$5.74 (−75%)Cross Blitz Fast tactical card battles, five factions deep
Build a deck from over 500 cards, fight on a 4x4 grid, and follow a story campaign or a fresh randomized run whenever you feel like one more.
Is Cross Blitz worth it?
Cross Blitz is worth it if…
- you want a card battler with real tactics, not just playing the biggest number
- you like building decks around weird archetypes: bomb throwers, bot tinkerers, shrubasaur stampedes
- you enjoy a story campaign where the battles and the banter both carry weight
- you want a roguelite with plenty of meta progression and short, replayable runs
- you have fond memories of old card game RPGs on handhelds
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Battles where placement matters
Fights play out on a 4x4 grid, and every card you play asks two questions: what does it do, and where does it go. Read the enemy's moves, set up counterplays, and save your Blitz Burst, a match-finishing ultimate, for the moment it hurts most. Any single turn can swing the whole fight, which keeps even small encounters tense. It is turn-based, so you can think as long as you like, and there is no opponent across the table waiting for you to hurry up.
A deck for every kind of mischief
With more than 500 cards, 160 relics and 20 archetypes spread over 5 factions, the combinations run deep. One deck hurls bombs, another tinkers with deadly bots, another cooks up powerful dishes, and one summons demonic groupies or unleashes a shrubasaur stampede. The fun is in mixing archetypes that feed each other and finding combos nobody handed you. Each faction has its own playstyles too, so a pirate deck alone can push you toward tough bruisers, cannon support or stuffing the enemy's deck with self-damaging junk.
Five heroes, five full stories
The Fables story mode follows five heroes, each with a full campaign. Redcroft, a pirate on a perilous errand to win back his freedom. Violet, a popstar hunting her evil doppelganger. Quill, a small thief in deep debt with a good heart. Seto, a martial artist searching for his lost master. Mereena, a sprout elf trying to bring peace to her divided people. The writing is lighthearted and funny, and as you travel the story map you win cards and resources to build new decks for whatever the next fight throws at you.
Tusk Tales, the run that never plays the same
If you want your deckbuilding raw, Tusk Tales is the roguelite mode: pick one of 20 mercenaries, each with a unique playstyle and starter deck, and push through randomized maps full of battles, camps and strange encounters. You craft cards mid-run with abilities you cannot get in the campaign, stack trinkets, and face opponents that get meaner the further you go. Runs are short enough for one more attempt, and every run pays out Husks, a currency you invest in your mercenary or spend to unlock items for future runs. Fair warning: the roguelite does not go easy on you.
What else should you know?
Can you play it solo?
Yes, entirely. Cross Blitz is a singleplayer card game with no opponents to wait for and no purchases beyond the game itself. You get the tactical depth of a competitive card battler, but you are free to experiment with every archetype instead of only the ones that win fastest, and you can walk away mid-battle whenever life calls.
How hard is it?
It depends on the mode. The story campaigns mix easy wins with fights that make you rethink your deck, and the writing keeps things light. Tusk Tales is the tougher half: the randomized runs ask you to counter upcoming bosses and adapt your deck often, and losing a run is a normal part of the loop. Easy to pick up, chock-full of challenge, as the saying goes.


















