Block Tales All Card Locations — Collection Checklist Tracker

I logged where every Block Tales card dropped on a normal Roblox account across all five chapters, then built a save-as-you-go checklist so you can see exactly which of the 38 cards you still need. No datamined drop tables — just the route regions where each card actually appeared.

TL;DR — Card Location Summary

Card Collection Checklist Tracker

Tick every Block Tales card as you collect it. This is a real client-side tracker: your progress is saved in this browser with localStorage, so you can close the tab mid-run and the checklist remembers where you were. Disable JavaScript and the boxes stop persisting — proof it is doing the work locally, not faking it.

0 / 38 cards collected · 0% complete

Chapter 1 — Blackrock Castle 0/7

Chapter 2 — Rainforest 0/11

Chapter 3 — Harrowing Home manor 0/11

Chapter 4 — Excavation temple 0/8

Chapter 5 — Trouble on the Heights 0/1

Compare every card's stats in the full database →

Full Block Tales Card Location Table

Sort the table by clicking a column header. Chapter is where the card first becomes available, area is the route region it drops in, and the obtain note is the practical way I found it on a normal account rather than a datamined drop rate.

Card Chapter Area Type How to obtain
Power Stab1Blackrock CastleDamageEarly Chapter 1 castle drop on the standard route — usually your first damage card.
Sword Toss1Blackrock CastleDamageChapter 1 castle encounters; appears alongside Power Stab on the first floor route.
Charge1Castle exit / Rainforest entryTempoChapter 1 to 2 transition drop. If it has not appeared by Bubonic Plant, run one short rainforest entry loop.
Defend+1Blackrock CastleDefenseStandard Chapter 1 progression. A guaranteed early defensive baseline card.
Knight1Blackrock CastleDefenseChapter 1 drop from castle armour encounters; an early armour-style support card.
Lucky Start1Blackrock CastleTempoChapter 1 opening-turn card found on the castle route shop or chest.
Guard Plus1Blackrock CastleDefenseChapter 1 defensive baseline drop; simple guard value for small parties.
Prayer2RainforestHealChapter 2 rainforest drop — your emergency party-heal insurance before Bubonic Plant.
Charge DEF2Rainforest / Manor entryDefenseChapter 2 drops and early Chapter 3 drops. Worth one targeted farm loop if it is missing by the Chapter 2-3 transition.
Free Poison2RainforestDamageChapter 2 rainforest enemy drop; a damage-over-time enchant for long fights.
Hitmarker2RainforestDamageChapter 2 drop; reliable chip damage when your block timing is clean.
Daze2RainforestControlChapter 2 control-card drop; buys a safer turn against bosses that allow stagger.
Softener2RainforestSupportChapter 2 support drop; makes later damage turns hit for more.
Infect2RainforestDamageChapter 2 drop for defensive teams; slow stacking damage.
Investor2Rainforest (optional)TempoChapter 2 optional reward card for patient farming routes.
Happy SP2RainforestTempoChapter 2 drop; a small SP trickle for steady play.
HP Drain2RainforestHealChapter 2 drop; lifesteal-style damage that pays back some HP.
Power Rush2RainforestDamageChapter 2 general drop, available before the manor route; fast damage if you can stay alive.
Free Fire3Harrowing Home manorDamageChapter 3 manor drop; a burn enchant for extra pressure.
Power Shot3Harrowing Home manorDamageChapter 3 drop; ranged burst for safe turns when contact is risky.
Firecrackers3Harrowing Home manorDamageChapter 3 drop; spread damage against add waves.
Feel Fine3Harrowing Home manorSupportChapter 3 drops and late Chapter 2 drops. Prioritise before the Dream World section for blind and fear cleanup.
SP Wire3Harrowing Home manorTempoChapter 3 drop; a turn-economy card for support-heavy parties.
Resurrect3Harrowing Home manor (optional)HealChapter 3 optional drop; stops a wipe after a bad guard chain.
Sacrifice3Harrowing Home manorTempoChapter 3 drop; converts HP risk into SP tempo.
Bodyguard3Manor / Temple (Ch 3-5)DefenseChapter 3-4 progression drops and Chapter 5 early drops. Priority target before Frostmaw for the Cassie protection condition.
Last Stand3Harrowing Home manorDefenseChapter 3 comeback card; value spikes when your HP is low.
Linebounce3Harrowing Home manorDamageChapter 3 drop; useful when a fight brings multiple targets.
Bombardment3Harrowing Home manorDamageChapter 3 drop; high-SP pressure with a high payoff.
Free Ice4Excavation templeControlChapter 4 temple drop; a control card for bosses with scary single turns.
Good Vibes4Excavation templeSupportChapter 4 drop; smooths SP and recovery from Chapter 4 onward.
Pity SP4Excavation templeTempoChapter 4 drop; an SP recovery option for long fights.
Sacrifice+4Excavation templeTempoChapter 4 drop; a stronger but less forgiving resource swing than Sacrifice.
Aggressor4Finn McCool (optional Ch 4)DamageOptional Chapter 4 superboss reward from Finn McCool; attempt it after clearing The Ancients with a stable deck.
Ante Up4Excavation templeDamageChapter 4 general drop; an alternative high-risk burst card to Aggressor.
Deep Focus4Excavation templeTempoChapter 4 drop; lets support builds turn spare actions into safety.
Snowball4Excavation temple / HeightsControlChapter 4 drop; safe pressure for desert and temple routes leading into Chapter 5.
Cure5Trouble on the HeightsHealChapter 5 drop; the direct healing card for the Frostmaw support plan.

How Block Tales Card Drops Work

Block Tales hands out cards as you progress, not from a single shop. Each chapter region has its own pool, so the practical way to complete your collection is to clear the story route once and then back-track for the optional rewards you skipped. Most route cards keep dropping until you own them, which means you cannot permanently lose Power Stab or Prayer by missing one encounter. The exception is optional-boss loot like Aggressor from Finn McCool, which only appears if you actually beat that fight.

The card locations below are grouped by the chapter where each card first becomes reachable. If a card has a two-chapter range in the table, it means it can drop in either region depending on your route order, so treat the earlier chapter as the soonest you can expect it.

Chapter 1 Card Drops — Blackrock Castle

Chapter 1 adds 7 cards in Blackrock Castle: Power Stab, Sword Toss, Charge, Defend+, Knight, Lucky Start, Guard Plus. The Blackrock Castle pool is your starter kit: Power Stab and Sword Toss cover damage, Defend+ and Knight cover guard turns, and Charge bridges into the burst combos you build later. Grab these before the Cruel King fight so you are not relying on basic attacks.

Chapter 2 Where to Find Cards — Rainforest

Chapter 2 adds 11 cards in the Rainforest: Prayer, Charge DEF, Free Poison, Hitmarker, Daze, Softener, Infect, Investor, Happy SP, HP Drain, Power Rush. The Rainforest is where your recovery and status answers finally arrive. Prayer is the priority pickup before Bubonic Plant, and Charge DEF is worth a short farm loop because it carries straight through the mid-game. Free Poison and Power Rush give the chapter its damage variety.

Chapter 3 Card Drops — Harrowing Home Manor

Chapter 3 adds 11 cards in the Harrowing Home manor: Free Fire, Power Shot, Firecrackers, Feel Fine, SP Wire, Resurrect, Sacrifice, Bodyguard, Last Stand, Linebounce, Bombardment. The Harrowing Home manor adds the most utility in one chapter: Feel Fine for blind and fear cleanup, Power Shot for ranged safety, and Bodyguard, which you should farm here because Chapter 5 Frostmaw needs it for the Cassie protection condition. Resurrect and Bombardment round out the optional high-value drops.

Chapter 4 Where Cards Appear — Excavation Temple

Chapter 4 adds 8 cards in the Excavation temple: Free Ice, Good Vibes, Pity SP, Sacrifice+, Aggressor, Ante Up, Deep Focus, Snowball. The Excavation temple is the optional-reward chapter. Free Ice and Good Vibes drop on the normal route, but Aggressor only comes from the optional Finn McCool superboss, so plan a dedicated attempt after clearing The Ancients with a stable deck.

Chapter 5 Card Drops — Trouble on the Heights

Chapter 5 adds 1 cards in Trouble on the Heights: Cure. Trouble on the Heights mainly adds Cure to round out the Frostmaw support plan. By Chapter 5 most of your collection is already set, so the focus shifts from finding new cards to slotting the ones you collected into a Cassie-safe build.

FAQ

How many cards are in Block Tales?

Block Tales currently has 38 cards in the menu after a full Chapter 1-5 run as of the May 2026 game state. New cards arrive with Demo and chapter updates, so the count moves up over time rather than being fixed.

Where do you find the first Block Tales cards?

The earliest cards — Power Stab, Sword Toss, Defend+, and Knight — drop on the Blackrock Castle route in Chapter 1, so you build a usable damage-and-guard core before the Cruel King fight.

Can you miss a card permanently in Block Tales?

Most story-route cards keep dropping until you have them, so they are not single-chance pickups. The ones that need attention are optional-boss rewards like Aggressor from Finn McCool, which you have to go back and farm if you skipped the encounter.

Which Block Tales card is hardest to get?

Aggressor is the most commonly missed card because it comes from the optional Finn McCool superboss in Chapter 4 rather than the normal route. Bodyguard is the most important to chase early because Chapter 5 Frostmaw needs it for the Cassie protection condition.

Does this card location tracker save my progress?

Yes. Every checkbox you tick is stored in your own browser with localStorage, so when you come back the page remembers which cards you have already collected and updates the progress bar to match.

What chapter unlocks the most new cards?

Chapter 2 (Rainforest) and Chapter 3 (Harrowing Home manor) add the largest waves of new cards, including the status and recovery cards that the early sword core is missing.