$7.99Stacklands A Village Built From Cards
Stacklands turns village-building into stacking cards: drop a villager on a berry bush for food, sell spare cards for coins, buy packs to grow. Every moon your people need feeding, and goblins, rats and bears wander in. Cute, hand-drawn and easy to start, with 200+ cards, ideas and quests to work through.
Is Stacklands worth it?
Stacklands is worth it if…
- you like colony sims shrunk down to cards and short runs
- you like finding recipes and turning a messy board into a working village
- you like feeding deadlines and light combat that force hard choices
Screenshots
Feed the village before the moon ends
Your colony is a table full of cards. You drag one villager onto a berry bush and berries pop out to eat, then you stack wood, stone and another villager to raise a house. Coins come from selling spare cards, and coins buy packs focused on cooking, farming or building.
The rhythm comes from the moon timer. At the end of every moon each villager needs food, so you plan farms, chickens and cooked meals against that deadline. You get a small settlement that lives or starves by how neatly you stacked it.
Ideas, quests and automatic scraps
Ideas tell you what stacks into what, and quests give the run direction across 50+ jobs to finish. You work through 60+ ideas and 13 different packs while your board fills with tools, soil, houses and dinner.
When a villager bumps into a creature, they fight on their own. Goblins, bears, rats and worse show up, so you hand out weapons or stack villagers together to gang up. It is colony defense by tidying: the right cards in the right pile win.
Good to know?
How does running the village actually work?
Everything is a card on one board. Villagers gather, cook, build and fight by being stacked onto other cards, and time keeps ticking while you drag. You sell extras for coins, buy packs, and spend the results on food and shelter before the next moon bill comes due.
Can you play it solo and at your own pace?
It is single-player only, built around runs that last about 5-7 hours to work through the quests. There is room to pause, rearrange and think, which helps when packs burst open and the table fills up.
What do you fight, and how?
Combat starts on contact and resolves on its own. You prepare rather than click attacks: craft weapons, feed your people so they hold up, and send villagers in together against goblins, bears, rats and other creatures.
Does it suit colony sim fans?
In the small-group survival sense, yes. You grow from one villager to a working village, balance food against expansion, and lose people when the harvest fails. It skips individual skills and morale in favor of cards, recipes and moon-by-moon hunger.



















