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
- All 38 Block Tales cards drop across the five chapters; Chapter 1 (Blackrock Castle) gives the starter damage and guard core.
- The only card you can truly miss is Aggressor, the optional Finn McCool superboss reward in Chapter 4 — everything else keeps dropping on the story route.
- Chase Bodyguard (Chapter 3-5) before Frostmaw: Chapter 5 needs it for the Cassie protection condition.
- Tick each card below as you find it. Your collection progress saves to this browser, so the bar shows exactly how many of 38 you still need.
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
0 cards left to find
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
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 Stab | 1 | Blackrock Castle | Damage | Early Chapter 1 castle drop on the standard route — usually your first damage card. |
| Sword Toss | 1 | Blackrock Castle | Damage | Chapter 1 castle encounters; appears alongside Power Stab on the first floor route. |
| Charge | 1 | Castle exit / Rainforest entry | Tempo | Chapter 1 to 2 transition drop. If it has not appeared by Bubonic Plant, run one short rainforest entry loop. |
| Defend+ | 1 | Blackrock Castle | Defense | Standard Chapter 1 progression. A guaranteed early defensive baseline card. |
| Knight | 1 | Blackrock Castle | Defense | Chapter 1 drop from castle armour encounters; an early armour-style support card. |
| Lucky Start | 1 | Blackrock Castle | Tempo | Chapter 1 opening-turn card found on the castle route shop or chest. |
| Guard Plus | 1 | Blackrock Castle | Defense | Chapter 1 defensive baseline drop; simple guard value for small parties. |
| Prayer | 2 | Rainforest | Heal | Chapter 2 rainforest drop — your emergency party-heal insurance before Bubonic Plant. |
| Charge DEF | 2 | Rainforest / Manor entry | Defense | Chapter 2 drops and early Chapter 3 drops. Worth one targeted farm loop if it is missing by the Chapter 2-3 transition. |
| Free Poison | 2 | Rainforest | Damage | Chapter 2 rainforest enemy drop; a damage-over-time enchant for long fights. |
| Hitmarker | 2 | Rainforest | Damage | Chapter 2 drop; reliable chip damage when your block timing is clean. |
| Daze | 2 | Rainforest | Control | Chapter 2 control-card drop; buys a safer turn against bosses that allow stagger. |
| Softener | 2 | Rainforest | Support | Chapter 2 support drop; makes later damage turns hit for more. |
| Infect | 2 | Rainforest | Damage | Chapter 2 drop for defensive teams; slow stacking damage. |
| Investor | 2 | Rainforest (optional) | Tempo | Chapter 2 optional reward card for patient farming routes. |
| Happy SP | 2 | Rainforest | Tempo | Chapter 2 drop; a small SP trickle for steady play. |
| HP Drain | 2 | Rainforest | Heal | Chapter 2 drop; lifesteal-style damage that pays back some HP. |
| Power Rush | 2 | Rainforest | Damage | Chapter 2 general drop, available before the manor route; fast damage if you can stay alive. |
| Free Fire | 3 | Harrowing Home manor | Damage | Chapter 3 manor drop; a burn enchant for extra pressure. |
| Power Shot | 3 | Harrowing Home manor | Damage | Chapter 3 drop; ranged burst for safe turns when contact is risky. |
| Firecrackers | 3 | Harrowing Home manor | Damage | Chapter 3 drop; spread damage against add waves. |
| Feel Fine | 3 | Harrowing Home manor | Support | Chapter 3 drops and late Chapter 2 drops. Prioritise before the Dream World section for blind and fear cleanup. |
| SP Wire | 3 | Harrowing Home manor | Tempo | Chapter 3 drop; a turn-economy card for support-heavy parties. |
| Resurrect | 3 | Harrowing Home manor (optional) | Heal | Chapter 3 optional drop; stops a wipe after a bad guard chain. |
| Sacrifice | 3 | Harrowing Home manor | Tempo | Chapter 3 drop; converts HP risk into SP tempo. |
| Bodyguard | 3 | Manor / Temple (Ch 3-5) | Defense | Chapter 3-4 progression drops and Chapter 5 early drops. Priority target before Frostmaw for the Cassie protection condition. |
| Last Stand | 3 | Harrowing Home manor | Defense | Chapter 3 comeback card; value spikes when your HP is low. |
| Linebounce | 3 | Harrowing Home manor | Damage | Chapter 3 drop; useful when a fight brings multiple targets. |
| Bombardment | 3 | Harrowing Home manor | Damage | Chapter 3 drop; high-SP pressure with a high payoff. |
| Free Ice | 4 | Excavation temple | Control | Chapter 4 temple drop; a control card for bosses with scary single turns. |
| Good Vibes | 4 | Excavation temple | Support | Chapter 4 drop; smooths SP and recovery from Chapter 4 onward. |
| Pity SP | 4 | Excavation temple | Tempo | Chapter 4 drop; an SP recovery option for long fights. |
| Sacrifice+ | 4 | Excavation temple | Tempo | Chapter 4 drop; a stronger but less forgiving resource swing than Sacrifice. |
| Aggressor | 4 | Finn McCool (optional Ch 4) | Damage | Optional Chapter 4 superboss reward from Finn McCool; attempt it after clearing The Ancients with a stable deck. |
| Ante Up | 4 | Excavation temple | Damage | Chapter 4 general drop; an alternative high-risk burst card to Aggressor. |
| Deep Focus | 4 | Excavation temple | Tempo | Chapter 4 drop; lets support builds turn spare actions into safety. |
| Snowball | 4 | Excavation temple / Heights | Control | Chapter 4 drop; safe pressure for desert and temple routes leading into Chapter 5. |
| Cure | 5 | Trouble on the Heights | Heal | Chapter 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.