Card basics
- BP (Build Points) is how many cards you can equip at once. Rare BP 2 cards are stronger but eat more of your build.
- SP is the resource you spend in battle to play a card. Managing SP flow is the core skill of the game.
- Economy describes whether a card pays off over several turns or in a single burst.
Full card list
Filter by role to plan a deck. Call cards are listed separately because they summon allies rather than acting directly.
| Card | Type | Role | BP | SP | Notes |
|---|---|---|---|---|---|
| Brad Thannuel | Call | Control | 4 | 10 | Poison uptime, bodyguard utility, status protection. |
| Daze | Battle | Control | 1 | 2 | Stun / skip enemy turn window. |
| Free Ice | Battle | Control | 1 | 0 | Free ice chip with slow potential. |
| Free Poison | Battle | Control | 1 | 0 | Free poison application over time. |
| Infect | Battle | Control | 1 | 2 | Stacks poison pressure. |
| Softener | Battle | Control | 1 | 2 | Defense-down debuff opener. |
| Black Rock King | Call | Damage | 4 | 10 | Full-field damage plus freeze control. |
| Bombardment | Battle | Damage | 2 | 3 | AoE burst, rare-tier unlock. |
| Calypso | Call | Damage | 4 | 10 | Durable, self-sustaining attacker. |
| Firecrackers | Battle | Damage | 1 | 2 | Multi-hit chip damage. |
| Free Fire | Battle | Damage | 1 | 0 | Free elemental fire chip; strong vs plants. |
| Gorilla | Call | Damage | 3 | 3 | Lowest SP entry; fragile and limited. |
| Hitmarker | Battle | Damage | 1 | 2 | Conditional precision damage. |
| Power Shot | Battle | Damage | 1 | 2 | Pierce-friendly ranged option. |
| Power Stab | Battle | Damage | 1 | 1 | Reliable early single-target burst. |
| Red and Blue | Call | Damage | 3 | 5 | Cheap deploy, some defense pierce, random impact. |
| Sword Toss | Battle | Damage | 1 | 1 | Ranged poke, no card cost on base sword. |
| Barrier | Battle | Defense | 1 | 3 | Party-wide shield layer. |
| Bodyguard | Battle | Defense | 2 | 3 | Protects ally, defense value 2.7. |
| Charge DEF | Battle | Defense | 1 | 2 | Self defense buff, value 2.0. |
| Charge Defend+ | Battle | Defense | 1 | 2 | Stronger guard charge for boss turns. |
| Last Stand | Battle | Defense | 2 | 3 | Reactive guard at critical HP. |
| Cure | Battle | Heal | 1 | 5 | Strong single heal, value 5.0. |
| Feel Fine | Battle | Heal | 1 | 2 | Cleanses status, priority vs poison. |
| Prayer | Battle | Heal | 1 | 2 | Party heal, value 3.5. |
| Resurrect | Battle | Heal | 1 | 3 | Revives downed ally, essential late. |
| Aggressor | Battle | Support | 2 | 2 | Trades safety for damage uptime. |
| Cassie | Call | Support | 4 | 10 | Team heal, attack buff, burn, defense pierce. Exhausts after group heal. |
| Investor | Battle | Support | 2 | 2 | Economy payoff over long fights. |
| Overload | Battle | Support | 2 | 3 | High-risk amplifier, rare-tier. |
| Jerry | Call | Tempo | 4 | 10 | SP wave for party tempo; transitional pick. |
| SP Wire | Battle | Tempo | 1 | 2 | Party SP regen, scales with party size. |
Card roles
Every card belongs to one of six roles. A balanced party covers damage, defense, healing, tempo and control.
DamageDefenseHealTempoControlSupport
FAQ
How many cards are in Block Tales?
Around 38 cards across six roles in the current build, including both battle and call cards.
What does BP 2 mean?
It marks a rarer, generally stronger card that takes more of your Build Point budget to equip.