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FroGames — Moments You'll Remember
For once, Finn and Jake fight together. The DarkLands take no prisoners.
What it's about
The DarkLands invade the Land of Ooo — this time, you fight together
Card Wars has always been a head-to-head clash. One game, one winner, and the other was the Dweeb. DarkLands Cooperative Expansion turns everything upside down: you and a friend put aside your rivalries and face a common enemy — the DarkLands Overlord, armed with sinister Creatures and devastating Curses.
Choose one of the 4 Overlords to challenge, together build the Army deck by mixing the 4 available factions, and prepare to resist wave after wave. Your victory depends on coordination — not on individual luck.
First official cooperative expansion for the Adventure Time Card Wars card game. Not standalone: requires two existing Card Wars decks to play.
From the tabletop experience
Defending the castle together changes everything. You're no longer thinking about your own strategy — you're thinking about how to cover the other person before they fall.
The secret of DarkLands in one line
The Overlord doesn't miss turns. Every Curse that comes is a decision to be made quickly, together — and you don't always agree.
From the game experience
Card Wars: DarkLands Coop
What's in the box
The DarkLands Arsenal
4 Overlords to defeat
Each Overlord has a different attack style. Chosen at the beginning, it determines the defensive strategy for the entire game.
4 Army factions
Mix them as you like to create the enemy deck. Different pairings, different threats — no two games are the same.
91 cards
44 Creatures, 40 Curses, 5 Barriers, and 2 difficulty reminders. Everything you need to bring the chaos of the DarkLands to the table.
4 DarkLands Landscapes
Sinister landscapes that change the rules of the battlefield. Coordinate your position — territory matters as much as cards.
Non-standalone expansion. Two existing Adventure Time Card Wars decks are required to play. Does not include a complete game.
There are evenings when you want to win together instead of winning over the other. DarkLands is made for those evenings.
🃏Components10 types · 91+ pieces
🃏Recommended Sleeves1 size · 91 cards
A five-moment game
What happens at the table
Not the rules. The experience.
Choose your enemy, build the Army deck
Decide together which Overlord to face. Then shuffle the factions of the Army deck — each combination changes the pace of the threat. You look at each other, agree, and at this stage, you already understand if you're on the same wavelength.
The first Creatures invade the field
The Army deck begins to spit out Creatures onto the Landscapes. They seem manageable. You start dividing tasks: you take the left, I'll take the right. The plan makes sense. For now.
The Overlord's first Curse
The first Curse arrives. The Overlord strikes and the field changes in one turn — a Creature that seemed dead has a new ability, your partner has three fewer life points. Everything is urgently reorganized. The original plan is already a distant memory.
One of you is almost out
The castle is crumbling. One of the two players is on their last life points. The other must choose: press the attack on the Overlord or cover their partner. This is the moment you understand who you are as a duo — and you nervously laugh at every decision.
The Overlord falls — or the castle does too
The game ends quickly, one way or another. If you win, there's a moment of disbelieving silence before the cheers. If you lose, you look at the table and already understand where you went wrong. In both cases, you pick up the deck again and choose the next Overlord.
How to play
The flow of each round
Four phases that repeat until victory or defeat. The Overlord doesn't wait.
Draw from the Army deck and Creatures are placed on the DarkLands Landscape. Factions activate their special abilities: some accelerate, others multiply, others still apply negative statuses.
The active Overlord plays a Curse card against the players. Immediate effects, persistent debuffs, or enhancement of Creatures already on the field — each Overlord has its own style.
Both players play their cards: Creatures, Spells, Buildings. You can communicate freely and plan your moves — coordination is your most valuable resource.
Attacks are resolved, castle and player life points are updated. If someone reaches zero — or the Overlord does — the game ends. Immediately.
Why it's different
Six reasons to open the DarkLands
The first official cooperative mode
Card Wars originated as a direct clash. DarkLands is the first expansion to transform it into a collaborative experience — without distorting the base game.
4 interchangeable Overlords
Each Overlord imposes a different defensive strategy. You can challenge them in order of difficulty or choose the one that most punishes your play style.
Modular Army deck with 4 factions
Mix the four factions as you wish to build the enemy deck. Change the combo, change the threat — each game has a different invasion dynamic.
Curses change the field in one turn
The 40 Overlord Curses don't just deal damage — they alter the rules of the field. A well-constructed plan can collapse in a single round. Resilience is built together.
Three difficulty levels
Included difficulty reminders allow you to scale the challenge. Accessible games for beginners, brutal games for those who truly want to be tested.
Integrates with existing decks
Requires two Card Wars decks — the ones you probably already have. You don't need to buy anything new to play: DarkLands slots right into your collection.
How it ends
Win together or fall together
There are no individual winners — either you beat the Overlord as a duo, or you lose as a duo. Responsibility is shared until the very last turn.
Victory
- Reduce the Overlord's life points to zero before losing the castle
- Both players must still be in the game at the time of victory
- Winning on high difficulty counts double in post-game conversations
Defeat
- The castle is destroyed by Creatures or Curses
- One of the two players loses all life points
- Defeat is never final — you choose a new Overlord and start again
DarkLands is the answer for those who love Card Wars but want to play it in a completely different way — with someone instead of against someone.
Frequently asked questions
FAQ about Card Wars: DarkLands Cooperative Expansion
What's different from regular Card Wars?
In base Card Wars, you fight one-on-one — one winner, one loser. DarkLands transforms the game into a cooperative one: both players collaborate against a common enemy controlled by the Army deck and the Overlord. Existing cards interact with completely new mechanics.
Is it worth it if I already have Card Wars decks?
Yes, if you're looking for a different way to play them. DarkLands doesn't replace normal games — it adds a completely separate mode for when you want to team up. If you're the only one with Card Wars decks at home, this expansion allows you to play with those who don't have any.
Can I play it without knowing Card Wars?
It's not recommended. DarkLands is an expansion — it requires two existing Card Wars decks and assumes players know the basic game mechanics. Those who are completely new should first familiarize themselves with a base deck.
How many different Overlords are there and how much does the difficulty vary?
There are 4 Overlords, each with a different set of Curses and attack style. The difficulty can also be adjusted through the difficulty reminders included in the box. Combining Overlords, Army factions, and difficulty level provides a lot of variability between games.
Does it work solo?
No — DarkLands is designed for exactly 2 players. There is no official solo variant. You need a partner to play it.
Is it available in Italian?
This is the English edition. The text on the cards is in English — to fully appreciate the abilities and Curses, a basic command of the language is helpful. The rulebook is included in English in the box.
Adventure Time Card Wars: DarkLands Cooperative Expansion is a cooperative expansion for the Adventure Time Card Wars card game, designed for 2 players (ages 14+, duration 30–60 min). Published by Cryptozoic Entertainment. Main mechanic: cooperative card game with modular Army deck and Overlord system. Players together face 4 Overlords with unique Curse sets, supported by an Army deck composed of 4 interchangeable factions. Contents: 91 cards (44 Creatures, 40 Curses, 5 Barriers, 2 Difficulty Reminders), 4 DarkLands Landscape tiles, 4 Overlord tiles, HP/Attack/Burn/Frozen tokens and English rulebook. Not standalone — requires 2 Adventure Time Card Wars decks to play. First official cooperative expansion of the Card Wars line. English edition. Available on FroGames.it.

Adventure Time Card Wars - DarkLands Cooperative Expansion
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