You are the leader of a new Kingdom, starting from nothing and hoping to reach the highest levels of Prosperity. Each turn, play Cards to add Citizens, Constructions, Animals, and Soldiers to your Kingdom, building a city that can produce vast amounts of resources and protect itself from disease, invaders, and other challenges.

Card Kingdom is all about trying to create synergies, placing Citizens near each other to generate resources and activate abilities. As your city grows, you will need to rearrange things and decide what must be kept, and what must be removed to make way for new additions. Do you keep your Cobbler near the Farmers to increase your Food, or is it time to shift it over to boosting the Miners for Labor? Or perhaps we could remove the Cobbler and put in a Cook instead?


Challenges will emerge from nature, hostile nations, and the fabric of magic itself. While you are trying to grow your Kingdom, you must also find ways to protect it from disease, criminals, invaders, and more. New challenges are always emerging, and always growing stronger— so your Kingdom must always be growing stronger as well.


Most of your resources reset every turn. This means that if you can't afford to build a Construction you want, you can't just sit around and wait— you need to figure out what must change in your Kingdom to reach the levels of resources required. Reach new levels of production by carefully arranging Citizens to activate synergies.


As you ascend through the Tiers of Prosperity, you will be continually unlocking new Cards to add to your Kingdom, discovering new resources, abilities, and synergies. Will the older Citizens be valuable building blocks to combine with your newer members, or should some of them be removed to make way for new abilities?

New \"Inspect\" interface: Now shows a larger version of the card with a plaintext description of various icons.
[/*]Ranged Soldiers now target the opposite enemy (or closest match) instead of highest/lowest health. This lets you be more strategic with your positioning.
[/*]Fix for a UI bug where cards would overlap pop-up banners
[/*]Repairs now target the first damaged Construction instead of random. This lets you re-order Constructions to prioritize what you want repaired first.
[/*]Criminal Blocking now always targets the last Criminals, and Criminal Catching targets the first Criminals. This means you can re-order Criminals to prioritize what you want removed first vs what you\'re fine just Blocking for now.
[/*]Paragon of Beasts Dedication changed to: The first 3/6/9 Animals activate their \"On turn\" ability twice.
[/*]Hovering the Prosperity meter will give more details on where your points are coming from.
[/*]
Minimum Setup
- Processor: 64 bitMemory: 4 GB RAMStorage: 1 GB available space
- Memory: 4 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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