
Barricade
Power
3
Block is not removed at the start of your turn.

Barricade+
Power
2
Block is not removed at the start of your turn.
Barricade
IroncladPowerRare
Block is not removed at the start of your turn.
Block is not removed at the start of your turn.
Once played, your Block stays through the start of each turn instead of vanishing. It is a single power that does not stack, and the upgrade only lowers the cost from 3 to 2. Every point of Block you gain from then on is banked until something breaks it.
When to take Barricade
Take it for a defensive deck with Block sources like Impervious or Blood Wall to spare a turn for. Play this Rare on a safe turn, and upgrade it early so you can still Defend that turn.
Cards that synergize with Barricade

Body Slam
Attack
1
Deal damage equal to your Block.
Body SlamBody Slam hits for your whole stockpile.Deal damage equal to your Block.

Impervious
Skill
2
Gain 30 Block.
Exhaust.
Exhaust.
ImperviousImpervious and Blood Wall add big chunks that now last.Gain 30 Block.
Exhaust.
Exhaust.

Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Gain 16 Block.
Blood WallImpervious and Blood Wall add big chunks that now last.Lose 2 HP.
Gain 16 Block.
Gain 16 Block.

Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
JuggernautJuggernaut and Feel No Pain keep feeding Block every turn.Whenever you gain Block, deal 6 damage to a random enemy.

Feel No Pain
Power
1
Whenever a card is Exhausted, gain 3 Block.
Feel No PainJuggernaut and Feel No Pain keep feeding Block every turn.Whenever a card is Exhausted, gain 3 Block.

Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
UnmovableUnmovable doubles the first gain each turn.The first time you gain Block from a card each turn, double the amount gained.

Flame Barrier
Skill
2
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Whenever you are attacked this turn, deal 4 damage back.
Flame BarrierFlame Barrier gains Block, which Barricade makes count for moreGain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Whenever you are attacked this turn, deal 4 damage back.

Evil Eye
Skill
1
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain another 8 Block if you have Exhausted a card this turn.
Evil EyeEvil Eye gains Block, which Barricade makes count for moreGain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain another 8 Block if you have Exhausted a card this turn.

Shrug It Off
Skill
1
Gain 8 Block.
Draw 1 card.
Draw 1 card.
Shrug It OffShrug It Off gains Block, which Barricade makes count for moreGain 8 Block.
Draw 1 card.
Draw 1 card.

Taunt
Skill
1
Gain 7 Block.
Apply 1 Vulnerable.
Apply 1 Vulnerable.
TauntTaunt gains Block, which Barricade makes count for moreGain 7 Block.
Apply 1 Vulnerable.
Apply 1 Vulnerable.

True Grit
Skill
1
Gain 7 Block.
Exhaust 1 card at random.
Exhaust 1 card at random.
True GritTrue Grit gains Block, which Barricade makes count for moreGain 7 Block.
Exhaust 1 card at random.
Exhaust 1 card at random.

Armaments
Skill
1
Gain 5 Block.
Upgrade a card in your Hand.
Upgrade a card in your Hand.
ArmamentsArmaments gains Block, which Barricade makes count for moreGain 5 Block.
Upgrade a card in your Hand.
Upgrade a card in your Hand.

Colossus
Skill
1
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
You receive 50% less damage from Vulnerable enemies this turn.
ColossusColossus gains Block, which Barricade makes count for moreGain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
You receive 50% less damage from Vulnerable enemies this turn.

Defend
Skill
1
Gain 5 Block.
DefendDefend gains Block, which Barricade makes count for moreGain 5 Block.

Iron Wave
Attack
1
Gain 5 Block.
Deal 5 damage.
Deal 5 damage.
Iron WaveIron Wave gains Block, which Barricade makes count for moreGain 5 Block.
Deal 5 damage.
Deal 5 damage.

Second Wind
Skill
1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Second WindSecond Wind gains Block, which Barricade makes count for moreExhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.

Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield gains Block, which Barricade makes count for moreLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.

The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
If you take unblocked attack damage this combat, die.
The GambitThe Gambit gains Block, which Barricade makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
If you take unblocked attack damage this combat, die.

Panic Button
Skill
0
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic ButtonPanic Button gains Block, which Barricade makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
You cannot gain Block from cards for 2 turns.
Exhaust.

Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.
RelaxRelax gains Block, which Barricade makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium gains Block, which Barricade makes count for moreGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Lift
Skill
1
Give another player 11 Block.
LiftLift gains Block, which Barricade makes count for moreGive another player 11 Block.

Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate DefendUltimate Defend gains Block, which Barricade makes count for moreGain 11 Block.

Intercept
Skill
1
Gain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Redirect all incoming attacks that would be dealt to another player this turn to you.
InterceptIntercept gains Block, which Barricade makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Relics that synergize with Barricade
AnchorAnchorAnchor starts the pile at 10.Start each combat with 10 Block.
Self-Forming ClaySelf-Forming ClaySelf-Forming Clay gains Block, which Barricade makes count for moreWhenever you lose HP in combat, gain 3 Block next turn.
Captain's WheelCaptain's WheelCaptain's Wheel gains Block, which Barricade makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn CleatHorn CleatHorn Cleat gains Block, which Barricade makes count for moreAt the start of your 2nd turn, gain 14 Block.
Tuning ForkTuning ForkTuning Fork gains Block, which Barricade makes count for moreEvery time you play 10 Skills, gain 7 Block.
PermafrostPermafrostPermafrost gains Block, which Barricade makes count for moreThe first time you play a Power each combat, gain 7 Block.
SaiSaiSai gains Block, which Barricade makes count for moreAt the start of your turn, gain 7 Block.
OrichalcumOrichalcumOrichalcum gains Block, which Barricade makes count for moreIf you end your turn without Block, gain 6 Block.
The AbacusThe AbacusThe Abacus gains Block, which Barricade makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak ClaspCloak ClaspCloak Clasp gains Block, which Barricade makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Lost WispLost WispLost Wisp triggers on Powers played, and Barricade is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Barricade is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Anchor???Anchor???Anchor??? gains Block, which Barricade makes count for moreStart each combat with 4 Block.
Ripple BasinRipple BasinRipple Basin gains Block, which Barricade makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???Orichalcum???Orichalcum??? gains Block, which Barricade makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental FanOrnamental FanOrnamental Fan gains Block, which Barricade makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating HelmetIntimidating HelmetIntimidating Helmet gains Block, which Barricade makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Daughter of the WindDaughter of the WindDaughter of the Wind gains Block, which Barricade makes count for moreWhenever you play an Attack, gain 1 Block.
Game PieceGame PieceGame Piece triggers on Powers played, and Barricade is oneWhenever you play a Power, draw 1 card.
Changes by version
- Barricade no longer blocks Blur from ticking down
- Body Slam card and Barricade card and power now includes the Block hovertip
- Updated card portrait for Barricade
All 4 patch notes1 older
- Update Barricade card portrait
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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