Beginner's Guide to Culdcept Revolt

Twenty years ago, Culdcept was released on the Sega Saturn and established a new genre in gaming. Never before had a game been released with quite the same charm. Culdcept combined strategic elements from the most involved card games with the tried-and-true fundamentals of a board game and wrapped it up in a neat digital package.

It has been called one of the most in-depth games ever made and rightfully so. Visually stunning artwork, creatures, spells, weapons and armor have delighted fans for literally decades. There is so much to this game that one can easily get overwhelmed; therefore, we're here to help you ease into the world of Culdcept and its latest release, Culdcept Revolt, for the Nintendo 3DS.

One final word before we begin: Culdcept Revolt is unlike any other version currently released. The changes are subtle but significant. So, whether you're a veteran or a newcomer, there will be something new and interesting for you to experience.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks


So, what is Culdcept Revolt? It is a game where two to four players walk around a board, collecting magic (G) from various sources. Each player builds a book of spells, creatures and items to play against their opponents. Players collect magic either through claiming territories, tolls, spells, gates or lap bonuses. They spend magic use the cards in their deck, by casting spells, summoning creatures to claim territory or equip items in combat. Players collect tolls from other players when they land on claimed territory. That player has the option to either invade with their own creature in an attempt to claim the territory themselves or pay the toll to the owner. The first person to pass a gate with the goal amount of magic (TG), either on-hand or through in game investments, wins the game.


To understand how this game works, you have to understand the basic processes that take place. Each round consists of a Gain Phase, Draw Phase, Spell Phase, Roll Phase, Movement Phase, Territory Phase and Discard Phase. Each player accomplishes these phases during their turn. Once each player has done that, this is the end of a round.

It is very important to know the fundamentals of each turn. We're not breaking this down because we think this stuff is too complicated to understand through attrition. Certain parts of this guide will have you saying "yeah, I get it." However, a better understanding of every aspect can help you find a way out of even the trickiest situations.


At the beginning of each turn, you gain 19G + Round # in magic. This payment caps out at 50G.


Draw a card for use during the round. You can have as many cards as possible in your hand until the discard phase.


This is probably the most important part of any turn. This is the point where you can cast any one of the spells that you have in your hand. You also have the option to use any Secret Arts available to a Standing creature on the board. You will not get a chance to use Secret Arts at any other part of the turn. What do we mean by Standing creatures and Secret Arts? We'll get into that later.


Revolt uses a two-die rolling system. Each die has six sides (0-5), giving you an effective range from 1-10. Should the dice land on double 0, you will get a 12 on your roll! This phase is also the part directly affected by movement spells such as Holy Word 6 or Charging Step.


This is the part of your turn where you physically move your avatar around the map. Pay attention to the path that you intend to take. Magic will be collected automatically from any gates passed. Your lap bonus will be automatically collected when you cross the last required Gate. The game will have a predetermined path it will automatically choose for you if you take too long... control your own destiny!


This is the phase where one player invades the territory of another player with a creature. The Battle Phase can happen at many points during your turn and others. Either due to moving a creature already on the board onto an opponent's creature via spell (Thunderclap, Chariot), invading the territory you've landed or moving a creature you already own onto another during the Territory Phase. We've put it here in the time line because this is the most common time it will happen. This phase will be explained in more detail later in the guide.


This is the second most important phase of the game. This is the point where you can do several different things depending on your situation. You can claim territory by summoning creatures from your hand or invade the territory should the one you be standing on belong to somebody else. You can move, swap, level up, or change the element of the territory of any Standing creature you own on the board. You CANNOT use Secret Arts in this phase.

Territory Commands can only be performed by a creature that is Standing. After performing one of these actions they will change to Fatigued and will not be able to perform any further actions until you either land directly on a Gate or complete an entire lap around the map. Creatures with the Vigorous Trait can perform these actions at all times.

Level Land: Leveling land costs magic, but it increases tolls and land bonus provided.

Creature Movement: You can move your creature onto an adjacent territory. Some creatures have inherent abilities that allow them to move to more than the adjacent territories.

Note: Defensive creatures cannot move via Territory Command.

Note: Creatures with land limits will not be able to move onto those specifically limited elemental territories. Creatures with land limits can always occupy Multi-Elemental territories.

Terrain Change: Terrain change allows you to change the elemental aspect of the land. This will be explained in further detail later.

Note: You cannot change a territory to Morph or Multi-Elemental land via Territory Command.


This is another important phase of the round in that you are setting yourself up for success. Each player has to discard down to six cards at the end of their turn regardless of how many they had during their turn. Take this time to analyze any potential invasions or tolls that could happen while waiting for your next turn.


This is the end of your turn. Congratulations.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks


The Board, also known as the Map or whatever you want to call it, is the battle ground for each game. It will be comprised of at least several claimable territory tiles and multiple gate tiles. Some maps will have branching paths and special tiles to make things interesting. The claimable territory tiles are broken down into two types: Elemental and Morph. There are also several special tile types; Gate, Warp, Bridge, Fortune Teller, Spell Circle, Path Switch, Card Shop, Magic Trap, Siege Tower and Gem Store.


These are your basic elemental territory tiles. They will be blue for Water, green for Earth, red for Fire or yellow for Air. Any creature placed on a vacant territory will defend your land and collect tolls for you. Any defending creature that is killed by a surviving invading creature will change ownership of the territory. Creatures with the same elemental affinity of the territory will gain a Land Bonus equal to (10HP x land level during the Battle Phase). So, if a Fire creature is defending a level three Fire territory, they will get an additional 30HP in battle. If an Air creature is defending a level 2 Air territory, they will get an additional 20HP in battle. This Land Bonus is only given to defending creatures.

The tolls of occupied lands can be increased either by leveling the land up (Max Level 5) or "chaining" territories of the same element. Tolls will increase dramatically when you combine the two methods. Higher level lands will require more magic to change its element via Territory Command.

Note: Neutral creatures will not naturally gain Land Bonus.


Morph tiles have no element until you place a creature on them. Depending on the element of the creature they will morph into that corresponding element. Air creatures will morph the land into the Air element, Fire to Fire, etc. One interesting thing to note, Neutral creatures will morph the tile into a Multi-Elemental tile.


Multi-Elemental tiles are unique lands that provide a land bonus to any elemental creature occupying it the same way a standard elemental tile would. It will not naturally provide a Land Bonus to Neutral creatures. They also do not chain with other elemental tiles. Because Multi-Elemental lands do not have a specific element, any creature occupying a Multi-Elemental tile will be affected accordingly.


There are also several special tile types; Gate, Warp, Bridge, Fortune Teller, Spell Circle, Path Switch, Card Shop, Magic Trap, Siege Tower and Gem Store.


Each map has up to 4 Gates represented by the cardinal directions N, S, E, W. The minimum Gates per map is 2. When you cross a Gate or land on one you haven't already crossed during the lap, you will receive a small amount of magic to help you cast spells or summon creatures. When you cross the last Gate in the NSEW sequence (in any order), you will complete one lap and receive a Lap Bonus. All Fatigued creatures will now be Standing. This also heals any damaged creatures for 10 HP and you receive a magic bonus equal to # of owned territories x (# of players/# of allies) x 10G... formulas aside, it equals money in your pocket and health for your critters. One final note on the Gates: when you land on a Gate directly, all of your Fatigued creatures will now be Standing.


Warp tiles are tiles that warp you to another location on the board when you stop on them.


Consider this a forced warp tile. It's an aesthetic way of moving from one part of the map to another.


The Fortune Teller will give you three options: Creature, Item, and Spell. Depending on your choice, it will grab the next available card of that type in your book. Consider your current situation when making this choice. A lot of players like to use this to balance out their hand in order to deal with pressing issues. This tile can bail you out of some pretty dicey situations.


This tile will present you with two spells from a predetermined group of cards. Choose one of those spells and it will be cast instantly for free.


This tile will change the actual physical outlay of the map, altering the path for all players until activated again. Maps with a Branch Switch will change their outlay every five Rounds or every time a player lands on the Branch Switch tile. The Branch Switch will visually show you when it is about to activate as well. It will have a green circle (4-5 turns remaining), yellow circle (2-3 turns remaining) and a red circle (1 turn remaining) that will let you know.


Similar yet different from the Fortune Teller, the Card Shop will present you with four cards pulled from a predetermined set of cards dependent on the map you are currently playing on. You can purchase one of the four options for 20G.


The Magic Trap will either help you or hurt you depending on what you rolled during the turn. When you roll a 6 or higher and pass this tile, it will steal 20% of your in-hand magic and store it. It will do nothing if you roll a 4 or 5. Finally, it will GIVE you all of its stored magic if you cross it after rolling a 1 to 3.

An example of how this tile works would be if a player had 1000 magic on hand and rolled an 8 on their turn. If they cross the Magic Trap at ANY point in their turn, it will steal 200 magic from their pocket. This will only take 20% of their on-hand magic, not their total magic (TG).


The Siege Tower is a very interesting tile. When you land on it, you are given the option to invade or summon any creature you have in hand on ANY territory on the board. Creatures with land limits will not be able to be summoned or invade territories they are limited by, though.


The Gem Store is where you purchase, sell or steal Element Gems. What are Element Gems? That will be explained in a later section of this guide because it needs to be.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks


Now that you have a basic understanding of what a round is and where the game takes place, let's talk about the cards and how to get them. Culdcept Revolt uses Game Points (Gp) that is earned in game to purchase card packs from the Shop (Not to be confused with the Card Shop tile).

Culdcept Revolt has also incorporated Card Blocks into the game that prevents certain types of cards from being available initially. Players will have to complete a certain amount of Story mode quests in order to have access to all of the cards in the game. This is meant to ease players into the game and introduce them to the various concepts inherent in the cards.

Once you've unlocked all of the of the different types of card packs, you can focus your purchases in certain ways such as Item packs, Earth/Fire packs, Water/Air packs etc. Any cards in excess of four should be sold for more Gp. Your maximum card limit per book is four of one type, so any more than that is not worth keeping.

Gp is acquired by completing matches in Story and Online mode as well as completing challenges in the game. As we talked about above, you can also sell cards you've acquired down to a minimum of one to earn more Gp. Grinding out quick matches against the AI will not give you great results as the formulas involved with how Gp is earned include the length of the match.


Now that we know how to get cards, let's talk about the cards that make up a book. Before we can build a book and start playing, we need to understand what the cards are and how to get them. There are three types: Creature cards, Item cards and Spell cards. There are also four Rarities to each card: Normal, Strange, Rare and Extra.



Normal cards are the foundational cards for your books. These are often simple creatures with no abilities or weaker items and spells that can fit in to most decks and not look out of place. One of the upsides of these cards is that they can be used with just about every scheme. N creatures very rarely have territory prerequisites, they can be cheap and effective land holders or invaders. N items will all alter the ST/HP of the equipped creature in some way with a few special abilities thrown in on a couple. N Spells have a broad range of effects. Generally, the disruptive spells are annoying, with the majority of them being non-invasive. Some N Cards are Fay, Long Sword and Magic Bolt.


Strange cards are your mid-range specialty cards. They serve any number of purposes as well as refining your book's primary objectives and provide much more flexibility than N or even R cards. S creatures start having more Secret Art and Battle abilities. Their costs also increase along with their stats and abilities. S Items begin moving less toward standard stat boosting and more toward flexibility in combat. S Spells are far more disruptive and impactful. Some S Cards are Ghost Ship, Tonfa and Thunderclap.


Rare cards are the unique and elite of Culdcept. They are very powerful and often misunderstood creatures, items and spells that can significantly impact any game. If an R card's use isn't immediately apparent, take some time and consider how it could be used in combination with other cards. Try to think outside the box. R creatures tend to be powerful juggernauts with three to four inherent abilities. R creatures are very expensive and often require multiple prerequisites to summon. R items are powerful items that lean toward extreme stat boosting combined with significant combat altering affects. R spells include powerful game-altering effects that do everything from establishing new global rules that effect every player to damaging all creatures on the board and much more. Some R cards are Hardrock Dragon, Vorpal Sword and Obliteration.


Extra cards are usually extremely powerful cards that you obtain through special circumstances during the game. These cards can be unbalancing and give players who have them an edge over those who don't. Culdcept Revolt only has E cards that are creature based. They are not cards that you can naturally put in your book and can only be acquired through Secret Art or Support abilities for certain cards. Some E cards are Gooba, Gearion and Armed Princess.



Creatures are your basic land holders. Each creature has an elemental affinity: Earth, Air, Fire, Water or Neutral. Each creature has a Name, Rarity, Cost, Land Limit, Item Limit, Secret Art, Ability/Effect, Battle ability, Strength rating, Health Rating and Maximum Health Rating.


This is the name of the creature.


This identifies if the creature is Normal, Strange, Rare or Extra in rarity.


This is the base elemental affinity of the creature. Its element is represented by the border's color. Fire is red, Air is yellow, Water is blue, Earth is green and Neutral is gray. When a creature is placed on a like-colored tile or Multi-Elemental tile, they will receive a Land Bonus in combat. This will be represented by additional health (10x land level)

Note: Neutral creatures have no elemental affinity and cannot naturally receive land bonus.


This is how much your creature costs to summon. Certain cards have prerequisites that need to be met before they can be summoned. (i.e. 80G + (Water) + (card) ). This means that you need to own at least two Water tiles as well as discard a card from your hand in order to summon this card. Every card with the Synthesis ability will have a discard cost. Prerequisites will always have the magic cost +Elemental Symbol/Discard.


This identifies what territory tiles the creature cannot move onto. It is represented by an elemental symbol with a small red x on it. The color of the symbol is the color of tile they cannot move onto. This includes movement spells and Secret Arts such as Chariot or Sleipnir. Creatures with no land limit can be placed on any territory tile.


This identifies what types of item the creature cannot use in combat. It is represented by a Weapon (sword), Armor (breastplate), Tool (ring) or Scroll (wavy paper) symbol with a small red x on it.

Note: Item creatures can be used regardless of item limits.


A basic breakdown of a creature's abilities. For more on this, refer to the Abilities portion of this guide. This will include Secret Arts, board abilities, combat abilities and unique text.


Items cards are useable cards that enhance your creatures in combat. They can change their ST and/or HP, alter their attack speed, bypass protective measures, etc. They add an interesting twist to each game and can be the difference between winning and losing a game. The six types of items are Weapons, Armor, Tools, Scrolls, Support Creatures* and Item Creatures*


These are your offensive items. Weapon cards will primarily boost the ST stat of your creature with several granting additional Attack Bonus abilities or Critical Hit abilities. Examples of weapons include Battle Axe, Chain Saw or Murasame.


These are your defensive items. Armor cards will primarily boost the HP stat of your creature with several granting nullifying effects such as Neutralize or Reflect. Examples of armor include Buckler, Diamond Armor and Reflective Armor.


These are your miscellaneous items that don't quite fit into either of the weapon or armor categories. They are almost universally able to be equipped by every creature in the game (only 7 of the game's 241 creatures have a Tool item limit). Tools have several niche uses that often bring an interesting twist to any match they're used in. Some view them as a poor man's alternative for creatures with item limits in the category you'd like to use. Ultimately, Tools can add flexibility and variety to any book. Examples of tools include Petrify Stone, Twin Spike and Angry Mask.


These are your finishers. Their only purpose is the destruction of your enemy. They do this to great effect by ignoring Reflection, Neutralize, and most importantly, Land Bonus.

To illustrate our point, say there is a Fire creature on a level 5 Fire tile. If the creature has 30MHP and you add the additional 50HP from the Land Bonus, you'd normally need something capable of dealing 80ST damage in order to remove the creature. This is a daunting task even when opponent has no items to defend with. A scroll with a ST rating of 30 will ignore the additional Land Bonus health and deal 30ST damage to the defender's core health.

Scrolls are often a confusing concept for beginners and can make it seem like the opponent is cheating. They're not cheating. Scrolls are supposed to work that way. Examples of scrolls include Spark Ball, Shadow Blaze and Aura Strike.


This is less of an item and more of an ability owned by certain creatures. The Support ability allows creatures to equip certain creatures from your hand as if they were items. Creatures equipped in this way will only gain the ST and HP of the supporting creature. They will not gain the inherent abilities of the equipped creature.

Example: If Tiamat, a 60ST/60MHP creature with Attacks First, Critical Hit and an Upon Victory condition is used as an item by a Support creature, the Support creature will not become an Attacks First, Critical Hitting creature with an Upon Victory condition. They will only gain 60ST and 60HP to their base stats.

Any supporting creature costs only the G portion of their casting cost. Prerequisites are ignored. Also, any creature used as an item will be discarded at the end of the battle sequence.


These are special cards that act as both a creature and an item. Where the Support ability allows certain creatures to use other creatures as items, Item Creatures can be used by any creature as an item. They do not fall into an item category; therefore, no creature has an item limit that pertains to them. Also, where creatures used as support only grant their ST and HP to the equipped creature, Item creatures will grant their special abilities to the equipped creature. Examples of Item Creatures include Living Bomb, Living Armor and Living Glove.


These cards affect literally every aspect of the game. There are many different types including Single-Flash, Multi-Flash, Single-Enchant, Multi-Enchant, Secret and World spells.


These spells directly impact a singular target. Whether it is a target player, creature or territory, the effect is brief and immediate. These effects can be anything from dealing damage to a creature, to stealing magic from opponents, to lowering the level of a territory. Examples of Single-Flash spells include Holy Banishment, Chariot and Fear.


These spells indirectly impact multiple targets. They affect the game indiscriminately, often times impacting the caster as well as their opponents. Multi-Flash cards ignore creature abilities that prevent them from being the target of spells and effects because they are not directly targeted. These are powerful spells that can be expensive and drastically change the lay of the game. Examples of Multi-Flash spells include Life Stream, Mass Growth and Freeze Cyclone.


These spells are enduring effects that can last anywhere from a single round to the entire duration of a match. They directly target the player, their opponent or a singular creature. Creature enchants usually involve in battle effects such as stat boosts or special abilities. Some creature enchants affect the tolls of those territories. Player enchants usually effect dice rolls. Examples of Single-Enchant spells include Barrier, Dream Terrain and Senility.


These spells affect every creature or player that meets the spell's required criteria. Any in-place enchantments are overwritten and replaced with whatever the Multi-Enchant spell is. These spells are powerful and the results can change the flow of any match dramatically. Examples of Multi-Enchant spells are Pacifism, Plague and Tyranny.


These cards literally rewrite the rules of a match. Only one World spell can be in effect at a time and they each last 6 rounds. Once they expire, the rules go back to the way they were and play resumes as normal. Entire book concepts are brought to a screeching halt, while other concepts go into ultra-drive under certain World effects. Examples of World spells include Waste World, Bright World and Mirror World.


Culdcept Revolt allows players to view their opponents' hands at all times. This adds a strategic element not shared by many similar games. However, some spell cards are Secret until the moment they are cast. These cards all have circumstantial requirements to be dramatically effective and with time, veteran plays may be able to deduce what card you've likely been holding onto all match; however, that doesn't stop them from sweating a little bit while they wonder. Examples of Secret cards are Flatland, Tiny Army and Long Line.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks


This section will go over the two primary types of creature abilities in Culdcept Revolt. These are Board Abilities and Combat Abilities.


These refer to the commonly shared abilities and aspects of creatures that primarily affect play during the Spell Phase and Territory Phase of the game. They are Secret Art, Boost, Defensive, Vigorous and Synthesis.

Note: We acknowledge that there are certain creatures with unique and/or untitled common traits; however, we'll leave those for you to discover on your own.


Some creatures have Secret Art abilities that can be used during the Spell Phase of the game. Secret Arts can only be used if the creature is Standing or Vigorous. Some examples of Secret Arts are:

Secret Art (30G): Steals (number of spell cards in target enemy Cepter's hand x40G) magic.

Secret Art (50G): Adds Holy Word 5 to target Cepter.

Secret Art (20G): Deals 10 damage to target creature.


Creatures with the Boost ability will give stat boosts to certain creatures in certain situations. Some examples of Boost are:

Boost: HP+10 to Fire and Earth creatures.

Boost: ST+10 to invading creatures.


Creatures that are Defensive cannot use the movement Territory Command or be used to invade a territory. They can be moved about with spells like Chariot or Thunderclap. When moved in this fashion, Defensive creatures will act as a normal invading creature during the Combat Phase.


Culdcept Revolt utilizes the Standing and Fatigued status for Secret Arts and Territory Commands. When a creature is Standing, they can use their Secret Art or Territory Commands. Normally, they are placed in Fatigued status afterwards until the owning player lands on either a Gate directly or completes a lap. Vigorous creatures ignore this system and are always useable during the appropriate phases.


Every card with the Synthesis ability has a discard requirement. The additional effects of Synthesis activate when the appropriate card listed with the ability is discarded with the casting cost. Let's look at the card Werebear to help illustrate the point.

The Werebear is an Earth creature with 40G + Discard as its casting cost. It has base stats of 20ST/40MPH with the creature ability Synthesis: Earth, ST+30, MHP+10.

If you summon the Werebear and discard an Earth creature, it will gain the benefit of its Synthesis ability and go from a 20ST/40MHP to a 50ST/50MHP creature. If you discard any other type of card, the Synthesis ability will be ignored and it will be summoned with its base stats 20ST/40MHP.

Note: Synthesis appears on several Spell cards as well. It works in the same fashion.


These refer to the commonly seen battle abilities that come up in the Battle Phase of the game. They are Attack Bonus, Attacks First, Attacks Last, Battle Start, Battle End, Critical Hit, Scroll Critical Hit, Synergy, Instant Death, Neutralize, Penetrates, Reflects, Regenerates, Support, Upon Defeat and Upon Victory.


This will activate only after actual damage is done to the opponent. If no standard damage is dealt, either from neutralization, reflection, or because a scroll was used, the ability will not activate.


This will allow the defending creature to attack before the invading creature. Should the invading creature have Attacks First, they will ALWAYS attack before the defending creature.

Note: Defending creatures with Attacks First will not gain any additional benefit from equipping an item that grants Attacks First. The invader with Attacks First will still have the first hit.


This is a very rare "ability" that works opposite to the Attacks First concept. Invading creatures will attack after the defending creature. Attacks Last can by overcome by equipping an item that grants Attacks First.


This ability activates at the end of combat if the creature possessing it survives and the appropriate conditions apply.


This ability activates at the beginning of combat before any damage is dealt. Innate creature Battle Start abilities will activate before item Battle Start abilities.


Creatures with this ability and meeting the appropriate requirements will deal 1.5x their end state ST in combat.

Example: A default Gladiator will have 40ST. With Critical Hit, it will deal 60ST in damage. If you equip the Gladiator with a Long Sword and set it at 70ST, it will deal a total of 105ST damage.


This ability functions like the Critical Hit ability, however, it will only deal 1.5x the damage of the ST rating for the scroll used.


This ability will alter the stats of the creature in combat should another creature of the same element occupy a territory on the board.

Example: If Ghost Ship invades a territory or is invaded and an Air creature is currently occupying any territory on the map, Ghost Ship gets an additional 30HP.


These abilities differ from Battle Start abilities in that, they happen immediately before the damage for the round is dealt. This is an important distinction because of the series of events and how they interact with each other during the course of the Battle Phase.


This is an aggravated focus of the Attack Bonus ability. Standard damage must be dealt for this ability to activate. Any damage reflected or neutralized nullifies this ability and nothing happens.


The ability will take any damage from a specific type of creature and nullify it. All incoming damage from the neutralized source is reduced to zero and no damage is officially dealt. Scroll damage bypasses this ability.


This ability removes all Land Bonus health from the opponent for the duration of the combat.


This ability takes all incoming standard damage and sends it right back at the attacker. Scroll damage bypasses this ability.


If the creature survives to the end of the round, they will recover the entirety of their MHP.


Certain creatures have the Support ability. This allows them to equip certain creatures in your hand as if they were items. Any creature equipped in this fashion will add the supporting creature's base stats.

Example: Nil-Vana has the ability Support: Neutral. This means it can only use its Support ability with Neutral creatures you hold in your hand. In combat, you equip it with a Ground Gear (20ST/40MHP) Nil-Vana will go from a 40ST/40HP creature to an 60ST/80HP creature. It will not gain Ground Gear's Neutralize ability, only its ST and HP for that combat. The Ground Gear is now discarded like an item at the end of combat.


This ability activates immediately when your creature dies in combat.


This ability activates when your creature kills the opponent's creature in combat. This is like a second Battle End ability.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks

Assemble CardsBOOKS

This is the thing that represents you. The book, also known as a deck, encompasses the way you will play your game against your opponents. Will you go with something hyper-aggressive or slow and steady? Tried and true or unique and intriguing? The book is the sum of the cards you will use in each match. You can have several different books saved at one time. Standard play will set the book size to 50 cards, however, this can be adjusted anywhere from 30 to 60. Once you have drawn through your entire book, it will reset and start over. In this section we will discuss the different types of books you can make as well as some things to keep in mind when building your own book.


There are several archetypes of book. They fall into the following categories: Magma, Storm, Mono-Elemental, Neutral, Gimmick, Theme, Rainbow and Yours.


This is considered one of the main combinations of dual-element books. It primarily consists of Fire and Earth creatures, sometimes with a sprinkling of Neutral. Because Fire and Earth are complementary elements, many spells, creatures and items that benefit one benefit the other as well. Since Fire and Earth being the number 2 offense and defense respectively, this allows you to establish quick territory chains cheaply and effectively. The downside of Magma books lies in the fact that they are mid-range. When played against Defense-focused concepts, they can fall short. Likewise, an Offense-focused concept can topple key territories when it matters most. Magma books are highly balanced and effective books that are perfect for beginners and veterans alike.

Difficulty: EASY


This is considered the other main combination of dual-element books. It primarily consists of Air and Water creatures. Air and Water are complementary elements; therefore, several cards that benefit one element will benefit the other. Where Magma books are highly balanced and mid-ranged in combat and defense, Storm books veer more toward the extreme on both ends. Air creatures have the highest offensive capabilities in the game while Water has the highest defensive capabilities. Storm books lean more toward the slow and steady game play. It can remove the staunchest defender while establishing impenetrable territories. The downside to Storm books lies in the fact that they are slow and expensive. Focused concepts or faster books can quickly outpace a Storm book. Storm books are highly balanced and effective books that are perfect for beginners and veterans alike.

Difficulty: EASY


These books have several inherent pros. You can prioritize your efforts on territories that match your element and have a clear idea of what your goals are from the very start. The downside of these decks is that they are a victim of their own inherent weaknesses. That isn't to say these issues can't be overcome. If built right, the most defensive element can have a highly aggressive game plan while the most offensive element can have a defensive scheme that's nearly impossible to beat.


Considered by many to have the highest attack rating, Fire focuses on disruption and invasion. Utilizing the most Critical Hit creatures in the game, weapon cards are highly effective. It leans for taking down high HP creatures and changing territories to Fire element as it goes. The downside of this element lies in its lack of defensive combat abilities.

Difficulty: MEDIUM


Considered the second most powerful offensive element, Air focuses on hard-hitting offensive attacking. Its creatures tend to have Attacks First, movement-enhancing Secret Arts and disruptive combat abilities. It enjoys positioning creatures for unexpected invasions. This element has difficulty maintaining the territories it claims due to its weak defensive rating. It is also very expensive to cast its spells.

Difficulty: MEDIUM


Considered the third most powerful offensive element and second best defensive element, Earth focuses on claiming land as quickly as possible. Earth owns the majority of the Support creatures in the game, boosting its item pool substantially with the right build. While Earth creatures tend to be weaker statistically, they are also cheaper and thus able to rebuild should disaster strike. The downside of this element is it generally lacks the offensive power of Fire and Air.

Difficulty: EASY


Considered the weakest offensive element while touting the best defense, Water focuses on claiming territory and keeping it. Water stops most attacks with copious use of the Neutralize and Health boosting. Water tries its best to fly under the radar and be as unassuming as possible, often times allowing its opponents to fight it out amongst themselves while it lays the foundation for victory. Water's downside falls with its lack of offensive power.

Difficulty: EASY


These books require a skilled hand. Neutral decks have obvious drawbacks given the fact that they don't naturally have Land Bonus. The benefits, however, are significant. They're not linked to any specific territory; therefore, chaining them takes very little effort. They are far cheaper than most elemental creatures, so it costs less to deploy them. Additionally, this is also a creature set designed to add some flexibility or flair to any concept. The ability to adapt to developing situations is unparalleled by a properly built Neutral book.

Difficulty: MEDIUM/HARD


Culdcept's card library can inspire all sorts of interesting combinations. These books revolve around specific cards or combinations. These concepts can be powerful and effective, when the entirety of the book is geared to aid your gimmick, however, if your opponent has an answer for your game plan, it can be an uncomfortable match. If nothing else, you can use these books to verify the theories you come up with in order to incorporate them into future books.

Difficulty: VARIABLE


These books are made with an idea in mind. Want to feature all of the Ogres or Goblins? Make a theme deck. Want to focus on mass devastation? Fill your book with mass damage spells and high MHP creatures. Want to have dragon book? Fill your book with the dragons. Theme books are similar to Gimmick books, though their concepts are more fleshed out. They're not defined by one or two cards, but an entire set. Technically, Storm and Magma books are considered Themes.

Difficulty: EASY/MEDIUM


These books feature a little bit of everything. They have all of the elements represented in some fashion. If built right, they can be very balanced with great flexibility. These concepts run into issues when there isn't a clear objective in mind, however. It can also be taxing trying to prioritize what territories you want to focus on.

Difficulty: MEDIUM/HARD


This book is whatever YOU want to make it. If you want to have opposing elements working together in a discordant harmony... go for it. If you want to recreate a Halloween theme with Skeletons, Werebears and Dragon Zombies... go for it. If you want to make a book focused on Chain Saw-wielding Gremlins and Goobas... go for it. Make whatever you want with whatever's available. If you want to assign a number value to each card, roll a random number generator fifty times and use the cards it gives you... Do it! Don't allow somebody to tell you what works for you or doesn't. This is your game. Be creative, go crazy and most importantly, have fun.

Difficulty: EASY


Now that you have an idea of what types of books are out there, let's look deeper at how to actually build your own book. This isn't the be-all, end-all on what you MUST do when putting together your book. These are simply suggestions for you to keep in mind.


As discussed earlier, there are several types of book you can create. Having an idea in mind before you start can keep you from being overwhelmed by the sheer number of options available. For the purposes of this guide, let's make a Magma deck. Because we've chosen what type of book we want, we've already eliminated two entire elements from consideration.


It's important to be able to get the right card at the right time. Part of what goes into this is having a healthy ratio of card types. A good starting ratio of creatures to items to spells is 50%/20%/30%. In a 50 card book, this translates to 25 creatures, 10 items and 15 spells. The higher number of creatures will give you plenty of cards to claim territory with. Because items are less frequently used than creatures or spells, they have a smaller footprint in the book, allowing more important cards, like creatures or spells, to be drawn. Finally, the medium ratio of spells allows for slightly more options in this category, granting you more flexibility.

Too many creatures will result in wasted turns once you've established your primary territories, while too few creatures will prevent you from keeping up with your opponents. This also gives your opponents fewer targets to deal with, making it easier for them to control your part in the game.

Too many items will result in wasted space in your hand as the need for them only applies in certain situations. It can be very frustrating digging through your book for that vital spell you need and all you keep drawing are Necro Scarabs and Magma Hammers. You'll be required to choose which items to keep and possibly discard an item you would have liked to have had for later in the match.

Too many spells can result in exposing your game plan early. It can also prevent you from establishing your early game territories when your hand is full of spells that should be used later in the game. It's nice to be able to have a spell in hand to save for a rainy day, or affect how your opponents adjust their game style. The problem with this is that you're also exposing that spell for your opponent's to deal with. Cards like Theft can make you the victim of the very cards you've been hoarding the entire game.

Finally, ratio can be applied to the types of cards themselves. In the case of this Magma book, we can have 50%/50% Earth and Fire creatures... 13 Earth and 12 Fire. We can do 50%/50% defensive and offensive items, etc. Maintaining a healthy ratio will allow you to remain flexible and relevant in any match.


Having a good mix of creatures, spells and items will give you the flexibility to address many situations. A lot of players have a creature, item or spell that they fall in love with and try to use as often as possible (Long live the Gooba Queen!). Try to avoid putting four of any card into your book without good reason. It may be the greatest card in the game, in your opinion, but there will be times when you want to draw a different card instead.

Let's illustrate the point in an extreme way. Let's take a 50 card book and have each card put in x4. 50/4 = 12 with a remainder of 2. That gives you 13 different cards to work with in any given match. No, let's reduce every card to x3. 50/3 = 16 with a remainder of 2. You now have 17 different cards to work with. Finally, let's bring that number down to 2. 50/2 = 25. That is literally double the amount of options you had when building with x4 everything.

We realize that this was an extreme example and not likely grounded in reality. The main point of this is, don't limit your options by putting too many of a single card in your book.


Everybody loves big creatures. The bigger the better! Who wouldn't want 4 large powerhouses in their book ready to devastate the opponent? Why would we want to bother with the puny creatures when we can have nothing but monsters? The answer is simple: Prerequisites!

Every color has powerhouse cards. A majority of these powerhouses require you to have a certain amount of a certain color land before they can even be played. Even with the uncommon creatures, a majority still require 1 land of their color to actually be played. When a book is filled with too many creatures with prerequisites, a player can go 15-20 rounds before they can even summon a creature. In the meantime, their opponent is grabbing everything in sight and your chances of a comeback are getting slimmer and slimmer.

When constructing a book, make sure there's a solid foundation of creatures that don't require you to own land before they can be played. This will help get the ball rolling so you can get the rest of your deck started. Don't get caught in the greed factor of needing powerhouses to fill your entire book. Powerhouse creatures should be used to accent a good book.


Certain cards lean toward certain maps. Consider utilizing cheaper creatures or fewer prerequisites on maps with fewer territory tiles. Linear maps where each player has to follow the same set path may be perfect for cards like Old Willow or Quicksand. Cards that affect Element Gems should probably be swapped out of matches where there is no Gem Store. Sprawling maps with a lot of territories may allow you to use creatures with more prerequisites, or maps with a Siege Tower may lend more toward an invasion-based play style.


One of the shining strengths of Culdcept lies in its balance. No one card presents a problem that hasn't been addressed by another. Take some time and look for cards that could give your book issues. If you have a lot of creatures with less than 30MHP, add a Mass Growth to boost their HP just over 30 in order to keep Tyranny from paralyzing all of your creatures. If Kelpie or Old Willow keeps stopping you on maps, put Paralyzer or Hyde in your book in order to stun them, allowing you to pass.

Test your book for a match or two online. Pay attention to how your book flows. See if you find yourself wishing you had a certain card or if there are cards you simply don't use. This will also give you a strong idea what concepts will give you book issues.


Whether you've honed a book idea into a well-oiled killing machine or are taking the first or second versions of a new book online for a test drive. Don't get discouraged when you are beaten. You may have a very solid foundation for a highly effective book that just so happens to have met its ultimate rival. It doesn't make the concept invalid. Your book didn't suddenly stop being a good book. Take this opportunity to look for what went wrong during the match. Adjust ratios, add or take away items or creatures that could help.

The main thing to remember here is, just because you lost, it's not the end of the world. And there may just be nothing wrong with your book at all.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks


Understanding the battle phase is an integral part of the game. Knowing what creature abilities are and how items affect a battle can assist you in overcoming seemingly impossible battles. The depth that goes into calculating each battle can fill pages of content. For the purposes of this guide we'll only discuss the fundamentals of the Battle Phase. Battles are broken down into three phases: Battle Start Phase, Attack Phase, and Battle End Phase.

Note: Combat has a speed sequence that goes Attacks First Invader, Attacks First Defender, Normal Invader, Normal Defender, Attacks Last Invader, Attacks Last Defender. This will also affect the sequence of events for other things, such as modifiers. So adjust accordingly.

Note: Certain spells and enchantments will affect the entirety of the combat. They are varied enough to happen at multiple points during this Phase. The following description only pertains to the basic sequence of events.


This is where the majority of the modifiers will come into play. The modifiers that come into play during the Battle Start are Creature, Enchantment, Item and Boost.

The Battle Start section is the phase where all modifiers come into play. These modifiers are land modifiers, creature modifiers, enchantment modifiers; item modifiers and global effects. They also occur in that order.


This is the bonus provided by Land Bonus. Creatures with like elements will gain +10HP x Territory Level.


These are the specific combat abilities of your creatures. For example, if a Thief is invading a territory and has not equipped an item, this is the point when they will steal their opponent's item. A Red Cap with five Goblins in play will adjust their stats at this point.


These are the enchantments that modify the stats of the affected creature. There aren't many that come into play at this part of the phase. Spells like Vitality (+20ST/+20HP) and Disease (-20ST/-20HP) will come into play at this point.


This is the point when items will modify their equipped creature. Stats are adjusted and in some cases, the very nature of the creature is altered. For example, Neutral Cloak will change the element of the equipped creature to Neutral for the remainder of the battle while also granting +20HP.

Note: Any equipped item that adjusts attack speed will overwrite the natural attack speed of the equipped creature for the remainder of the combat. So, if an Attacks First creature equips an item that gives them Attacks Last, they will have the equipped speed from this point forward. The same goes for regular or Attacks Last creatures that equip items that grant Attacks First.


These are the global effects provided by certain creatures. For example, Borgess is a 30/30 Neutral card that grants +20HP to Neutral creatures. Should your creature equip Neutral Cloak, they will now be granted this +20HP boost because they are now considered Neutral for the duration of the combat.


This is the point where the creatures will actually hit each other. As stated before, the attack order goes Attacks First Invader, Attacks First Defender, Normal Attack Invader, Normal Attack Defender, Attacks Last Invader and Attacks Last Defender. If the invader has Attacks First, they will ALWAYS attack first. No amount of doubling down by equipping an Attacks First creature with and Attacks First item will change this. This can be broken down into Primary Attacker Offensive Ability, Secondary Attacker Defensive Ability, Secondary Attacker Offensive Ability, and Primary Attacker Defensive Ability.


This is the first creature to attack in the sequence. At this point, offensive abilities like Critical Hit and Penetrate come into play. For example: Gladiator is a 40ST/40MHP Fire creature with Critical Hit: Fire, Earth, Air and Water. Right before, it will analyze if the opponent is one of these elements. If it is, Critical Hit will activate and it will deal 1.5x damage for the remainder of the combat. Abilities like Attack Bonus will only activate in the event that actual standard damage occurs.


This is where the second creature in the attack sequence. At this point, defensive abilities like Neutralizes or Reflects come into play. For example: If the second creature is a Mistwing with the Neutralizes: Fire and Air ability, it will see that the attacker is a Gladiator which is a Fire creature and activate. Any damage dealt by the Gladiator is reduced to 0.


This is exactly like the primary attacker's offensive portion, only reversed.


This is exactly like the secondary attacker's defensive portion, only reversed.


This is the wrap up phase of the battle. The priority of events is the same as the Attack Start portion. End Battle, Upon Victory and Upon Defeat abilities are calculated here. Regenerates will activate after all Battle End damage is tallied.


Let's illustrate a full battle sequence to give you an idea of how it all works. Player A uses a Saint to invade Player B's Level 4 territory being defended by a Thief enchanted with Camouflage. Because Player A knows that their Saint will very, very likely kill the defender, they equip a Silver Plow so the territory tile's level will increase once they win the combat.

Because Saint will kill any Neutral creature with a 100% Instant Death ability, Player B equips the Thief with a Dragon Orb in the hopes that it will change from Neutral to one of the four other elemental dragons.

Borgess is in play, granting a +20HP boost to all Neutral creatures in combat.

Land Bonus:

The defender is Neutral so it does not receive an HP land bonus.

Items are equipped and revealed. Invading Saint shows Silver Plow. Thief shows Dragon Orb.

Invader Creature Modifiers:

Saint has no Battle Start abilities. Moves on to defending creature modifiers.

Defending Creature Modifiers:

Thief's ability is stealing the opponent's item when not equipped. Because Thief equipped Dragon Orb, this ability does not activate. Moves on to invading enchantment modifiers.

Invader Enchantment Modifier:

Invading Player has no enchantments that affect their creature. Moves on to defending enchantment modifier.

Defending Enchantment Modifier:

Defending creature is enchanted with Camouflage. This grants Land Bonus regardless of elemental affinity. Because the territory tile is level 4, the defending creature gains 40HP (10 x Land Level) bonus health. Moves on to invader item modifier.

Invading Saint = 30ST/30HP. Neutral Element

Defending Thief = 20ST/80HP, Neutral Element (+40HP to base 40HP from Land Bonus provided by Camouflage enchantment.)

Invader Item Modifier:

The Saint's Silver Plow grants +20ST/+10HP. This is added to the base stats of Saint bringing it from 40ST to 60ST and 30HP to 40HP. No other effects from Silver Plow take place at this point. Moves on to defender item modifier.

Defender Item Modifier:

The Thief's Dragon Orb changes the equipped creature randomly into one of the five elemental dragons in the game (Armored, Deep-sea, Hardrock, Lightning and Volcanic). This ability activates now and randomly changes Thief into Armored Dragon. (50ST/60HP, Attacks First, Neutral creature) Moves on to invading boost modifier.

Invading Saint = 50ST/40HP, Neutral Element (+20 bonus ST to base 20ST from Silver Plow ST. +10HP from Silver Plow HP)

Defending Armored Dragon = 50ST/100HP, Neutral Element (+40 bonus HP to base 60HP from Camouflage enchantment)

Invading Boost Modifier:

Because Saint is Neutral, it gains +20HP from the Borgess boost ability. This increases Saint from 40HP to 60HP. Moves on to defender boost modifier.

Defending Boost Modifier:

Because Armored Dragon is Neutral, it gains +20HP from the Borgess boost ability. This increases Armored Dragon from 100HP to 120HP. Moves on to attack speed calculation.

Invading Saint = 50ST/60HP, Neutral Element (+20ST to base 20ST from Silver Plow ST. +30HP from Silver Plow HP and Borgess boost)

Defending Armored Dragon = 50ST/120HP (+60 bonus HP to base 60HP from Camouflage enchantment and Borgess boost)

Attack Speed Calculation:

Saint has no attack speed modifier therefore it stays normal attack speed. Armored Dragon has Attacks First so it becomes the primary attacker. Moves on to primary attacker's offensive ability phase.

Primary Attacker Offensive Ability:

Armored Dragon has no combat attack abilities. Moves on to secondary defensive ability.

Secondary Attacker Defensive Ability:

Saint has the Neutralizes: Neutral defensive ability. It identifies Armored Dragon as Neutral and reduces all its incoming damage to 0. The primary attacker deals its damage which is then reduced to 0. Moves on to secondary attacker ability.

Secondary Attacker Offensive Ability:

Saint has Instant Death: 100% against Neutral creatures. It will activate in the event that actual damage is dealt to the receiving creature. Moves on to primary attacker's defensive ability.

Primary Attacker Defensive Ability:

Armored Dragon has no defensive abilities. The secondary attacker deals 50ST damage bringing Armored Dragon's health down from 120HP to 70HP. Because actual damage is dealt, this activates the Instant Death ability. This kills Neutral creatures 100% of the time, Armored Dragon instantly dies. Moves on to battle end phase.

Saint has battle end creature abilities and moves on to enchantment battle end. There are no battle end enchantments and moves on to item battle end. Silver Plow has Battle End: Raises level of battle territory by 1. This activates and increases the territory tile from level 4 to level 5.

Saint takes over the territory and discards Silver Plow. It returns to its base stats of 30ST/30HP and the battle ends.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks


Culdcept Revolt introduces the Element Gem system to bring a unique twist to game play. Before we can dig deeper, we need to understand what an Element Gem is.

Think of Element Gems as an investment game. A player can purchase several for a lower price early in the game. As the game progresses, elemental values will increase as territories in that element are leveled up. Players can then sell their Element Gems for a hefty profit and reinvest the G earned in leveling territories or casting spells/summoning creatures. G invested in Element Gems cannot be targeted by spells like Drain Magic. They can be used to pay off tolls when a player is unable to pay with what they have on hand.

Each Element Gem is a token. Now, link each token to an element; Fire, Earth, Air and Water. Now link the value of the tokens with the value of these elements. Assign each one a rival and an ally. Air rivals Earth and is allied with Water. Fire rivals Water and is allied with Earth.

The value of Element Gems will increase or decrease for the following reasons. When the total number of a specific element increases or decreases on a map, when a territory in a specific element is level is increased or decreased and when 2 or more Element Gems are purchased or sold via the Gem Store.

Whenever the value of one element increases, the rival of that element's value will decrease by the same amount. Additionally, the ally element's value will increase by half the amount of the element directly affected. The remaining element is neither a rival nor an ally and is not affected by any change in value.

Example: If the Air element increases from 50G to 60G (10G increase). Earth element (Air's Rival) decreases from 50G to 40G (10G decrease) and Water (Air's Ally) increases from 50G to 55G (5G increase). The only element not affected by this is Fire.

The value of each element starts at 50G. This value can vary from a 40G minimum to a 300G maximum.


So, how do you get Element Gems? They can only be acquired by interacting with the Gem Store tile on the map. If the map does not have a Gem Store, there will be no Element Gems in the match. The Gem Store tile will automatically activate when a player crosses its path.

The Gem Store has four options when a player visits it: Buy, Sell, Steal, Nothing.


Players can purchase up to 10 Element Gems at one time. Each Gem costs its base value. So, 10 Gems valued at 40G each would cost 400G.


Players can sell as many Gems as they have for the base value of each. Gems sold in this way will immediately be converted to G in hand.


Players can steal up to 10 Element Gems from any other player that possesses Element Gems. Gems stolen in this manner have to pay 1.5x the value of the Gem stolen. The base value of each Gem stolen is given back to the victim in G with the remaining going to the Gem Store.

Example: Player A steals 10 Element Gems with a base value of 80 from Player B. Player A spends 1200G to steal the Gems. 800G goes to Player B and the extra 400G goes to the Gem Store. Player B has no protection from the theft.


The player ignores the Gem Store and continues on their merry way.

Jump to: Premise ~ The Board ~ The Shop ~ Abilities ~ Books ~ Battle Phase ~ Element Gems ~ Tips and Tricks



Early in the game, there will be occasions where you land on a territory with a low toll value. Why waste your time, money and effort trying to take over the territory when you could pay a small fee? In the long run, keep in mind what's important. You could spend 100G+ summoning a creature, equipping it with an item, drawing out the match for a petty battle... or... you could just pay 16G in tolls and move on.


Culdcept Revolt is generous with its G distribution. The Gain Phase of each turn certainly keeps some spare change handy for a rainy day. 50G is a nice boost per turn, though it won't keep you safe for the entirety of a round if your opponents decide to team up on one of your key territories. Remember, this bonus is also provided at the beginning of a round and anything you spend during your turn is what you're left with for the remainder of the round.

Consider keeping around 200-300G in hand at any one time. Any more than that should probably be invested in leveling a territory or impacting the game in some other way. Be aware of how much you're spending.


Pick an element and stick to it. Knowing what you're going to invest in early can help you prioritize how you acquire land. Territory chains of 2 or more like elements will increase your TG value much faster than spreading yourself across multiple elements. On top of this, your toll values increase exponentially.


By nature, we want to keep our most valuable assets and sell off our trash. If you get hit by a big toll, you may want to sell off one of your bigger lands first. This will pay for the toll while providing you with the G necessary to reinvest in other territories. This will keep you in the game while allowing you to maintain most of your property at the same time.


There will be times when the game hates you or your opponents. The luck of the draw will put all of your creatures without casting cost at the bottom of your book or the only creatures available happen to have prerequisites. If your opponent is desperate to get a territory they need to summon the rest of their hand, keep them from it. Take over that Earth land they need. Change it to a different element with cards like Quintessence or Magma Shift. Use Thrust Blow to move their creature to the next territory over. It's mean, but it can slow down their game plan significantly.


When you land on a territory owned by another player, the game will give you a quick breakdown on how your creatures would fare in a fight before you decide to invade. This can be misleading. The game only takes into consideration the base ST of your creature versus the HP (+ Land Bonus) of the creature currently occupying the territory. It does NOT consider in-battle abilities, items that you can equip your creatures with or other global effects and enchantments.


Don't be in a rush to go online. Take the time to play through the single player campaign. Unlock all available card packs. Hone your playing style. Perfect your creations and take the time to really understand the game before showing the world what you're made of.


When you do decide to venture online, get ready to lose. You will lose. The online community is full of brilliant and creative strategists. Bust out the notebook. Write down the combos and strategies you see and try adapting them to your own style. Think of ways to fortify your book to answer the problems online play presents. Don't get discouraged – given enough time and effort, you'll be giving as much as taking from the online community, and you'll love it.


We can't stress this fact enough. Culdcept Revolt is as much about luck as it about skill. You can have everything going for you, one step away from a gate, ready to win the game with your next dice roll. The next turn before you roll, your opponent could pull the perfect card to counter you. Be it an Asteroid that hits your top territory, or a last-ditch effort to invade the right land to put you just under long enough to mount a comeback. Maybe they pull the card they needed to boost their own TG to the point where they win instead. The point is, until the match is over, something could go down that shifts the course of the game in ways you never could have predicted. Don't give up and most importantly, remember to have fun!

Last Updated on Friday, 20 October 2017 14:51

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