Retro Turn-Based Roblox RPG

Block Tales Wiki

Block Tales Wiki helps players master the retro Roblox turn-based RPG with chapter walkthroughs, cards, bosses, BUX locations, badges, and update guides.

Play Block Tales on Roblox
Block Tales - Demo 5 Trailer

Latest Updates

Discover the newest guides, tips, and content

Block Tales Accountant Jim: Superboss Guide and Leaks 2026

Master the encounter with Block Tales accountant jim. Learn the best strategies, card builds, and hidden mechanics for this legendary superboss.

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Block Tales Aggressor Card: Complete Guide to the Secret Boss 2026

Master the challenge of obtaining the Block Tales aggressor card. Our comprehensive guide covers the Super Boss fight, Pirate Camp locations, and the Converging Timelines badge.

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Block Tales Baller Build: Ultimate Guide to the Best Ball Builds 2026

Master the Block Tales baller build with our comprehensive guide. Discover Demo 5 buffs, best card synergies, and strategies for maximizing damage and crowd control.

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Block Tales Builderman: Demo 5 Walkthrough & Story Guide 2026

Learn how the search for the Block Tales builderman kidnapper leads to Trinity City. Complete Demo 5 with our guide to bosses, puzzles, and the Windforce.

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Block Tales chapter 5: Secret Bosses & Complete Guide 2026

Master the challenges of Block Tales chapter 5 with our comprehensive guide. Learn how to defeat the Mutant Secret Boss and navigate the high-heat volcanic zones.

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Block Tales Demo 5 Release Date: Full Content Guide 2026

The Block Tales Demo 5 release date has finally arrived. Explore the massive storyline rewrite, new boss leaks, and the long-awaited Chapter 5 content.

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Block Tales demo 5: Complete Walkthrough & Guide 2026

Master Block Tales demo 5 with our comprehensive guide. Learn how to navigate Trinity, defeat the Trinity Council, and unlock the Windforce.

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Block Tales Drawback Cards: Ultimate Strategy Guide 2026

Master the high-risk, high-reward mechanics of Block Tales drawback cards. Learn how to optimize your build for Demo 5 and Chapter 5 boss fights.

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Block Tales Find All Ingredients for the Chef: Quest Guide 2026

Master the Chapter 3 Chef Quest in Block Tales. Learn how to defeat the Turkey Miniboss and locate every hidden ingredient with our comprehensive 2026 walkthrough.

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Block Tales Griefer Card: How to Unlock & Use Guide 2026

Learn how to obtain the powerful Block Tales griefer card and the True Panacea badge. Detailed walkthrough for the Demo 4 questline and cooking recipes.

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Block Tales how to be good: Ultimate Meta Build Guide 2026

Master the meta with our comprehensive guide on Block Tales how to be good. Learn the best card combinations for Sword, Slingshot, and Launcher builds.

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Block Tales how to change keybinds: Ultimate Customization Guide 2026

Master your combat timing with our complete guide on Block Tales how to change keybinds. Learn how to optimize your controls for perfect blocks and high-damage combos.

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Block Tales How to Get Compost: Complete Guide 2026

Learn how to get compost in Block Tales to unlock the Griefer Card and True Panacea badge. Step-by-step cooking and ingredient guide.

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Block Tales how to get first aid: Complete Quest Guide 2026

Master survival in Block Tales with our comprehensive guide on how to get the First Aid skill. Includes quest steps, SP management tips, and healing strategies.

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Block Tales how to get knight: Complete Location Guide 2026

Learn exactly where to find and purchase the Knight card in Block Tales. Our 2026 guide covers the Vermalon merchant location, card stats, and strategy.

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Block Tales how to get shawarma: Complete Cooking Guide 2026

Learn everything about Block Tales how to get shawarma, including ingredient locations, cooking recipes, and healing stats for this essential RPG item.

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Block Tales how to solve the last puzzle: Master the Final Challenge 2026

Stuck on the endgame of Block Tales? Learn exactly how to solve the last puzzle in Demo 4 with our step-by-step walkthrough, symbol guides, and orb placement tips.

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Block Tales HP Finder: Complete Location & Strategy Guide 2026

Learn how to find and use the Block Tales HP Finder badge to master combat. Our 2026 guide covers locations, BP costs, and expert strategies.

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Block Tales News: Huge Demo 5 Update and Story Overhaul 2026

Explore the latest Block Tales news regarding Demo 5, including the rewritten storyline, new boss leaks, and the long-awaited release timeline.

26 de abr. de 2026updates
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Block Tales Player: Ultimate Strategy & Chapter 5 Guide 2026

Master the mechanics of Block Tales with our comprehensive player guide. Learn about Chapter 5 secrets, the Mutant Secret Boss, and optimal card builds for 2026.

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Block Tales safe guard: Ultimate Card Guide & Strategy 2026

Master the Block Tales safe guard card with our comprehensive guide. Learn acquisition tips, combat strategies, and the best card synergies for 2026.

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Block Tales Shedletsky: Boss Fight Strategy and Guide 2026

Learn how to defeat the legendary Shedletsky boss in Block Tales. This comprehensive guide covers stats, move sets, recommended badges, and winning strategies for 2026.

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Block Tales Telamon: Lore, Boss Fights, and Secrets 2026

Explore the deep lore and gameplay mechanics of the Block Tales Telamon figure. Learn about the Blackrock incident, the Robloxian race, and hidden secrets.

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Block Tales Upcoming Content: Demo 5 Guide & Leaks 2026

Explore the massive Block Tales Demo 5 update, featuring rewritten storylines, new boss leaks, and the long-awaited Chapter 5 release details.

26 de abr. de 2026updates
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Block Tales Guide Modules

Jump to the Block Tales module you need: codes, beginner help, Demo 5, walkthrough, cards, bosses, badges, items, weapons, stats, drops, locations, The Pit, updates, or story recap.

Codes & Rewards

Block Tales Codes

Track redeemable rewards for the main Block Tales RPG and keep spin-off codes out of the list.

Use this Block Tales Codes module for the main Roblox turn-based RPG. It separates the core Block Tales experience from similarly named spin-offs and gives players a clean place to check reward status.

MAIN GAME CODE STATUS

Current status

No active main-RPG redeem code is currently listed for Block Tales.

Use this status before adding any reward card. Add a real Block Tales code only after it appears through the official game, developer community, or update announcement.

Primary entry01

ROBLOX GAME PAGE

Confirms the playable experience is Block Tales [DEMO 5] by Spaceman Moonbase.

Check the game page first when a new event, reward, or demo update appears.

Developer community02

SPACEMAN MOONBASE

Developer community updates for Block Tales.

Check community announcements when a new reward campaign or update launches.

Developer updates03

@BlocktalesDev

Launch notices, teasers, and time-sensitive update posts such as Demo 5.

Use this channel for fast update tracking when a new demo, chapter, or event is announced.

Patch notes04

RELEASE NOTES

Public update notes for new chapters, cards, items, enemies, and balance changes.

Use release notes to separate actual Block Tales update content from reward chatter.

Different experience05

TOWER DEFENSE SEPARATION

Block Tales Tower Defense codes do not redeem in the main Block Tales RPG.

Keep Tower Defense cash or freebie codes out of this main-game code tracker.

Starter Guide

Block Tales Beginner Guide

Learn the core Block Tales loop: explore chapters, fight turn-based battles, level up, and build your card loadout.

Block Tales is a Roblox turn-based RPG inspired by classic RPG combat and chapter-based progression. New players should first understand HP, SP, BP, cards, blocking, and the early route from the Prologue into Chapter One.

1

Step 1

Start with the Prologue

Learn the story setup and basic controls.

The main Block Tales story begins after the Player is sent back to 2010, wakes up in Tutorial Terry's room, and is directed toward Roblox HQ. The Prologue teaches real combat, dashing, leveling, the Wooden Sword, and the first card tutorial.

Follow the story prompts before grinding; early mechanics are introduced through the route itself.
2

Step 2

Understand HP, SP, and BP

Know what each main stat controls before choosing level-up rewards.

HP is the Player's health and starts at 10. SP is spent on card abilities in battle, while BP controls how many cards can be equipped.

Pick HP when survival feels tight, SP when you use active cards often, and BP when your deck needs more room.
3

Step 3

Use Cards as Your Build System

Equip cards to change attacks, utility, defense, and strategy.

Cards can be earned from characters, locations, shops, and enemy drops. Many cards require BP to equip, and active cards often spend SP when used in combat.

Early Block Tales players should keep a simple deck: one main attack card, one defensive option, and one utility card.
4

Step 4

Practice Turn-Based Combat

Win fights by timing attacks, blocking, and using the right action.

Combat uses turn actions for attacking, defending, helping allies, and using cards. HP and SP dials sit at the bottom of the battle screen, and blocking reduces incoming damage when timed well.

Treat blocking as a core Block Tales skill; it saves more resources than repeatedly healing.
5

Step 5

Follow the Chapter One Route

Move from the Prologue into the first full chapter without getting lost.

After Noobador, the Player enters the caves, learns more ball interactions, reaches Roadtown, searches for Accountant Jim, uses Dynamite, and pushes toward Blackrock Castle.

When a path looks blocked, review your latest field tool or card; early obstacles usually teach a new interaction.
6

Step 6

Level Up with a Plan

Use each 100 XP level-up choice to support your playstyle.

A level-up consumes 100 XP and lets players increase HP by 5, SP by 5, or BP by 3. The upgraded stat is restored to its new limit after the choice.

Balanced early Block Tales progression works well: take HP for safety, then BP once you have enough useful cards to equip.
Demo 5 Update

Block Tales Demo 5 Guide

A player-facing overview of Demo 5, Chapter Five, Trouble on the Heights, Windforce, and the rewrite update.

Demo 5 is the April 25, 2026 Block Tales update that adds Chapter Five and a broad rewrite pass. This module helps returning players quickly see what changed, what to play first, and which new systems deserve attention.

April 25, 2026

Demo 5 - Chapter 5 + Rewrite Release

Block Tales received Demo 5 with Chapter Five and the rewrite release.

Chapter Five added
Trouble on the Heights added
Rewrite update released
Demo 5

Chapter Five: Trouble on the Heights

Chapter Five continues the main chapter structure and centers the new route toward the Heights and Windforce.

New chapter entry
Windforce progression
New Chapter Five intro and ending assets
Demo 5

New Playable Content

The update adds major new progression content for returning Block Tales players.

10 new Pit floors
26 new enemies
22 new items
12 new cards
Bizville Bank
Demo 5

Quality-of-Life Additions

Demo 5 improves save, inventory, and avatar personalization systems.

Naming save files
Store all items
Avatar Flavors
Idle Flavors for fainting animations
Power Shot animations
Demo 5

Story Rewrite Changes

The rewrite expands story presentation and adjusts earlier scenes.

Mysterious Figure scenes added
Dialogue rewritten for multiple characters
New cutscenes in Chapters 2 and 4
Chapter 4 ending cutscene updated
Voices replaced by Visions
Demo 5

Combat and Card Adjustments

The update changes several combat interactions and card-related systems.

Slingshot and Dynamite receive a new action command
Hyperball bounce becomes an action
Thorns reworked
TIX drops adjusted
Enemy icons updated
Story Walkthrough

Block Tales Walkthrough

Follow the main Block Tales route from the Pre-Prologue and Prologue through Chapter Five.

This walkthrough module organizes Block Tales by story chapter so players can jump to the exact point where they are stuck. Each chapter card focuses on the main objective, important areas, key unlocks, and major fights.

1

Pre-Prologue

Attend VIP

Reach the Roblox VIP Convention, learn the story setup, and trigger the time-travel incident.

Key Areas

HotelRoblox HQVIP Convention

Key Unlocks

Opening combat tutorial
Superball tutorial moment

Major Fights

Helmet Noob
Nooblet
Use this Block Tales segment as the story introduction before the main 2010 adventure begins.
2

Prologue: Hello World!

Start the 2010 Adventure

Wake up in Tutorial Terry's room, reach Roblox HQ, rescue Shedletsky, and pursue Red Noob, Blue Noob, and Noobador.

Key Areas

Tutorial Terry's roomEast BizvilleRoblox HQBizville Meadows

Key Unlocks

Wooden Sword
Power Stab
Card tutorial

Major Fights

Red Noob & Blue Noob
Noobador
Break wooden planks with the Wooden Sword and treat Power Stab as your first real damage upgrade.
3

Chapter One: Storming the Castle

Retrieve the Ice Dagger

Travel from the caves to Roadtown, rescue Accountant Jim, enter Blackrock Castle, and defeat the Cruel King.

Key Areas

Icy CavesRoadtownSnowy ThicketBlackrock Castle

Key Unlocks

Ball interaction tutorial
Dynamite
Ice Dagger

Major Fights

Supreme Ant
Banished Knight
Spiky Killbot
Sentient Statue
Cruel King
When the castle path is blocked, look for puzzle routes through the basement, attic, armory, diner, and kitchen.
4

Chapter Two: A Toxic Time

Chase the Venomshank

Fly to Plainstown, travel through the savannah and rainforest, chase Griefer, and finish the Venomshank chapter.

Key Areas

PlainstownSavannahAnt HillTuritopulisRugged RainforestMango TreeSacred HollowGriefer's Crib

Key Unlocks

Shrinking
Rocket Boots
Iron Sword
Venomshank

Major Fights

Komodo Dragon
Griefer
Bigfoot
Bubonic Plant
Rocket Boots and the Iron Sword both solve route blockers, so revisit split paths after each unlock.
5

Chapter Three: All Hallows' Eve

Enter Telamon's Manor

Take the train to Spooksville, reach Telamon's Manor, prepare the Ghost Potion, enter the catacombs, and confront the Ghostwalker route.

Key Areas

Bizville RailwaysTrainSpooksvilleTelamon's ManorHaunted ManorCatacombsDream World

Key Unlocks

Call: Red n' Blue
Ghost Potion
Hyperball
Ghostwalker

Major Fights

Helmet Bandit
Green Noob & Purple Noob
Live Turkey
Slasher
The manor route is puzzle-heavy; keep track of cooking ingredients, ghost interactions, and Hyperball floor breaks.
6

Chapter Four: Excavation Exploration

Seek the Firebrand

Cross the desert route, work through the Ancient Tomb and Red Sun temple path, then complete the Firebrand chapter.

Key Areas

Scorched DunesAncient TombOasisVermillion VillagePirate CampTemple of the Red SunMount Red Sun

Key Unlocks

Ship-in-a-Bottle
Shovel
Firebrand

Major Fights

The Great Flocci
Captain Trotter
The Ancients
Expect more environmental puzzles in this Block Tales chapter, including ship, sand, torch, light, and mountain traversal sections.
7

Chapter Five: Trouble on the Heights

Play the Demo 5 Route

Continue from Chapter Four into the new Demo 5 chapter and push toward the Heights and Windforce.

Key Areas

The HeightsSword Fight on the Heights route

Key Unlocks

Windforce
New cards
New items

Major Fights

Demo 5 enemies and bosses
Use the Block Tales Demo 5 module first for update changes, then follow the chapter route card for exact progression.
Cards & Builds

Block Tales Cards Guide

Browse the core Block Tales card system by card type, BP cost, SP cost, unlock source, and combat role. Use it to plan early-game decks, boss builds, support builds, and The Pit loadouts.

Cards are the main build system in Block Tales. They can add new battle actions, upgrade weapons, improve defense, generate SP, support allies, change field movement, or increase difficulty for extra challenge. Most cards cost Build Points to equip, and BP can be refunded by removing cards from a build.

SystemMaximum 30 BP

Build Points

Deck resource

SP Cost

None

Stacking

Level-up BP choices increase maximum BP by 3 until the 30 BP cap.

Controls how many cards can fit into one build and is the main limit on card combinations.

Choose BP when leveling up; removing equipped cards refunds the BP they cost.
BPdeck buildingbuild planning
Card TypeVaries by card

Action Cards

Battle action

SP Cost

Usually SP

Stacking

Many Action Cards can stack to improve effects or change SP cost.

Adds selectable combat moves such as healing, status effects, support, or stronger attacks.

Found in locations, bought from card sellers, received from characters, or dropped by enemies.
actionSPcombat menu
Card TypeVaries by card

Passive Cards

Equipped passive

SP Cost

None

Stacking

Some passives stack; others are single-copy build-defining cards.

Changes stats, SP economy, damage output, guard strength, item value, or battle-start effects.

Found, bought, unlocked from boss rewards, or earned from special encounters.
passivebuildstats
Weapon0 BP

Ball

Default ranged weapon

SP Cost

None

Stacking

Default weapon card.

Ranged attack that can choose targets, hit Flying enemies, and use the action command second hit to ignore defense.

Received from JParty.
ballrangedflying enemies
Weapon0 BP

Sword

Default melee weapon

SP Cost

None

Stacking

Default weapon card.

Melee attack that pierces part of enemy defense and becomes the base for Sword-slot attack cards.

Received from Shedletsky after defeating Red Noob and Blue Noob.
swordmeleedefense pierce
Attack1 BP

Daze

Sword Action Card

SP Cost

2 SP

Stacking

Stacks up to 5 copies.

Applies Dizzy and deals splash damage to the enemy behind the target, making it valuable against dangerous attackers and grouped enemies.

Found on Pit Floor 10 and in Splintered Skies, or bought from Sketchy Figure and Wealthy Merchant.
swordstatusDizzy
Attack1 BP

Minimize

Status Action Card

SP Cost

2 SP

Stacking

Stacks up to 5 copies.

Applies Small for several turns, lowering threat from enemies that rely on direct attacks.

Bought from Desna or Gene, and dropped by several noob enemies.
statusSmallcontrol
Attack1 BP

Charge

Action Card

SP Cost

3 SP

Stacking

Stacks up to 3 copies.

Adds +2 attack to the next hit, useful for burst turns, single-target boss damage, and stacked damage builds.

Bought from Wealthy Merchant or Sketchy Figure.
burstdamageboss
Defense1 BP

Charge DEF

Action Card

SP Cost

3 SP

Stacking

Stacks up to 3 copies.

Grants Halved Damage for three turns, helping survive boss burst windows and Hard Mode encounters.

Bought from Gene or Banished Knight.
defenseHalved Damageboss
Support2 BP

Cure

Healing Action Card

SP Cost

2 SP

Stacking

Stacks up to 5 copies.

Heals a target for 5 HP, trading offensive power for reliable recovery in long fights and multiplayer support.

Bought from Desna or Tai.
healingsupportparty
Support2 BP

Feel Fine

Status-cleanse Action Card

SP Cost

2 SP

Stacking

Stacks up to 5 copies.

Cures and prevents status ailments for several turns, especially useful in fights with Burn, Dizzy, Freeze, Poison, or other control effects.

Found in Outer Scorched Dunes, bought from Gene or Tai, and dropped by status-themed enemies.
status cleanseFineboss
Support1 BP

Bodyguard

Protection Action Card

SP Cost

2 SP

Stacking

Stacks up to 5 copies.

Redirects part of an ally's incoming enemy damage to the user for three turns, making it a strong multiplayer protection tool.

Bought from Wealthy Merchant or Sketchy Figure.
multiplayertanksupport
Support2 BP

Good Vibes

Party sustain Action Card

SP Cost

3 SP

Stacking

Stacks up to 3 copies.

Puts the user to sleep while restoring HP and SP to the party each turn, turning one player into a sustain engine.

Bought from Sketchy Figure or Amber.
party sustainSPHP
Support2 BP

Resurrect

Revive Action Card

SP Cost

3 SP

Stacking

Stacks up to 5 copies.

Revives a downed ally with 5 HP and can also trigger a self-revive once per battle when enough SP is available.

Bought from Sketchy Figure or Tai.
revivebossparty
Support1 BP

Sacrifice

Party healing Action Card

SP Cost

5 HP

Stacking

Stacks up to 5 copies.

Spends the user's HP to heal the rest of the party, useful when one player is built to tank or recover safely.

Bought from Banished Knight or Sketchy Figure.
party healHP costsupport
Support0 BP

Pity SP

Emergency SP Action Card

SP Cost

10 HP

Stacking

Stacks up to 5 copies.

Converts HP into 5 SP, allowing emergency SP recovery when a build needs one more action to heal, revive, or defend.

Bought from Sketchy Figure or Wealthy Merchant.
SP recoveryemergency0 BP
Support0 BP

SP Wire

SP transfer Action Card

SP Cost

5 SP

Stacking

Stacks up to 5 copies.

Transfers 5 SP from the user to another party member, useful in coordinated teams where one player carries key actions.

Bought from Gene or Wealthy Merchant.
SP transferteam0 BP
Weapon3 BP

Launcher

Ball replacement

SP Cost

None

Stacking

Single weapon replacement.

Replaces Ball with an explosive area attack that can apply Defense Down, trading simplicity for stronger multi-enemy pressure.

Bought from Tai or Banished Knight.
launcherAOEweapon replacement
Weapon3 BP

Slingshot

Sword replacement

SP Cost

None

Stacking

Single weapon replacement.

Replaces Sword with a ranged multi-pellet attack that gains damage but struggles against enemies with defense unless supported by other cards.

Bought from Tai or Banished Knight.
slingshotrangedweapon replacement
Attack1 BP

Bombardment

Launcher Action Card

SP Cost

2 SP

Stacking

Launcher-specific action.

Hits all enemies and pierces up to 2 defense, but failing the action command leaves the user Exhausted.

Bought from Valor.
launcherAOEdefense pierce
Attack1 BP

Hitmarker

Launcher Action Card

SP Cost

3 SP

Stacking

Stacks up to 3 copies.

Adds an Ankh effect to the Launcher gameplan, helping set up safer damage cycles against high-pressure enemies.

Bought from Banished Knight.
launcherAnkhsetup
Strategy0 BP

Defend

Default strategy card

SP Cost

None

Stacking

Default strategy option.

Restores SP, improves guard timing, and adds hidden damage reduction for the turn, making it a core survival action.

Available as a strategy action.
guardSPsurvival
Strategy0 BP

Focus

Sword Energy strategy card

SP Cost

None

Stacking

Improved by Deep Focus.

Builds Sword Energy for special attacks, with extra value when combined with Deep Focus.

Available as a strategy action.
Sword EnergyspecialsDeep Focus
Passive3 BP

Knight

Sword build passive

SP Cost

None

Stacking

Single build-defining passive.

Adds Sword or weapon-replacement damage while disabling the Ball slot, making it a core card for melee-focused builds.

Bought from Wealthy Merchant in Vermillion Village.
Knight builddamageSword
Passive3 BP

Baller

Ball build passive

SP Cost

None

Stacking

Single build-defining passive.

Adds Ball or weapon-replacement damage while disabling the Sword slot, making it a core card for ranged-focused builds.

Bought from Wealthy Merchant.
Baller builddamageBall
Passive4 BP

Aggressor

Damage passive

SP Cost

None

Stacking

Single-copy passive.

Adds damage but disables rolling HP, making it powerful for confident players and risky in very hard content.

Received from Finn McCool after defeating him.
damagehigh riskFinn McCool
Passive4 BP

Ante Up

Precision damage passive

SP Cost

None

Stacking

Single-copy passive.

Adds damage while shrinking timing windows and making failed attacks deal no damage, rewarding clean action-command play.

Bought from Sketchy Figure.
damagetiminghigh skill
Passive4 BP

Defend+

Defense passive

SP Cost

None

Stacking

Stacks up to 3 copies.

Adds defense, helping stabilize Hard Mode, The Pit, and boss fights with heavy incoming damage.

Found on Pit Floor 50 or bought from Sketchy Figure.
defenseThe PitHard Mode
Passive1 BP

Happy SP

SP economy passive

SP Cost

None

Stacking

Stacks up to 3 copies.

Generates SP over time, making it efficient in long fights, boss fights, and support builds.

Found in Rugged Rainforest and Red Sun Temple.
SPlong fightslow BP
Passive1 BP

HP Drain

Sustain passive

SP Cost

None

Stacking

Stacks up to 3 copies.

Restores HP on successful hits while reducing damage, supporting attrition builds that value survival over burst.

Bought from Amber or Sketchy Figure.
lifestealsustaintradeoff
Passive3 BP

SP Saver

SP cost passive

SP Cost

None

Stacking

Single-copy passive.

Reduces SP card costs by 1 without lowering costs below 1, making action-heavy builds much easier to sustain.

Bought from Sketchy Figure.
SP economyactionssupport
Difficulty0 BP

Hard Mode

Challenge modifier

SP Cost

None

Stacking

Single difficulty card.

Increases challenge by doubling damage taken and reducing guard windows while increasing XP gain.

Given at the start.
Hard ModechallengeXP
Best Cards

Block Tales Card Tier List

Compare the best Block Tales cards by real use case: beginner safety, boss fights, The Pit, multiplayer support, Knight builds, and Baller builds.

Block Tales cards are strongest when matched to the fight and the build. Damage cards such as Knight, Baller, Ante Up, and Aggressor shine in offense-focused setups, while Happy SP, Defend+, Resurrect, Cure, and Charge DEF are stronger when the goal is survival, support, or long boss fights.

S - Broad Utility

Cards that solve common problems across many builds and stay useful in long fights, boss fights, or team play.

Happy SP

1 BP

SP engine

Low BP cost and passive SP generation make it useful whenever a fight lasts long enough for extra SP to matter.

Boss fightsThe PitSupport builds

SP Saver

3 BP

SP cost reduction

Reduces SP costs for card actions, helping Cure, Resurrect, status cards, and defensive actions stay online.

Action-heavy decksSupport buildsBoss fights

Defend+

4 BP

Defense scaling

Extra defense is one of the cleanest ways to survive high-pressure fights where missed guards can end a run.

Hard ModeThe PitHigh-damage bosses

Resurrect

2 BP

Revive

A revive option prevents one mistake from ending a party fight and also gives the user a self-revive trigger when SP is available.

MultiplayerBoss fightsHard Mode

Charge DEF

1 BP

Burst defense

Halved Damage for multiple turns is strong, cheap protection when a player expects a dangerous attack pattern.

Boss burst turnsHard ModeNew players
A - Build-Defining Damage

Cards that create strong offensive builds but depend heavily on action-command skill, weapon choice, and risk tolerance.

Knight

3 BP

Sword damage core

Adds Sword-side damage while locking out Ball, making it one of the simplest ways to build around melee offense.

Knight buildMelee damageSingle-target pressure

Baller

3 BP

Ball damage core

Adds Ball-side damage while locking out Sword, fitting players who prefer ranged targeting and Ball-based attacks.

Baller buildRanged damageFlying enemies

Ante Up

4 BP

High-skill damage

Adds damage but punishes failed timing with zero damage, so it is best when the player can consistently hit commands.

Clean action-command playersBoss burstDamage races

Aggressor

4 BP

High-risk damage

Adds damage but removes rolling HP, which makes it powerful in controlled fights and dangerous in very hard content.

Confident playersFast clearsControlled fights

Charge

1 BP

Burst setup

Adds a strong next-hit attack boost and fits many offensive turns, especially when stacked with weapon damage passives.

Boss damageBig single hitsDamage combos
A - Long-Fight Engines

Cards that become stronger when a battle lasts many turns or when a run needs consistent recovery instead of short burst.

SP Regen+

2 BP

Defensive SP engine

Improves SP gained from defensive play, giving tankier builds more fuel for expensive actions.

Defend turnsSP-hungry buildsThe Pit

HP Drain

1 BP

Hit-based sustain

Trades damage for healing on successful hits, which is valuable when survival matters more than burst.

Attrition buildsSolo playLong fights

SP Drain

1 BP

Hit-based SP sustain

Restores SP on successful hits while lowering damage, making it a utility choice for players who need more card actions.

Multi-turn fightsSP cyclingLow-damage utility builds

Safe Guard

2 BP

Guard improvement

Makes guarding more effective, which matters when damage reduction is more valuable than raw attack.

New playersHard ModeBoss patterns

Deep Focus

1 BP

Sword Energy gain

Improves Focus turns and supports builds that want to reach Sword Energy attacks more reliably.

Special attacksFocus turnsBoss setups
B - Team Support

Cards that become much stronger in multiplayer because they protect, heal, revive, or feed resources to teammates.

Cure

2 BP

Single-target heal

Reliable healing keeps allies alive, especially when one teammate is carrying damage or utility.

Support playersMultiplayerBoss fights

Bodyguard

1 BP

Ally protection

Lets one player absorb part of an ally's incoming damage, enabling planned tank-and-support play.

Tank buildsProtecting low-HP alliesTeam bosses

Good Vibes

2 BP

Party HP and SP recovery

Turns the user into a recovery engine while the rest of the team keeps fighting.

Long team fightsSP supportSustain teams

SP Wire

0 BP

SP transfer

Moves SP to the teammate who needs it most, which is valuable when one player holds Cure, Resurrect, or a key attack card.

Coordinated teamsRevive setupsSupport chains

Sacrifice

1 BP

Party healing

Converts the user's HP into healing for the rest of the party, making it a strong emergency support option.

Tank supportEmergency recoveryMultiplayer
Tech - Matchup Picks

Cards that are excellent in specific fights, enemy formations, or weapon builds rather than universally best.

Feel Fine

2 BP

Status prevention

Strong when status effects are the main threat, but less urgent in fights that only test damage and guarding.

Status-heavy bossesBurnDizzyFreeze

Daze

1 BP

Dizzy and splash control

Useful for control and splash, especially when lowering enemy pressure matters.

Grouped enemiesDangerous attackersSword decks

Minimize

1 BP

Small status

Best when lowering an enemy's threat buys enough time to heal, set up, or finish another target.

Direct attackersEnemy controlSafety turns

Cannonball

2 BP

Ball safety tech

Lets Ball hit dangerous contact enemies without popping, which is important in specific matchups.

Spiky enemiesFlaming enemiesBall builds

Bombardment

1 BP

Launcher AOE

Excellent for area damage when the player can manage Launcher timing and the Exhausted penalty risk.

Multi-enemy wavesDefense enemiesLauncher builds
Bosses

Block Tales Boss Guide

Track the major Block Tales bosses by chapter, location, mechanic, reward, and recommended card approach.

Block Tales boss fights often test more than damage. Good guarding, SP management, status control, defensive turns, and the right card package can matter more than a simple attack build, especially in Hard Mode, optional superbosses, and Chapter 5.

Chapter 1

Supreme Ant

Icy Caves exit

Main boss
HP: 10 HPSummons: Ant Armies with 2 HP

Core Mechanics

Summons Ant Armies during the fight.
Punishes players who ignore small enemies for too long.

Recommended Cards

BallLinebounceDefendCharge
Clear summons quickly, keep enough SP for defensive turns, and use clean action commands to avoid spending too many recovery items early.

Chapter 1

Sentient Statue

Blackrock Castle

Main boss
Role: Chapter 1 castle boss

Core Mechanics

Appears before the Cruel King fight line.
Tests guard timing and basic resource management.

Recommended Cards

DefendCharge DEFCureSafe Guard
Treat it as a guard-check fight: defend on dangerous turns, conserve SP, and avoid entering Cruel King with a weak item supply.

Chapter 1

Cruel King

Blackrock Castle throne room; Cold Nirvana rematch

Final boss
HP: 30 HPLevel: 90

Core Mechanics

Uses Scepter Strike, Freeze, Refreshing Heal, and Call for Help.
Can summon Loyal Knight and Crossbow Crony allies.
Has a no-damage badge challenge through Stylish.

Recommended Cards

DefendCharge DEFCureFeel FineCharge
Control summoned enemies before they snowball, guard Freeze turns carefully, and keep SP available for healing or defense instead of spending every turn on damage.

Chapter 2

Supreme Mosquito

Below the Ant Hill exit after backtracking with the Iron Sword

Optional superboss
Reward: Investor cardBadge: Alternate Reality

Core Mechanics

Optional backtrack boss tied to a hidden route.
Rewards an economy-focused passive card after defeat.

Recommended Cards

CureCharge DEFDefendHappy SPSafe Guard
Enter with a stable defensive setup, use Defend to protect SP flow, and prioritize survival over risky burst because the reward is optional but valuable.

Chapter 2

Bubonic Plant

Griefer's Crib

Final boss
Story role: Chapter 2 final bossBadge: Panacea

Core Mechanics

Closes the Chapter 2 Griefer route.
A key fight for players moving from early-game fundamentals into longer boss patterns.

Recommended Cards

Charge DEFCureFeel FineDefendHappy SP
Keep a balanced setup: one or two defensive options, a reliable heal, and enough SP generation to avoid running dry before the end of the fight.

Chapter 3

Hatred

Dream World

Final boss
HP: 50 HPDefense: 1Level: 92

Core Mechanics

Has Double Turns.
Uses Corruption, PK Thunder, Charge Outburst, and Call for Help.
Can pressure players through repeated high-threat turns.

Recommended Cards

Defend+Charge DEFCureResurrectFeel FineHappy SP
Plan for multiple attacks per cycle, use defensive cards before burst windows, and keep revive or healing access ready before HP starts rolling down.

Chapter 3

Mutant

Telamon Manor Red Room and basement route

Optional superboss
Badge: Uncanny EncounterReward path: Manor Attic access

Core Mechanics

Optional superboss connected to Telamon Manor progression.
Defeating it unlocks access to later reward space.

Recommended Cards

Defend+Charge DEFCureResurrectSafe Guard
Bring a defensive loadout first, then add damage once the fight's timing is comfortable; optional superbosses punish underprepared glass-cannon builds.

Chapter 4

The Ancients

Red Sun Temple

Final boss
Half-HP shift: Fine and NRG DisableProtection: Invincible while Vessels are alive

Core Mechanics

Uses Wheel, Beam, Fireball, Ultra Beam, and Call for Help.
Summoned Vessels must be defeated before the boss can be damaged again.
Fireball can apply Burn, and Beam-based attacks can pressure multiple defensive checks.

Recommended Cards

Defend+Charge DEFFeel FineLauncherBallerAnte UpResurrect
Clear Vessels fast, protect against status pressure, and save defensive resources for Ultra Beam cycles instead of spending every turn on damage.

Chapter 4

Finn McCool

South route from Vermillion Village

Optional superboss
Reward: Aggressor cardBadge: Converging Timelines

Core Mechanics

Optional superboss that rewards a high-risk damage passive.
Functions as a build check for players who want stronger offensive cards.

Recommended Cards

Defend+Charge DEFCureHappy SPResurrect
Use a stable defensive core first, then add burst tools once guard timing is consistent; the Aggressor reward is strongest after the player can survive without rolling HP.

Chapter 5

The Magnificent

Wizard Tower

Main boss
HP: 600 HPFight rule: Ends after several turns when it blows itself up

Core Mechanics

The huge HP bar is not meant to be fully depleted normally.
The fight is about surviving the sequence until the scripted finish.

Recommended Cards

Charge DEFDefend+CureGood VibesHappy SP
Do not over-invest in burst damage; prioritize survival, SP flow, and safe defensive turns until the encounter resolves.

Chapter 5

The Trinity

Trinity Castle

Main boss trio
Bosses: Reginald, Azuri, and Robur

Core Mechanics

A trio fight that asks players to manage multiple boss threats at once.
Rewards builds that can combine damage, support, and resource control.

Recommended Cards

LauncherBombardmentCureResurrectSP SaverCharge DEF
Use area or multi-target pressure where possible, keep revive access ready, and avoid letting SP fall too low before the final Chapter 5 stretch.

Chapter 5

Frostmaw

The Windforce

Final boss
Loss condition: Cassie must stay aliveBadge: Windproof

Core Mechanics

Final Chapter 5 boss after The Trinity and Seventh Sanctum route.
If Cassie is defeated, the fight is lost.
Commonly pushes players to protect a specific ally instead of only managing personal HP.

Recommended Cards

BodyguardCureResurrectCharge DEFGood VibesHappy SP
Build around ally protection: keep Cassie safe, preserve SP for recovery, and use defensive cards before dangerous turns rather than reacting after damage lands.
Badges & Completion

Block Tales Badges Guide

Find Block Tales achievements and badges by chapter, including story badges, Hard Mode clears, card collection milestones, hidden badges, and Demo 5 completion goals.

Block Tales badges reward story progress, hidden interactions, completion milestones, Hard Mode boss clears, card collecting, BUX collecting, challenge clears, and demo participation. Use this section as a 100% completion checklist while moving through each chapter.

Universal & Collection Badges

Badges that are not locked to one story chapter and can be tracked across the whole save file.

Humble Beginnings

Yes

Start a new save file.

Basic progression badge.

Loaded Deck

Yes

Reach 30 BP in one save file.

Requires reaching level 10 through BP level-up choices.

Card Collector

Yes

Collect 15 unique cards.

Part of the card collection milestone line.

Card Connoisseur

Yes

Collect 30 unique cards.

Continue buying, finding, and earning cards across chapters.

Card Hoarder

Yes

Collect 45 unique cards.

Requires deeper exploration and shop purchases.

Card Enthusiast

Yes

Collect 60 unique cards.

Late collection milestone for players tracking all cards.

Card Goblin

Yes

Collect 75 unique cards.

High-end card collection milestone.

Bombastic

Yes

Defeat four enemies with one bomb.

Commonly completed against grouped low-HP enemies such as Ant Armies.

Savior

Yes

Heal another player after they take mortal damage.

A multiplayer-focused recovery badge.

True DPS

Yes

Deal at least 12 damage in one hit to one enemy.

Damage buffs, Charge stacks, and high-damage cards make this easier.

Prologue & Chapter 1 Badges

Early story, Bizville, Blackrock Castle, Cruel King, and Chapter 1 challenge badges.

A Price to Pay

Yes

Choose the hostile dialogue option with Tutorial Terry and lose the encounter.

Hidden prologue interaction.

Free Balloon Day

Yes

Cut the strings of the balloon cart in Bizville with the sword.

Hidden Bizville interaction.

Buyers Remorse

Yes

Reallocate stats at Bizville Library.

Linked to stat reset and build experimentation.

King of the Sea

Yes

Catch all 10 fish at the Bizville Meadows fishing spot.

Completion-style side activity.

Hello World

Yes

Complete the prologue by defeating Red Noob, Blue Noob, and Noobador.

Story progression badge.

Dethroned

Yes

Defeat Cruel King.

Main Chapter 1 final boss badge.

Stylish

Yes

Defeat Cruel King without taking damage.

Can be earned through the Cold Nirvana rematch.

Bloxxer

Yes

Defeat every Chapter 1 boss with Hard Mode equipped.

Covers Blue Noob, Red Noob, Noobador, Supreme Ant, Banished Knight, Sentient Statue, and Cruel King.

Rock and a Hard Place

Yes

Free Jim with Dynamite, then return to Roadtown.

Roadtown side objective.

Heartless

Yes

Leave Jim behind and defeat Cruel King.

Alternative Jim outcome badge.

Hot Seat

Yes

Use Dynamite on the sleeping Loyal Knight in the Blackrock Castle jail.

Hidden castle interaction.

Chapter 2 Badges

Rugged Rainforest, Griefer route, Bubonic Plant, arcade, and optional superboss badges.

Panacea

Yes

Defeat Bubonic Plant.

Main Chapter 2 completion badge.

Alternate Reality

Yes

Defeat Supreme Mosquito below the Ant Hill exit after clearing the vegetation with Iron Sword.

Optional superboss badge.

Dangerous Living

Yes

Defeat every Chapter 2 boss with Hard Mode equipped.

Covers Komodo Dragon, both Griefer fights, Bigfoot, and Bubonic Plant.

Personal Baggage

Yes

Reach Nirvana by talking to Guru west of Bizville Airport.

Route and exploration badge.

Helpful Hand

Yes

Complete the grandma fire ant side quest.

Side quest badge.

Good Noodle

Yes

Beat the Mudroads high score in Bizville Arcade.

Arcade challenge badge.

Is this a joke?

Yes

Be defeated by a Purple Frog attack.

The defeat must come from the Purple Frog rather than from self-damage or another player.

Chapter 3 Badges

Dream World, Hatred, Telamon Manor, Cruel King summon, and Hard Mode badges.

Redemption

Yes

Defeat Hatred.

Main Chapter 3 completion badge.

Monster Hunter

Yes

Defeat every Chapter 3 boss with Hard Mode equipped.

Covers Green Noob, Purple Noob, Turkey, Slasher, Greed, Solitude, Fear, and Hatred.

A Call for Help!

Yes

Fight Cruel King five times in Cold Nirvana to obtain Call: Cruel King.

Winning the rematches is not required.

Disgusting Mistake

Yes

Consume Mistake.

Hidden item-use badge.

Noisemaker

Yes

Discover every megaphone sound in Dream World in one session.

Exploration and interaction badge.

Chapter 4 Badges

Red Sun Temple, The Ancients, Finn McCool, Turitopulis, VLAD, and Chapter 4 Hard Mode badges.

Heat Resistant

Yes

Defeat The Ancients.

Main Chapter 4 completion badge.

Blood Red Sun

Yes

Defeat every Chapter 4 boss with Hard Mode equipped.

Covers Great Flocci, Temple Guardian, Captain Trotter, and The Ancients.

Converging Timelines

Yes

Defeat Finn McCool.

Optional superboss badge tied to the Aggressor card reward.

Strange Tastes

Yes

Give the Cookbook to the Kitchen Wizard and craft The Special using Compost and Onion Ring.

Cooking and side-objective badge.

True Panacea

Yes

Talk to Mayor Thaniyel in Turitopulis after crafting The Special and let the cutscene play.

Follow-up badge after The Special.

So it's true...

Yes

Use Garlic in battle with VLAD.

Hidden battle interaction.

Chapter 5 & Demo 5 Badges

Demo 5 badges, Telamon Manor, Trinity, Frostmaw, evacuation goals, and Chapter 5 Hard Mode completion.

Played Demo 5

Yes

Play Block Tales during Demo 5.

Current demo participation badge.

What are the odds?

Yes

Find the rare 1-in-100 camel encounter.

Rare-event badge tied to Demo 5 exploration.

Uncanny Encounter

Yes

Find and defeat Mutant inside the Telamon Manor basement route.

Optional superboss badge.

No Biggie...

Yes

Recreate the Mona Lisa.

Demo 5 hidden-objective badge.

Proof of a Hero

Yes

Evacuate 10 NPCs scattered through Trinity by interacting with them.

Chapter 5 rescue checklist badge.

Windproof

Yes

Complete Chapter 5 by defeating Frostmaw.

Main Chapter 5 completion badge.

Usurper

Yes

Defeat every Chapter 5 boss with Hard Mode equipped.

Covers The Magnificent, Reginald, The Trinity, and Frostmaw.

Demo Legacy Badges

Past demo participation and older challenge badges that function as historical completion markers.

Played Demo 1

No

Played during Demo 1.

Legacy demo badge.

Played Demo 2

No

Played during Demo 2.

Legacy demo badge.

Played Demo 3

No

Played during Demo 3.

Legacy demo badge.

Played Demo 4

No

Played during Demo 4.

Legacy demo badge.

Pit Fighter

No

Clear every floor of The Pit before Demo 4.

Legacy challenge badge.

Outrageous Builder

No

Reach the maximum level.

Listed as a max-level milestone.

Inventory Database

Block Tales Items Guide

Compare healing foods, SP restorers, attack items, buff items, and key battle consumables before you enter a boss fight.

Items in Block Tales restore HP or SP, apply buffs, cure status effects, attack enemies, cook recipes, or support overworld progression. This database highlights practical items players can buy, cook, find, fish, or farm from enemies, so you can quickly decide what to keep, sell, or save for hard fights.

Apple

Healing / Status Cure

Restores 5 HP and cures Poison. Using it gives an Apple Core.

Obtainment

Sold by Tulip, Darren, and Fridge Raider; also drops from Hedgehog, Gaur, and Toxic Spearman at 10.2%.

Best Use

Safe early-game healing when poison enemies are common.

Keep or Spend

Keep a few for poison-heavy routes; buy only when you need cheap recovery.

Apple Core

Small Healing / Status Cure

Restores 1 HP and cures Poison.

Obtainment

Obtained after using an Apple; sold by Tulip; drops from several poison-themed enemies at 20.7%.

Best Use

Low-cost poison cleanup when HP loss is minor.

Keep or Spend

Use freely; it is more of a utility item than a boss-fight heal.

Cheezburger

Healing

Restores 5 HP.

Obtainment

Sold by Lorenzo, Will, Barley, and Aloe; drops from Ant Army, Devious Rat, Crossbow Crony, Snory Bear, and Hungry Wolf at 6.4%.

Best Use

Reliable basic healing for early and mid-game routes.

Keep or Spend

Keep several as default HP recovery.

Double Cheezburger

Healing

Restores 8 HP.

Obtainment

Sold by Lorenzo and Fridge Raider; drops from Spiky Devil and Flaming Horse at 4.4%, and from several toxic enemies at 2.4%.

Best Use

Better burst healing before bosses or longer chapter routes.

Keep or Spend

Save for harder fights instead of using it on small chip damage.

Brownie

Healing

Restores 6 HP and becomes a Bitten Brownie after use.

Obtainment

Cooked from two Bitten Brownies; sold by Will and Eska; drops from Cheeky Eagle and Spiky Killbot at 0.4%.

Best Use

Efficient two-stage healing because it leaves another smaller heal behind.

Keep or Spend

Good to keep when inventory space allows.

Cake

HP / SP Recovery

Restores 5 HP and 15 SP.

Obtainment

Sold by Will.

Best Use

Strong sustain item for card-heavy builds that spend SP quickly.

Keep or Spend

Save for bosses or The Pit-style endurance fights.

Dragonfruit

SP Recovery / Status Protection

Restores 5 SP and grants Fine for 3 turns.

Obtainment

Sold by Tulip.

Best Use

Useful before status-heavy fights because Fine helps resist status ailments.

Keep or Spend

Buy when your build depends on SP cards.

Falafel

HP / SP Recovery / Defense Buff

Restores 6 HP and 6 SP, then grants DEF Up LV 2 for 3 turns.

Obtainment

Cooked from Chickpeas and Pita.

Best Use

High-value defensive sustain for bosses and dangerous enemy groups.

Keep or Spend

Save for hard encounters rather than routine travel.

Hot Chocolate

Status Protection

Grants Fine for 3 turns.

Obtainment

Sold by Barley; drops from Ant Army, Devious Rat, Crossbow Crony, Snory Bear, Hungry Wolf, Banished Knight, Loyal Knight, Supreme Ant, Sentient Statue, and Cruel King at 9.8%.

Best Use

Prevents status problems during routes with repeated debuffs.

Keep or Spend

Keep for status-heavy areas; use before the danger starts.

Bomb

Attack Item

Deals 2 damage to all enemies and also damages the player.

Obtainment

Sold by Lorenzo and Annihilator; drops from Bee Happy and Winged Zombie at 20.3%, plus many early enemies at lower rates.

Best Use

Fast area damage when several enemies are alive and your HP can absorb the self-damage.

Keep or Spend

Use carefully; avoid when your HP is low.

Cherry Bomb

Attack Item

Deals 3 damage to all enemies and also damages the player.

Obtainment

Cooked from Cherry and Bomb; sold by Fridge Raider; drops from Spiky Devil and Flaming Horse at 12.8%.

Best Use

Stronger wave-clear option for dangerous multi-enemy battles.

Keep or Spend

Save for encounters where ending the fight quickly matters.

Flash Bomb

Attack / Control Item

Deals 2 damage and inflicts Dizzy LV 1 on all enemies and the player.

Obtainment

Cooked from Dizzy Dial and Bomb; sold by Zuka; drops from Vessel, Vulture, Temple Guardian, The Great Flocci, The Ancients, and several Chapter 4 enemies at around 2.6%-2.8%.

Best Use

Control option when you need to slow a full enemy group.

Keep or Spend

Use when the Dizzy tradeoff is worth also affecting yourself.

Epicsauce

Weapon Buff

Grants Burn Enchant LV 2, causing the next attack to inflict Burn LV 2 for 1 turn.

Obtainment

Found in Manor Forest and Dream Path B; drops from Sharp Nooblet at 3.7% and Smugupine at 3.6%.

Best Use

Boosts pressure before a high-impact attack.

Keep or Spend

Keep for bosses or sturdy enemies that benefit from burn pressure.

Hot Leaf Juice

Revive

Revives a fallen ally with 5 HP.

Obtainment

Drops from Hedgehog, Gaur, and Toxic Spearman at 6%.

Best Use

Emergency recovery in multiplayer or party-focused encounters.

Keep or Spend

Save for boss fights and long challenge runs.

Combat Tools

Block Tales Weapons Guide

Understand Sword, Ball, replacement weapons, SFOTH swords, and Sword Energy before building your cards around them.

Weapons in Block Tales are tied to action cards, overworld abilities, chapter progression, and build identity. Sword and Ball define your base combat options, Slingshot and Launcher replace those slots, and SFOTH swords spend Sword Energy for powerful special effects.

Base Sword

Sword

Action weapon card

Hits the first grounded enemy with 1-2 damage and pierces 50% of the target's Defense. Outside combat, it can break barricades, grab close items, and start battles with First Strike LV 1.

Obtainment

Obtained from Shedletsky after defeating Red Noob and Blue Noob in the Prologue.

Best Use

Best against grounded enemies with Defense because its partial defense pierce makes it reliable.

It skips Flying enemies and can punish the player when hitting Spiky enemies.

Sword Upgrade

Iron Sword

Direct Sword upgrade

Increases base Sword damage by 1 and allows the player to destroy dense vegetation in the map.

Obtainment

Obtained after defeating Bigfoot in Mango Tree during Chapter 2.

Best Use

Important progression upgrade because it improves combat output and unlocks more overworld access.

It upgrades Sword directly rather than acting like a separate replacement weapon.

Base Ball

Ball

Ranged action weapon card

Deals 1 damage by default. A successful action command adds a second hit that deals 1 damage and ignores Defense.

Obtainment

Obtained from JParty in the Pre-Prologue when meeting the Mysterious Figure.

Best Use

Best for targeting any enemy, hitting Flying enemies, grabbing faraway items, and breaking cracked stone pillars.

Spiky or Flaming enemies pop the Ball on contact, deny damage, and give the player 1 SP unless Cannonball is equipped.

Sword Replacement

Slingshot

Alternative weapon card

Replaces Sword with a projectile attack. It can deal more damage than base Sword and can hit Flying and Spiky enemies, but it cannot damage enemies with Defense.

Obtainment

Bought from Tai for 300 TIX or Banished Knight for 150 TIX.

Best Use

Good when a fight punishes melee contact or requires reliable hits on Flying and Spiky targets.

Avoid it against armored or Defense-heavy enemies.

Ball Replacement

Launcher

AOE ranged weapon card

Replaces Ball with a rocket attack that applies DEF Down LV 1 for 3 turns to the target, pierces 1 Defense on the target, and deals splash damage to adjacent enemies.

Obtainment

Bought from Tai for 300 TIX or Banished Knight for 150 TIX.

Best Use

Strong against enemy groups because it mixes ranged targeting, debuffing, and splash damage.

Missing the timing causes the user to blow up, deal no damage, and gain Exhaustion for 2 turns.

SFOTH Sword

Ice Dagger

Sword Energy special

Costs 1 Sword Energy and heals the entire party for 20% of max HP and SP, with a minimum of 5 HP and 3 SP.

Obtainment

Obtained after defeating Cruel King in Chapter 1.

Best Use

Best sustain tool for long fights because it restores both HP and SP to the party.

It uses Sword Energy, so it competes with offensive SFOTH sword options.

SFOTH Sword

Venomshank

Sword Energy special

Costs 1 Sword Energy, deals 2 damage to all enemies, ignores all Defense, and applies Poison LV 1 for 3 turns.

Obtainment

Obtained in Chapter 2 after defeating Bubonic Plant and receiving it from Mayor Thaniyel.

Best Use

Best against groups of enemies that can be poisoned and need steady damage over time.

It does not poison enemies that are immune to Poison, such as Komodo Dragon and Bubonic Plant.

SFOTH Sword

Ghostwalker

Sword Energy special

Costs 2 Sword Energy and applies Dodgy LV 1 to the entire party.

Obtainment

Obtained in Chapter 3 after fully purifying the player's soul after defeating Hatred.

Best Use

Best defensive SFOTH sword when survival matters more than burst damage.

It costs more Sword Energy than Ice Dagger or Venomshank.

SFOTH Sword

Firebrand

Sword Energy special

Costs 2 Sword Energy, deals 5 damage to all enemies, ignores all Defense, applies Burn LV 1, and applies ATK Down LV 2 for 3 turns.

Obtainment

Obtained in Chapter 4 after defeating The Ancients.

Best Use

Best late-game AOE pressure tool because it combines damage, burn, and enemy attack reduction.

It does not benefit from removed-on-strike status effects.

SFOTH Resource

Sword Energy

Battle resource

Starts each battle at 0.5, increases through enemy turns and player attacks, and fuels SFOTH swords. Each SFOTH sword obtained increases the maximum NRG bar by 1.

Obtainment

Gained naturally in battle, through Focus, NRG Regen, and certain items such as Green Tea, Matcha Dorayaki, Chickpeas, Olives, Kunafa, and Starfruit.

Best Use

Plan it around boss phases: save NRG for Ice Dagger recovery, Ghostwalker defense, or Firebrand burst.

Focus gains less Sword Energy in larger parties, so multiplayer pacing differs from solo play.
Progression

Block Tales Stats and Leveling Guide

Learn what HP, SP, BP, Level Up, respec, and Sword Energy do before choosing your next upgrade.

Block Tales leveling is built around 100 XP level-ups and three main upgrade choices: HP, SP, and BP. HP keeps you alive, SP lets you use more abilities, and BP decides how many cards your build can equip.

Level Up

Main progression mechanic triggered after reaching 100 XP.

Level-Up Change

Each level-up lets the player choose +5 HP, +5 SP, or +3 BP.

Cap or Start

The level cap starts at 4 and increases by 4 at the end of each chapter, including the Prologue. The maximum level is 24 as of Chapter 5's release.

Recovery or Respec

A level-up fully restores the player's HP and SP. Bizville Library can change stat options for 15 TIX per point.

Build Advice

Pick the stat that fixes your current bottleneck: HP for survival, SP for ability usage, BP for card builds.

Heart Points (HP)

Player health during combat.

Level-Up Change

+5 maximum HP per HP level-up choice.

Cap or Start

Players start with 10 HP and can increase it through level-ups or HP+ cards.

Recovery or Respec

Recovered by winning battles, food, Cure, Ice Dagger, Healing Pads, Beds, Happy HP, HP Drain, Sacrifice effects, Good Vibes, and Anchor.

Build Advice

Prioritize HP when learning enemy patterns, fighting bosses, or running builds that take contact damage from melee or self-damaging items.

Special Points (SP)

Action points used to perform abilities and card moves in battle.

Level-Up Change

+5 maximum SP per SP level-up choice.

Cap or Start

Maximum SP from level-ups is 90 without cards.

Recovery or Respec

Recovered through winning battles, SP-granting items, Ice Dagger, Healing Pads, Beds, Train Spa hot tub, Happy SP, SP Drain, Pity SP, Defending, Passing, and SP Wire for non-users.

Build Advice

Prioritize SP when your equipped cards are powerful but you run out of resources before the fight ends.

Build Points (BP)

Determines how many cards the player can equip.

Level-Up Change

+3 maximum BP per BP level-up choice.

Cap or Start

Maximum BP is 30.

Recovery or Respec

Removing equipped cards refunds their BP cost.

Build Advice

Prioritize BP when new cards unlock your build, especially Knight, Baller, support cards, defensive cards, or SP-saving setups.

Sword Energy (NRG)

Battle resource used for SFOTH swords such as Ice Dagger, Venomshank, Ghostwalker, and Firebrand.

Level-Up Change

Not a normal level-up choice. Each SFOTH sword obtained increases the NRG bar maximum by 1.

Cap or Start

Each battle starts with 0.5 Sword Energy.

Recovery or Respec

Gained through enemy turns, player attacks, low-HP attacks, Focus, Deep Focus, NRG Regen, and items such as Green Tea, Matcha Dorayaki, Chickpeas, Olives, Kunafa, and Starfruit.

Build Advice

Use NRG planning for longer fights: Ice Dagger for recovery, Venomshank for poison pressure, Ghostwalker for defense, and Firebrand for late-game burst.

Beginner Stat Route

Simple upgrade path for players still learning action commands and enemy behavior.

Level-Up Change

Open with HP if you are frequently fainting, then add BP once you find cards worth equipping, and add SP when your card moves start draining resources.

Cap or Start

Works well before your build becomes specialized.

Recovery or Respec

Can be corrected later through the Bizville Library stat-change option.

Build Advice

A stable beginner build usually values survival first, then card flexibility, then SP economy.

Boss-Fight Stat Route

Upgrade logic for longer fights where mistakes, SP costs, and defense matter.

Level-Up Change

Mix HP and SP if you need to survive repeated hits while still casting cards. Add BP when defensive or support cards are the main reason your build works.

Cap or Start

Best for chapters where bosses punish low HP or long SP droughts.

Recovery or Respec

Carry HP/SP items and plan Sword Energy for Ice Dagger or Ghostwalker turns.

Build Advice

Boss builds should avoid over-investing in only one stat unless the card setup clearly supports that choice.

Card-Build Stat Route

Upgrade logic for Knight, Baller, utility, support, or passive-heavy setups.

Level-Up Change

BP unlocks more cards, while SP determines how often active card moves can be used.

Cap or Start

BP has a firm 30-point cap; HP and SP can be extended further with cards.

Recovery or Respec

Removing cards refunds BP, making experimentation easier than permanent stat choices.

Build Advice

If your build feels weak because you cannot equip enough cards, choose BP. If you can equip the cards but cannot afford their moves, choose SP.

Loot Farming

Block Tales Enemy Drops Guide

Find useful item drops, rare card drops, and farming targets by chapter instead of repeatedly checking every enemy page.

Enemies in Block Tales can carry listed items or cards during battle. Visible held drops have a chance to drop after defeat, hidden drops can appear under the enemy health bar, and each enemy can only hold one item or card at a time.

All chapters

Enemy Drop System

Understanding why farming works differently when an item is visible, hidden, or not shown.

Notable Drops

Enemies may carry items or cards from their journal entries. A visible held item or card has a 50% drop chance; an item displayed under the enemy health bar is guaranteed.

Farm Note

Each enemy can only hold one item or card. If an enemy visibly carries something, it cannot also carry a hidden item.

Prologue

Nooblet / Helmet Noob / Cultist Noob / Knightly Noob / Blue Noob / Red Noob / Noobador

Early Bombs, Apple Juice, and first utility-card farming.

Notable Drops

Apple Juice 7%, Bomb 7%, Hypno Glasses 3.5%, Tickle Stick 3.5%, Hot Chocolate 2.7%, Minimize 1.6%, Slow Go 1.6%.

Farm Note

Good early route when you need cheap consumables before moving into later chapters.

Prologue

Winged Nooblet

Farming early flying-enemy drops and small recovery items.

Notable Drops

Bomb 7.4%, Hypno Glasses 3.7%, Dizzy Dial 3.7%, Cheezburger 3.7%, Bloxy Cola 2.9%, ATK-FX R 1.7%, Slow Go 1.7%.

Farm Note

Bring Ball or another ranged option because Sword does not naturally target Flying enemies.

Prologue

Sharp Nooblet

Early Epicsauce, Softener, and Bomb farming.

Notable Drops

Bomb 7.4%, Epicsauce 3.7%, Hypno Glasses 3.7%, Cheezburger 3.7%, Bloxy Cola 2.9%, Slow Go 1.7%, Softener 1.7%.

Farm Note

Avoid careless melee hits if the enemy's Spiky trait is active or relevant to your setup.

Chapter 1: Storming The Castle

Ant Army / Devious Rat / Snory Bear / Hungry Wolf / Banished Knight / Loyal Knight / Crossbow Crony / Sentient Statue / Supreme Ant / Cruel King

Hot Chocolate, Cheezburger, and Free Ice farming.

Notable Drops

Worm 19.7%, Hot Chocolate 9.8%, Cheezburger 6.4%, Dizzy Dial 2.5%, Ice Storm 2%, Free Ice 1.2%, Taco 1%, Strawberry Ice Cream 1%.

Farm Note

A strong chapter route for building a basic stock of recovery and cold-themed utility.

Chapter 1

Cheeky Eagle / Spiky Killbot

Snowball card attempts and special Chapter 1 consumables.

Notable Drops

Forbidden Drink 24.8%, Bitten Brownie 4%, Glue 3.2%, Onion Ring 2.8%, Ice Storm 2.5%, Snowball 1.5%, Vanilla Ice Cream 1.2%, Bloxy Cola 1.2%, Brownie 0.4%.

Farm Note

Use anti-Flying and anti-Spiky planning because this group includes both traits.

Chapter 1

Smugupine

Epicsauce, Tickle Stick, and Iron Cafe-style item farming.

Notable Drops

Iron's Choice 5.7%, Bomb 5%, Tickle Stick 4.1%, Epicsauce 3.6%, Hypno Glasses 3.6%, Chocolate Ice Cream 2.9%, ROBAR 2.9%, Storm Tea 0.6%.

Farm Note

Good target when you want utility items rather than basic HP food.

Chapter 2: A Toxic Time

Komodo Dragon / Tree Golem / Toxic Dartman / Venom Wizard / Purple Frog / Bigfoot / Griefer / Bubonic Plant

Poison-area recovery, Dumpling, Double Cheezburger, and Free Poison farming.

Notable Drops

Apple Core 20.7%, Dumpling 5.3%, Bomb 4.8%, Green Pepper 3.1%, Dizzy Dial 3.1%, Double Cheezburger 2.4%, Feel Fine 1%, Free Poison 0.7%, Green Tea 0.3%.

Farm Note

Carry Poison cures and consider farming Apple Cores here because the drop pool strongly supports poison cleanup.

Chapter 2

Flying Mantis / Mosquito Swarm / Supreme Mosquito

Fruit-based healing and Free Poison farming.

Notable Drops

Papaya 13.9%, Mango 5.4%, Pineapple 3.9%, Jackfruit 3.7%, Orange 3.7%, Chocolate Ice Cream 2.9%, Tickle Stick 1.2%, Free Poison 1%.

Farm Note

Use Ball, Sword Toss, Slingshot, or other anti-Flying options to keep farming efficient.

Chapter 2

Hedgehog / Gaur / Toxic Spearman

Apple, Hot Leaf Juice, and Thorns farming.

Notable Drops

Apple 10.2%, Hot Leaf Juice 6%, Red Pepper 5.6%, Lemon 4.7%, Bahulu 4.3%, Cinnamon Roll 2.3%, Thorns 2%, Bomb 1.1%.

Farm Note

Useful when preparing for harder fights because Hot Leaf Juice can revive a fallen ally.

Chapter 2

Gorilla

Summon-card farming and SP-related food routes.

Notable Drops

Banana 20.8%, Worm 12.1%, Coconut 10.1%, Call: Gorilla 7.1%.

Farm Note

One of the clearer farming targets because Call: Gorilla is tied directly to Gorilla.

Chapter 3: All Hallows' Eve

Bandit / Big Bandit / Helmet Bandit / Purple Noob / Green Noob / Zombie / Skeleton / Squatter / VLAD / Ghost of HAX / Turkey / Slasher / Smiling Bear / Borange Boy / Mold Man / Confident Boulder / F'Ella / Greed / Solitude / Fear / Phobia / Apparition / Hatred

Applesauce, Cherry Bomb, and broad Halloween-route consumables.

Notable Drops

Bloxy Cola 22.2%, Mr Batty 5.4%, Applesauce 5.1%, Glue 2.9%, Slateskin Potion 2.3%, Cherry Bomb 2.2%, Orange Juice 1.3%, Pie 0.4%.

Farm Note

Good mid-game stock-up route for group healing and AOE attack items.

Chapter 3

Winged Zombie / Bee Happy

Bomb farming and HP Finder attempts.

Notable Drops

Bomb 20.3%, Smoked Trout 4.5%, Cherry 3.9%, Gulab Kulfi 2.6%, HP Finder 1.1%, Cookie Dough 1.1%, First Aid Kit 1.1%, Unadon 1.1%.

Farm Note

A strong farming target when you want Bombs quickly.

Chapter 3

Sharp Zombie / Your Bombing Pal

Anchor, Haunted Cheezburger, and cooking-related item farming.

Notable Drops

Mistake 20.1%, Magnifying Glass 4.8%, Dumpling 4.8%, Haunted Cheezburger 4%, Milkshake 2.9%, Malay Spongecake 2.1%, Anchor 1.6%, Cherry Pie 1%.

Farm Note

Good route for players collecting special food and passive-card drops.

Chapter 4: Excavation Exploration

Nasty Badger / Tomb Raider / Deleter / Scorched Statue / Pirate / Flintlock Pirate / Anubis / Scarab / Camel? / Ramblin' Pot / Mummy / Flame Warrior / Pirate Spirit / Megaphone Man / Shotgun Bloke / The Right Hand / The Left Hand / Captain Trotter / Finn McCool

Chapter 4 food, Relic, Flash Bomb, and Free Fire farming.

Notable Drops

Garlic 14.3%, Olives 12.8%, Egg 3.3%, Kiwi 2.9%, Relic 2.8%, Flash Bomb 2.6%, Fig 2%, Free Fire 1.5%.

Farm Note

Useful late-game route when preparing for fire-themed or desert-area fights.

Chapter 4

Vulture / Vessel / The Great Flocci / Temple Guardian / The Ancients

Fireball card attempts, Kunafa, Chickpeas, and late-game SP/NRG food support.

Notable Drops

Hardtack 11.7%, Couscous 10.3%, Chickpeas 10.1%, Thunder Bolt 2.8%, Grapes 2.8%, Flash Bomb 2.8%, Kunafa 2%, Fireball 1.2%, Shish Tawook 0.4%.

Farm Note

Bring reliable Flying-target options because this group contains Flying enemies.

Chapter 4

Spiky Devil / Flaming Horse

Cherry Bomb and Relic farming.

Notable Drops

Cherry Bomb 12.8%, Relic 9.3%, Double Cheezburger 4.4%, Thunder Bolt 4%, Stinky Latte 3.7%, Mammoul 1.8%, Cookie 1.8%, Sand 0.5%.

Farm Note

Avoid relying on Ball contact against Flaming or Spiky enemies unless your setup handles those traits.

Chapter 4

Mimic

Rare food, Relic, and special cooking material farming.

Notable Drops

Sand 8%, Witches Brew 6%, Cherry 6%, Cookie Dough 6%, Pumpkin 4%, Haunted Cheezburger 4%, Pie 4%, Relic 4%, Cookie 2%, Shawarma 0.2%.

Farm Note

Best for collectors who want unusual drops rather than basic recovery items.

All chapters

Enemy Card Drops

Players farming specific cards instead of consumable items.

Notable Drops

Snowball 1.5%, Minimize 1.6%, Fireball 1.2%, Softener 1.7%, Free Ice 1.5%, Free Poison 1%, Free Fire 1.5%, Feel Fine 1%, Call: Gorilla 7.1%, Thorns 1.8%, Slow Go around 1.6%-1.7%, Anchor 1.6%, HP Finder 1.1%.

Farm Note

Farm the enemy group tied to the card instead of farming a whole chapter blindly.

World Map

Block Tales Locations and Map Guide

Find the main hubs, chapter routes, shops, card vendors, boss entrances, and travel connections across Block Tales.

Use this Block Tales map guide as a route index: start from Bizville, move through Roblox HQ, follow each chapter area in order, and jump to the place tied to the card, item, boss, or story objective you need.

Pre-Prologue / Hub

Bizville

Main town hub

How to Access

Loaded when a new save file starts, then revisited between chapters.

Main Uses

Lorenzo's Shop for HP and SP recovery items
The Library for stat respecs
Alleyway card purchases from Sketchy Figure during the Prologue
The Docks route to Vermillion Village after Chapter 3
The Sewers entrance to The Pit of 100 Trials

Connected Routes

Roblox HQBizville MeadowsWest Bizville AirportBizville RailwaysThe DocksThe Pit of 100 Trials

Prologue: Hello World!

Roblox HQ and Bizville Meadows

Story hub and early combat route

How to Access

Head through East Bizville into Bizville Meadows, then enter Roblox HQ near the Meadows entrance.

Main Uses

Progress the early story after the VIP Convention setup
Fight Red Noob and Blue Noob inside Roblox HQ
Use the Meadows route toward the Caves
Visit the Fishing Spot for fish items

Connected Routes

BizvilleBizville MeadowsCavesNoobador boss route

Chapter One: Storming the Castle

Blackrock Castle

Castle dungeon and first SFOTH sword finale

How to Access

Progress from the Caves through Roadtown, Mount Blackrock, and Snowy Thicket.

Main Uses

Solve the prison-cell code route
Get the Blackrock Diner Key and access the castle kitchen path
Pick up the Shrinking card in the Blackrock Kitchen route
Reach the throne room for the Cruel King fight
Obtain the Ice Dagger after Chapter One

Connected Routes

RoadtownSnowy ThicketBlackrock Castle EntranceBlackrock Castle LobbyBlackrock KitchenBlackrock Throne Room

Chapter Two: A Toxic Time

Rugged Rainforest and Sacred Hollow

Jungle progression and Venomshank route

How to Access

Use the West Bizville Airport route to Plainstown, then continue through Savannah, Turitopulis, and the rainforest.

Main Uses

Fight the Komodo Dragon and receive Rocket Boots
Use Coconut Water Machine interactions
Follow Griefer encounters through the rainforest
Reach Mango Tree, Sacred Hollow, and Griefer's Crib
Obtain the Venomshank after defeating Bubonic Plant

Connected Routes

PlainstownSavannahTuritopulisRugged RainforestMango TreeSacred HollowGriefer's Crib

Chapter Three: All Hallows' Eve

Bizville Railways, Spooksville, and Telamon's Manor

Train route, haunted manor, and Ghostwalker route

How to Access

Receive the Train Ticket from Shedletsky, then board from Bizville Railways in West Bizville.

Main Uses

Clear the invaded train route
Reach Spooksville and the cemetery path
Enter Telamon's Manor and its haunted version
Complete Ghost Chef ingredient objectives
Descend into the Catacombs and trigger the Dream World route

Connected Routes

Bizville RailwaysSpooksvilleCemeteryTelamon's ManorHaunted ManorCatacombsDream World

Chapter Three: All Hallows' Eve

Dream World

Mindscape dungeon and emotion-boss route

How to Access

Touch the Ghostwalker in the Catacombs, then progress through the player's mind.

Main Uses

Move through The House, The Path, and Dream World Hub
Clear Greed, Solitude, and Fear paths
Use Ghost Potion timing in the red-tinted Hatred route
Defeat Hatred and purify the player's soul
Obtain the Ghostwalker after Chapter Three

Connected Routes

Dream World HubGreed PathSolitude PathFear PathHatred MazeHatred Boss Fight

Chapter Four: Excavation Exploration

Scorched Dunes and Temple of the Red Sun

Desert route, puzzle temple, and Firebrand route

How to Access

Use Bizville Docks after Chapter Three, then travel by boat to the Scorched Dunes.

Main Uses

Clear desert enemies and cave-style puzzle sections
Defeat The Great Flocci and obtain the Bottled Ship
Visit Vermillion Village for cards and items
Solve four Scorched Ruins puzzles to open the Temple of the Red Sun
Use temple orb, sequence, and mirror puzzles before the Firebrand finale

Connected Routes

Outer Scorched DunesScorched DunesAncient TombOasisPirate CampVermillion VillageTemple of the Red SunRed Sun River

Chapter Five: Trouble on the Heights

The Heights

Demo 5 sky route and Windforce chapter route

How to Access

Use the West Bizville In the Cards building route and helicopter-pad path unlocked for Chapter Five progression.

Main Uses

Enter the Demo 5 chapter route
Clear the Wizard Tower boss path
Travel through Redcliff toward Reginald
Challenge the Trinity in Trinity Castle
Complete the Seventh Sanctum and fight Frostmaw for the Windforce finale

Connected Routes

Wizard TowerRedcliffReginald's ThroneTrinity CastleThe WindforceSeventh Sanctum
Challenge Mode

Block Tales Pit of 100 Trials Guide

Plan your Pit run by floor range, enemy theme, TIX payout, checkpoint floors, and card rewards.

The Block Tales Pit of 100 Trials is entered through the Bizville Sewers after obtaining Shrinking from Blackrock Castle. Enemy sets escalate by chapter theme, and every tenth floor acts as a reward floor with a Healing Pad, spawn point, and card reward.

Entry and Floor 0

Unlock and staging area

Bed and spawn point on Floor 0

Base TIX

0

Recommended Prep

Bring HP and SP recovery before entering
Equip a simple survival build before pushing beyond the first checkpoint
Use Shrinking to enter the tunnel toward the sewers
Floors 1-10

Prologue enemies

Floor 10: Healing Pad, spawn point, Daze card

Base TIX

90

Enemy Focus

Helmet NoobKnightly NoobCultist NoobSharp NoobletWinged NoobletRed NoobBlue NoobNoobador

Recommended Prep

Use this range for early TIX practice
Prioritize consistent blocks and basic HP sustain
Treat Floor 9 as the first boss-check floor
Floors 11-20

Chapter One enemies

Floor 20: Healing Pad, spawn point, Free Ice card

Base TIX

132

Enemy Focus

Hungry WolfCheeky EagleCrossbow CronyBanished KnightSentient StatueSpiky KillbotSupreme Ant

Recommended Prep

Prepare for higher incoming damage from castle and mountain enemies
Bring multi-target options for grouped enemies
Use bombs or strong single-target damage when bulky enemies appear
Floors 21-30

Chapter Two enemies

Floor 30: Healing Pad, spawn point, Thorns card

Base TIX

137

Enemy Focus

HedgehogFlying MantisPurple FrogMosquito SwarmGaurGorillaToxic DartmanToxic SpearmanVenom WizardBigfootKomodo Dragon

Recommended Prep

Carry healing for poison-heavy jungle waves
Use defensive cards before Floor 29 Komodo Dragon pressure
Keep enough SP for enemies that punish slow single-target clears
Floors 31-40

Chapter Three and Dream World enemies

Floor 40: Healing Pad, spawn point, Deep Focus card

Base TIX

155

Enemy Focus

BanditHelmet BanditBig BanditWinged ZombieSharp ZombieTurkeySlasherGreedSolitudeFear

Recommended Prep

Bring status control and SP recovery
Expect mixed physical and spooky enemy patterns
Save resources for Floors 38-39 where emotion bosses appear
Floors 41-50

Chapter Four desert and temple enemies

Floor 50: Healing Pad, spawn point, Defend+ card

Base TIX

187

Enemy Focus

Nasty BadgerSpiky DevilVultureDeleterTomb RaiderRamblin' PotAnubisScarabFlame WarriorTemple GuardianCaptain Trotter

Recommended Prep

Use fire-resistant routing and strong guard timing
Reserve burst damage for Floor 49 Captain Trotter lineup
Defensive builds gain strong value from the Defend+ reward
Floors 51-60

Demo 5 and Chapter Five enemies

Floor 60: Healing Pad, spawn point, Pack Tactics card

Base TIX

High-floor TIX range

Enemy Focus

ChosenFlying CloudiePterosaurBasherRedcliff KnightMage WalkerRedcliff ArcherSky KnightAstral EliteAstral SummonerWind SpiritDark SpiritThe MagnificentReginaldRoburAzuri

Recommended Prep

Bring a late-game survival build before pushing this range
Plan around mixed Chapter Five enemies and returning boss threats
Keep ally, defense, and SP tools ready for the final stretch
Updates

Block Tales Updates and Patch Notes

Track major Block Tales releases, Demo 5 changes, new chapters, Pit expansions, cards, items, balance passes, and official game status.

This Block Tales update hub is built for release-date, patch-notes, and next-demo search intent. Each entry focuses on what changed for players: new story content, new floor ranges, new cards and items, balance updates, UI changes, and progression features.

April 25, 2026

Demo 5 - Chapter 5 + Rewrite Release

Main update

Highlights

Chapter Five: Trouble on the Heights released
10 new Pit floors added
26 new enemies added
22 new items added
12 new cards added
Bizville Bank added
Store all items feature added
Save file naming added
Power Shot animations added
Avatar and Idle Flavors expanded

Story Changes

Mysterious Figure scenes added
Important character face changes added
Chapter 2 and Chapter 4 cutscenes added
Chapter 4 ending cutscene updated
VOICES terminology replaced by VISIONS

Balance Changes

Slingshot and Dynamite received a new action command
Hyperball bounce became an action
Enemy icons updated
Thorns reworked
TIX drops adjusted
April 25, 2026

Demo 5 launch-day fix

Hotfix

Highlights

Fixed a dialog softlock caused by foreign characters in display names
May 31, 2025

Demo 4 - Chapter 4 + Pre-Prologue Release

Main update

Highlights

Pre-Prologue added to the main story campaign
Chapter Four added to the main story campaign
Pit Floors 41-49 unlocked
24 new items added
Aggressor, Infect, and Free Fire cards added
Card Deck loadouts added
Storage item box added
Double-recipe cooking added
Two additional save slots added

Story Changes

Return to Turitopulis after Chapter 2 to visit Mayor Thaniyel and learn about Griefer's condition
Vermillion Village superboss route added after Chapter 4

Balance Changes

Dynamite damage increased
Linebounce damage adjusted
Summoner HP scaling improved
Free Fire, Free Ice, and Free Poison no longer restrict the Ball slot
Multiple BP costs adjusted
October 21, 2024

Demo 3 - Chapter 3 Release

Main update

Highlights

Chapter Three added to the main story campaign
Pit Floors 31-39 unlocked
Allies added to assist in battle
Library build-stat update feature added
7 new cards added
25 new items added
Cooking added through the Kitchen Wizard
Enemy Index added

Story Changes

Telamon's Manor, the Haunted Manor route, Catacombs, and Dream World became the core Chapter Three path

Balance Changes

Most enemy HP and damage reduced
Rolling health meter speed reduced when not thinking
Item drop rates became visible through Enemy Index
Several card and item effects adjusted
July 6, 2024

Demo 2 - Chapter 2 Release

Main update

Highlights

Chapter Two added to the main story
Next ten Pit floors unlocked
Final boss refights added near the airport route
Arcade endless minigames added
Slingshot and Launcher weapons added in Turitopulis
Five difficulty cards added in Bizville
Donator stand added in Bizville
25 new shop items added

Story Changes

Plainstown, Turitopulis, Rugged Rainforest, Sacred Hollow, Griefer, and Venomshank became the main Chapter Two path

Balance Changes

Hard Mode readjusted
Ice Dagger party recovery adjusted
Card stacking SP cost changed
Cards became sellable to vendors for TIX
Enemy item drop chance increased
May 16, 2024

Demo 1 - Public Release

Launch update

Highlights

Public release of Block Tales Demo 1
Prologue and Chapter One route established
Blackrock Castle and Cruel King became the first major chapter finale

Story Changes

Builderman kidnapping setup, Shedletsky's quest, and the first SFOTH sword hunt began

Balance Changes

Tablet menu UI scaling fixed
Terry superball tutorial softlock fixed
Battle UI navigator initialization fixed for Xbox and PC
Spiky Killbot HP lowered
Story Recap

Block Tales Story and Lore Recap

Catch up on the main story, SFOTH sword hunt, chapter order, key characters, and major turning points before starting the newest demo.

Block Tales follows the player after Builderman's kidnapping and Shedletsky's request to recover the Sword Fight on the Heights swords. Each major chapter sends the player into a new region, ends with a major boss confrontation, and adds a new storyline sword to the player's arsenal.

Pre-Prologue: The Roblox VIP Convention

The story opens at the Roblox VIP Convention in Roblox HQ, where Builderman gives a speech before the Mysterious Figure interrupts, criticizes modern Roblox, and orders his minions to tie Builderman up. The player is pushed into the first fight when the Elder Penguin asks them to stand up and use the Superball.

Key Characters

PlayerBuildermanMysterious FigureJPartyElder PenguinHarryMary

Key Locations

HotelBizvilleRoblox HQ

Sword Reward

None

Prologue: Hello World!

The player wakes up in Tutorial Terry's bed and learns that Builderman has been kidnapped. After reaching Roblox HQ, the player finds Shedletsky injured, defeats Red Noob and Blue Noob, receives a wooden sword, and follows the Meadows route toward Noobador.

Key Characters

PlayerTutorial TerryShedletskyRed NoobBlue NoobNoobador

Key Locations

BizvilleRoblox HQBizville MeadowsCaves

Sword Reward

None

Chapter One: Storming the Castle

The player climbs through the Caves and reaches Roadtown, a town trapped in unnatural winter. The journey continues through Snowy Thicket and into Blackrock Castle, ending with the Cruel King using the Ice Dagger as the chapter's final boss weapon.

Key Characters

Cruel KingMayor MontyAccountant JimBanished KnightKitchen WizardTutorial Terry

Key Locations

CavesRoadtownSnowy ThicketBlackrock CastleBlackrock Throne Room

Sword Reward

Ice Dagger

Chapter Two: A Toxic Time

After the Ice Dagger is recovered, Shedletsky sends the player toward Plainstown and the Rugged Rainforest to retrieve the Venomshank. The chapter centers on Mayor Thaniyel, Griefer, jungle traversal, Rocket Boots, Sacred Hollow, and Griefer's transformation into Bubonic Plant.

Key Characters

ShedletskyMayor ThaniyelGrieferKomodo DragonBigfootBubonic Plant

Key Locations

PlainstownSavannahTuritopulisRugged RainforestMango TreeSacred HollowGriefer's Crib

Sword Reward

Venomshank

Chapter Three: All Hallows' Eve

Shedletsky sends the player to Telamon's Manor to recover the Ghostwalker. The train to Spooksville is invaded, the manor becomes haunted, the Catacombs lead to Ghostwalker, and touching it sends the player into Dream World to face Greed, Solitude, Fear, and Hatred.

Key Characters

ShedletskyNoobadorRed NoobBlue NoobGreen NoobPurple NoobGhost ChefHatred

Key Locations

Bizville RailwaysSpooksvilleTelamon's ManorHaunted ManorCatacombsDream World

Sword Reward

Ghostwalker

Chapter Four: Excavation Exploration

After the Ghostwalker is secured, Shedletsky sends the player through Bizville Docks to the Scorched Dunes to retrieve the Firebrand from the Temple of the Red Sun. The route introduces The Great Flocci, Captain Trotter, Calypso, desert puzzles, temple guardians, and the Firebrand finale involving The Ancients.

Key Characters

ShedletskyThe Great FlocciCaptain TrotterCalypsoTemple GuardianThe Ancients

Key Locations

Scorched DunesAncient TombOasisPirate CampVermillion VillageTemple of the Red SunRed Sun RiverMount Red Sun

Sword Reward

Firebrand

Chapter Five: Trouble on the Heights

Chapter Five sends the player into the Heights route introduced with Demo 5. The progression path includes Wizard Tower, Redcliff, Reginald's Throne, Trinity Castle, the Seventh Sanctum, and Frostmaw as the final Windforce boss encounter.

Key Characters

The MagnificentReginaldAzuriRoburCassieFrostmaw

Key Locations

The HeightsWizard TowerRedcliffReginald's ThroneTrinity CastleSeventh SanctumThe Windforce

Sword Reward

Windforce

SFOTH Sword Order

The main sword progression follows the chapter reward structure: Ice Dagger after Chapter One, Venomshank after Chapter Two, Ghostwalker after Chapter Three, Firebrand after Chapter Four, and Windforce after Chapter Five. Sword Energy, also called NRG, is the battle resource used for SFOTH sword actions.

Key Characters

ShedletskyPlayer

Key Locations

Blackrock CastleRugged RainforestCatacombsTemple of the Red SunThe Heights

Sword Reward

Ice Dagger, Venomshank, Ghostwalker, Firebrand, Windforce

Block Tales Wiki

Your complete resource hub for Block Tales chapters, cards, bosses, BUX locations, badges, items, and update guides.

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