Stormbound: PVP Card Battle
Strategize with unique unit placement in tactical card battles

- 1.10.62.3835 Version
- 4.4 Score
- 1M+ Downloads
- In-game purchases License
- 7+ Content Rating
Stormbound: PVP Card Battle - Where deck building for Collectible Cards and Strategic gameplay collide in unique PVP Turn-based Tactical battles.
Embark on an epic journey in Stormbound, where the clash of four kingdoms unfolds in a strategic battle for dominance. Craft and build a powerful deck, engage in real-time PVP card battles against players worldwide!
Key functionalities:
Ultimate Card Battle: Watch Your Deck Shine
Dive into the thrill of collecting dozens of cards to craft your powerful deck! Experience the magic as each card transforms the board into the battle on a battlefield! Strategically play your cards to outsmart your opponent in this tactical PVP battle.
Dominate the board
Discover the powers of four mighty kingdoms, each with its own cool advantages and playstyles. Uncover the strengths that set them apart, and shape your effective strategy accordingly to dominate the board.
Real-time PVP Card Battle
Battle players across the globe in electrifying head-to-head PVP battles! Forge your path to victory through various challenges awaiting you on the game board. Unlock a bounty of valuable resources to enhance your card and deck collection. Master your deck building skills to conquer the card battle ladder.
Customize your profile
Unleash your emotions with fun and personalized emotes that let you truly express yourself in the heat of the PVP battle. Spice up your customized profile by choosing a cool avatar from our diverse collection, making your account uniquely yours.
Battle your way to the top league
Battle for seasonal ranking and great rewards, try your best in confronting diverse challenges across various card battle game modes. Upgrade your cards, master your deck-building skills and tactics to conquer the battle and get to the top league.
Seasonal Events
Enjoy seasonal battle events and unlock special rewards, enriching your collection of cards, decks, and resources. Use your collection of cards to build strategic decks tailored for seasonal battles. Claim victory in challenging battles where the worlds of strategy and collectible cards collide in tactical gameplay!
Stormbound Guide: Tips, Tricks & Strategies to Build Powerful Decks and Dominate Your Enemies
Playing The Game
The key to success in any card game is to have a thorough mastery of its rules. Knowing what you can and can’t do, what you can sacrifice, and what you can live without is pivotal to enjoying the rich world of Stormbound. And as there’s no official guide to the game, some concepts require further explanation – like unit interception, speed, frontlines, and so on.
Quick Tips:
The goal of the game is to reduce your opponent’s base to 0 health.
Stormbound follows an open-state game flow; movement happens at the start of a turn, players can play any cards afterward, then draw cards until they have 4 in hand, regain mana, and gain 1 max mana at the end of their turn.
Units have both strength and speed. Strength = amount of damage it does, speed = amount of tiles it moves when played from the hand.
Units and structures can be deployed on or behind your frontlines. Frontlines are defined as the furthest row you have a unit in. Killing an opposing unit on your turn forces your opponent’s frontline back to their nearest unit – if they have no units, it will return to its initial position.
Frontlines can only extend until the second to last row on either side of the field.
When a unit moves via speed, it will turn to fight any enemy unit it can.
When units meet on a tile, they deal damage equal to their strength to each other.
Several cards have abilities that compensate for their lower stats.
Structures do not move but have strength so they can counterattack. They may also have abilities to further your game plan.
Spells are fire-and-forget cards that you play from your hand.
Several abilities rely on keywords; become familiar with them so you’ll be able to understand what’s going on.
All cards have a mana cost; mana does not carry over between turns.
The turn player can replace one card in their hand during their turn – do this by dragging the card you want to throw to the left, toward the deck.
Attacking The Enemy’s Base
Your goal in Stormbound is to destroy your enemy’s fortress. This is done by getting troops to enter through one of the four doors in your opponent’s base.
GG
Because all units can only move one tile at the beginning of your turn, this usually means that most units will stand outside your opponent’s gates for a turn. This also means that, in most cases, players can muster a last-ditch defensive maneuver to either repel the invaders or mitigate the damage they’ll take. But because of the frontline system, be wary of units with high movement that can rush your gates!
Note that units that successfully enter either your base or your enemy’s base are removed from the board.
Turn Flow
Stormbound follows a less-rigid turn flow order compared to other card games:
At the start of a player’s turn, all their units on the board move. All combats resulting from this movement are resolved.
The turn player can then place more units on the board or play spell cards from their hand. When a card is used, it is shuffled randomly back into your deck.
When a player ends their turn, they draw cards until they have four cards in their hand, gain 1 maximum mana, and replenish their mana to full.
Speed
A unit’s movement in Stormbound would seem to be dictated by its speed stat, the number on the boot icon at the bottom right of a card. However, that’s not the whole story.
Yes, this thing moves.
There are two movement phases: one that happens at the beginning of a player’s turn, and another when a unit is first placed on the board.
During the start-of-turn movement phase, all your units move one space forward regardless of what their speed is.
When a card is placed on the board, it moves a number of tiles equal to its speed stat. This usually means a unit will charge forward, but it can switch lanes to attack enemy units – see the “Interception” section below for more info.
This means that units that have 0 speed are capable of movement, it’s just that they do not move when first placed on your board.
Unit Deployment
Units can be placed on any tile on a row you have control over. This is known as your frontline in official in-game terms.
You can view your control on the right during your turn, and your opponent’s control on the left during their turn.
Your frontline is determined by how far your units have moved. If you have an existing unit in a row, you can deploy cards on that row or any row behind them. This allows you to create forward deployment zones by using units with high speed before plopping down stronger, slower units.
Frontlines aren’t exclusive to just one player, and you can be sure that your opponent will be vying for closer control of the battlefield to deploy units at your doorstep. To counter that, you need to destroy their units or structure on your turn. This will cause your opponent’s frontline to regress to the next closest unit they have. If they have no units left, their frontline will be forced back to just outside their base, allowing you to put extreme pressure on them. Battlefield control is extremely important!
Units with high speed or units that summon tokens in front of them are fantastic at pushing your frontline forward.
Note that while killing a unit on your turn forces enemy frontlines back immediately, the same thing will happen to you if you lose a unit on your turn and don’t replace it. If your next turn begins and you have no units on your frontmost row, your frontline will be forced back!
The frontline system means that some players can opt to play very aggressively by playing high speed units on their first turn to secure as much of the field as possible.
Interception
Units can and will move to adjacent lanes where there are enemies. On the image below, I’m placing my Warfront Runners (3 strength, 2 move).
If I place them at least three tiles away from my enemy’s Corsair, my runners will spend all their movement points going forward. If, however, I place them nearer the Corsair…
They’ll spend one of their movement points to switch lanes and engage the enemy. As my Warfront Runners has 3 strength compared to the Corsair’s 1, I’ll have a 2 strength Warfront Runners on the second lane at the end of my turn!
It can take a while to become accustomed to unit lane switching, but it’s very important to master it as it not only provides incredible offensive options but also allows you to defend up to 3 lanes with a single card. A good tool to remember this rule is: if a unit can switch lanes to attack, it will.However, lane switching can only occur on the initial placement of a unit; movement at the start of a turn will always only move forward. This also means that a unit can fight a unit in front of it, then turn and fight a unit adjacent to it!
Forward!
This system also creates a use for cards with zero movement. By placing a powerful but immobile unit in an enemy’s path, they’ll have no choice but to crash against it. And by strategically putting both buildings or powerful units in your opponent’s path, you can deter their rush and exert control over the battlefield – at least until your defenses crumble.
Unit Strength and Combat
The other important stat that cards in Stormbound have is their strength – it’s the number on the red fist icon at the bottom left of a card.
3 strength and 0 speed.
Strength represents not only the combat damage a card does but also how many units that card summons. A card with 1 strength summons only one unit while one with 3 creates a trio of that unit. Even high strength, expensive cards can be whittled down by cheaper ones.
If a unit’s strength becomes too high to create more units on that tile, its new strength will instead be represented by a number (beginning at nine). You can also tap a unit on the board to see what its strength is if you’re too lazy to count. I know I am.
The number also means your opponent is going to have a problem very soon.
When units clash in combat, they simultaneously deal damage to each other equal to their strength. This leads to each troop losing members until eventually there are none left.
Abilities
Units aren’t just valued for their raw strength and speed. Several units have powerful abilities that can turn the tide of battle despite that individual card’s lack of numbers.
Side note – I wouldn’t recommend using this card until you’re very familiar with the game.
If a unit has an ability, it will describe the ability below its portrait. Several of those abilities use keywords, which I’ll detail in the “Keyword” section below.
Note that just as with strength and speed, you can tap a card on the board to view its abilities.
Structures
Structures are buildings that you can place on the battlefield, each with a particular purpose.
One of my personal favorites.
Like units, structures have strength and will retaliate in combat when attacked. Unlike units though, they can never have a speed stat and do not move at the start of your turn. On the other hand, each structure usually has a powerful ability – damage, buffing, healing, or just plain blocking the way – and they can be key to your strategy.
Spells
Spells are single-use cards that are played directly from your hand to activate their effects.
Sometimes a simple tool is all you need to get the job done.
Don’t underestimate the power of spells. While they are single-use, they can be used in a pinch to deal with dangerous foes, strengthen your ranks, or even push your advantage!
Keywords
As with any card game, Stormbound has several keywords denoted by bold text in card descriptions. Here’s a list of some of the keywords you’ll likely run into as a new Stormbound player:
Bordering: the four tiles in the cardinal direction – north, south, east, and west.
Confuse: a confused unit has a roughly 66% chance to move sideways during the movement phase. This will initiate combat with friendly units!
Destroy: destroyed units and structures are removed from play.
Enemy: any hostile unit, structure, or base. If a card targets the first enemy unit, it will skip checking for structures and bases; if the same card targets the first enemy, it can affect structures and bases.
Freeze: frozen units skip the movement phase at the start of a player’s turn, and their abilities are muted until they are unfrozen.
On play: when this card is played from the hand to the field.
On death: when this card is destroyed.
Poison: poisoned units take 1 damage at the start of a player’s turn before movement. Removes vitalize if the affected unit had it.
Pull: pulls units towards this unit.
Push: pushes units away from this unit.
Spawn: summon a specific unit.
Surrounding: the eight tiles in both the cardinal and ordinal directions – north, northeast, east, southeast, and so on.
Vitalize: vitalized units gain 1 strength at the beginning of their player’s turn. Removes poison if the affected unit had it.
Mana
To play your cards, you’ll need mana. At the end of your turn, you gain 1 mana as well as gain full mana. There is no mana cap. A card’s mana cost is on its upper left, and you can see your mana beside your name – the same goes for your opponent.
Magical battery.
Leftover mana does not carry over from turn to turn.
Replacing Cards
Don’t forget that you can always redraw one card during your turn. Just drag the card you want to replace to your deck on the left of the screen.
Execution is overkill at this point in the game, so I’ll swap it out for something potentially more useful.
This is part of the tutorial for an important reason, so always keep in mind that you can replace hand bricks with a potentially more useful card!
- Version1.10.62.3835
- UpdateDec 10, 2024
- DeveloperStormbound Games
- CategoryStrategy
- Requires AndroidAndroid 5.0+
- Downloads1M+
- Package Namecom.kongregate.mobile.stormbound.google
- Signaturef6a69b2675c6cd3429aed03e9613f38c
- Available on
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NameSizeDownload
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175.10 MB
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173.68 MB
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173.25 MB
Diverse Card Mechanics
Engaging Art and Design
Limited Card Pool