Card Crawl Adventure

Last updated on June 12th, 2023 at 06:10 am

Card Crawl Adventure

Card Crawl Adventure

Card Crawl Adventure is one of the best Free to play game in the App Store.
Developed by Arnold Rauers, Card Crawl Adventure is a Board game with a content rating of 12+.
It was released on 2nd August 2022 with the latest update 8th June 2023

Whether you are a fan of Board, Card, or Entertainment games, you will find this game interesting and will absolutely like it.

What is the rating of Card Crawl Adventure ?

183 people have rated 1.0.177

What is the price of the Card Crawl Adventure ?

It is free for download on iOS.

When was the Card Crawl Adventure released ?

Card Crawl Adventure was released on 2nd August 2022.

When was the Card Crawl Adventure updated ?

The latest updated date of Card Crawl Adventure on 8th June 2023.

Where can Card Crawl Adventure be downloaded ?

You can download the game Card Crawl Adventure from Apple Official App Store.

APP STORE.

Description

Card Crawl Adventure is a solitaire style roguelike deckbuilding card game.

In this single player card game you travel the world to visit cozy Taverns, play against devious monsters and loot shiny treasures.

By drawing a path across your cards you combine them to create powerful attacks and magical spells. Collect and improve your cards, equip powerful items and refine your strategy. Each character comes with its own cards and effects which will challenge your wit, courage and resourcefulness.

All adventures are randomly generated and every week you are invited to join the Weekly Tavern Crawl to compete with other adventurers around the world on a unique journey through the taverns of Card Crawl.

Features

  • visit Card Crawls taverns
  • based on Card Thiefs pathing puzzle mechanic
  • roguelike deckbulding
  • short and engaging gameplay
  • weekly competitions

Learn More about Tinytouchtales & Card Crawl Adventure at www.tinytouchtales.com

Updated on 8th June 2023

Hello,

this is update 177.

This is another small bugfix update.

What’s new?

Changed: Map Fragment cost reduced to 0, 1, 2 to make them less punishing for Spiked Necklace.
Fixed: Bleed or Charm of Death don’t count towards Monsters killed in a turn.
Fixed: Spiked Necklace does not allow for allies to tank damage from other cards, besides the ally itself, for you.

Card Crawl Adventure Review

We like strategy games like tower defense and puzzle type things, and we’ve avoided card games because we thought theyd be boringbut we like this a lot. No complaints about the randomness and difficulty because Im sure its more satisfying when you actually get good and earn the wins. We have a question, though. Is there a way to have your character accumulate and save items and cards and upgrades for future adventures or do you start from base level every time you do a new adventure?


Great art but an absolute trash fire when it comes to balance. Utterly impossible to win most times.


It brandishes its style well and plays very smooth, its easy to play, hard to master its takes a while to truly understand the rules and adjust to them but once you got it down its very replayable and enjoyable with many character to choose from, creating many archetypes and playstyles and other craziness you are sure to find at least one favorite. If youve play any of the others games by the developer there is a wonderful tie ins or references from those games lending to a light bit of world-building. The game is more than generous with its free character trials at the start (cooldowns will increase the more you do it) however the weekly crawls should not use the f2p timer and let them have a good show of the characters to insight your idea of wanting them or not in a more standard way. [Feedback] The new Berserker character, health = damage card is overtuned it would be perfectly fine if it was half his health or drained all his might for damage instead so water cards arent just bloat on him. Also a possible bug, his bonus starting items are all unlocked. The Scoundrel, Sharp dagger card is redundant with its bleed considering hidden blade starting item along with eviscerate it could use a a 1-2 damage buff baseline but keeping the next target on 3rd level, to help her direct damage character card wise seeing as she is very important for f2p player starting experience. Also since the character is heavy bleed oriented might point out that bleeds should not trigger revenge cards it makes a lot of chaos and unpreventable situations, if it just took 1 health instead of dealing 1 damage it would be in a better place just dealing true damage. Impatient bard monster, could use a bit of flexibility by making it have to be selected first or second so itll still restrict your choices while giving a chance to counter with a close by attack or apple/water unless the monster is just meant to be that Insufferable. Soul chest, this is probably our least acquired chest not because lack of monster killing but rather the placement, if it lands on any corner of the card grid, it very hard to feed it so to speak while discarding it for a better placement is a net lost on potential slayed monsters unsure what could remedy this. Bar keepers, there is always the odd chance they show up without the exit, we believe their resting damage should always start at 0 to prevent this of course with rounding the resting damage up level wise and just for general fairness along with their might being scaled back too (Its odd to take damage for paying on top of taking damage for not leaving soon enough) to compensate the pay amount should scale from 1-3 gold level dependent. With those changes Im sure they still do their job of making you want to leave quickly still with a chance to tame the randomness more. Sharp bones could do with a nerf from 2 damage to 1 damage. Weakeners with revenge and any health boost is extremely unfair, perhaps if it only last the same turn or next turn only not lasting the whole game Burn status has zero counter play besides praying that it doesnt land on your cards, a change to only last one use or two would make it much more balanced. Thanks for reading.


This is an addicting game. The only thing negative there is now shallow end. You are thrown upn we see is the learning curve is a lot bigger than the tutorial presented. Im still figuring out how certain things affect other things and we’ve been playing for a couple months now, but it is addicting and hopefully they just keep coming out with new Contant, its one of the few we will play probably at least once a day.


We love how this game takes the best of this dev’s previous hits and creates a whole new expanded experience.


This game is fun, beautiful, visually rich, full of character, and clearly a labor of love; like all of the games by TinyTouchTales.


Game is very confusing, seems like if we were doing it right it would be a lot of fun. Played the tutorial three times and still not really getting it, also very hard for us. We went through four different playthroughs and had almost no attack cards every single time. We dont know if Im just bad at the game or doing something wrong, but if you like and understand these kind of card/adventure games this game seems like it would be a lot of fun.


Love the game, huge fan of the original Card Crawl. Our complaint is you need to pay for nearly everything. We get its a free game and they should be compensated for all there hard work and we were happy to pay for the full game of Card Crawl but you cant do that here that Im aware of. You have to pay for each individual thing. UPDATE: They added the full game purchase ability (after we had already spent nearly five dollars worth of in game content.)


We wanted to like this game, but it’s yet another, make everything random until the game is more often fun than miserable, type of design. Only it ends up being miserable way too often. Take the Inspiring Bard: If you don’t have enough health+strength when it’s drawn, it’s an auto lose. You can’t even predict when it will show up, since the game adds a RANDOM number of cards to your deck after each shuffle. Nor does the game let you look and see what monsters are in the deck. The treasure map cards have to be selected from certain directions, but the game could RANDOMLY deal the cards in a position that you can’t activate them. Hoping to refill your health at the bonfire. Hah. The options it gives you are RANDOM. Another problem is the first character you play with gives a really false sense of the gameplay/difficulty. That character has a ton of cheap attacks and a bunch of health and strength. So you end up thinking that you should and can kill tons of monsters. Because you know, you usually kill monsters during adventures. That’s not at all what you do for the next character. The pyromancer requires you to be more selective about what you kill. His attack cards require setup. Only that setup is based on, wait for it, a RANDOMLY applied status buff…. They’re also a few cards that do nothing unless you have a specific type of card, but what cards you get are RANDOM. If you’re fine with this uneven, casino gameplay, it’s an otherwise good game. Good art, You can tell the developer put some effort into this. But we felt there was too little player agency and too many feel bad moments.


Difficult to learn (tutorial should be expanded) but once you figure it out its a great card game. A big thank you to the developer for the classy implementation of the payment model. No hideous ads, no trash gem/crystal mechanic. Picked up DLC to show our support for this model and looking forward to future expansions.


Never really play card games like this, but we find myself not being able to put it down.


Seems simple at first but with all the little variations on cards the game is never the same. There are some wins that are by the skin of the teeth and defeats that are nail biters. In app purchases are not obnoxious and the free to play portion has kept us busy for a month.


His games are either easy to learn, hard to master; or overly designed and highly RNG focused. This game is the latter, with heavy bugs. Sometimes card abilities just dont work. Also, micro transactions to play new characters when in the original Card Crawl you unlocked them by playing well. It doesnt matter, since the character decks dont change the strategy much anyway. A big disappointment. We hope the next one is more carefully designed like Miracle Merchant.


We love how this game is a clever hybrid of their two earlier hit titles with a number of new twists!


Love the game, huge fan of the original Card Crawl. Our complaint is you need to pay for nearly everything. We get its a free game and they should be compensated for all there hard work and we were happy to pay for the full game of Card Crawl but you cant do that here that Im aware of. You have to pay for each individual thing.


Really love the game, but its tricky to understand the rules and special cards. Cant stop playing though!


Yes, the tutorial tries to cram a lot into a bite-sized space. Just go in knowing itll take a couple games for one aspect to click, then another, then youll progress to a mastery before too long. Another complaint arisesthe difficulty curve doesnt scale properly. Once youve got the basics, you can mindlessly conquer the first 3, maybe even 4 levels, before the final dungeon provides a real challenge. Thats 20 minutes to kill every time until actual user tactics start to be required. Cursed mode helps alleviate this, but Im not really a big fan of having to add our own difficulty modifiers. Our other major hangup is the clunky UI. Card selection and tap and hold is unreliable, and the between turns animation and shuffling feels like a slog compared to Krumits Tale, which is the pinnacle of iOS card games. The animations and pace and sound design of Krumit make for a more satisfying, visceral experience. Overall though, very good, and the variety of extra characters is worth the cost. 2 tips: 1) hope you get the level 1 Bat boss early (or not at all) and 2) always, always save the Slime boss for last, even if youve already discovered its dungeon. Dunno why the level 3 Slime is no nerfed, but def take advantage of it. Most of the other level 3 bosses are brutal.


This is one of the few games that we have come across that keeps us coming back for more. There is a learning curve and the more you play the more you understand. You come across combos that work and other that dont. Every game is different, part is because of how you play and part is what cards and upgrades you choose. The longer you play the more you discover. Its like a game of chess, once you learn the basics you have only begun to play the game. There is a huge number of combinations and the game makes you think to play well.


The game improves almost everything the original does, more features, character archetypes, bosses, etc. The only part that we find lacking with the game is its variety. Despite the game having more overall cards than its predecessor, it still feels like you find the same cards every other run. Theres also an unbalanced amount of cards carrying the burn status compared to other status like ice and shock, with 6 burn attack cards compared to 2 shock and 2 ice cards. Though this isnt necessarily a bad thing, it makes creating deck synergies much more difficult if you happen to be machina compared to pyromancer. Overall, its a very good game, we enjoyed the first a lot and sunk a lot of hours into it, so seeing a sequel makes us excited for a new, fresh experience.


Its a great game with the same wonderful art style of previous games by the same developer along with solid sound design and unobtrusive music that sets the tone well. However, the game doesnt feel like much of a deckbuilder once you really get the ball rolling. Sure, you do add cards to the deck that grant you more tools through each of the taverns, but after a while, the unique cards to each class feel more superficial than defining of their gameplay and it feels more like a Solitaire-y puzzle game that gives you extra standalone pieces as you go than a synergy-seeking rogue-like deckbuilding game. We suppose when we first saw this game, we were expecting something closer to Krumits Tale rather than Card Crawl crossed with Card Thief. Either way, Card Crawl Adventures is a great game that Ill certainly stick with and thoroughly enjoy, it just wasnt quite what we were expecting.


Beautifully produced like the developers other games but the learning curve is too steep – a much more detailed manual ( and tutorial, but a better manual would be preferable as tutorials in general are a bore ) is needed.


We would love this game, but it seems it starts over every time we die with no save points.


We get the feeling this might be a great game, but we accidentally quit out of the tutorial at the beginning and now we have no idea how to play. Is there any way to replay the tutorial? The part of the tutorial we did see felt overloaded with information and not clearly enough explained.


When we start play the game, its immediately fire us. We can’t play the game at all. We tried to delete the game and download it again, but the same problem may be because the language of our device is Arabic we are not sure because we faced this problem before in another game and we are using iPad pro.


We love the fantasy theme and all the different parts of the game. We also loved seeing a bunch of Easter eggs from other games by Tinytouchtales.


Half the time when tapping the next card we want in the path it removes the previous instead so we are constantly fighting to get 6 cards in a path selected. On top of that once done we have to waste a full second holding down on a card to lock in the selection instead of just having a done button. Hire a real UX person.


When a developer finds his niche, you know it. Triple T knows his niche and man does he know how to make a card game. Ever since Card Crawl dropped, magical gameplay has been his forte. Is this an evolutionary growth of the genere? Oh yeah. Is this the epitome of perfect gameplay? Oh yeah. Is the art and animation superb? Dang skippy. If this is not on the Apple showcase as featured, then it would be a shame you should be so proud sir. This is a feat of GODLY power and ability.


We loved the OG card crawl and still play it to this day. This new entry is an excellent follow up from a great developer that supports his games and always turns out fun card games. Thanks for another great game!

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