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Card Crawl 2

Solitaire Dungeon Crawl

Ratings

Age

13+

Category

Card

Languages

English

Card Crawl 2 is the highly anticipated sequel to the hit dungeon-crawler solitaire game. The core loop remains as addictive as ever: players are dealt a deck of 54 cards and must clear the dungeon by managing their health, equipment, and monster encounters. This sequel introduces multiple playable characters, each with unique abilities, expanded card types, and a new 'Tavern' hub where players can engage in mini-games and upgrade their gear. It’s a perfect mobile game designed for quick sessions with infinite depth.

Dinsun Expert Review

Our Expert Score

93/100

Card Crawl 2 is the gold standard for mobile game sequels. It takes the elegant, simple core of the original and expands it in all the right directions without losing the 'pick-up-and-play' magic. The addition of distinct hero classes completely changes the game—playing as the Mage feels like a different puzzle compared to the Warrior.

The presentation is top-notch. The quirky, hand-drawn art style has so much personality, and the sound design makes every card flip feel satisfying. I particularly love the new meta-progression in the Tavern; it gives you a reason to keep coming back even after a failed run.

It’s rare to find a game that is this well-balanced for short bursts of play. It’s deep enough to satisfy hardcore strategy fans but accessible enough for anyone who knows how to play Solitaire. It is, quite simply, a must-have on any iPhone.

Dinsun reviewed on: Tue Feb 04 2025

Features

1

Multiple playable heroes with unique skills

2

Brand new 'Tavern' hub world

3

Hundreds of new items and ability cards

4

Daily dungeon challenges

5

Beautiful hand-drawn art style

Tips & Walkthrough

Gameplays

Screenshot

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Q&A

Not at all. Card Crawl 2 stands perfectly on its own and includes an excellent tutorial.

Ratings & Reviews

Old friend
Wed Apr 01 2026 babyjb61

For me, the original Card Crawl was a staple when it came to mobile gaming. From its first launch day until about 4 days ago it had a spot on my phone. Since the release of Card Crawl 2, I obviously havent played it as much. Card Crawl 2 if better in every way. Playable characters that actually change the gameplay, new game modes that keeps to the core charm of the original. It should be everything I hopped for, and it’s pretty dang close. Enter micro transaction, and a monthly charge to keep out advertising. I’m not a dev, so I don’t know the costs and time it takes to not only make a game but make sure it earns money. I’m a gamer. And as a gamer, nothing pulls me out of having a good time then having to watch ads and deal with micro transactions. I would rather pay a base price and enjoy the content, without the limitations of watching an ad to earn coins to play the game, I see enough of that from not good games. I hate to see it with the games that are actually good. All that being said, it does seem like the developer has gone about it in a tasteful way. Most the ads are voluntary, but if you want to get new stuff out the game they’re kind of inevitable. I love this developer, and all their games. The first Card Crawl is still one of my all time favorites. Micro transaction and ads are lame though.

Downright Great
Mon Mar 30 2026 NGAjoe

Thoroughly impressed with this one. Has a great causal feel, but has implemented enough twists, upgrades, collectibles, game modes, and gates to give it a great progression feel and offer different approaches to clear each deck. And it achieves ‘flow,’ or the just-one-more-game feel you get from other similar roguelike games. This isn’t a card game in the same style as Slay the Spire, but rather solitaire/klondike. There are a few in-game purchasable items that benefit your progression, so be aware. Given the author’s track record on killer games and great content, I’m satisfied with getting a minor bag upgrade and a subscription—but get that could sour a few grapes for some. All in all, I’m really happy with what this turned out to be and have sunk several hours in so far, and have been very happy to see how this is starting to open up! Strongly Recommended.

force iap if you want to complete game
Mon Apr 13 2026 hj7474

if you want to make a game finishable/winnable/completable only via in app purchases, you need to say that in the description. don’t claim to be free to play. i thought i finally had found an amazing card game that had an OPTION to buy and support if we wanted to, not having an appearance of free. but you can only collect 250 coins without buying an upgrade to your pouch. no biggie, i build up coins and buy cards to grow my collection, hoping to complete it slowly but surely. now, as i’ve progressed in the game, you need 275 coins to buy a card. so i cannot do that now without purchasing to upgrade my coin pouch. disheartening and im deleting the app now. it just feels misleading UPDATED TO ONE STAR AFTER DEVELOPER CALLS ME LIAR lol. you DO need to pay to upgrade your pouch to collect the coins you earn, weirdo. forcing ads for a *potential* coin overage is not integrity or honesty. also, how is one to know that ads can exceed your pouch maximum? i never would’ve known unless you told me. why would i try. it’s a maximum for a reason you claim to be free. if you want to buy the cards to finish the game, you must do an in app purchase to upgrade your pouch. read all other 1-2 star reviews. just be honest and upfront, that’s all players want. where’s your response to the hundreds of similar comments calling them liars?

Legit predatory monetization
Fri Apr 03 2026 Soccerl4d

You’ll read that you don’t have to buy into the monetization but, while that’s technically true, you also won’t be able to progress without paying for something less than the full game. After a couple days your 250 gold cap becomes meaningless in the shop, where spells and artifacts cost 275, so you have wait for the daily chest which requires an incredibly tedious ad watch (seriously, you have to click the X 3+ times). Without unlocking more of your collection, you won’t be able to unlock new game modes. Without new game modes, you can’t progress through your two characters (the others of which are also behind paywalls). So you basically get to play two vanilla modes for free and then have to decide what to pay for next. $2 for a one of the two gold caps, but have to watch ads still and then wonder whether you’ll have to do it again after you unlock a few more items. $1/month for ads removal but you still have the gold cap. How much does the game actually cost?! Who knows. I’d pay $5 up front just to be able to play in its entirety. It feels like the dev read a single book on how to monetize an app and is just throwing stuff at the wall hoping it works. The game is fun, but this is ridiculous.

Great Game Ruined by Monetization
Sat Apr 04 2026 AFanOFoldschooladventures

I have bought every one of this designer’s games (he is a single guy doing it all) as he’s got real skill and talent. The core gameplay loop is a lot of fun and stylish with a surprising amount of strategy. Unfortunately, it is literally impossible to unlock 50% of the content without spending a chunk of cash. Extra spells, heroes, and items are unlocked, as is usual, with in-game currency. The problem is that you have a currency cap of 250 gold, which you can pay a $1 to bump up to 500 gold, but if you want to cap it at 1,500 gold, well, that’s going to cost you $6. Annoyingly those spells and items start ramping up in cost the more you unlock (so once you reach around 50% unlock, well those spells and items start costing 750 gold each, which you can’t save up to without paying $7). And new heroes cost 700 gold (or 6 gems which is the premium currency). There are also ads you can watch, but the rewards are limited. You can pay a $1/month to skip ads. It is a real bummer.

Good…But Poor Monetization
Sun Apr 19 2026 Pubdz

The game itself is fine. Fun solitaire-like rogue-like. The elephant in the room is the monetization. I just recently hit “the wall”. Your good bag holds 250 coins. If you get money over that amount NOT from a special chest, the barkeep steals it. Problem? Not if shop items don’t cost over 250…but they do. So you are shelling out at least that, but there are two 1.99 upgrades for max coin bag capacity. Plan on purchasing them. But then…there is a monthly subscription. I’m…confused. I’m not sure why it’s there as it isn’t “necessary”, but seems to skip progression. So the point of buying is to….play the game less. In my eyes, that devalues the product. If you made it and don’t want me to play it, why should I? I’ll sandwich this with a compliment. It’s a polished game that is fun to play. I just wish I could simply buy it like their other games…

Fun Game, Progression Gated Behind Paywalls
Mon Apr 13 2026 Dragp

I haven’t played Card Crawl 1 before, so this is my intro to the series. I have no idea how the previous game was, but I think Card Crawl 2 is fun, but I’ve reached a point where opening the game every day will accomplish nothing for me. Initially, you can only hold 250 gold between runs in your “piggy bank”. Quickly and quite frequently in the game, there are cards, characters, and spells that cost a minimum of 275 gold. These are your real means of progression and unlocking more modes. You can get lucky in a run and get a chest that pushes your earnings above 250, but they appear maybe once every 7 runs? So realistically when the shop has items selling for over 250 gold there’s nothing I can do other than pay real money for a larger piggy back, or watch a 2 minute ad and hope the shop offerings switch to something I can afford. There have been times I’ve refreshed the shop a max of 3 free times a day, and have been unable to afford anything at all, making playing the game feel like there is no progression.

Deliberately obscure monetization sinks a potential classic
Tue Mar 31 2026 Tanner Hendrickson

Much has been written about the monthly ad removal subscription, but honestly I think they are missing the forest for the trees. The entire progression system (which also gates players from participating in daily challenges if they don’t have the day’s hero unlocked) is undermined by obscured drop rates for gems and a tiered IAP for “pouchy” upgrades. It took a couple hours of playing to figure out how it all fit together, which is entirely disqualifying on its own, especially coming from an established solo designer and not a megacorp with a team of amoral psychologists. It’s a crying shame, because the actual game seems really good otherwise! I hope that the game can be salvaged. You can do better, Arnold. I have recommended many of your games to friends. I will be recommending against this game to those friends.