The Binding of Isaac: Four Souls – 6th Anniversary Edmund Booster Pack
The Binding of Isaac: Four Souls – 6th Anniversary Edmund Booster Pack Rulebook
Table of Contents
Table of Contents
Cards
Stat lines are printed as: Heart (health), Dice (the roll needed to hit, shown as "X+"), and Attack (sword). The skull icon marks a monster's reward line. The small arrow-on-sticky-note icon before an ability marks that ability's text as printed. The gold "$:" icon marks a $ ability. The ghost icon marks a soul value.
Stacy
Stats: Heart 2, Attack 1.
(arrow icon) Play an additional loot card this turn.
Starting item: Unstable DNA.
Unstable DNA
At the start of your turn, roll- 1-2: Remove all counters from this. 3-4: Put a Heart counter on this. 5-6: Put an Attack counter on this.
-Eternal-
Weltling
Stats: Heart 3, Dice 3+, Attack 1.
At the start of each turn, put a counter on this.
This has -1 Heart for each counter on it.
Each time a player rolls an attack roll of 1, this deals 2 damage to each player.
Reward line (skull icon): 5¢.
Police Lineup
All non-active players secretly decide together on which non-active player is guilty till end of turn. Then, the active player chooses a non-active player. If the chosen player is guilty, they die and the active player gains +1 Treasure. Otherwise, the guilty player gains +1 Treasure and the active player skips their next turn.
Clubby the Seal
Stats: Heart 2, Attack 1.
(arrow icon) Play an additional loot card this turn.
Starting item: Club.
Club
Rewards from non-boss monsters are doubled on your turn.
(arrow icon) If it's your turn, put a monster not being attacked on the bottom of the monster deck.
(arrow icon) Cancel the (arrow icon) or $ ability of an item or a loot being played. This loses all abilities except Eternal until the next time your turn ends.
-Eternal-
A Friend
Each time a soul enters another player's control, put a counter on this. Then, if this has 3+ counters, it loses all abilities and becomes a soul.
Soul value (ghost icon): +1.
Blast Miner TNT!
(arrow icon) Roll- 1-2: Take 1 damage. 3-5: Deal 1 damage to a monster or player.
Each time you gain 3 or more ¢ at once, recharge this.
Light Switch
Stats: Heart 6, Dice 1+, Attack 0.
Each time the active player deals damage to this, they roll- 1: Take 3 damage. 2: Take 2 damage. 3: Gain 1¢. 4: Loot 1. 5: Gain 5¢. 6: Gain +1 Treasure.
Reward line (skull icon): Roll- gain X ¢.
Cereus Peashy
Stats: Heart 3, Dice 3+, Attack 1.
At the start of each turn, the active player rolls- 1-3: Choose another monster at random. Put it into discard. 4-6: They must attack this this turn.
Each time this takes damage, it deals 1 damage to the active player.
Reward line (skull icon): +1 Treasure. Soul value (ghost icon): +1.
Gish
Stats: Heart 2, Attack 1.
(arrow icon) Play an additional loot card this turn.
Starting item: Ball of Tar.
Ball of Tar
$: Discard a loot card: Choose one- • Copy a non-trinket, non-ambush loot being played by another player. • Put a monster not being attacked into discard. • Prevent the next 1 damage you would take this turn.
-Eternal-
The Monster
While this is charged, other players can't choose you or something you control as the target of a loot or ability.
(arrow icon) Cancel your attack and heal to full Heart.
Tumor Ball
Each time you die, put 3 counters on this.
$: Remove 2 counters from this: Choose a player. The next time that player would die this turn, prevent death and heal them to full Heart. They may cancel their attack.
Coil
Stats: Heart 3, Dice 3+, Attack 1.
When this enters play, each player gives their hand to the player to their right.
When this dies, put it in the monster deck 4 cards from the top.
Reward line (skull icon): Loot 2.