In this Loop Hero guide, we’ll list every card combo and the new tiles that they transform into. As a refresher, we’ll talk a little about tile placement at the end.
Loop Hero card combinations
Based on what we’ve found so far, there are 15 was to combine tiles and transform them into something new.
Every Loop Hero card falls into three broad categories, based on where you can place them: on the road, along the roadside, or in the landscape. You can see the differences in the handy illustration above, and we’ve organized everting using those categories below.
Road card tile combos, interactions, and synergies
Road cards are tiles that you can only place directly on the loop — groves, cemeteries, and swamps, for example.
- Blood path. Placing two battle fields so their influence overlaps will transform any wasteland tiles in the overlap into blood paths. These spawn one blood clot every four days.
- Ransacked village. A village tile touching a vampire mansion becomes a ransacked village. These don’t heal you like a normal village, and they spawn 1-4 ghouls per loop. After three loops, ransacked villages become count’s lands.
- Count’s lands. After three loops, a ransacked village tile becomes count’s lands. These heal your hero like a regular village, but they create a better quest every time you pass through.
- Overgrown fields. Wheat fields must touch a village. If you remove the village with an oblivion card, the wheat field becomes an overgrown field. Overgrown fields spawn one scarecrow every four days, and they fill the rest of the combat with field of blade enemies.
- A Village? For every 10 forest or thicket tiles you place, an a village? tile will appear. These spawn one wooden warrior every two days.
Roadside cards tile combos, interactions, and synergies
Roadside cards are tiles that you can only place next to the loop — spider cocoons and vampire mansions, for example.
- Shipwreck. A battle field tile touching a river becomes a shipwreck. These spawn one siren and one chest every loop.
- Goblin camp. For every 10 rock or mountain tiles you place, one goblin camp will spawn. These spawn one goblin per day onto an adjacent tile.
- Goblin lookout. A goblin camp touching a swamp tile becomes a goblin lookout. These add goblin archers to combat on adjacent tiles.
- Abandoned bookery. Completing 20 card exchanges by passing a bookery will collapse the tile into an abandoned bookery. These add tome enemies to combat on adjacent tiles.
- Hungry grove. Removing the attached forest, thicket, or grove tile from a blood grove will transform it into a hungry grove. These devour enemies with less than 20% health on adjacent tiles, but they also periodically attack the hero.
Landscape cards tile combos, interactions, and synergies
Landscape cards are tiles that you can only place (relatively) far away from the loop — meadows, rocks, and mountains, for example.
- Blooming meadows. A meadow touching a different kind of tile (a non-mea a meadow) transforms into a blooming meadow. These heal 3 HP each morning.
- Mountain peak. Placing nine rocks or mountains in a three-by-three square transforms them into a mountain peak. This increases your HP by 48% of your base, and spawns one harpy every two days. You can only create one mountain peak.
- Oasis. A river touching a desert or sand dunes tiles becomes an oasis. These reduce the hero’s attack speed by 0.5%, and all other creatures’ attack speed by 1%.
- Burned forest. Any forest or thicket tile in line with a storm temple becomes a burned forest. These tiles increase magic damage by 0.5.
Special cards tile combos, interactions, and synergies
Special cards are rarer versions of landscape cards — treasuries and the storm temple, for example.
- Empty treasury. Filling every tile adjacent to a treasury will create an empty treasury. These generate a bunch of random resources when transformed, and then spawn a gargoyle every three days.