Loop Hero guide: Card list

In Loop Hero, you build out the world with cards, and each card creates a tile with its own effects — things like spawning enemies and resources. With dozens of cards, combos, interactions, and synergies between them, it’s hard to keep track of everything, let alone placement.

In this Loop Hero guide, we’ll list every Loop Hero card (that we’ve unlocked so far), their placement requirements, and what they do.

Road, roadside, and landscape card placement

Every Loop Hero card falls into three broad categories based on their valid placement locations: cards that are placed on the road, along the roadside, or in the landscape. You can see the differences in the handy illustration below.

Card placement and interactions.
Graphic: Jeffrey Parkin | Sources: Four Quarters/Devolver Digital via Polygon
  • Road cards are placed on the loop. These cards replace the default wasteland tiles.
  • Roadside means touching the road.
  • Landscape is everything else. Landscape cards can’t touch the road (can’t be placed within one tile of the road).

Card interactions and synergies

Card interactions depend on the words adjacent or touching in their descriptions. Adjacent means the eight tiles around it, while touching only refers to the four tiles orthogonal to it. Those are illustrated on the right side of our image above. You’ll also see it when you drag the cards onto the … board? loop? into the void?

Types of cards, explained

The cards in your Loop Hero deck fall into five types (we’re reusing some of the types from above here):

  • Road cards replace wasteland tiles on the loop. These tend to be new terrains that generate enemies. For example, a cemetery goes on the loop and spawns a skeleton every three days.
  • Roadside cards modify touching or adjacent tiles, usually by adding enemies. For example, a vampire mansion goes right next to (but not on) the loop, and adds vampires to combat in adjacent tiles.
  • Landscape cards sit out in the void and do things like add to the hero’s max HP (rocks and mountains) or heal them every morning (meadows).
  • Special cards are rarer and modify gameplay in some way, like generating extra resources (treasury) or speeding up time (temporal beacon). These tend to belong in the landscape (away from the loop).
  • Golden cards are rewards you’ll unlock. They change aspects of your hero like decreasing HP in exchange for extra healing.

Loop Hero all cards list

Below, you’ll find a table with every Loop Hero card that we’ve unlocked so far. You’ll see notes on their placement, effects, and any anything else we thought was relevant.

Loop Hero card list

NameTypeEffectUnlockNotes
NameTypeEffectUnlockNotes
WastelandRoad5% chance of 1 slime/day
CemeteryRoad1 skeleton/3 days
GroveRoad1 ratwolf/2 days
Blood pathRoad1 blood clot/4 daysWasteland where two battle fields overlap
VillageRoadHeals 15+5*loopGynasium camp building
Ransacked villageRoad1-4 ghouls/loopVillage touching a vampire mansion
Count’s landsRoadHeals 15+5*loopA ransacked village becomes count’s lands after 3 loops
Wheat fieldsRoad1 scarecrow/4 daysFarm camp buildingMust be placed touching a village, +5*loop healing village’s effect
Overgrown fieldRoad1 scarecrow/4 daysRemove the attached village from a wheat fieldCreates field of blades during combat
RuinsRoad1 scorch worm/2 daysSupply depot camp buildingGrants random resource shard
SwampRoad1 mosquito/3 days,Herbalist’s hut camp buildingHealing deals damage
A Village?Road1 wooden warrior/2 daysOne appears per 10 forest/thicket tiles placed
Spider cocoonRoadside1 spider/day on an adjacent tiles
Vampire mansionRoadsideAdds vampires to combat on adjacent tiles
Battle fieldRoadside1 chest or mimic/loopDefeated enemies on adjacent tiles might become ghosts
ShipwreckRoadside1 siren/loop, 1 chest/loopBattle field placed next to a river tileDefeated enemies on adjacent tiles might become ghosts
Road lanternRoadsideDecreases the maximum number of enemies on adjacent tiles
Goblin campRoadside1 goblin/day on an adjacent tilesOne appears per 10 mountain/rock tiles placed
Goblin lookoutRoadsideAdds goblin archer to adjacent tilesA goblin camp touching a swamp
BookeryRoadsideReplaces your cards when you passLibrary camp building
Abandoned bookeryRoadsideAdds tomes to combat on adjacent tilesBookery becomes an abandoned bookery after 20 exchanges
Blood groveRoadsideDevours enemies with less than 15% healthField kitchen camp buildingMust be placed touching a grove, thicket or forest
Hungry groveRoadsideDevours enemies with less than 20% healthRemove the grove, forest, or thicket from a blood groveOccasionally attacks hero
Bandit campRoadside1 bandit/2 days on an adjacent tileOne appears per 2 villages
OutpostRoadsideSpawns an assistant on touching tilesWar camp camp building
Chrono crystalsRoadsideDoubles the effect of a day on adjacent tilesFirst lich battle
RockLandscape+1% base HP+1% base HP for each adjacent rock or mountain
MountainLandscape+2% base HP for each adjacent rock or mountain
Mountain peakLandscape+48% base HP, spawns 1 harpy/2 daysA 3-by-3 square of rock/mountain+2% base HP for each adjacent rock or mountain
MeadowLandscapeHeals 2 HP at the start of each day
Blooming meadowLandscapeHeals 3 HP at the start of each dayMeadow touching a different tile
DesertLandscapeLowers every creature’s HP by 0.5%Intel center camp building
Sand dunesLandscapeLowers all creature’s HP by 1%Intel center camp building
RiverLandscapeDoubles effects of adjacent landscape tilesRiver camp buildingFirst river tile can only be placed on perimeter, subsequent rivers must build on the first
OasisLandscape-0.5% to hero’s attack speed, -1% attack speed to all other creaturesCreated when a river touches a desert/sand dunes tile
ForestLandscape+1% hero attack speedForest camp building
ThicketLandscape+2% hero attack speedForest camp building
Burned forestLandscape+0.5 magic damageA forest/thicket tile in line with a storm temple
TreasurySpecialRandom resource for placing anything adjacentGives lots of resources if you fill all 8 adjacent tiles
Empty treasurySpecial1 gargoyle/3 daysA treasury becomes empty after placing 8 tiles adjacent to it
Storm templeSpecialStrikes 2 targets in range/5 secondsSmelter camp building
BeaconSpecial+40% movement, +20% attack speed
Temporal beaconSpecialChance to spawn watcherComplete 12 loopsSpeeds time by 50%
Lich’s palaceSpecial+5% to lich’s HP and damageCreated when the chapter 1 boss spawns
ArsenalGoldenCreates additional item slotSmelter camp buildingDecreases item level by 15%
Ancestral cryptGolden+3 HP for every soul killed, +1 resurrectionCrypt camp buildingRemoves HP bonus from armor
Maze of memoriesGoldenTakes up a lot of spaceLibrary camp buildingFills any contiguous empty tiles with maze of memory tiles and rapidly increases the boss spawn meter

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