in the shop.
Purchase any Single!
A *NEW* catalog of singles has been added. Now you will be able to search through any of the main card sets and pick up any card you want for a Gem price determined by the dynamic market! All sets are included after their pre-sale period.


Battle Mechanics
Mana Cost Altering Cards
All cards that affect Mana cost of other cards, now only affect the casting cost of cards in your hand. This change was done because many of the current reducing cards inadvertently caused a negative effect by lowering the cost of the cards already in play. Examples of this were Omni Cloak, Engineers Ring causing weaker creatures to be assembled by Dravkas, or Maelstrom Priestess lowering mana cost of spells that can get triggered by Arcanos' Visceral Flames ability.
If a card would trigger off the Mana cost of a card being played, it will go by the base cost always.
Battle FX
Added a whole bunch more battle effects for visual clarity of whats going on and feel, including:
- Magic vs Physical damage effect
- Hero enter animation
- Hero death effect
- A few status effect effects
- A few more battle UI effects


**Note: This is a preview, some numbers might change before final release**
War Behaviour
The war experience has been revamped to make the war more interesting instead of just an energy race. Now when guilds go to war, each guild can only do 100 battles total with each member be capped at a maximum of 20 battles (out of the 100). The total number of wins at the end of the war, will determine the victor. For each battle win, gold will be added to a pot, which will be split based on participation. If your guild is victorious, each player will receive up to a 3x bonus to that gold amount. There will no longer be energy required to do guild battles. Honor will be accumulated after each win, and is independent from the war outcome. Quests have been removed so they don't conflict with trying to maximize your win ratios. In the event of a tie, the defending guild will be the victor.
Top Ranked Bonus
Top ranked guilds will receive an additional bonus amount of gold per battle.
There are a few more management tools in place for guild leaders and members. You can now view daily, weekly and monthy averages for offensive and defensive rates as well as war participation %. Guild mates can now view and skirmish against each others defense decks.


Limited Arena
- Now allowed up to 8 rares (was 4). This was done to give a little more flexibility to different deck strategies.
*NEW* Rotating Arena
- The Kingdom and Skirmish arena's have been removed and in their stead the new 'Rotating' arena has been added. This arena will cycle through a new set of rules every 48 hours to keep the battle fresh! The kicker to this is, the top players at arena rotation will earn GEMS or GOLD! To prevent against leaderboard camping, AI losses WILL affect your rating, just at a much decreased rate, currently 25% of the normal rating that would be exchanged.
Current Rule Sets
  • Tier 1 Standard
  • Tier 2 Standard
  • Alliance Standard - Standard rules only using cards of the same alliance as your Hero
  • Minimalistic - No cards with Mana cost 4+
  • Pauper - Max of 4 Uncommons, the rest must be commons!
  • Vanilla - All heroes start with 12 HP and 2 mana with no abilities!
  • Tier 3 Limited
  • Singleton - Can only use max of 1 of a specific card, 60 card decks
Currently the top 5 players will earn Gems, the remaining top 50% will earn varying amounts of Gold.

Hero Tweaks

- assembled Constructs now have a mana cost equal to the gear they destroyed
Master Artificer
Whenever an ally gear or Alchemy Creature with Mana cost [Value] or more enters, Dravkas gains 1 ^, 1 Charge or 1 Mana
Ice Blast
- Now costs 3,4,5 charges (was 4,5,6)
Undead Warcry
- Now costs 6 charges (was 5)
Sprinkle Dust
Target creature gains Dust and Petrice gains 1 Mana
Hero Prices
We have reviewed, and changed (hopefully for the last time) the Hero Gold prices. We felt they got too pricey and kept a lot of our players out of reach of trying new and cool strategies. We have lowered the T2 Gold price to 15,000 Gold and T3 Gold price to 50,000 Gold. There will no longer be a sale value on Gold prices, only the first Gem purchase of a hero in each tier. (For those who already bought Hero's for greater prices, please see the end of this patch list :))

Card Tweaks

Summon Abomination
Now costs 2 mana (was 3).
- The abomination token now has a mana cost equal to its power
Blessed Champion - Available for trade-in
"On enter: your Hero gains 3 HPthis creature becomes Blessed 3 (when it dies, its Hero gains 3 HP)."
Reason: BC had far too much value for his Mana cost compared to other creatures. As an alternative to increasing the cost, we chose this route which offers a few ways for the opponent to deal with it.
Maelstrom - Available for trade-in
"For each random enemy creature and enemy Hero, deals 4, 3, 2 and 1 ~ damage to it respectively"
- Now costs 4 Mana (was 5)
Reason: With the ability to wipe the enemy's board AND deal damage to the hero directly, this was hands down the best burn spell in the game. We chose to limit the targets so you cant always guarantee a side wipe while still damaging the enemy hero as oppose to increasing the mana cost to get within reason of the capabilities.
*Redesign* Ancient's Revenge
- Now called Ancient's Will

Collection Page

Collection page has been revamped to include filters for better searching capability. It now includes the option to scrap cards for crafting purposes.
The foiling mechanic will be switching in this update. No longer will you trade in a certain amount of cards to receive a foil version, instead it will be moving to a Gem payable cosmetic upgrade. This is so it doesn't conflict with the new scrapping and crafting mechanic. The costs are now as follows:
  • Common - 5 Gems
  • Uncommon - 10 Gems
  • Rare - 15 Gems
  • Epic - 20 Gems
  • Legendary - 25 Gems


- Abominations now come in with a Mana cost equal to the corpses they destroyed
- There is now a different effect for Magic Damage as opposed to Physical Damage
- Fixed the Dravkas 1009 error, which should also fix the shatter error
- Discards that are forced due to card drawing now properly go to the discard pile
- Fixed a bug with removal of abilities that wouldnt remove Overrun or Corpsecraft
- Tweaked the foil effect a bit
- Adjusted the way a - HP buff works. If they would receive a negative HP buff it would always take it off their max and current if it wouldnt kill them. It can now kill them. Cards affected: Selfless Adept, Morphing Remains
- Added "Light" and "Dark" alliance filters under the deck editor kingdom selector
- Added Mana cost filter in deck editor
- Realm Sworn Bard and Grizzle Beast now costs 50k Gold to match the Dragon (was 25k)
- Fixed hero star tutorial glitch that caused people to get stuck


And last, but certainly not least we want to thank all our loyal and committed players as well as our new players that have just joined us! To celebrate this immense content update and to help cover some of the changes that may have affected players in a negative fashion, we will be awarded Gems to all our players! Just like the last Gem payout, every player will receive some. VIP players (those who have supported us with any real $ purchases) will be receiving an extra amount for their dedicated support! Thank you all! (Amounts are still to be determined)


"Rise of the Demigods" - New Card Set Announced!

Rise is the new set for Kingdoms CCG. With 144 brand new cards, the introduction of three new status effects in the form of Blessed (When this creature dies, it’s controller is gains life), Cursed (when this creature dies, it’s controller looses life) and Polymorph (Creature becomes a 0/1 sheep for X turns), the new Mill Mechanic, three new Legendary Cards including the first non-creature Legendary and the introduction of the Demigods.
Demigods are a new card type for Kingdoms. They are played just like creatures but are inactive, unable to attack but still able to block, until their tribute is paid. The tribute will vary from Demigod to Demigod. To activate Justice, his controller must gain 8 life. To activate Undying, 5 creatures must die while he is in play. Demigod’s can’t be targeted directly by spells or hero abilities but are still affected by board wide effects, and are still damaged by other creatures hitting them.

With powerful and exciting new cards at all rarity levels Rise is the best built set to date. Taking everything we’ve learned from Core and EVE to make Rise the next level in set design for Kingdoms.
Throughout the week we will be spoiling the set a few cards at a time. To get the week rolling, check out an uncommon creature from each kingdom.

We would like to extend a very special thank you to our Beta team for their excellent work in helping make this set complete!

Rise is set to be released on November 29th with the Pre-sale starting November 22nd. More details to come!

Be sure to follow the forum for latest details: http://wiki.kingdomsccg.com/?q=node/1552


v0.8.8.2 is live!

v0.8.8.2 Dev Notes

Pushed @ 2:20 EST on 11/5/12

Arena Tutorial & Locking

- Arenas and guilds are now locked for new players until they have sufficient cards to actually build a deck for those areas. (30 for Arenas, 40 for Guilds)
- We have added a tutorial for newer players that shows them how to properly access and join an arena once they are able to do so, as well as the benefits of doing so.

Card Tweaks

Fireball - A change to the targeting. Its flexibility of targeting an empty middle slot to kill top and bottom slot was just too strong for its mana cost
"Deals 3 ~ damage to the creature in target slot and each its adjacent slots target creature and deal 1 ~ damage to its adjacent creatures"


- Fixed the chat scroll issue. You can now scroll up properly and not get your scroll bar reset when a player sends a message. Admin messages will still force this.
- Shadow's Charge Strike is now fixed.


Spooky Bundle - Last chance!

The limited edition Spooky Bundle is available for another 12 hours only before it gets locked away for some time. Get it while you can!

Happy Battling all!


v0.8.8.1 is live!

v0.8.8.1 Dev Notes

Pushed @ 5:45 EST on 10/29/12

Halloween Bundle

We have decided the following solution to the Halloween bundle to allow all players to have the same opportunity.
There will be 3 options to purchase the bundle during the limited time offer.
- Purchase with kreds/$ as is now. You get the 4 cards + LE etching, plus 50 bonus gems.
- Purchase for 100 Gems. You get the 4 cards, regular edition.
- Purchase with 100k Gold. You get the 4 cards, regular edition.
We feel this is a fair solution to all players. Those who purchased gems during the sale, can still acquire it. Free players have a gold option, and further supporters get extra value for their $ with $5 worth of bonus gems and LE etching.


- Price/unlock condition bug was fixed and returned to normal values.

Deck Editor

- Card sizing's/spacing has been adjusted to fit 42 comfortable, shown in a similar proportion to before. A scroll bar will appear when there is more than 42 cards displayed.


- Trick/treat stacking bug has been fixed
- Tutorial flow was smoothed a bit


New Holiday Bundle! v0.8.8 is live!

v0.8.8 Dev Notes

Expected release: 10/26/12 @ 2:30 EST

Spooky Bundle

A limited time Halloween bundle is available for $10 or 100 Kreds. It contains 4 Exclusive cards PLUS 50 Gems. There is no limit to how many you can buy.
Starting October 26th, the Halloween bundle is our seasonal treat for the players of Kingdoms. Containing four limited edition cards and 50 gems this is one bundle you don't want to miss! These cards are only available until November 5th and then they will be locked away with only those who jumped on the chance able to get these sweet treats!

Deck Editor

Deck editor got a revamp to be a little more user friendly. Also better illustrates arena rules when building/modifying a deck.

Pack Adjustments

There were a few pack adjustments to improve the experience.
The Eve gold pack was removed and 2 new packs are now offered.
Eve Basic
Costs 5000 gold and contains 6 cards with commons/uncommons and 25% chance for a rare or better (2% for epic), which on average is 50k cheaper than it was. We chose to do this to allow players an easier access point to Eve cards rather than having to save up 15k.
Eve Premium
Costs 39 gems and contains 6 cards with 3 commons, 2 uncommons, 1 rare w/ 10% chance for an epic
Kingdom Packs
Epic chances changed to 1 in 10 (from 1 in 8) to match the Premium packs.


We have finally added a tutorial that should better explain the battle system and key areas of the game to newer players.


- Overrun bug fixed where it called the 'attack' trigger twice.
- Promo card #'s have been hidden since they get shifted around too much with new cards coming out
- AI now chooses to defend a little more wisely


v0.8.7 is Live!

v0.8.7 Dev Notes

Pushed @ 5pm EST on 10/19/12


This weekend only receive 25% off all gem packages $20 or more!

Deck Slots

- Players can now remove their decks from arenas. Their old deck will remain in place until they rejoin with a new valid deck.
- Guild slots are now freed upon kick/exiting a guild


- On death effects now properly trigger
- Shadow Strike now targets any creature properly
- His 10th star is now fixed. It requires 100 wins against unaligned heroes
- Due to all the issues with the Hastey Victory star, we changed it to Defeating Noran 50 times
- Win 500 times vs Elemental star has been lowered to 100


- Willow Guard now gets a proper +1 boost against elemental heroes
- Improved some animation performance in battle
- AI improvements


v0.8.6 is live!

v0.8.6 Dev Notes

Pushed @ 5:20 EST on 10/12/12

New Hero - Shadow, Assassin of Kings

We are pleased to announce the release of a new T2 Hero - Shadow, Assassin of Kings.

"Born from the darkness, Shadow knows not of compassion or allegiance. Legend says he was once a crowned Prince of a dynasty, now known as an assassin of Kings. Shadow trusts nobody and definitely should not be trusted himself."
Shadow is unlocked after acquiring 75 stars - then he is available for purchase with 150k Gold or 89 Gems. Discounts and Trading do not work for Shadow.
Full details can be found here: http://wiki.kingdomsccg.com/?q=wiki_heroes#t2_nonaligned

Starter Packs

There are 6 brand new Starter Packs designed specifically for new players to help get an early boost into some competitive playing with their favorite kingdom!
Each Starter Pack contains: 1 Epic, 2 Rare, 5 Uncommon, 8 Common cards plus a bonus of 50 Gems and is available for $10 or 100 kreds. Starter packs are available in the newly designed store!


Limited - adjusted base amounts to be more on par with Standard
- Win amount increased to 300 (was 200)
- Loss amount increased to 150 (was 100)
- Energy increased to 6 (was 5)
A new arenas has been added. Here you will only be able to play with only the cards that share a kingdom alignment with your heroes.
- rules/payouts will otherwise be similar to that of Standard

Battle Replay

- After a defeat in Campaign or an AI arena battle, you now have the option to immediately replay. This is shown where the old "Buy a pack?" option was.


- There are now confirmation popups on any Gem purchases
- There's a new guild component that should look a little nicer


- You now have an "edit deck" option after purchasing packs/singles
- Virtuous Summon now starts searching from the top as described (was searching from the bottom)
- Torch now only gets destroyed if it did infact damage an undead creature
- Loading progress bar fixed
- Fixed forgot password bug


v0.8.5 is live!

v0.8.5 Dev Notes

Pushed at 5:30pm EST on 10/5/12

Battle Mechanics

Decking Out
When a player can no longer draw a card due to no cards left in their deck, - they immediately lose. This is known as Decking out. There will be cards that allow players to "Mill" other players. Mill will be a new keyword that puts the top X cards from a players deck into their discard pile. We added this as an additional strategy type to allow for multiple win conditions. *This is not enabled in campaign story mode*
Discard Pile
Now when players play a spell, discard a card (not banish), get a gear destroyed or have a creature corpse removed, it will get added to their discard pile which is visible to the right side of your hand. This can also be used to see what cards were just played by the opponent. Interactions with this will be coming in a future set.
Copy Creatures
Copy creature spells/abilities now copy the creatures current form - meaning if it has new abilities/status effects or taken damage, those will all be copied as well. Cards affected by this are: Phantom Image and Doppelganger


- Reworked beginner mode targeting to be a little more intuitive
- Discard Pile was added to battle. You can click on it to view either players list. Mousing over will display the full card.
- Entering chat now shows how many friends you have online

Load Times

This is big enough to warrant its own header. We managed to reduce the overall game size by more than 1/3, subsequently decreasing load times by that much!

Card Tweaks

Flight of the Pegasus
- Mana cost reduced to 4 (was 5)
Blunderbuss - available for trade-in
On your turn: destroys a random gear and deals 1 ` damage to its controller. If no other gear is in play, destroy this gear.
Note: This nerf was done as this was too effective to completely neutralize a core strategy in the game. 1 card should not be able to do this.
- Mana cost reduced to 3 (was 4)
Fervor - available for trade-in
Ally creatures get +1 attack and gain Haste until end of your turn
Fae Trickster
Now has 2 attack
Realm Crusher
Now has Giant as a subtype as well
Now lasts 5 half turns
Now lasts 5 half turns
Realm Sworn Bard
Other ally creatures get +1 ATK and +1 HP


- Players who bought the old Hero Bundle are now able to buy the Dragon Bundle without having to purchase the Bard Bundle
- Refactored a bunch of the targeting code - proper targets should highlight appropriately now
- Battle victory/defeat screens how show the player component of who you battled so you can easily find their profile
- Fixed the energy arena bug


Energy Arena Bug is Fixed

Hi all,

We have just fixed the energy and arena bug.

We apologize for the inconvenience. Any players affected by it have received 15 Gems.

Happy battling!
- Kingdoms CCG


v0.8.4 is Live! with New Bundles and Special Deals!

v0.8.4 Dev Notes

Pushed @ 3:30pm EST 9/28/12

New Bundles

The old Starter bundle has been removed and 2 new bundles have been added: The Bard Bundle and the Dragon Bundle. They can each be purchased once per account.
Bard Bundle
For $10 or 100 Kreds you will receive:
- 3x Core Packs
- 50 Gems
- Plus a bonus promo card: Realm Sworn Bard
Dragon Bundle - Unlocks after you purchase the Bard Bundle. Next patch will also make it available if you purchased the prior starter bundle
For $20 or 225 Kreds you will receive:
- 3x Core Packs, 3x Eve Packs
- 100 Gems
- Plus a bonus promo card: Abysmal Dragon

Core Deals
- You can now purchase 3 Core Gold packs for 99 Gems
Eve Deals
- You can now purchase 3 Eve Gold packs for 99 Gems
- You can now purchase an Eve booster box containing 10 Gold packs for 299 Gems


- Now has 15 HP (was 16) and 1 mana (was 0)


We overcompensated a bit too much on the last update with Honor reward amount on a loss and suffered a decrease in competitiveness as a result. In order to restore that competitiveness, we lowered the loss amount to 50% of what you earned and 100% for a victory. Future guild upgrades may affect these values.
Chat Icons
Now the players in the first place guild will have a special legendary chat guild icon. Players in guilds ranked 2 and 3 will have an epic chat guild icon.


- A deck slot save issue has been fixed where sometimes it overwrites your first slot


Kingdoms CCG on Steam - Need your help!

Hi all,

Kingdoms CCG is now in the Steam Greenlight program and we need YOUR help!!

You can vote for us here: http://steamcommunity.com/sharedfiles/filedetails/?id=94181730

Needless to say it would be tremendous for the game if we get on there, please help us out and vote!

If we get picked, there may even be some Gems in it for everyone! :D

Thanks so much,

- Kingdoms Dev Team


v0.8.3.1 is Live!

v0.8.3.1 Dev Notes

Pushed @ 4:40pm EST on 9/25/12

Gem Bonus

On your next purchase receive an additional 25% more gems! This applies to all players.

Featured Items

Featured items now rotate on a daily basis.

Hero Tweaks

*Redesigned*Crush Mortal:
- Renamed to "War March"
Target creature attacks, if able
- Costs [7,6,5] Charges

Card Tweaks

Soul Funnel
Your Hero gains 1 HP and the enemy Hero loses 1 HP


- Increased server stability
- Fixed multiple clicks on your battle war icon could cause errors later on
- Fixed a server guild room related bug


v0.8.3 is Live!

v0.8.3 Dev Notes

Currently in development. Scheduled for 9/21/12

Battle Mechanics

Corpses now last an additional half turn, meaning each player will have a full turn to try and interact with it. Corpses will clear at the beginning of players turns now instead of after the attack phase.


- Guild card unlock requirements were reduced a fair amount

Hero Tweaks

- Dravkas is getting a bit of a rework as we found he lead to a pretty narrow (and not the most fun) strategy with the essentially free board wipe (Replicate & Shrapnel blast). We are reworking Replicate and Shrapnel Blast. Current details:
*Re-designed* Replicate:
- new name "Assemble"
Destroy target ally gear; summon an X/X Alchemy Construct in a random ally slot where X is the gear's Mana cost. It gains [1,2,3] random abilities.
- Costs [4,4,4] Charges
*Re-designed* Shrapnel Blast:
- new name "Master Artificer"
Whenever an ally gear with Mana cost [5,4,3] or more enters, Dravkas gains 1 HP, 1 Charge or 1 Mana.
- Passive

Card Tweaks

Wild Behemoth
This guy got a rather large rework. We felt it was far too punishing and had too much of a random chance, which lead to not seeing much play. The new version is as follows:
This creature can't be set to Defend mode. On attack: deals 1 physical damage to your Hero.
Abilities: Splash, Armor and Unblockable Intimidate and Overrun
Mage's Ring
Mana costs of your Spell cards is reduced by 1
- Mana cost increased to 3 (was 2)
Glass Sword
On enter/On your turn: your Hero deals 1 physical damage to enemy Hero. Destroy this gear when your Hero is dealt any damage


- Cancel Ability button is now accessible in Advanced Casting Mode
- Baleful Mist - Fixed a few interaction bugs
- Featured pack and cards changed


v0.8.2 is Live!

v0.8.2 Dev Notes

Pushed @ 5:05pm EST on 9/18/12

Guild Honor

We reworked the honor system to be a little more generous. Players will now earn full honor on a guild loss. If a guild is victorious, each member will earn 10% bonus honor. We felt it was too punishing to not give any honor.
With these changes we bumped the honor prices of the uncommon and rares slightly to (300 and 1250 from 250 and 1000 respectively)

First Turn Advantage

We ran some data on first turn advantage, and while it's not as crazy as everyone thinks (56%) we felt a small nudge is needed to get it down to an even 50%. Therefore, the player who goes first will no longer receive Charges on their first turn.

Chat Moderators

We now have chat moderator support. They will be seen with a red M icon. They will be fair and just, and prevent any vulgar/abusive or spam activity and have the ability to disable your chat. Please be respectful to all players and moderators.


- Battle tab now shows who you're battling
- Fixed a bug with Guild point calculation on War win/loss. Should be accurate to the Wiki now.
- Player component got spruced up to show honor and guild rank in it
- You can now private message players across different rooms properly
- Featured pack changed to (Eve - Dark Alliance) Cards changed to (Mage's Mantle, Hero Ring, Omni Cloak)
- New splash screen


v0.8.1 is live!

v0.8.1 Dev Notes

Currently in development.


Slots full issue
When a guild sends an invite out to a player, it reserves the slot in their guild. Thats why some guilds say they're full when they have 11/15 members. We have now added the pending members under the membership page. From there, the guild will be able to cancel the request, freeing up the slot.


- 1009 error during guild wars when news lists update is fixed
- Fixed the guild scrolling issue in the leaderboard
- Jorma's Undertow can now target ally creatures as intended
- Guild rank is now shown properly in guild component
- added better error handling for guilds


Guilds are Here!

v0.8 Dev Notes

Guilds are now here! Full details can be found below!

Promo Card

Juggernaut is now available! He can be unlocked by completing Chapter III on Insane mode.


Guilds are now upon us! Round up your friends, foes and whoever else you want to join you in your journey to be the top guild in Kingdoms!
- You can create a guild for 50k Gold or 50 gems
- You can have up to 15 members for now
- You can assign different ranks to your members which will limit their control in the guild
- You can initiate wars against other guilds within a point range
- Win/Lose points based on the outcome of the war
- Each war, each guild will have 3 quests that can be completed for bonus points
- Individuals earn Honor for their participation in the guild. Spend this honor in the guild store on exclusive cards
- Top ranked guilds will have a more prestigious profile button to show off in the leaderboards
- You can earn an additional 25 wins worth of bonus gold in Guild War battles


- Eve cards have now been added to the Singles store!


- No longer shows Honor points if you don't have any
- Akatril's Judgement damage no longer keeps adding 2 each time you use it
- You can now have up to 25 friends. We also fixed the bug with friend requests crashing when you have more than 25.

v0.7.6 is Live!

v0.7.6 Dev Notes

Pushed today @ 2:00pm EST

New Features

Hero Store
The Hero store got a facelift. Some prices were adjusted, and there is now a Sale feature for the first 2 heroes you buy of each tier. This will work for existing players as well on the next Heroes they purchase.

Hero Tweaks

Frost Nova:
Uunys deals [1,2,3] magic damage to the creature in target slot and 1 magic damage to its adjacent and opposing creature slots
Jorma deals magic damage to target creature equal to half its HP rounded up. That creature becomes Immobile (It can't be moved to another slot)
Maelstrom Blast:
Jorma deals 1 magic damage to a random enemy creature or enemy Hero whenever an ally Dark alliance creature with Attack [4,3,2] or more Mana cost [5,4,3] or more enters play.
Furious Revival
- Costs [7,6,5] charges(was 6,5,4)
Holy Summon:
Charges increased to [4,5,5] from [4,4,4]

Card Tweaks

Skybreaker Giant
HP increased to 8 (was 7)
Dwarven Sot
On enter: deals 1 physical damage to another random creature
Roaming Spirit
Now has Dust
Weathered Knight
If you control another Light alliance creature, this creature has Armor
- Attack was reduced to 1 (was 2)
- HP was increased to 4 (was 3)
Young Giant
If you control another Giant, this creature gets +1 attack
Willow Guard
If the enemy Hero is Elemental or controls any Elemental creatures, this creature gets +1 HP
- Now has resist
- Mana cost was reduced to 3 (was 4)
- Attack was reduced to 1 (was 2)
Tenacious Demon
On death: Tenacious Demon is put on the bottom of shuffled into its controllers deck


- Improved overall loading time
- Reduced memory usage


v0.7.5 is Live!

Hero Tweaks

Jorma deals magic damage to target creature equal to half its HP rounded up; then gains 1 Mana for each point of damage dealt this way
Target creature loses half its HP rounded up and Jorma gains 1 Mana for each HP lost this way
Furious Revival:
Remove target corpse and put the next creature with a lower Mana cost from your deck in its slot. It gets +1 attack and gains Haste
Shrapnel Blast:
- Costs [6,5,4] [7,6,5] Charges
Virtuous Summon:
Put the next Light alliance creature from your deck in a random target empty ally slot. It gets +1 attack and +1 HP
Necrotic Infusion:
- Costs [4,5,6] [4,5,5] Charges

Bug Fixes/Minors

- Abaddon no longer swaps corpses, he simply takes theirs. It now also works if you have a corpse occupied slot, just not if you have a creature.
- Alisten now properly summons Whelps when used by AI
- Belnir can now be traded properly
- AI can no longer use Dark Missile on undead heroes
- Fae Trickster now properly only steals abilities from enemies
- Phantom Image now triggers On Enter effects


Card Trade In Program

Hi all,

As Kingdoms grows and patches are done, it is sometimes necessary to do balance changes to both cards and heroes. Sometimes positive and sometimes negative changes are done.

These changes are done with the best intentions for the greater good of preserving a healthy meta game and making it a competitive, fair landscape for all players.

We understand these changes directly affect some of our premium players and as a result would like to offer a special trade in program where players affected can trade back those cards for gems.

Full details of this program can be viewed on our official forum here: http://wiki.kingdomsccg.com/?q=node/643

Thanks much for all your support!

- Kingdoms Dev Team


Patch v0.7.4 is here!

v0.7.4 Patch notes

Currently in development. Scheduled for 8/30/12 Afternoon.


Unlocked by completing Chapter VI on Insane mode:
Tower of Gnomes


Player mailbox has been added. This will be used for guild interactions and friend requests, as well as tournament reward delivery later on.
Friend List:
There is now an ingame friend list. You can add players from their profiles and you'll see when they come online in chat.
Battle Chat:
There is now a battle chat tab that opens up when a live play match is made.
Guild Chat:
There is now a chat tab for guilds (for the forthcoming guild release)
Hero Trade:
You will now be able to trade in your purchased Heroes for a Hero of the same tier. When you trade, you will lose all hero star progress and stats on that hero.
Battle Interaction UI:
There are new Cast/Banish (formerly discard) buttons which should make it much clearer what your intention is and how to use certain actions. **NOTE:** for advanced players there is a new option now to enable the single clicking that was there before.
Live Play Time Extender:
In live pvp, when you play a card, discard a card, or use a hero ability it will extend your turn timer by 5 seconds (this number will likely be played with)


Beginner Arena:
Max hero tier in beginner arena is now T1 so newer players stand a better chance. We had to reset the arena in order to remove any invalid decks.

And much more!
Check the full patch notes here: http://wiki.kingdomsccg.com/?q=node/620

Happy Battling!


v0.7.2 Patch Details

v0.7.2 Patch notes

Pushed @ 2:10 EST on 8/17/12


A game wide chat component has been added so now all players can communicate with each other!
To see a full list of chat commands type /help :)

Battle Mechanics

- Timid has changed to: This creature won't attack if it has an opposing creature
- A new status effect "Pacified" has been added. It prevents the creature from attacking

Card Tweaks

Target creature gains Timidbecomes Pacified
All eggs now have: This creature can't attack added.

Interface Changes

- Backgrounds in deck editor and hero page now change based on the kingdom of the Hero
- Battle backgrounds will pick a random one of the two Heroes
- Player profile got a revamp

Bug Fixes/Minors

- Vengeful Titan now deals Physical damage properly on the play effect
- Weakened is now known as Weak
- You can now search for cards via their subtype
- Fae Trickster no longer steals abilities while dead
- There was a bug with removing status effects that would automatically always remove any Slow counters + another effect. It now just removes 1 effect properly.
- Some more anti-cheat measures in place


v0.7.1 is live!

v0.7.1 Patch notes

Released @ 2:45 on 8/13/12


Unlocked by completing Chapter V on Insane mode:
Frost Bark Ent


In live play enabled arenas if no match is found within the time limit, it will match against an AI opponent. Reward will still take place, however no rating will be exchanged.
- Min deck size decreased to 30
- Loss gold increased to 50
- Hero tier is capped at 2
- Energy decreased to 5
- Win bonus increased to 150
- Loss gold increased to 100
- Win gold increased to 300
- Loss gold increased to 150
- Bonus gold increased to 250
- Skirmish arena was added back in


- Core gold pack lowered to 5k gold
- Eve gold pack lowered to 15k gold

Bug/Minor Fixes

Live Play
- Hero abilities should no longer cause an out of sync
- Idle timeout is now 15 minutes
Card/Ability Functionality
- Maelstrom Blast now rounds down correctly
- Aegis Shield now prevents physical or magical damage as intended
- Shields now play an effect when they prevent damage
- Featured pack is now a CORE Epic pack for 50k gold or 100 gems
- Featured cards are now (Forked Lightning, Sparkshot Avenger and Element Converger)
- Some of the gold values were increased in Daily Chests
- Bonus amounts reset properly at 00:00 server time


v0.7 is Live!

v0.7 is now live!

This update includes an arena revamp with full integration of the live play, as well as a few smaller bug fixes.

 Full patch log can be seen here: http://wiki.kingdomsccg.com/?q=node/364

Happy battling all!


v0.6.3 is live!

More small hot fixes today.

Main highlights are we fixed the Starter Pack issue some players had. If it still appears Sold Out for you after you attempted to purchase it, please contact us so we can correct it.

Full patch notes: http://wiki.kingdomsccg.com/?q=node/314

In other news, the Live play arena update is going nicely and scheduled for next week. Guilds are also cruising along and we're currently looking ~mid-late August for that update.

Happy Battling all!


Patch v0.6.2 is live!

Mostly more live play bug fixes in this patch.

- The tooltip for cards now displays the sub-type of the card (Example: Fairy, Human, Warrior etc). This will come into play for future cards/abililties
- Slow down after consecutive live play matches has been fixed
- Playing an AI match after a live play match no longer disables your battle button :)
- Idle time-out shouldn't be occurring anymore (when you are actively playing, it will still timeout if you sit idle for 4+ minutes in an AI battle)
- Space bar no longer ends turn
- Error 1132 after some live play battles should be fixed

In addition to this there were also 2 new achievements added. Go check them out!


v0.6.1 Hotfix is live!

A small hotfix went up today to address a few of the issues with live pvp.

For a full change log view it here: http://wiki.kingdomsccg.com/?q=node/296


v0.6 is LIVE!

Wooo! V0.6 is now live!

The key thing in this update is Live PvP beta. You can access it where the Skirmish arena used to be.

Please note, that it is in beta. We are looking for feedback and bugs. Please post on the official forum @ http://wiki.kingdomsccg.com/?q=node/287

Also in this update is a whole lot of balance adjustments (that came into light with Live play). To note: balance tweaks could take place through the week as we get feedback from players.

Full dev notes can be found here: http://wiki.kingdomsccg.com/?q=node/253

As a celebration, we are awarded all players with some FREE gems in this update! (They should be arriving shortly). Supporters of Antic will receive a few more bonus gems :)

Thanks all and happy battling!


Today's Update

Today's minor update:

New Card
- Strange Concoction promo card has been added. Collect it by completing chapter 6 on hard mode

- Arcanos now starts with an additional mana and the 3rd attribute upgrade is + mana

Bug Fixes
- Shatter now properly only targets enemy gear
- Phantom Image no longer replaces your creatures
- Undead King/Torment now properly shows the kingdom change

- Featured cards changed to Splosive Gnome, Powder Keg and Goblin Cannon
- More ability icons have been added

Other cool news
- We're expecting to do internal testing of Live play this week. Stay tuned for more details
- And guilds is chipping along..


Hotfix Today - Bug fixes and Card Tweaks

Quite a few bug fixes going live today as well as the return of the Bronze Arena

- Back by popular demand is the "Bronze" arena

Card Tweaks
- Magic Ward now acts like the Wooden Shield - it absorbs 2 Magic damage then gets destroyed (reason for this was: ability to neutralize a direct damage magic deck was too powerful as a 1 cost common)
- Shatter now destroys an enemy gear card at random and costs 2 mana
- Mage's Ring now can grant mana on playing any card instead of any Spell, to compensate it now costs 2 mana

Bug Fixes
- Hose Down and Undead Curse now effectively work on ANY creature, not just the enemy creature
- Streamwind Assassin now deals physical damage as intended
- Arrow Volley now deals physical damage as intended
- Shrivel now deals physical damage as intended and removes Flying
- Fixed wording on Fae's Charm to match what it does: Requires opposing battle slot to be open
- Elemental Bequest works as intended
- Ability Shift no longer crashes when there's no opposing creature
- Captivating doll will no longer steal attack while shes a corpse
- Maelstrom Priestess should only reduce your mana costs
- Power Cast no only works on the next creature
- Clicking the rune word will no longer end turn
- Poverty no longer lasts forever


Today's Update

Hi all,
Just a small patch today to address a few things:

Slow/Haste Battle Mechanics
- Slow/Haste functionality has been altered slightly to better represent conditions with creatures
- Now when you play or gain control of a creature it gets a "Cannot attack" state
- That state is only removed at the start of your turn OR by giving it haste
- Moving a creature will now give it a "Cannot attack" condition, which will be removed at the start of your next turn or by giving it haste
- Slow counters are depleted at the end of your turn
- Slow counters now can be removed completely with anything that removes a status effect
- This should be much clearer of how haste/slow and just played behave

Campaign Tweaks
- A couple of the battles in chapter 1 were tuned to be a littler easier
- Replay rewards have been adjusted to be less grindy
- They now cost 4,5 and 6 energy and yield MUCH better return on Gold

Bug Fixes
- On death triggers got fixed, so consume, reassemble should behave properly
- Fixed a few 1009 null pointer errors
That's it for today. Have a great weekend and gl with your pulls!


Eve Pre-release is Live!

"As the Great War approaches, each Kingdom searches deep within their armories and calls upon their great forge masters to craft the salvation they’ll need."

There will be a pre-sale available for 1 week before the live launch.

EVE Expansion Details
Overview: Eve packs a lot more power to the Kingdoms CCG universe - boasting powerful creatures, epic spells and new Kingdom specific gear, your heroes will now be able to hone their decks to their desires. 
Cards: There will be 140 cards (37 Common, 34 Uncommon, 48 Rare, 21 Epic)

PRE-SALE Details
Overview: There will be a limited edition box pre-sale available 1 week before the live launch. The box will include: 4 commons, 4 uncommons, 3 rares and 1 epic from the Eve set. Each card opened will also contain limited edition gold etching on it and allow you to play with the cards 1 week before everyone else. This offer is ONLY available during the week before launch. There is no limit on purchase amount.
Availability: June 27, 2012
Cost: 215 Gems

Launch Details
Availability: July 4th, 2012
Packs: Gold pack available for 40 gems or 18,000 gold. It will contain 1 rare, 2 uncommons and 3 commons with a chance for an epic.
Singles: A few singles will appear in the featured section of the store (coming soon)

Q: Will there be a limit on how many I can buy?
A: Nope! There is no limit on how many you can buy. Try to get a complete limited gold text set!

Q: Will the limited edition box be available after launch?
A: Nope! You can only get them during the pre-release!

Q: Can I foil a Gold text card?
A: Absolutely! The two effects compound for extra pimp factor!

GL with your pulls :D



Hi all,

We just did a small push with a few hotfixes to address some of the bugs we introduced in the last update.

Patch notes:

New Cards
- Elemental’s Boon promo card has been added

Bug Fixes
- The first two deck slots can be renamed
- Upgrades can be purchased properly
- Arena deck rules enforced (if you did have an improper deck it will be removed from the arena, you'll need to rejoin)
- Moving creatures gives an additional slow
- When a deck fails to load, it no longer gives the player all Gnomish Enforcers opponent
- Time Rift now applies slow to hasted creatures
- Some campaign balancing
- Slow/Haste/Reassemble/Resurrect reworked
- Fleshbag's ability now longer gets blocked by the shield

Eve Prelease
- Just a reminder that the new expansion set "Eve" has a pre-release special that starts tomorrow night at midnight (server time). Be the first to play with the awesome new cards!


Big Update Today!

Campaign Tweaks
- There is no more initial Kingdom select. All new players now start with the tier 1 non-aligned hero (existing players will get her)
- Campaign system has been reworked to be linear (This was done to avoid any friction for newer players)
- You will unlock the tier 1 hero of the appropriate kingdom after you complete that kingdoms “chapter” in the campaign system
- This will also allow us to add additional chapters easier later on

New Cards
- Ancient Ritual promo card has been added

Card Tweaks
- Wording on Each Turn has been clarified to "On your turn:"
- Essence/Mage Mantles now cost 4 (They were far too powerful/flexible at 3 given rarity)
- Return to Elements now costs 4 mana and destroys 2 enemy gear cards at random
- Golemnify now costs 3 (same reason) and it no longer slows the creature since its changing a creature, not bring a new into play
- Fae’s Charm now slows the creature after you take control (same with Dark Conversion)
- Undead Doomsayer now has 4 HP and costs 4 Mana (was 3)
- Gift of the Mystics now costs 0 (was 1, and not really useful at all)
- War Mammoth now has 4 HP (was 5)
- Blessing of Light is now called Holy Blessing
- Black Bear now costs 2
- Ravenous Gull now costs 1
- Dark Conversion card is now called Torment (to avoid confusion with the Hero ability)
- Anti-Air cannon got a tweak to be more suiting to its strategy. It's now a 1/5 that costs 5 (better survivability so it can at least get off it's special)

Hero Tweaks
- Enlightened Elder’s calm ability now gives the status effect weakened (so it can be removed)
- Lich’s Frost Nova is now charge based (was mana)
- Undead King's conversion now slows the creature after taking control

Other Tweaks
- Border colors for rarities got a face lift, also the tooltip information was cleaned up
- Damaged cards now have their HP in a slight red color
- Packs got a bit of a revamp – There is no longer a core alliance pack, and they now contain 6 cards. There were some slight price adjustments to reflect this
- You can no longer receive duplicate cards in packs
- Updated some of the star requirements for deck unlocks since there is no longer a Light and Dark deck slot
- Main page got a bit of a face lift as well to accommodate the new campaign setup
- Server time is now displayed on the main page (will be useful for daily rewards + tournament timing)
- Deck UI component can now be clicked to bring up the change deck popup
- Going to the Arenas page will take you to the last one you played on
- You can no longer sell cards (wasn't much of a point to before, and could cause players to get in a stuck state)

Bug Fixes
- Lots of grammatical inconsistencies were fixed
- Pressing spacebar during opponents turn no longer gives #1009 error
- Dwarven Dragoons stun shot on hasted creatures no longer slows them
- Warsmith Shrapnel Blast deals damage to the enemy hero properly if they have no creatures in play
- Noran’s Copy Spell no longer negates Fae’s Charm
- Gear highlights correctly
- Reassemble text now shows correct HP value
- Angel General can no longer summon angels in an opponent’s slot
- Undead King’s conversion no longer gives your creature to opponent if used on an ally
- AI won’t use bury on your corpses
- Campaign progression loss no longer occurs when you receive an error
- Volatile no longer kills a reassembled unit (if they both activate at the same time)
- AI won’t use stun shot on its own creatures anymore
- Dragon Priestess will no longer waste her summoning ability
- Achievements are now displayed in the proper order
- Single store reshuffle on purchase bug is fixed
-Tool tip for number of cards in deck corrected
- Various UI fixes
- Hero selection arrows click boxes fixed
- Status effects removed from ability filters
- Hero restrictions no longer applied to the default deck
- Preserved corpses no longer play their attack animation
- Slowed timer moved above card dim
- Text wrapping fixed when HP/Mana goes to 3 digits

- We've also been very busy working on the back end set up for weekly arenas, tournaments and guilds :)


Today's Update

Feature Tweaks
- Arena match making has been modified slightly to try and find a higher ranked opponent

New Cards

- Weaken was added to the promo store

Bug Fixes
- You can now view the Promo cards from the collection again
- Plus a few other small ones :)

Bug Hotfixes

Hi all,

We just pushed a hotfix up that takes care of a few lingering bugs

Bug Fixes
- Failed to load asset shouldnt be nearly as frequent
- Fixed a lot of the 1009 errors
- Fixed a few of the Net Status errors
- Fixed some sound related bugs
- Fixed the refresh issue related to the tutorial pack


Today's Update

- The arenas have a new UI system, and players will no longer choose their opponent
- Players will now be given gems on their first loss and be shown how to buy a pack
- Special store now has proper icons for different areas

Card Tweaks
- Illusionist now creates token copies of himself
- Wild Behemoth got a buff, he now has Splash 1, Armor 1, 3 HP and costs 4
- Shrivel no longer removes flying - it's quite strong as is :)

Bug Fixes
- Maelstrom Champion no longer kills himself when he comes into play
- A bunch of grammatical errors are fixed

That's it for today! :D


Today's Update

Today's update is jammed pack full of awesome bug fixes!

- Tie game notifier alerts the players when the match is about to go to the draw
- You can now press "space" to end turn

Bug Fixes

- Peasant Militia (created by 'Call to Arms') no longer have a legendary border
- AI reacts with Recoil correctly
- Getting a tie in a versus battle no longer gives a ‘#1009 error’
- Adjacent buffs are effective immediately when a creature enters the battlefield
- Top player list now directs to the correct player profile when clicked
- Drop shadows added to campaign flags
- Card count in the collection/store now accommodates multiple sets
- Card count only show total available cards (was showing expansion set)
- Rune word mouse over popup will now update if a new rune has replaced it
- Abilities now being activated correctly on: Selfless Adept, Battle Cleric, Captivating Doll, Honored monk, Grizzle Beast, Fae Trickster, Jester