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Guards of Atlantis II: Tabletop MOBA – Devoted Hero Pack thumbnail

Guards of Atlantis II: Tabletop MOBA – Devoted Hero Pack

Expansion for Guards of Atlantis II

Guards of Atlantis II: Tabletop MOBA – Devoted Hero Pack Rulebook

Table of Contents

Table of Contents

  • Misa the Samurai
    • Watch Me Soar
    • Focus
    • Discipline
    • Dash and Slash
    • Mastery
    • Death from Above
    • Swoop In
    • Sudden Breeze
    • Gust of Wind
    • Living Tornado
    • Crushing Squall
    • Storm Spirit
    • Power Overwhelming
    • Challenge Accepted
    • Matter of Honor
    • Power Shot
    • Worthy Opponent
    • Thunder Shot
  • Silverarrow the Pathfinder
    • Hit and Run
    • Disorient
    • Divert Attention
    • Fae Healing
    • Lead Astray
    • Nature's Blessing
    • Trailblazer
    • Grasping Roots
    • Entangling Vines
    • Warning Shot
    • Grappling Branches
    • Treetop Sentinel
  • Tali the Spiritcaller
    • Turn Into Ice
    • Glacial Barrier
    • Wall of Frost
    • Ancestral Totem
    • Pack Ice
    • Venerated Totem
    • Commune with Spirits
    • Cold Snap
    • Snowstorm
    • Guardian Spirit
    • Blizzard
    • Vengeful Spirit
    • Reign of Winter
  • Ursafar the Savage
    • Claws That Catch
    • Sniff Out
    • Eyes on the Prey
    • Instinctive Reaction
    • Apex Predator
    • Evolutionary Response
    • Angry Roar
    • Prowling Brute
    • Rampaging Beast
    • Hulking Menace
    • Unstoppable Force
    • Immovable Object

Misa the Samurai

Watch Me Soar

Basic Movement · Initiative 9

You may move through obstacles. This turn: You are immune to non-ranged attacks and skills. Ignore the effects of tokens. Other units may move through you.

Focus

Skill · Tier I · Initiative 3

Next turn: After you resolve a skill, you may repeat it once.

Discipline

Skill · Tier II · Initiative 2

Next turn: After you resolve an attack or a skill, you may repeat it once. Cannot attack the same hero twice this way.

Dash and Slash

Skill · Tier II · Initiative 2

Next turn: The first enemy hero you move through discards a card, if able. If a hero discards a card this way, gain 1 coin.

Mastery

Defense / Skill · Tier III · Initiative 2

Next turn: After you resolve an action, you may repeat it once. Cannot attack the same hero twice this way.

Death from Above

Defense / Skill · Tier III · Initiative 2

Next turn: The first enemy hero you move through this turn discards a card, or is defeated. If a hero discards a card this way, gain 2 coins.

Swoop In

Basic Skill – Area · Initiative 12

Place yourself into a space in radius, adjacent to an enemy hero. This turn: Heroes in radius must attack you, if able, when performing an attack action. The first time you discard a card, gain 2 coins.

Sudden Breeze

Skill · Tier I · Initiative 10

Move up to 3 spaces in a straight line ignoring the obstacles.

Gust of Wind

Skill · Tier II · Initiative 10

Move up to 3 spaces in a straight line ignoring obstacles. You may place 1 unit moved through into a space adjacent to you.

Living Tornado

Skill – Area · Tier II · Initiative 10

Swap two enemy units in radius, not adjacent to you.

Crushing Squall

Skill · Tier III · Initiative 11

Move up to 4 spaces in a straight line ignoring obstacles. You may place 1 unit moved through into a space adjacent to you.

Storm Spirit

Skill – Area · Tier III · Initiative 11

Swap with an enemy unit in radius, not adjacent to you, or swap two enemy units in radius, not adjacent to you.

Power Overwhelming

Ultimate

You may move through obstacles. Your actions with "Next turn" active effects count as if they had a "This round" active effect instead.

Challenge Accepted

Attack · Tier I · Initiative 9

Target a unit adjacent to you. After the attack: If the target defends successfully, gain 2 coins.

Matter of Honor

Attack · Tier II · Initiative 9

Target a unit adjacent to you. After the attack: If the target defends successfully, gain 3 coins.

Power Shot

Attack – Ranged · Tier II · Initiative 9

Target a unit in range. After the attack: If the target is not adjacent to you, you may move it 1 space, to a space farther away from you.

Worthy Opponent

Attack · Tier III · Initiative 10

Target a unit adjacent to you. If you target a hero, that hero cannot choose to not defend. After the attack: If the target defends successfully, gain 4 coins.

Thunder Shot

Attack – Ranged · Tier III · Initiative 10

Target a unit in range. After the attack: If the target is not adjacent to you, you may move it 1 space to a space farther away from you, up to two times.

Silverarrow the Pathfinder

Hit and Run

Basic Attack – Ranged · Initiative 12

Cannot attack if you are adjacent to an enemy unit. Target a unit in range. After the attack: You may fast travel, if able.

Disorient

Skill · Tier I · Initiative 3

Move an enemy unit adjacent to you up to 1 space. If you do, move up to that number of spaces in a straight line.

Divert Attention

Skill · Tier II · Initiative 2

Move an enemy unit adjacent to you up to 2 spaces. If you do, move up to that number of spaces in a straight line.

Fae Healing

Skill – Area · Tier II · Initiative 2

If you are not adjacent to an enemy unit, another hero in radius may retrieve a discarded card.

Lead Astray

Skill · Tier III · Initiative 2

Move an enemy unit adjacent to you up to 3 spaces. If you do, move up to that number of spaces in a straight line.

Nature's Blessing

Skill – Area · Tier III · Initiative 2

If you are not adjacent to an enemy unit, you and up to one hero in radius may retrieve a discarded card.

Trailblazer

Basic Skill · Initiative 13

If you are not adjacent to an enemy unit, you may move up to 4 spaces in a straight line to a space not adjacent to an enemy unit.

Grasping Roots

Movement – Area · Tier I · Initiative 10

This turn: Enemy heroes in radius adjacent to terrain cannot fast travel, or move more than 1 space with a movement action.

Entangling Vines

Movement – Area · Tier II · Initiative 10

This turn: Enemy heroes in radius adjacent to terrain, or to their friendly hero, cannot fast travel, or move more than 1 space with a movement action.

Warning Shot

Skill – Area · Tier II · Initiative 10

If you are not adjacent to an enemy unit, End of turn: An enemy hero in radius discards a card, if able.

Grappling Branches

Movement – Area · Tier III · Initiative 11

This turn: Enemy heroes in radius adjacent to terrain, or to their friendly unit, cannot fast travel, or move more than 1 space with a movement action.

Treetop Sentinel

Skill – Area · Tier III · Initiative 11

If you are not adjacent to an enemy unit, End of turn: An enemy hero in radius discards a card, or is defeated.

Wild Hunt

Ultimate

Each time before you perform an action you may move 2 spaces in a straight line.

Snap Shot

Attack – Ranged · Tier I · Initiative 9

-2 Range for every unit adjacent to the target, including you. Target a hero in range, or a minion adjacent to you and in range. (If your range is below 1, you cannot perform this action).

Opportunity Shot

Attack – Ranged · Tier II · Initiative 9

-2 Range for every unit adjacent to the target, including you. Target a unit in range.

Long Shot

Attack – Ranged · Tier II · Initiative 9

Target a unit at maximum range.

Clear Shot

Attack – Ranged · Tier III · Initiative 10

-2 Range for every unit adjacent to the target, including you. Target a unit in range.

Rain of Arrows

Attack – Ranged · Tier III · Initiative 10

Target a unit at maximum range. If you target a hero, may repeat up to two times on different heroes.

Tali the Spiritcaller

Turn Into Ice

Basic Skill – Ranged · Initiative 10

Choose one —

  • A hero in range with an unresolved card may choose to retrieve that card. If they do not, name a color; that hero discards a card of that color, if able.
  • Defeat a minion adjacent to you.

Glacial Barrier

Skill – Area · Tier I · Initiative 4

Place an ice token in radius, adjacent to another ice token, if able. Enemy heroes have -1 Initiative penalty for every ice token they are adjacent to.

Wall of Frost

Skill – Area · Tier II · Initiative 3

Place up to 2 ice tokens in radius, adjacent to another ice token, if able. Enemy heroes have -1 Initiative penalty for every ice token they are adjacent to.

Ancestral Totem

Skill – Area · Tier II · Initiative 3

Place a totem token in radius. If a friendly melee minion adjacent to a totem would be defeated, you may remove the totem instead.

Pack Ice

Skill – Area · Tier III · Initiative 3

Place up to 3 ice tokens in radius, adjacent to another ice token, if able. Enemy heroes have -1 Initiative penalty for every ice token they are adjacent to.

Venerated Totem

Skill – Area · Tier III · Initiative 3

Place a totem token in radius. If a friendly minion adjacent to a totem would be defeated, you may remove the totem instead. Totems are immune to enemy actions.

Commune with Spirits

Basic Skill · Initiative 12

The nearest friendly hero names a color, you may then choose one —

  • Discard a card of that color. If you do, perform any one action on that card.
  • Retrieve a discarded card of that color.

Cold Snap

Skill – Area · Tier I · Initiative 9

The nearest enemy hero in radius discards a card, if able. Next turn, after playing cards: That hero may retrieve that discarded card.

Snowstorm

Skill – Area · Tier II · Initiative 10

Name a color. The nearest enemy hero in radius discards a card of that color, if able. Next turn, after playing cards: That hero may retrieve a discarded card of that color.

Guardian Spirit

Skill – Area · Tier II · Initiative 10

If you have a card in the discard, a friendly hero in radius may retrieve a discarded card.

Blizzard

Skill – Area · Tier III · Initiative 10

Name a color. The nearest enemy hero in radius discards a card of that color, if able. End of next turn: That hero may retrieve a discarded card of that color.

Vengeful Spirit

Skill – Area · Tier III · Initiative 10

If you have a card in the discard, you, or a friendly hero in radius, may retrieve a discarded card.

Reign of Winter

Ultimate

Whenever any enemy hero in play retrieves a card as a result of an action, that hero discards a card, if able, and you may retrieve your discarded card.

Frost Dagger

Attack · Tier I · Initiative 8

Target a unit adjacent to you. After the attack: If you target a hero, that hero discards a card, if able. Next turn, after playing cards: That hero may retrieve that card.

Frost Spear

Attack · Tier II · Initiative 9

Target a unit adjacent to you. After the attack: If you target a hero, name a color. That hero discards a card of that color, if able. Next turn, after playing cards: That hero may retrieve that card.

Spirit Wolf

Attack – Ranged · Tier II · Initiative 9

If you have a card in the discard, target a minion in range, or a hero adjacent to you. Otherwise, target a unit adjacent to you.

Frost Scepter

Attack · Tier III · Initiative 9

Target a unit adjacent to you. After the attack: If you target a hero, name a color. That hero discards a card of that color, if able. End of next turn: That hero may retrieve that card.

Spirit Bear

Attack – Ranged · Tier III · Initiative 9

If you have a card in the discard, target a unit in range. Otherwise, target a unit adjacent to you.

Ursafar the Savage

Claws That Catch

Basic Attack · Initiative 12

Before the attack: If you are enraged and not adjacent to an enemy unit, move up to 1 space. Target a unit adjacent to you. After the attack: This round: You are enraged.

Sniff Out

Skill – Ranged · Tier I · Initiative 4

If not enraged, This round: You are enraged; otherwise, an enemy hero in range, not adjacent to you, or to another unit, discards a card, if able.

Eyes on the Prey

Skill – Ranged · Tier II · Initiative 3

If not enraged, This round: You are enraged; otherwise, an enemy hero in range, not adjacent to you, or to another unit, discards a card, if able.

Instinctive Reaction

Skill · Tier II · Initiative 3

If not enraged, This round: You are enraged; otherwise, choose one —

  • Perform an action on your discarded card.
  • You may retrieve a discarded card.

Apex Predator

Skill – Ranged · Tier III · Initiative 3

If not enraged, This round: You are enraged; otherwise, an enemy hero in range, not adjacent to you, or to another unit, discards a card, or is defeated.

Evolutionary Response

Skill · Tier III · Initiative 3

If not enraged, This round: You are enraged; otherwise, choose one, or both —

  • Perform an action on your discarded card.
  • You may retrieve a discarded card.

Angry Roar

Basic Defense / Skill · Initiative 11

Push enemy minions adjacent to you up to 1 space. If enraged, you may retrieve a resolved attack card. This round: You are enraged.

Prowling Brute

Movement · Tier I · Initiative 9

If enraged, after you perform this action, you may swap with a minion adjacent to you. (You may choose to move 0 spaces and still swap).

Rampaging Beast

Movement · Tier II · Initiative 10

If enraged, after you perform this action, you may swap with a unit or a token adjacent to you.

Hulking Menace

Movement · Tier II · Initiative 10

If enraged, this round: Enemy units cannot move through spaces adjacent to you. (They can move into, or out of those spaces, but not both).

Unstoppable Force

Movement · Tier III · Initiative 10

If enraged, before or after you perform this action, you may swap with a unit or a token adjacent to you.

Immovable Object

Movement · Tier III · Initiative 10

If enraged, this round: Enemy units cannot move through spaces adjacent to you. You cannot be placed, pushed, moved, swapped, or forced to move by enemy heroes. Ignore the effects that limit, reduce, or prevent movement.

Unbound Fury

Ultimate

You are always enraged. While an active effect of one or more other cards is also making you enraged, gain +2 Movement.

Prey Drive

Attack · Tier I · Initiative 8

Target a unit adjacent to you. Before the attack: If you are enraged and target a hero, you may remove an enemy minion in radius. This round: You are enraged.

Prey Abundance

Attack · Tier II · Initiative 9

Target a unit adjacent to you. Before the attack: If you are enraged and target a hero, you may remove an enemy minion in radius. This round: You are enraged.

Rip

Attack · Tier II · Initiative 9

Target a unit adjacent to you. After the attack: If you are enraged, and the target was defeated, gain 1 extra coin. This round: you are enraged.

Feeding Frenzy

Attack · Tier III · Initiative 9

Target a unit adjacent to you. Before the attack: If you are enraged and target a hero, you may remove an enemy minion in radius. This round: You are enraged. May repeat once on a different target hero.

Tear

Attack · Tier III · Initiative 9

Target a unit adjacent to you. After the attack: If you are enraged, and the target was defeated, gain 3 extra coins; If a hero was defeated, that hero spends 1 extra Life counter. This round: you are enraged.

Wild Hunt
  • Snap Shot
  • Opportunity Shot
  • Long Shot
  • Clear Shot
  • Rain of Arrows
  • Frost Dagger
  • Frost Spear
  • Spirit Wolf
  • Frost Scepter
  • Spirit Bear
  • Unbound Fury
  • Prey Drive
  • Prey Abundance
  • Rip
  • Feeding Frenzy
  • Tear