Kingdom's Deck artwork$9.9971%
Colony sim pick

Kingdom's Deck

Kingdom's Deck is a card-based city builder where you rule a small medieval realm: raise farms, mills and walls by day, then hold them against night sieges. Every card is a choice about food, wood, gold, stone, soldiers or spells, and wrong calls snowball fast. Colorful, brisk and tense, it suits colony sim fans who like short survival runs.

Screenshots

Raise a kingdom one card at a time

You are the king, and your realm grows only when you play the right card in the right spot. Farms and mills feed people, camps bring in wood, gold and stone, walls and towers hold the line, barracks raise swordsmen and archers. Resources stay tight, so each day is a small puzzle of what to build now and what to leave for tomorrow. When night falls, your placements get tested by the siege, and a failed harvest hurts as much as a breached wall.

Fire, ice and hard trade-offs

Alongside buildings and troops, your deck holds spell cards that throw fiery infernos and icy blasts at attackers. You pick new cards as you go, shape the deck around the threats ahead, and react to events that push the kingdom one way or another. Keeping people fed while funding an army means constant balancing. The look stays bright and blocky while the decisions get meaner, which is rather the joke: cute realm, relentless darkness.

Good to know before you rule?

How much colony management is there?

You look after your people's requirements through food production and resource balance rather than naming settlers or tracking individual moods. Food, wood, gold and stone all feed into growth, building and recruitment, so neglect shows up quickly as empty stores or thin defenses. It is colony care at the realm level, not house by house.

How do the nights work?

Days are for building and recruiting, nights are for surviving the siege. You set walls, towers, soldiers and spells during the calm, then defend the fort when enemies arrive in growing waves. Lose too many troops or let walls fall and the next day starts from a weaker position.

Do cards or events change a run?

Yes. You build and refine a deck of building, unit, resource and spell cards, and events along the way shape how the kingdom develops. Because draws and threats vary, two runs rarely ask for the exact same mix of farms, fortifications and magic.

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