Apps by piyan.party

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 Tower reaches 100
  • The enemy Tower drops to 0

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

TermMeaning
TowerYour main victory condition and the structure you must protect.
WallYour front defense line. Most damage hits it first.
MinersProduce Stone each round.
StoneUsed to play Builder cards.
SoldiersProduce Weapons each round.
WeaponsUsed to play Military cards.
WizardsProduce Crystals each round.
CrystalsUsed to play Magic and Rare cards.

3. Resource Production

  • Stone += Miners
  • Weapons += Soldiers
  • Crystals += Wizards

That means Miners, Soldiers, and Wizards are not just support stats. They determine your long-term economy.

4. Turn Flow

  1. Cast one card by paying its cost and resolving its effect.
  2. Exchange one card if you do not want to use it.

The normal flow is:

  1. Choose 1 card from your 7-card hand.
  2. Either play it or exchange it.
  3. End the turn and resolve resource production.
  4. 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

GroupRole
BuilderRepairs defenses, raises the Tower, improves mining.
MilitaryDeals damage, pressures the enemy, breaks defenses.
MagicConverts resources, restores economy, improves wizard production.
RareExpensive, 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 >= 100 or the enemy Tower <= 0.
  • You lose if the enemy Tower >= 100 or your Tower <= 0.
  • A side also loses immediately if Miners <= 0, Soldiers <= 0, Wizards <= 0, Stone <= 3, Weapons <= 3, and Crystals <= 3 at 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, or Wizards is often better than forcing a low-impact attack.
  • The Wall buys time, but the Tower is what actually decides the game.
  • Fortify Tower and Last Resort trade 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.