The table has room for more cards. Card Crawl 2 is a solitaire dungeon card game with up to sixteen cards in play. Weapons, shields, and potions must last long enough to clear the monsters. Each useful card you spend now affects what remains for the next threat.
Make room on the table. Sort cards, equip an item, or sell something. Spells can change a poor position: a healing effect might let you survive an attack, while another card can turn an unwanted item into a potion. Different heroes and equipment alter the choices available during a run. The developer also includes a Weekly Tavern Crawl alongside other modes for returning to the system with a different challenge.



Pocket Gamer likes the card decisions but criticizes the limits on how much currency the collection pouch can hold. Several US App Store reviews also object to ads or progression restrictions, although a later reviewer says normal play provides enough currency for their needs. I think that disagreement is worth keeping beside the attractive artwork: enjoying the puzzle and enjoying its collection system are separate questions.
I like the expanded board for iPhoners who like calculating what a finite deck can handle. I'd spend the first sessions judging the card decisions, then check whether the surrounding progression still feels acceptable before investing in a large collection.