Guide

Block Tales How to Get All Cards Guide

Block Tales How to Get All Cards is a collection route problem, not a single shopping list. Current community data lists 73 unique obtainable cards as of Demo 4, while this site has only a smaller reviewed subset with page-level detail. Start with story gifts and early route finds, then move into shop cards, enemy drops, and challenge rewards. Do not mark a card complete unless the source is verified. Power Stab, Linebounce, SP Saver, Defend+, HP+, and SP+ are safe early anchors for planning; exact sources for the rest still need page-by-page verification here.

Last updated: 2026-04-27

How to Get All Cards guide guide image for Block Tales Wiki
How to Get All Cards reference image for the guides section.

Quick Facts

Demo 4 countCommunity data lists 73 unique obtainable cards as of Demo 4.
Max copiesCommunity data lists 151 obtainable card copies as of Demo 4.
Source typesCards can come from characters, locations, shops, and enemy drops.
BP rangeMost cards cost BP to equip, commonly from 0 to 4.
Power StabPower Stab is given by Tutorial Terry before Bizville Meadows.
LinebounceLinebounce is found on a pedestal in the Caves.
SP SaverSP Saver is bought from Sketchy Figure for 4 BUX.
Defend+Defend+ is bought from Sketchy Figure for 5 BUX or found in The Pit.
Card badgesCard Collector, Card Connoisseur, Card Hoarder, and Card Enthusiast track card collection milestones.
Needs verificationA complete 73-card source list still needs page-by-page verification before every individual source is published here.

Block Tales How to Get All Cards route order

Start with cards that come from story progress and early route finds. Power Stab and Linebounce are the clean examples because their sources are already verified here.

After that, split the checklist by source type. Shop cards are easier to audit than drop cards because the vendor and price can be checked directly. Enemy drops should stay unreviewed until the enemy and rate are verified.

  • Step 1: collect story and route cards.
  • Step 2: check shop cards by vendor and currency.
  • Step 3: verify location cards before leaving an area.
  • Step 4: save enemy drops and Pit rewards for targeted cleanup.

How to avoid missing cards

Do not rely on memory after several chapters. Card sources mix gifts, shops, route pickups, and drops. The safest approach is to write down the source type when you collect the card.

If a card has a BP cost but no verified source on this site yet, leave it on the cleanup list. A guessed location creates more backtracking than a blank note.

  • Mark each card as gift, location, shop, drop, or challenge.
  • Keep shop checks separate from enemy-drop checks.
  • Revisit card pages after major route unlocks.
  • Do not publish guessed source routes as reviewed facts.

Collection badges and stopping points

The card collection badges make progress easier to measure. Card Collector starts at 15 unique cards, then later milestones raise the count.

If the badge count stalls, the problem is usually not one hidden card. It is an untracked source type: a shop not revisited, a route pickup skipped, or a drop table that was never confirmed.

  • Use 15-card and 30-card milestones as early progress checks.
  • Treat 45-card and 60-card milestones as cleanup work.
  • Check whether this site has a reviewed page before trusting a card source.
  • Leave full completion routes open until every source is verified.

FAQ

How many obtainable cards are in Block Tales?

Current community data lists 73 unique obtainable cards as of Demo 4, with 151 obtainable copies.

What cards should I collect first?

Start with verified early cards such as Power Stab from Tutorial Terry and Linebounce from the Caves.

Should I trust every card source right now?

No. Exact sources should stay as needs verification until checked through reliable data or in-game review.

Why did my card collection badge stop progressing?

You may be missing a whole source type, such as a shop card, route pickup, enemy drop, or challenge reward.

Related Pages

Power Stab card guide image for Block Tales Wiki

Card

Power Stab

Block Tales Power Stab is the first real SP check for sword builds. It costs 0 BP and 2 SP, adds 1 damage over a normal Sword hit, and rewards players who can land the tighter action command instead of spending turns on plain attacks.

Linebounce card guide image for Block Tales Wiki

Card

Linebounce

Block Tales Linebounce is the early Ball card for rooms with several enemies. It costs 1 BP and 2 SP, comes from the Caves, and keeps bouncing only if each action command lands, which makes it strong but easy to waste.

SP Saver card guide image for Block Tales Wiki

Card

SP Saver

Block Tales SP Saver is a 3 BP passive card that lowers SP costs by 1, but never below 1. It is bought from Sketchy Figure for 4 BUX and has a max stack of 1. SP Saver is strong only when the build repeatedly uses SP-cost cards. It helps Power Stab, Linebounce, Fireball, Snowball, Cure, Charge, and Dynamite routes, but it does nothing for a build that mostly uses normal attacks. Do not equip it just because SP feels low once. Count how many discounted actions you expect before giving it 3 BP.

Defend+ card guide image for Block Tales Wiki

Card

Defend+

Block Tales Defend+ is a 4 BP passive card that adds +1 DEF per stack. It is expensive, but it can change long routes and boss learning attempts where repeated damage is the real problem. Defend+ is bought from Sketchy Figure for 5 BUX or found on Pit Floor 50. Pre-Demo 5 data listed a max stack of 3, with 2 obtainable copies. Use it when incoming damage keeps ending runs. Do not equip it just because it sounds safe if the real failure is low damage, poor SP use, or missed action commands.

Best Cards guide guide image for Block Tales Wiki

Guide

Best Cards

Block Tales Best Cards should be chosen by the problem in front of you. Power Stab fixes early single-target damage, Linebounce handles rows, HP+ and SP+ buy room for mistakes, SP Saver rewards SP-heavy builds, and Defend+ stabilizes hard routes.

Card Build Basics guide guide image for Block Tales Wiki

Guide

Card Build Basics

Block Tales Card Build Basics starts with one question: what is failing right now? If enemies live too long, add damage. If SP runs dry, use SP+ or SP Saver. If missed guards are killing the run, take HP+ or defense before more offense. Cards are not free just because they fit in the menu. Most cost BP to equip, active cards often spend SP, and stacked cards can raise both power and cost. A good build has one damage answer, one survival answer, and enough SP to use both when the route gets messy.

Card Collector badge guide image for Block Tales Wiki

Badge

Card Collector

Block Tales Card Collector is a confirmed achievement for collecting 15 unique cards. The clean route is not to buy random cards. Build a checklist across early combat cards, shop cards, route pickups, and drop cards, then use the card index to avoid counting duplicates.

Caves location guide image for Block Tales Wiki

Location

Caves

Block Tales Caves is an early Chapter 1 route where Ball timing, route tools, and card pickups start mattering. Current reviewed data ties HP+ to Caves [1], Fireball to Caves [3], and Linebounce to a Caves pedestal, making the area more than a simple transition before Roadtown.