About Fieldstone
Fieldstone puts a kingdom-builder on top of a falling-block board, and the two halves genuinely interact rather than sitting side by side. You place tetromino pieces on a 10-by-20 grid, but each piece carries terrain rather than colour - forest, plains, mountain, river, settlement, wall or cursed ground - and completing a horizontal row harvests it: the row stays on the board as permanent kingdom land and pays resources - lumber, food, stone and gold - plus score, according to what that row was made of. Forest pays lumber, plains food, mountains stone and rivers gold, settlements split a quarter into each, and cursed tiles are exactly what they sound like. You place ten tiles, and then the round stops being a puzzle: an attack phase resolves, comparing the defence you have built against the enemy's power for that round, and the board you built for economy has to also have been a board that can hold. Resources buy cards between rounds from a deck you chose at the start - farmer opens with a granary, two spearmen and a Bountiful Harvest; mason with a quarry, watchtower, catapult and reinforcements; merchant with a treasury, archers, knights and a terraform. Spells like Siege Break, which removes 50 enemy power for 10 gold, let you buy your way out of one bad round, but only one.
How to Play Fieldstone
Pieces fall as tetrominoes and you place them with the same controls a falling-block game uses - move left and right, rotate, drop. Each piece is made of terrain tiles, and filling a complete horizontal row harvests that row: the row stays on the board as permanent kingdom land and pays resources (lumber, food, stone, gold) plus score, based on the terrain it contains. Forest pays lumber, plains food, mountains stone and rivers gold, and a settlement splits its output a quarter into each. Because harvested rows stay, the board fills as your kingdom grows, and the run ends if the next piece has no room to enter. After ten placed tiles the round ends and the attack phase begins, comparing your accumulated defence against the round's enemy power. Hold and you keep building; fall short and the enemy breaks tiles off the edge of your kingdom. Survive ten waves to win. Between rounds, your resources buy cards from your chosen starting deck - buildings that boost production, units that defend, and spells that intervene once.
Fieldstone Tips and Strategy
- Each terrain pays its own resource when its row is harvested - forest pays lumber, plains food, mountains stone and rivers gold, while a settlement splits its output a quarter into each. Cards cost specific resources, so watch which terrain the next piece carries and build rows toward what your next purchase needs
- Ten tiles per round is the real clock, not the board height. You cannot stall for a better piece, so a placement that wastes a tile costs you 10% of the round
- Defence is checked once, at the end of the round, against a single number. Being slightly over the enemy power is exactly as good as being double it, so resources spent past the threshold are resources you should have banked
- The three starting decks are genuinely different strategies rather than flavours: farmer is economy-first, mason buys defence up front, and merchant trades early gold for flexibility with Terraform
- Siege Break costs 10 gold and removes 50 enemy power. That is a whole round bought out of trouble, but it is one card - hold it for the round where your defence is short, not the first one that looks tight
- Cursed tiles do not stop a row completing, so a row with one cursed tile still harvests. Sometimes taking the row and the penalty is better than leaving a hole you can never fill
- Bountiful Harvest doubles the score bonus of your next harvest, not the resources it pays, so save it for a multi-row harvest - four rows at once is a 100-point bonus, doubled to 200 - rather than playing it the moment you draw it
Fieldstone FAQ
Is Fieldstone free to play?
Yes. Fieldstone is free on Weekly Arcade with no downloads, no ads and no purchases. Signing in adds leaderboard submission and achievements.
How is Fieldstone different from Tetris?
The board is the same 10-by-20 grid and the pieces are tetrominoes, but completing a row harvests it: the row stays on the board as permanent kingdom land and pays resources (lumber, food, stone, gold) plus score, and what it pays depends on which terrain the row was made of. You also only place ten tiles per round before an attack phase resolves, so survival is not about how long you can keep stacking.
What happens in the attack phase?
After ten tiles are placed, your accumulated defence is compared against the round's enemy power as a single number. If your defence meets or exceeds it you repel the wave and score a bonus; if it falls short the enemy breaks up to five tiles off the edge of your kingdom, and from wave four a kingdom left with fewer than 20 tiles falls. Spells like Siege Break can reduce enemy power before the comparison.
What do the terrain types do?
Seven terrains appear on the pieces - forest, plains, mountain, river, settlement, wall and cursed - and each pays its own resource when harvested in a completed row: forest pays lumber, plains food, mountains stone and rivers gold, while a settlement splits its output a quarter into each. Walls pay nothing at harvest but add defence, and each cursed tile cuts its row's output by a quarter, so which terrain fills a row matters as much as filling it.
Which starting deck should I pick?
Farmer opens with a granary, two spearmen and Bountiful Harvest, and plays for economy. Mason opens with a quarry, watchtower, catapult and reinforcements, and buys defence early. Merchant opens with a treasury, archers, knights and Terraform, trading early gold for board flexibility.
Can I lose on the board rather than in combat?
Yes. Harvested rows stay on the board as kingdom land, so the board fills as you build, and the run ends if the next piece has no room to enter. The round still advances after ten tiles, so the clock is tiles rather than board height. The other way to lose is in combat: a failed attack phase breaks tiles off your kingdom, and from wave four a kingdom left with fewer than 20 tiles falls.
Does Fieldstone work on mobile?
Yes. Piece movement, rotation and drop all have touch controls, the 10-by-20 board fits a portrait viewport, and card purchases between rounds are tap targets. It also plays offline once cached.
Games Like Fieldstone
If you enjoy Fieldstone, you might also like: Tetris, Kingdom Rush, Grindstone, Puzzle Quest. Fieldstone is available free on Weekly Arcade - browse all games.
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