Free to playCard Hunter A tabletop dungeon crawl dealt from cards
Equip your party, watch every sword and shield deal fresh moves into your deck, and clear grid battles solo or with friends.
Is Card Hunter worth it?
Card Hunter is worth it if…
- you like the feel of a tabletop night, dice, miniatures and a Game Master with attitude
- you enjoy tactics where the plan matters but the card draw keeps you humble
- you want a campaign you can run solo or split across a couch of friends
- you like tinkering with builds, since every loot drop reshapes your decks
- you want a competitive mode with leagues and seasons to climb
Screenshots
Your equipment is your deck
There is no deck builder screen to agonise over. Every item your party picks up, a sword, a shield, a pair of boots, carries its own cards, and equipping it shuffles those cards into that character's deck. A great blade might come with one killer attack and two duds. A cursed amulet might hand you something powerful with a drawback stapled to it. Every loot drop is a deck-building decision in disguise, so swapping a helmet can change how a fighter fights entirely. It is a clever loop: you go adventuring for gear, and the gear quietly rebuilds your tactics.
Battles on the tabletop
Combat plays out on a gridded board, turn by turn, with cards for everything: movement, attacks, blocks and special tricks. Position matters as much as hand quality, and the dice keep things honest in the way dice do. Some fights are tightrope affairs where one turn decides everything, so you plan, adapt and occasionally pray. Your Game Master, Gary, presides over it all with cardboard miniatures and a certain smugness, and the hand-drawn look makes the whole thing feel like a game night on a kitchen table, even when you are playing alone at 2am.
Better with friends at the table
The campaign can be run by one or two friends in co-op, sharing both the dangers of Cardhuntria and the loot. That changes the texture of the game: instead of quietly weighing your own hand, you are arguing over who takes the left corridor and whose priest should really have packed more healing. When a fight comes down to a single turn, having someone to groan with is half the fun. And when your party wants to turn on each other instead, there are casual matches, ranked play and regularly scheduled leagues waiting, including themed ones like the Graveyard Gambol.
What should you know before starting?
Can you play it solo?
Yes. The core campaign is a full single-player adventure, and plenty of people run it start to finish alone. Co-op with one or two friends is there if you want it, but nothing in the campaign requires a group.
How much does luck decide a fight?
More than in most tactics games. Card draw order and dice rolls can swing a battle even when you played well, and a few fights will feel unfair before they feel winnable. If you want a game where preparation guarantees victory, temper that hope; if you enjoy recovering from a bad hand, it fits.
Is there anything to do after the campaign?
Plenty. There are extra adventure sets, including a story with the Acquisitions Incorporated crew, a robot invasion in Expedition to the Sky Citadel, and prehistoric monsters in Attack of the Artifacts. On the competitive side, ranked matches and regularly scheduled leagues keep rotating, so a fresh season is never far off.
What kinds of characters can you build?
The party runs to familiar roles: sturdy warriors, nimble wizards, support priests, with dwarves and elves among the options. But class is only half the story, since equipment decides which cards each character draws. The same fighter can be rebuilt around different gear, and there are many viable ways to put a party together.





























