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 and tile, 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.
- 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 and tile — including combo tiles. You’ll see notes on their placement, effects, and any anything else we thought was relevant.
Loop Hero card list
Name | Type | Effect | Unlock | Notes |
---|---|---|---|---|
Name | Type | Effect | Unlock | Notes |
Wasteland | Road | 5% chance of 1 slime/day | - | |
Cemetery | Road | 1 skeleton/3 days | - | |
Grove | Road | 1 ratwolf/2 days | - | |
Blood path | Road | 1 blood clot/4 days | Wasteland where two battle fields overlap | |
Village | Road | Heals 15+5*loop | Gynasium camp building | |
Ransacked village | Road | 1-4 ghouls/loop | Village touching a vampire mansion | |
Count's lands | Road | Heals 15+5*loop | - | A ransacked village becomes count's lands after 3 loops |
Wheat fields | Road | 1 scarecrow/4 days | Farm camp building | Must be placed touching a village, +5*loop healing village's effect |
Overgrown field | Road | 1 scarecrow/4 days | Remove the attached village from a wheat field | Creates field of blades during combat |
Ruins | Road | 1 scorch worm/2 days | Supply depot camp building | Grants random resource shard |
Swamp | Road | 1 mosquito/3 days, | Herbalist's hut camp building | Healing deals damage |
A Village? | Road | 1 wooden warrior/2 days | One appears per 10 forest/thicket tiles placed | |
Bridge | Road | - | Bridge camp building | Allows rivers to touch the road and pass under |
Spider cocoon | Roadside | 1 spider/day on an adjacent tiles | - | |
Vampire mansion | Roadside | Adds vampires to combat on adjacent tiles | - | |
Battle field | Roadside | 1 chest or mimic/loop | - | Defeated enemies on adjacent tiles might become ghosts |
Shipwreck | Roadside | 1 siren/loop, 1 chest/loop | Battle field placed next to a river tile | Defeated enemies on adjacent tiles might become ghosts |
Road lantern | Roadside | Decreases the maximum number of enemies on adjacent tiles | - | |
Goblin camp | Roadside | 1 goblin/day on an adjacent tiles | One appears per 10 mountain/rock tiles placed | |
Goblin lookout | Roadside | Adds goblin archer to adjacent tiles | A goblin camp touching a swamp | |
Bookery | Roadside | Replaces your cards when you pass | Library camp building | |
Abandoned bookery | Roadside | Adds tomes to combat on adjacent tiles | - | Bookery becomes an abandoned bookery after 20 exchanges |
Blood grove | Roadside | Devours enemies with less than 15% health | Field kitchen camp building | Must be placed touching a grove, thicket or forest |
Hungry grove | Roadside | Devours enemies with less than 20% health | Remove the grove, forest, or thicket from a blood grove | Occasionally attacks hero |
Bandit camp | Roadside | 1 bandit/2 days on an adjacent tile | One appears per 2 villages | |
Reed | Roadside | 1 fishman/3 days | Bridge camp building | A river tile becomes a reed when it touches the road |
Outpost | Roadside | Spawns an assistant on touching tiles | War camp camp building | |
Smith's forge | Roadside | 1 living armor/6 exchanges | Upgrade smithy camp building | Removes 2 unequipped items in exchange for a 20% damage reduction buff for 10 hits |
Chrono crystals | Roadside | Doubles the effect of a day on adjacent tiles | First lich battle | |
Rock | Landscape | +1% base HP | - | +1% base HP for each adjacent rock or mountain |
Mountain | Landscape | +2% base HP for each adjacent rock or mountain | - | |
Mountain peak | Landscape | +48% base HP, spawns 1 harpy/2 days | A 3-by-3 square of rock/mountain | +2% base HP for each adjacent rock or mountain |
Meadow | Landscape | Heals 2 HP at the start of each day | - | |
Blooming meadow | Landscape | Heals 3 HP at the start of each day | Meadow touching a different tile | |
Desert | Landscape | Lowers every creature's HP by 0.5% | Intel center camp building | |
Sand dunes | Landscape | Lowers all creature's HP by 1% | Intel center camp building | |
River | Landscape | Doubles effects of adjacent landscape tiles | River camp building | First river tile can only be placed on perimeter, subsequent rivers must build on the first |
Oasis | Landscape | -0.5% to hero's attack speed, -1% attack speed to all other creatures | - | Created when a river touches a desert/sand dunes tile |
Forest | Landscape | +1% hero attack speed | Forest camp building | |
Thicket | Landscape | +2% hero attack speed | Forest camp building | |
Burned forest | Landscape | +0.5 magic damage | A forest/thicket tile in line with a storm temple | |
Suburbs | Landscape | +1 XP per enemy killed | Upgrade the gymnasium camp building | After the first, must be placed touching another suburb |
Town | Landscape | +2 XP per enemy killed | - | Placing 5 suburbs in a + shape will create a town in the center |
Treasury | Special | Random resource for placing anything adjacent | - | Gives lots of resources if you fill all 8 adjacent tiles |
Empty treasury | Special | 1 gargoyle/3 days | - | A treasury becomes empty after placing 8 tiles adjacent to it |
Storm temple | Special | Strikes 2 targets in range/5 seconds | Smelter camp building | |
Beacon | Special | +40% movement, +20% attack speed | - | |
Temporal beacon | Special | Chance to spawn watcher | Complete 12 loops | Speeds time by 50% |
Lich's palace | Special | +5% to lich's HP and damage | - | Created when the chapter 1 boss spawns |
Arsenal | Golden | Creates additional item slot | Smelter camp building | Decreases item level by 15% |
Ancestral crypt | Golden | +3 HP for every soul killed, +1 resurrection | Crypt camp building | Removes HP bonus from armor |
Maze of memories | Golden | Takes up a lot of space | Library camp building | Fills any contiguous empty tiles with maze of memory tiles and rapidly increases the boss spawn meter |
Zero milestone | Golden | Evenly changes monster's strength depending on distance from zero milestone | Alchemist's tent camp building | Doesn't affect bosses |