Gameplay
Siegecraft is a fantasy castle war card strategy game similar to Arcomage. You can refer to the strategies used in Arcomage to play the game.
1. Objective
Each side defends a Tower and a Wall. You win as soon as either of these conditions is met:
- Your
Towerreaches100 - The enemy
Towerdrops to0
There is also a hidden collapse defeat condition if one side's entire economy breaks down. See "9. Win and Loss Conditions."
2. Core Terms
| Term | Meaning |
|---|---|
| Tower | Your main victory condition and the structure you must protect. |
| Wall | Your front defense line. Most damage hits it first. |
| Miners | Produce Stone each round. |
| Stone | Used to play Builder cards. |
| Soldiers | Produce Weapons each round. |
| Weapons | Used to play Military cards. |
| Wizards | Produce Crystals each round. |
| Crystals | Used to play Magic and Rare cards. |
3. Resource Production
Stone += MinersWeapons += SoldiersCrystals += Wizards
That means Miners, Soldiers, and Wizards are not just support stats. They determine your long-term economy.
4. Turn Flow
Castone card by paying its cost and resolving its effect.Exchangeone card if you do not want to use it.
The normal flow is:
- Choose 1 card from your 7-card hand.
- Either play it or exchange it.
- End the turn and resolve resource production.
- Pass play to the opponent.
If you cannot afford a card, you cannot cast it.
5. Damage and Defense
Most attacks hit the Wall first. Only leftover damage spills over to the Tower.
6. Card Groups
| Group | Role |
|---|---|
Builder | Repairs defenses, raises the Tower, improves mining. |
Military | Deals damage, pressures the enemy, breaks defenses. |
Magic | Converts resources, restores economy, improves wizard production. |
Rare | Expensive, high-impact cards that affect multiple lines at once. |
7. Main Card Effects
Builder: Repair Walls, Build Walls, Fortification, Recruit Miners, Build Tower, Power Tower, Fortify Tower.
Military: Attack Walls, Riders, Battle, Sabotage, Plunder, Knight, Siege Engine, Recruit Soldiers.
Magic: Conjure Crystals, Conjure Stone, Conjure Weapons, Recruit Wizards.
Rare: Master Thief, Dragon Attack, Poison Food.
Unlockable Power Cards: Stronghold, Overpower, Last Resort, Mayhem.
8. Runes
Runes are only available on Hard and Impossible. When all 7 cards in your hand belong to the same group, the Rune effect resolves immediately and your entire hand is refreshed.
9. Win and Loss Conditions
- You win if your
Tower >= 100or the enemyTower <= 0. - You lose if the enemy
Tower >= 100or yourTower <= 0. - A side also loses immediately if
Miners <= 0,Soldiers <= 0,Wizards <= 0,Stone <= 3,Weapons <= 3, andCrystals <= 3at the same time.
10. Starting State and Difficulty
The four difficulty levels are Easy, Normal, Hard, and Impossible. Your usual starting state is Tower 20, Wall 20, Miners 1 / Stone 3, Soldiers 1 / Weapons 3, Wizards 1 / Crystals 3.
11. Practical Strategies
- If your early hand is weak, improving
Miners,Soldiers, orWizardsis often better than forcing a low-impact attack. - The
Wallbuys time, but theToweris what actually decides the game. Fortify TowerandLast Resorttrade stability for tempo.- If your hand is poor, exchanging is often stronger than making a bad play.
- On higher difficulty, always watch for Rune setups.
