Hey, thanks for visiting my page.

My cards are organized in chronological order as they are created.

--== Mouse over some of the cards for a couple of seconds to see some notes and explanations. ==--

If you have any questions or you want explanations for some of the cards, then ask me on my message wall. I'll reply as soon as possible and I will add the answer to the notes below.

My Favorite PagesEdit


Living voice-0

Sanctuary Wizard tower Laboratory Sacrificial pit Assassin hideout

OPTIONAL Note: When using the Sacrificial Pit or the Assassin's Hideout, only enemy units' higher (dominant) value, either power or gold, is taken into account. Also, unit abilities don't matter when using these buildings' functions. For example, if you have the Sacrificial Pit and you destroy your yellow Ace (2 power, 1 gold, +3 power against same color) and you want to destroy an enemy's yellow Farmer (1 power, 3 gold), the Ace's ability won't kick in. You aren't allowed to destroy the Farmer anyway; although the Ace has a higher power, the Farmer's dominant/higher value is gold. Since your Ace's gold value is not higher than your opponent's Farmer's, the Farmer can't be destroyed. However, if you use your Ace to destroy an enemy's Goblin (2 power, 1 gold), then this is allowed because the Goblin and Ace's dominant values are power, and they are equal in value. If a unit has the same amount of power and gold (like the Golem), then they have no dominant value. The rules I've mentioned are there to avoid these buildings from being overpowered (like using a Scout with 1 power to destroy a Princess, which has no power and is worth 5 gold).

Hunting dog-0



Red jelly Orange jelly Yellow jelly Green jelly Blue jelly Purple jelly Light jelly Dark jelly Jelly king Mini jelly

JELLY NOTES: Jellies in role-playing games are generally large cubes of gelatin that absorb and dissolve adventurers and objects alike. For the abilities referring to units with weapons, shields, headgear, and organic humanoids, these are talking about the unit artwork on the opposing card.

  • Weapons (Red Jelly): If the opposing unit has a weapon, then the ability for the Red Jelly is activated. Units with weapons include the Goblin and the Archer.
  • Shields (Green Jelly): If the opposing unit has a shield, then the ability for the Green Jelly is activated. Units with shields include the Knight and the Constable.
  • Headgear (Blue Jelly): If the opposing unit is wearing headgear, then the ability for the Blue Jelly is activated. Units with headgear include the Warrior and the Wizard. Units like the Princess and Assassin don't really count because the Princess just has a tiara and the Assassin has a hood.
  • Organic Humanoids (Orange Jelly): If the opposing unit is an organic humanoid, then the ability for the Orange Jelly is activated. Pretty much any unit that looks human or human-like, including the Ace and the Orc, activates this ability. Units like the Phoenix and the Golem don't activate it, because the Phoenix isn't a humanoid, and the Golem isn't organic.
  • Light Jelly: The only times you may not move this jelly to another village is right after an opponent has declared an attack on one of your villages, during the battle, and (if your opponent won) when your opponent is choosing their battle reward. This ability doesn't take effect when the Light Jelly is hired.
  • Dark Jelly: If this jelly is hired, its ability doesn't take effect.
  • Jelly King: The Jelly King doesn't give the power bonus to himself. As long as the Jelly King is alive, you may keep adding more jellies to the village. If he dies and there are still jellies in the village, they stay a part of the village, they don't get the power bonus, and you can't add any more jellies to the village.
  • Mini Jelly: Pretty much like the Pig, but it doesn't need a Farmer in the village, and it is only for jellies.
  • More Jelly cards coming, as well as updated changes! Stay tuned for buildings and animals. As soon as the Cardsmith Kit works for me, I will make changes to existing Jelly cards.
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