Middara: Vile Variations Adventure Pack Expansion
Middara: Vile Variations Adventure Pack Expansion Rulebook
Table of Contents
Table of Contents
- Cave Sickle (Hive Guardian)
- Water Loa (Arcane Asphyxia)
- Earth Loa (Territorial Truffula)
- Animate (Alchemical Variation)
- Card 13 — Animate (Alchemical Variation)
- Card 14 — Animate (Alchemical Variation)
- Card 15 — Animate (Alchemical Variation)
- Card 16 — Animate (Alchemical Variation)
- Card 17 — Animate (Alchemical Variation)
- Card 18 — Animate (Alchemical Variation)
- Card 19 — Animate (Alchemical Variation)
- Card 20 — Animate (Alchemical Variation)
- Card 21 — Animate (Alchemical Variation)
- Card 22 — Animate (Alchemical Variation)
- Gevaudan (Feral Deviation)
- Fragor (Apex Luminosity)
- Merk Hound (Honed Spines)
- Corpse Collector (Ravenous Appetite)
- Blighted Guardian (Relentless Decay)
- Living Oblation (Augmented Pact)
- Gatekeeper (Stringmaster)
- Grotesque Effigy (Cyclone Forest)
- Lich Wurm (Crushing Darkness)
- Tortured Immortal (Master of Chains)
- Soul Butcher (Tenderizing Terror)
- Hallowed Water Loa (Unquenchable Tide)
- Flesh Shaper (Devouring Chaos)
- Loche Bomb (Bursting Volatility)
- Wuxia Asesina (Master of Detonation)
- Fènnù Tank (Bottomless Wellspring)
- Shenlong Song Mage (Eyes in the Darkness)
- Shēntǐ Manipulator (Field Commander)
- Tomb Guardian (Ethereal Blight)
- Jiangshi Volunteer (Touch of Decay)
- Yaoguai (Driven Hunter)
- Mad Runimus (Frenzied Desolation)
- Mana Seducer (Irresistible Compulsion)
- Void Thing (Unmade Reaver)
- Optimath (Perfected Form)
Cave Sickle (Hive Guardian)
Card 1 — Cave Sickle (Hive Guardian)
Printed tabs: 1, 2, 3. Intelligent. Type: Sickle. Variation. Swarm.
Health 6 · Defense 8 · Movement 6 · Armor 0 · Loot level: Mundane · Casting: – · Conviction: [icons] Damage markers: [icon] +1 PHYSICAL DMG
Hive Mind (Passive): The Cave Sickle's Combat Dice and Defense change depending on how many other Cave Sickles are within SOI. The dice table for 1, 2, 3 and 4 other Cave Sickles within SOI is shown on the card face as dice icons only; the text layer does not carry them, so it is not transcribed here.
Sickle Anatomy (Passive): The Cave Sickle has IMMUNITY: POISON and movement point cost is not increased by Terrain or allies.
Hive Protector (Passive): The first time each turn the Cave Sickle is Attacked, it will DODGE. If the Dodge is successful, it will COUNTER.
Does a Sickle Type ally within SOI have Damage? A Sickle Type ally within SOI with Damage Gains a Dodge token. CONTINUE DOWN
Is there an opponent adjacent? Make 2 [icon] ATKS against the opponent with the most Damage. These Attacks Gain FU: Inflict Poison, FORCE 9. THEN: MOVE to put as many Sickle Type allies within SOI as possible. THEN: Make a [icon] 4 ATK.
Can it Move and Attack an opponent within Range 4? MOVE to be at up to Range 4 from the nearest opponent. THEN: Make 2 [icon] 4 ATKS.
Card 2 — Cave Sickle (Hive Guardian)
Printed tabs: 4, 5, 6. Intelligent. Type: Sickle. Variation. Swarm.
Health 6 · Defense 8 · Movement 6 · Armor 0 · Loot level: Mundane · Casting: – · Conviction: [icons] Damage markers: [icon] +1 PHYSICAL DMG
Hive Mind (Passive): The Cave Sickle's Combat Dice and Defense change depending on how many other Cave Sickles are within SOI. The dice table for 1, 2, 3 and 4 other Cave Sickles within SOI is shown on the card face as dice icons only; the text layer does not carry them, so it is not transcribed here.
Sickle Anatomy (Passive): The Cave Sickle has IMMUNITY: POISON and movement point cost is not increased by Terrain or allies.
Hive Protector (Passive): The first time each turn the Cave Sickle is Attacked, it will DODGE. If the Dodge is successful, it will COUNTER.
Does a Sickle Type ally within SOI have Damage? A Sickle Type ally within SOI with Damage Gains a Dodge token. CONTINUE DOWN
Is there an opponent adjacent? Make 2 [icon] ATKS against the opponent with the most Damage. These Attacks Gain FU: Inflict Poison, FORCE 9. THEN: MOVE to put as many Sickle Type allies within SOI as possible. THEN: Make a [icon] 4 ATK.
Can it Move and Attack an opponent within Range 4? MOVE to be at up to Range 4 from the nearest opponent. THEN: Make 2 [icon] 4 ATKS.
Card 3 — Cave Sickle (Hive Guardian)
Printed tabs: 1, 2, 3. Intelligent. Type: Sickle. Variation. Swarm.
Health 12 · Defense 10 · Movement 6 · Armor 0 · Loot level: Common · Casting: – · Conviction: [icons] Damage markers: [icon] +1 PHYSICAL DMG · [icon] +1 PHYSICAL DMG
Hive Mind (Passive): The Cave Sickle's Combat Dice and Defense change depending on how many other Cave Sickles are within SOI. The dice table for 1, 2, 3 and 4 other Cave Sickles within SOI is shown on the card face as dice icons only; the text layer does not carry them, so it is not transcribed here.
Sickle Anatomy (Passive): The Cave Sickle has IMMUNITY: POISON and movement point cost is not increased by Terrain or allies.
Hive Protector (Passive): The first time each turn the Cave Sickle is Attacked, it will DODGE. If the Dodge is successful, it will COUNTER.
Does a Sickle Type ally within SOI have Damage? A Sickle Type ally within SOI with Damage Gains a Dodge token. CONTINUE DOWN
Is there an opponent adjacent? Make 2 [icon] ATKS against the opponent with the most Damage. These Attacks Gain FU: Inflict Poison, FORCE 10. THEN: MOVE to put as many Sickle Type allies within SOI as possible. THEN: Make a [icon] 4 ATK.
Can it Move and Attack an opponent within Range 4? MOVE to be at up to Range 4 from the nearest opponent. THEN: Make 2 [icon] 4 ATKS.
Card 4 — Cave Sickle (Hive Guardian)
Printed tabs: 4, 5, 6. Intelligent. Type: Sickle. Variation. Swarm.
Health 12 · Defense 10 · Movement 6 · Armor 0 · Loot level: Common · Casting: – · Conviction: [icons] Damage markers: [icon] +1 PHYSICAL DMG · [icon] +1 PHYSICAL DMG
Hive Mind (Passive): The Cave Sickle's Combat Dice and Defense change depending on how many other Cave Sickles are within SOI. The dice table for 1, 2, 3 and 4 other Cave Sickles within SOI is shown on the card face as dice icons only; the text layer does not carry them, so it is not transcribed here.
Sickle Anatomy (Passive): The Cave Sickle has IMMUNITY: POISON and movement point cost is not increased by Terrain or allies.
Hive Protector (Passive): The first time each turn the Cave Sickle is Attacked, it will DODGE. If the Dodge is successful, it will COUNTER.
Does a Sickle Type ally within SOI have Damage? A Sickle Type ally within SOI with Damage Gains a Dodge token. CONTINUE DOWN
Is there an opponent adjacent? Make 2 [icon] ATKS against the opponent with the most Damage. These Attacks Gain FU: Inflict Poison, FORCE 10. THEN: MOVE to put as many Sickle Type allies within SOI as possible. THEN: Make a [icon] 4 ATK.
Can it Move and Attack an opponent within Range 4? MOVE to be at up to Range 4 from the nearest opponent. THEN: Make 2 [icon] 4 ATKS.
Card 5 — Cave Sickle (Hive Guardian)
Printed tabs: 1, 2, 3. Intelligent. Type: Sickle. Variation. Swarm.
Health 16 · Defense 12 · Movement 6 · Armor 0 · Loot level: Uncommon · Casting: – · Conviction: [icons] Damage markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Hive Mind (Passive): The Cave Sickle's Combat Dice and Defense change depending on how many other Cave Sickles are within SOI. The dice table for 1, 2, 3 and 4 other Cave Sickles within SOI is shown on the card face as dice icons only; the text layer does not carry them, so it is not transcribed here.
Sickle Anatomy (Passive): The Cave Sickle has IMMUNITY: POISON and movement point cost is not increased by Terrain or allies.
Hive Protector (Passive): The first time each turn the Cave Sickle is Attacked, it will DODGE. If the Dodge is successful, it will COUNTER.
Does a Sickle Type ally within SOI have Damage? A Sickle Type ally within SOI with Damage Gains a Dodge token. CONTINUE DOWN
Is there an opponent adjacent? Make 2 [icon] ATKS against the opponent with the most Damage. These Attacks Gain FU: Inflict Poison, FORCE 11. THEN: MOVE to put as many Sickle Type allies within SOI as possible. THEN: Make a [icon] 4 ATK.
Can it Move and Attack an opponent within Range 4? MOVE to be at up to Range 4 from the nearest opponent. THEN: Make 2 [icon] 4 ATKS.
Card 6 — Cave Sickle (Hive Guardian)
Printed tabs: 4, 5, 6. Intelligent. Type: Sickle. Variation. Swarm.
Health 16 · Defense 12 · Movement 6 · Armor 0 · Loot level: Uncommon · Casting: – · Conviction: [icons] Damage markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Hive Mind (Passive): The Cave Sickle's Combat Dice and Defense change depending on how many other Cave Sickles are within SOI. The dice table for 1, 2, 3 and 4 other Cave Sickles within SOI is shown on the card face as dice icons only; the text layer does not carry them, so it is not transcribed here.
Sickle Anatomy (Passive): The Cave Sickle has IMMUNITY: POISON and movement point cost is not increased by Terrain or allies.
Hive Protector (Passive): The first time each turn the Cave Sickle is Attacked, it will DODGE. If the Dodge is successful, it will COUNTER.
Does a Sickle Type ally within SOI have Damage? A Sickle Type ally within SOI with Damage Gains a Dodge token. CONTINUE DOWN
Is there an opponent adjacent? Make 2 [icon] ATKS against the opponent with the most Damage. These Attacks Gain FU: Inflict Poison, FORCE 11. THEN: MOVE to put as many Sickle Type allies within SOI as possible. THEN: Make a [icon] 4 ATK.
Can it Move and Attack an opponent within Range 4? MOVE to be at up to Range 4 from the nearest opponent. THEN: Make 2 [icon] 4 ATKS.
Water Loa (Arcane Asphyxia)
Card 7 — Water Loa (Arcane Asphyxia)
Printed tabs: 1, 2. Intelligent. Type: Loa. Variation.
Health 12 · Defense 9 · Movement 6 · Armor 0 · Loot level: Mundane · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 TO THE ATK ROLL · [icon] FU: HEAL 2
H₂O (Passive) The Water Loa has ARCANE and ELUSIVE. The Water Loa is not affected by Water Terrain and may never choose to leave it. When the Water Loa affects an opponent with a Spell or hits an opponent with an Attack, place Water Terrain on the space the target occupies.
Is there an opponent with Damage within SOI? Cast a SPELL 6 against the opponent with the most Damage. WARP the opponent to the farthest space from their allies that is also within the Water Loa's SOI, prioritizing a space with Water Terrain. If they fail this Conviction Check by 3 or more, deal a WHITE [icon] of MAGIC DMG. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK. THEN: Cast a SPELL 6 against the same target. PUSH 4. If this Spell is not successful, WARP 6 to the farthest space possible from opponents.
Is there an opponent within SOI? Cast a SPELL 6 against all opponents. Deal MAGIC DMG equal to 2 plus the difference rolled on their failed Conviction Check. THEN: Place Water Terrain on all adjacent spaces to the Water Loa.
Otherwise: Another ally within SOI with the most Damage HEALS 3. If no other allies have Damage, another ally without Barrier Gains Barrier.
Card 8 — Water Loa (Arcane Asphyxia)
Printed tabs: 1, 2. Intelligent. Type: Loa. Variation.
Health 18 · Defense 11 · Movement 6 · Armor 0 · Loot level: Common · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 MAGIC DMG · [icon] +1 TO THE ATK ROLL · [icon] FU: HEAL 5
H₂O (Passive) The Water Loa has ARCANE and ELUSIVE. The Water Loa is not affected by Water Terrain and may never choose to leave it. When the Water Loa affects an opponent with a Spell or hits an opponent with an Attack, place Water Terrain on the space the target occupies.
Is there an opponent with Damage within SOI? Cast a SPELL 6 against the opponent with the most Damage. WARP the opponent to the farthest space from their allies that is also within the Water Loa's SOI, prioritizing a space with Water Terrain. If they fail this Conviction Check by 3 or more, deal a TEAL [icon] of MAGIC DMG. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK. THEN: Cast a SPELL 6 against the same target. PUSH 4. If this Spell is not successful, WARP 6 to the farthest space possible from opponents.
Is there an opponent within SOI? Cast a SPELL 6 against all opponents. Deal MAGIC DMG equal to 2 plus the difference rolled on their failed Conviction Check. THEN: Place Water Terrain on all adjacent spaces to the Water Loa.
Otherwise: Another ally within SOI with the most Damage HEALS 3. If no other allies have Damage, another ally without Barrier Gains Barrier.
Earth Loa (Territorial Truffula)
Card 9 — Earth Loa (Territorial Truffula)
Printed tabs: 1, 2. Intelligent. Type: Loa. Variation.
Health 20 · Defense 8 · Movement 4 · Armor 5 · Loot level: Mundane · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +1 PHYSICAL DMG
Imposing (Passive) The Earth Loa has HULKING.
Is there another ally within SOI without Courage? Another ally within SOI Gains Courage. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK. Then, if this Attack did Damage, SWAP places with the target of this Attack and PUSH 4, FORCE 11. CONTINUE DOWN
Can it Move and Attack an opponent within Reach 2? MOVE to be within REACH 2 of as many opponents as possible. THEN: Make a separate [icon] ATK against all opponents within REACH 2. FU: PUSH 4, FORCE 11.
Can it Move with +4 Movement in a single straight line and Attack an opponent within Reach 2? MOVE in a orthogonal straight line to be within REACH 2 of the farthest opponent. During this Action, Gain +4 Movement and RELENTLESS. THEN: Make a [icon] ATK within REACH 2 against the opponent with the most Damage. FU: PUSH 4 and Inflict Paralyze, FORCE 11.
Otherwise: MOVE towards the nearest opponent.
Card 10 — Earth Loa (Territorial Truffula)
Printed tabs: 1, 2. Intelligent. Type: Loa. Variation.
Health 30 · Defense 10 · Movement 4 · Armor 5 · Loot level: Common · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Imposing (Passive) The Earth Loa has HULKING.
Is there another ally within SOI without Courage? Another ally within SOI Gains Courage. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK. Then, if this Attack did Damage, SWAP places with the target of this Attack and PUSH 4, FORCE 12. CONTINUE DOWN
Can it Move and Attack an opponent within Reach 2? MOVE to be within REACH 2 of as many opponents as possible. THEN: Make a separate [icon] ATK against all opponents within REACH 2. FU: PUSH 4, FORCE 12.
Can it Move with +4 Movement in a single straight line and Attack an opponent within Reach 2? MOVE in a orthogonal straight line to be within REACH 2 of the farthest opponent. During this Action, Gain +4 Movement and RELENTLESS. THEN: Make a [icon] ATK within REACH 2 against the opponent with the most Damage. FU: PUSH 4 and Inflict Paralyze, FORCE 12.
Otherwise: MOVE towards the nearest opponent.
Card 11 — Earth Loa (Territorial Truffula)
Printed tabs: 1, 2. Intelligent. Type: Loa. Variation.
Health 36 · Defense 12 · Movement 4 · Armor 5 · Loot level: Uncommon · Casting: – · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Imposing (Passive) The Earth Loa has HULKING.
Is there another ally within SOI without Courage? Another ally within SOI Gains Courage. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK. Then, if this Attack did Damage, SWAP places with the target of this Attack and PUSH 4, FORCE 13. CONTINUE DOWN
Can it Move and Attack an opponent within Reach 2? MOVE to be within REACH 2 of as many opponents as possible. THEN: Make a separate [icon] ATK against all opponents within REACH 2. FU: PUSH 4, FORCE 13.
Can it Move with +4 Movement in a single straight line and Attack an opponent within Reach 2? MOVE in a orthogonal straight line to be within REACH 2 of the farthest opponent. During this Action, Gain +4 Movement and RELENTLESS. THEN: Make a [icon] ATK within REACH 2 against the opponent with the most Damage. FU: PUSH 4 and Inflict Paralyze, FORCE 13.
Otherwise: MOVE towards the nearest opponent.
Card 12 — Earth Loa (Territorial Truffula)
Printed tabs: 1, 2. Intelligent. Type: Loa. Variation.
Health 80 · Defense 18 · Movement 4 · Armor 5 · Loot level: Legendary · Casting: – · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon] +3 PHYSICAL DMG
Imposing (Passive) The Earth Loa has HULKING.
Is there another ally within SOI without Courage? Another ally within SOI Gains Courage. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK. Then, if this Attack did Damage, SWAP places with the target of this Attack and PUSH 4, FORCE 16. CONTINUE DOWN
Can it Move and Attack an opponent within Reach 2? MOVE to be within REACH 2 of as many opponents as possible. THEN: Make a separate [icon] ATK against all opponents within REACH 2. FU: PUSH 4, FORCE 16.
Can it Move with +4 Movement in a single straight line and Attack an opponent within Reach 2? MOVE in a orthogonal straight line to be within REACH 2 of the farthest opponent. During this Action, Gain +4 Movement and RELENTLESS. THEN: Make a [icon] ATK within REACH 2 against the opponent with the most Damage. FU: PUSH 4 and Inflict Paralyze, FORCE 16.
Otherwise: MOVE towards the nearest opponent.
Animate (Alchemical Variation)
Card 13 — Animate (Alchemical Variation)
Printed tabs: 1, 2. Intelligent. Type: Eldritch. Variation.
Health 18 · Defense 9 · Movement 6 · Armor 3 · Loot level: Mundane · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 3 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 10. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 10. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 3 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 14 — Animate (Alchemical Variation)
Printed tabs: 3, 4. Intelligent. Type: Eldritch. Variation.
Health 18 · Defense 9 · Movement 6 · Armor 3 · Loot level: Mundane · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 3 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 10. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 10. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 3 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 15 — Animate (Alchemical Variation)
Printed tabs: 1, 2. Intelligent. Type: Eldritch. Variation.
Health 30 · Defense 13 · Movement 6 · Armor 3 · Loot level: Uncommon · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 4 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 12. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 12. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 5 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 16 — Animate (Alchemical Variation)
Printed tabs: 3, 4. Intelligent. Type: Eldritch. Variation.
Health 30 · Defense 13 · Movement 6 · Armor 3 · Loot level: Uncommon · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 4 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 12. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 12. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 5 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 17 — Animate (Alchemical Variation)
Printed tabs: 1, 2. Intelligent. Type: Eldritch. Variation.
Health 42 · Defense 17 · Movement 6 · Armor 3 · Loot level: Epic · Casting: [icons] · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon] +3 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 5 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 14. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 14. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 7 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 18 — Animate (Alchemical Variation)
Printed tabs: 3, 4. Intelligent. Type: Eldritch. Variation.
Health 42 · Defense 17 · Movement 6 · Armor 3 · Loot level: Epic · Casting: [icons] · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon] +3 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 5 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 14. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 14. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 7 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 19 — Animate (Alchemical Variation)
Printed tabs: 1, 2. Intelligent. Type: Eldritch. Variation.
Health 48 · Defense 19 · Movement 6 · Armor 3 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon] +3 PHYSICAL DMG · [icon] +3 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 5 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 15. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 15. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 8 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 20 — Animate (Alchemical Variation)
Printed tabs: 3, 4. Intelligent. Type: Eldritch. Variation.
Health 48 · Defense 19 · Movement 6 · Armor 3 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon] +3 PHYSICAL DMG · [icon] +3 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 5 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 15. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 15. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 8 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 21 — Animate (Alchemical Variation)
Printed tabs: 1, 2. Intelligent. Type: Eldritch. Variation.
Health 55 · Defense 21 · Movement 6 · Armor 3 · Loot level: Mythic · Casting: [icons] · Conviction: [icons] Markers: [icon] +3 PHYSICAL DMG · [icon] +4 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 6 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 16. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 16. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 8 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Card 22 — Animate (Alchemical Variation)
Printed tabs: 3, 4. Intelligent. Type: Eldritch. Variation.
Health 55 · Defense 21 · Movement 6 · Armor 3 · Loot level: Mythic · Casting: [icons] · Conviction: [icons] Markers: [icon] +3 PHYSICAL DMG · [icon] +4 PHYSICAL DMG
Piercing Defense (Passive) Before an opponent within REACH 2 rolls to make an Attack against the Animate, they are dealt 6 PHYSICAL DMG.
Arcane Axe (Passive) When making an Attack, if the Animate rolls 5 [icon], this Attack deals MAGIC DMG instead of PHYSICAL DMG.
Alchemic Healing (Passive) At the start of its turn, the Animate will [icon] DISCARD a Heal token to Heal an ally within SOI with 6 or more Damage.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Wilt, FORCE 16. THEN: MOVE up to 2 spaces farther from the target. This movement does not provoke Break Attacks. THEN: Make a [icon] 4 ATK, prioritizing an opponent with Wilt. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK against the opponent with the most Damage. FU: PULL 2, FORCE 16. If it has only made 1 Attack this turn, CONTINUE DOWN.
Can it Move to put an opponent within SOI? MOVE to cast a SPELL 6 against as many opponents as possible. Deal 8 MAGIC DMG and Inflict Darkness.
Otherwise: Gain a Heal token.
Gevaudan (Feral Deviation)
Card 23 — Gevaudan (Feral Deviation)
Printed tabs: 1, 2. Intelligent. Type: Beast. Variation.
Health 12 · Defense 10 · Movement 6 · Armor 0 · Loot level: Mundane · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +1 ARMOR PIERCING · [icon] +2 PHYSICAL DMG
Agile (Passive) The first time each turn the Gevaudan is Attacked, DODGE.
Ferocious (Passive) When the Gevaudan successfully Dodges an Attack, it Gains Courage.
Honed Sense (Passive) The Gevaudan has PROVOKE 2. Any Break Attacks that it makes Gain FU: Inflict Paralyze, FORCE 7 + DIFFERENCE HIT.
Is there an opponent adjacent? MOVE into an adjacent space occupied by an opponent. Then, continue this movement toward the farthest space possible from other opponents. This movement Gains RELENTLESS, +4 [icon], and does not provoke Break Attacks. THEN: WARP the first opponent moved through this turn to an adjacent unoccupied space, FORCE 11. CONTINUE DOWN
Is there an opponent within Reach 2? Make a [icon] ATK within REACH 2. THEN: Make a [icon] ATK within REACH 2 against the same target.
Can it Move and Attack an opponent within Reach 2? MOVE to be at up to REACH 2 from the nearest opponent, prioritizing an opponent that has dealt Damage to the Gevaudan. THEN: Make a [icon] ATK within REACH 2. FU: PULL 2, FORCE 11. THEN: Make a [icon] ATK within REACH 2. FU: PULL 2, FORCE 11.
Card 24 — Gevaudan (Feral Deviation)
Printed tabs: 1, 2. Intelligent. Type: Beast. Variation.
Health 18 · Defense 12 · Movement 6 · Armor 0 · Loot level: Common · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +1 ARMOR PIERCING · [icon] +2 PHYSICAL DMG
Agile (Passive) The first time each turn the Gevaudan is Attacked, DODGE.
Ferocious (Passive) When the Gevaudan successfully Dodges an Attack, it Gains Courage.
Honed Sense (Passive) The Gevaudan has PROVOKE 2. Any Break Attacks that it makes Gain FU: Inflict Paralyze, FORCE 7 + DIFFERENCE HIT.
Is there an opponent adjacent? MOVE into an adjacent space occupied by an opponent. Then, continue this movement toward the farthest space possible from other opponents. This movement Gains RELENTLESS, +4 [icon], and does not provoke Break Attacks. THEN: WARP the first opponent moved through this turn to an adjacent unoccupied space, FORCE 12. CONTINUE DOWN
Is there an opponent within Reach 2? Make a [icon] ATK within REACH 2. THEN: Make a [icon] ATK within REACH 2 against the same target.
Can it Move and Attack an opponent within Reach 2? MOVE to be at up to REACH 2 from the nearest opponent, prioritizing an opponent that has dealt Damage to the Gevaudan. THEN: Make a [icon] ATK within REACH 2. FU: PULL 2, FORCE 12. THEN: Make a [icon] ATK within REACH 2. FU: PULL 2, FORCE 12.
Card 25 — Gevaudan (Feral Deviation)
Printed tabs: 1, 2. Intelligent. Type: Beast. Variation.
Health 30 · Defense 16 · Movement 6 · Armor 0 · Loot level: Rare · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +1 ARMOR PIERCING · [icon] +2 PHYSICAL DMG
Agile (Passive) The first time each turn the Gevaudan is Attacked, DODGE.
Ferocious (Passive) When the Gevaudan successfully Dodges an Attack, it Gains Courage.
Honed Sense (Passive) The Gevaudan has PROVOKE 2. Any Break Attacks that it makes Gain FU: Inflict Paralyze, FORCE 7 + DIFFERENCE HIT.
Is there an opponent adjacent? MOVE into an adjacent space occupied by an opponent. Then, continue this movement toward the farthest space possible from other opponents. This movement Gains RELENTLESS, +4 [icon], and does not provoke Break Attacks. THEN: WARP the first opponent moved through this turn to an adjacent unoccupied space, FORCE 14. CONTINUE DOWN
Is there an opponent within Reach 2? Make a [icon] ATK within REACH 2. THEN: Make a [icon] ATK within REACH 2 against the same target.
Can it Move and Attack an opponent within Reach 2? MOVE to be at up to REACH 2 from the nearest opponent, prioritizing an opponent that has dealt Damage to the Gevaudan. THEN: Make a [icon] ATK within REACH 2. FU: PULL 2, FORCE 14. THEN: Make a [icon] ATK within REACH 2. FU: PULL 2, FORCE 14.
Fragor (Apex Luminosity)
Card 26 — Fragor (Apex Luminosity)
Printed tabs: 1, 2, 3. Intelligent. Type: Insect. Variation. Swarm.
Health 12 · Defense 11 · Movement 4 · Armor 0 · Loot level: Common · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG
Brutal Bulbs (Passive) When a Bulb token would Inflict an Effect on a figure who already has the listed Effect, deal a PURPLE [icon] of PHYSICAL DMG instead.
Biological Bulb (Passive) Fragors do not provoke Break Attacks from Bulbs.
Are there less than 10 Bulb tokens on the Board? Place a random Bulb token on or adjacent to an opponent within Range 6, prioritizing a space adjacent to as many opponents as possible but not on another Bulb token. CONTINUE DOWN
Is there an opponent adjacent? All adjacent opponent must pass an Agility + Perception 15 Skill Check. If they fail, they are PUSHED 2 and dealt a PURPLE [icon] of PHYSICAL DMG. CONTINUE DOWN
Is there a Bulb within SOI adjacent to an opponent? All opponents adjacent to Bulb tokens within this Fragor's SOI must pass a FORCE 11 Conviction Check. If they fail, they must flip and resolve an adjacent Bulb token. CONTINUE DOWN
Otherwise: MOVE to be at up to Range 8 from the nearest opponent. If the Fragor has not placed a Bulb token this turn, this movement Gains +4 [icon]. THEN: Make a [icon] 8 ATK.
Card 27 — Fragor (Apex Luminosity)
Printed tabs: 1, 2, 3. Intelligent. Type: Insect. Variation. Swarm.
Health 16 · Defense 13 · Movement 4 · Armor 0 · Loot level: Uncommon · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +1 PHYSICAL DMG
Brutal Bulbs (Passive) When a Bulb token would Inflict an Effect on a figure who already has the listed Effect, deal a PURPLE [icon] of PHYSICAL DMG instead.
Biological Bulb (Passive) Fragors do not provoke Break Attacks from Bulbs.
Are there less than 10 Bulb tokens on the Board? Place a random Bulb token on or adjacent to an opponent within Range 6, prioritizing a space adjacent to as many opponents as possible but not on another Bulb token. CONTINUE DOWN
Is there an opponent adjacent? All adjacent opponent must pass an Agility + Perception 15 Skill Check. If they fail, they are PUSHED 2 and dealt a PURPLE [icon] of PHYSICAL DMG. CONTINUE DOWN
Is there a Bulb within SOI adjacent to an opponent? All opponents adjacent to Bulb tokens within this Fragor's SOI must pass a FORCE 12 Conviction Check. If they fail, they must flip and resolve an adjacent Bulb token. CONTINUE DOWN
Otherwise: MOVE to be at up to Range 8 from the nearest opponent. If the Fragor has not placed a Bulb token this turn, this movement Gains +4 [icon]. THEN: Make a [icon] 8 ATK.
Merk Hound (Honed Spines)
Card 28 — Merk Hound (Honed Spines)
Printed tabs: 1, 2, 3. Intelligent. Type: Aquatic. Variation.
Health 16 · Defense 12 · Movement 6 · Armor 0 · Loot level: Common · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] FU: Inflict Paralyze, FORCE 12
Aquatic (Passive) The Merk Hound is not affected by Water or Muck Terrain and will never voluntarily leave it. If it starts its turn in Water or Muck, it Gains +2 until end of turn.
Honed Spines (Passive) If the Merk Hound would Inflict Paralyze on an opponent that is Immune to Paralyze, that opponent is dealt a PURPLE [icon] of MAGIC DMG instead.
Submerged (Passive) While the Merk Hound is in Water or Muck, opponents cannot draw LOS or SOI to it unless they are adjacent to the Merk Hound.
Merk Bound (Passive) When the Merk Hound Attacks, it Gains +2 PHYSICAL DMG for each Merk Hound within SOI.
Is there an adjacent opponent? All Merk Hounds not within SOI Move 2 spaces towards this figure. THEN: Make a [icon] ATK against each adjacent opponent. CONTINUE DOWN
Is there an opponent within Range 8? MOVE to be at up to Range 8 from nearest opponent. THEN: Make a [icon] 8 ATK against up to 3 different opponents. Prioritize opponents that are not adjacent. FU: PULL 10, FORCE 11.
Can it Move and Attack an opponent at up to Range 8? MOVE to be at up to Range 8 from nearest opponent. THEN: Make a [icon] 8 ATK.
Card 29 — Merk Hound (Honed Spines)
Printed tabs: 1, 2, 3. Intelligent. Type: Aquatic. Variation.
Health 18 · Defense 14 · Movement 6 · Armor 0 · Loot level: Uncommon · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] FU: Inflict Paralyze, FORCE 12
Aquatic (Passive) The Merk Hound is not affected by Water or Muck Terrain and will never voluntarily leave it. If it starts its turn in Water or Muck, it Gains +2 until end of turn.
Honed Spines (Passive) If the Merk Hound would Inflict Paralyze on an opponent that is Immune to Paralyze, that opponent is dealt a PURPLE [icon] of MAGIC DMG instead.
Submerged (Passive) While the Merk Hound is in Water or Muck, opponents cannot draw LOS or SOI to it unless they are adjacent to the Merk Hound.
Merk Bound (Passive) When the Merk Hound Attacks, it Gains +2 PHYSICAL DMG for each Merk Hound within SOI.
Is there an adjacent opponent? All Merk Hounds not within SOI Move 2 spaces towards this figure. THEN: Make a [icon] ATK against each adjacent opponent. CONTINUE DOWN
Is there an opponent within Range 8? MOVE to be at up to Range 8 from nearest opponent. THEN: Make a [icon] 8 ATK against up to 3 different opponents. Prioritize opponents that are not adjacent. FU: PULL 10, FORCE 12.
Can it Move and Attack an opponent at up to Range 8? MOVE to be at up to Range 8 from nearest opponent. THEN: Make a [icon] 8 ATK.
Card 30 — Merk Hound (Honed Spines)
Printed tabs: 1, 2, 3. Intelligent. Type: Aquatic. Variation.
Health 40 · Defense 18 · Movement 6 · Armor 0 · Loot level: Epic · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] FU: Inflict Paralyze, FORCE 14
Aquatic (Passive) The Merk Hound is not affected by Water or Muck Terrain and will never voluntarily leave it. If it starts its turn in Water or Muck, it Gains +2 until end of turn.
Honed Spines (Passive) If the Merk Hound would Inflict Paralyze on an opponent that is Immune to Paralyze, that opponent is dealt a PURPLE [icon] of MAGIC DMG instead.
Submerged (Passive) While the Merk Hound is in Water or Muck, opponents cannot draw LOS or SOI to it unless they are adjacent to the Merk Hound.
Merk Bound (Passive) When the Merk Hound Attacks, it Gains +2 PHYSICAL DMG for each Merk Hound within SOI.
Is there an adjacent opponent? All Merk Hounds not within SOI Move 2 spaces towards this figure. THEN: Make a [icon] ATK against each adjacent opponent. CONTINUE DOWN
Is there an opponent within Range 8? MOVE to be at up to Range 8 from nearest opponent. THEN: Make a [icon] 8 ATK against up to 3 different opponents. Prioritize opponents that are not adjacent. FU: PULL 10, FORCE 14.
Can it Move and Attack an opponent at up to Range 8? MOVE to be at up to Range 8 from nearest opponent. THEN: Make a [icon] 8 ATK.
Corpse Collector (Ravenous Appetite)
Card 31 — Corpse Collector (Ravenous Appetite)
Printed tabs: 1. Intelligent. Type: Flora. Variation. Gilded.
Health 50 · Defense 13 · Movement 0 · Armor 3 · Loot level: Uncommon · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] FU: PULL 4, FORCE 12
Partially Submerged (Passive) The Corpse Collector has HULKING. When Adventurers target it with a [icon] Attack or Spell, they must reduce their total Range and SOI by half.
Drowning Machine (Passive) After an opponent is moved by a Tentacle token, they are dealt 1 IRREDUCIBLE DMG and Inflict Paralyze, FORCE 11. If they are Immune to Paralyze, Inflict Poison instead.
Are there any Tentacle tokens on the board? All Tentacle tokens move up to 2 spaces towards the nearest opponent. CONTINUE DOWN
Is there a Tentacle token adjacent to an opponent? All opponents adjacent to a Tentacle token must pass a Strength 10 Skill Check. If they fail, for each Tentacle token adjacent to their Combatant, deal a PURPLE [icon] of PHYSICAL DMG.
Is there an opponent within REACH 4? Make a [icon] ATK against each opponent within REACH 4.
Otherwise: Spawn the Combatant listed in the Special Encounter Rules adjacent to the Corpse Collector.
Card 32 — Corpse Collector (Ravenous Appetite)
Printed tabs: 1. Intelligent. Type: Flora. Variation. Gilded.
Health 100 · Defense 15 · Movement 0 · Armor 3 · Loot level: Rare · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] FU: PULL 4, FORCE 13
Partially Submerged (Passive) The Corpse Collector has HULKING. When Adventurers target it with a [icon] Attack or Spell, they must reduce their total Range and SOI by half.
Drowning Machine (Passive) After an opponent is moved by a Tentacle token, they are dealt 1 IRREDUCIBLE DMG and Inflict Paralyze, FORCE 12. If they are Immune to Paralyze, Inflict Poison instead.
Are there any Tentacle tokens on the board? All Tentacle tokens move up to 2 spaces towards the nearest opponent. CONTINUE DOWN
Is there a Tentacle token adjacent to an opponent? All opponents adjacent to a Tentacle token must pass a Strength 10 Skill Check. If they fail, for each Tentacle token adjacent to their Combatant, deal a PURPLE [icon] of PHYSICAL DMG.
Is there an opponent within REACH 4? Make a [icon] ATK against each opponent within REACH 4.
Otherwise: Spawn the Combatant listed in the Special Encounter Rules adjacent to the Corpse Collector.
Card 33 — Corpse Collector (Ravenous Appetite)
Printed tabs: 1. Intelligent. Type: Flora. Variation. Gilded.
Health 120 · Defense 17 · Movement 0 · Armor 3 · Loot level: Epic · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 PHYSICAL DMG · [icon] FU: PULL 4, FORCE 14
Partially Submerged (Passive) The Corpse Collector has HULKING. When Adventurers target it with a [icon] Attack or Spell, they must reduce their total Range and SOI by half.
Drowning Machine (Passive) After an opponent is moved by a Tentacle token, they are dealt 1 IRREDUCIBLE DMG and Inflict Paralyze, FORCE 13. If they are Immune to Paralyze, Inflict Poison instead.
Are there any Tentacle tokens on the board? All Tentacle tokens move up to 2 spaces towards the nearest opponent. CONTINUE DOWN
Is there a Tentacle token adjacent to an opponent? All opponents adjacent to a Tentacle token must pass a Strength 10 Skill Check. If they fail, for each Tentacle token adjacent to their Combatant, deal a PURPLE [icon] of PHYSICAL DMG.
Is there an opponent within REACH 4? Make a [icon] ATK against each opponent within REACH 4.
Otherwise: Spawn the Combatant listed in the Special Encounter Rules adjacent to the Corpse Collector.
Blighted Guardian (Relentless Decay)
Card 34 — Blighted Guardian (Relentless Decay)
Printed tabs: 1, 2. Intelligent. Type: Blight. Variation.
Health 30 · Defense 12 · Movement 4 · Armor 0 · Loot level: Uncommon · Casting: [icons] · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon] FU: Inflict Wilt, FORCE 12
Blighted Vapor (Passive) When the Blighted Guardian is the target of a Spell or an Attack, if the Attack misses or the Spell fails to affect it, end the current Action and all Abilities. THEN: Inflict Disease on all adjacent opponents, FORCE 12.
Is there an opponent within SOI? Cast a SPELL 6, prioritizing the opponent with the lowest Conviction Value without Disease. Inflict Disease. If they are already Inflicted with Disease, Inflict Poison and deal 4 MAGIC DMG instead. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK. FU: Inflict Poison, FORCE 12. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK against all adjacent opponents. These Attacks Gain FU: Inflict Poison, FORCE 12. THEN: MOVE to put as many opponents as possible within SOI. While making this Movement, DODGE Break Attacks.
Can it Move to put an opponent within Range 4? MOVE to put as many opponents as possible within Range 4. THEN: All opponents within Range 4 are dealt a RED [icon] of PHYSICAL DMG and Inflicted with Disease, FORCE 12. If they are already Inflicted with Disease, Inflict Paralyze instead. Then, place Muck Terrain on spaces occupied by opponents dealt Damage by this Ability.
Card 35 — Blighted Guardian (Relentless Decay)
Printed tabs: 1, 2. Intelligent. Type: Blight. Variation.
Health 40 · Defense 14 · Movement 4 · Armor 0 · Loot level: Rare · Casting: [icons] · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon] FU: Inflict Wilt, FORCE 12
Blighted Vapor (Passive) When the Blighted Guardian is the target of a Spell or an Attack, if the Attack misses or the Spell fails to affect it, end the current Action and all Abilities. THEN: Inflict Disease on all adjacent opponents, FORCE 13.
Is there an opponent within SOI? Cast a SPELL 6, prioritizing the opponent with the lowest Conviction Value without Disease. Inflict Disease. If they are already Inflicted with Disease, Inflict Poison and deal 5 MAGIC DMG instead. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK. FU: Inflict Poison, FORCE 13. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK against all adjacent opponents. These Attacks Gain FU: Inflict Poison, FORCE 13. THEN: MOVE to put as many opponents as possible within SOI. While making this Movement, DODGE Break Attacks.
Can it Move to put an opponent within Range 4? MOVE to put as many opponents as possible within Range 4. THEN: All opponents within Range 4 are dealt a GRAY [icon] of PHYSICAL DMG and Inflicted with Disease, FORCE 13. If they are already Inflicted with Disease, Inflict Paralyze instead. Then, place Muck Terrain on spaces occupied by opponents dealt Damage by this Ability.
Card 36 — Blighted Guardian (Relentless Decay)
Printed tabs: 1, 2. Intelligent. Type: Blight. Variation.
Health 75 · Defense 18 · Movement 4 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon] +3 PHYSICAL DMG · [icon] FU: Inflict Wilt, FORCE 15
Blighted Vapor (Passive) When the Blighted Guardian is the target of a Spell or an Attack, if the Attack misses or the Spell fails to affect it, end the current Action and all Abilities. THEN: Inflict Disease on all adjacent opponents, FORCE 15.
Is there an opponent within SOI? Cast a SPELL 6, prioritizing the opponent with the lowest Conviction Value without Disease. Inflict Disease. If they are already Inflicted with Disease, Inflict Poison and deal 7 MAGIC DMG instead. CONTINUE DOWN
Is there an opponent within Range 4? Make a [icon] 4 ATK. FU: Inflict Poison, FORCE 15. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK against all adjacent opponents. These Attacks Gain FU: Inflict Poison, FORCE 15. THEN: MOVE to put as many opponents as possible within SOI. While making this Movement, DODGE Break Attacks.
Can it Move to put an opponent within Range 4? MOVE to put as many opponents as possible within Range 4. THEN: All opponents within Range 4 are dealt a BROWN [icon] of PHYSICAL DMG and Inflicted with Disease, FORCE 13. If they are already Inflicted with Disease, Inflict Paralyze instead. Then, place Muck Terrain on spaces occupied by opponents dealt Damage by this Ability.
Living Oblation (Augmented Pact)
Card 37 — Living Oblation (Augmented Pact)
No printed tabs. Intelligent. Summoner 12. Variation.
Health 30 · Defense 12 · Movement 6 · Armor 0 · Loot level: Uncommon · Casting: [icons] · Conviction: [icons]
Her Dark Majesty (Passive) The Living Oblation has NIMBLE and an SOI of 6.
Friend 'til the End (Passive) The first time each turn the Living Oblation is Attacked, REDIRECT to the Encounter Esper. If it has an Ability that would Redirect the Attack, the Living Oblation Gains +1 [icon] against the Attack instead.
Fading Cackle (Passive) When the Living Oblation or the Encounter Esper is Defeated, the opponent who Defeated them is dealt a RED [icon] of MAGIC DMG.
Is the Encounter Esper not on the board? Summon the listed Encounter Esper as an OPPOSING ESPER and place it within SOI as close to an opponent as possible. CONTINUE DOWN
Is there an opponent within Range 2? SWAP places with the farthest ally within SOI who is not adjacent to an opponent. If she cannot SWAP, the Living Oblation uses EXALTED ESPER Dark Mother Divine or Lo & Palden, prioritizing opponents. THEN: If the Living Oblation used SWAP, CONTINUE DOWN.
Is there more than one opponent within SOI? Cast a SPELL 6 against up to 2 different opponents, prioritizing opponents with the most Damage. Deal a GREEN [icon] of MAGIC DMG. THEN: If every target of the Spell had an Effect, cast the Spell again, prioritizing different targets.
Is there an opponent within SOI? Cast a SPELL 6. Deal 3 MAGIC DMG for each Effect the target has. Then, Inflict Darkness, Disease, and Paralyze.
Card 38 — Living Oblation (Augmented Pact)
No printed tabs. Intelligent. Summoner 13. Variation.
Health 40 · Defense 14 · Movement 6 · Armor 0 · Loot level: Rare · Casting: [icons] · Conviction: [icons]
Her Dark Majesty (Passive) The Living Oblation has NIMBLE and an SOI of 6.
Friend 'til the End (Passive) The first time each turn the Living Oblation is Attacked, REDIRECT to the Encounter Esper. If it has an Ability that would Redirect the Attack, the Living Oblation Gains +1 [icon] against the Attack instead.
Fading Cackle (Passive) When the Living Oblation or the Encounter Esper is Defeated, the opponent who Defeated them is dealt a GREY [icon] of MAGIC DMG.
Is the Encounter Esper not on the board? Summon the listed Encounter Esper as an OPPOSING ESPER and place it within SOI as close to an opponent as possible. CONTINUE DOWN
Is there an opponent within Range 2? SWAP places with the farthest ally within SOI who is not adjacent to an opponent. If she cannot SWAP, the Living Oblation uses EXALTED ESPER Dark Mother Divine or Lo & Palden, prioritizing opponents. THEN: If the Living Oblation used SWAP, CONTINUE DOWN.
Is there more than one opponent within SOI? Cast a SPELL 6 against up to 2 different opponents, prioritizing opponents with the most Damage. Deal a BLUE [icon] of MAGIC DMG. THEN: If every target of the Spell had an Effect, cast the Spell again, prioritizing different targets.
Is there an opponent within SOI? Cast a SPELL 6. Deal 3 MAGIC DMG for each Effect the target has. Then, Inflict Darkness, Disease, and Paralyze.
Card 39 — Living Oblation (Augmented Pact)
No printed tabs. Intelligent. Summoner 14. Variation.
Health 55 · Defense 16 · Movement 6 · Armor 0 · Loot level: Epic · Casting: [icons] · Conviction: [icons]
Her Dark Majesty (Passive) The Living Oblation has NIMBLE and an SOI of 6.
Friend 'til the End (Passive) The first time each turn the Living Oblation is Attacked, REDIRECT to the Encounter Esper. If it has an Ability that would Redirect the Attack, the Living Oblation Gains +1 [icon] against the Attack instead.
Fading Cackle (Passive) When the Living Oblation or the Encounter Esper is Defeated, the opponent who Defeated them is dealt a SKY [icon] of MAGIC DMG.
Is the Encounter Esper not on the board? Summon the listed Encounter Esper as an OPPOSING ESPER and place it within SOI as close to an opponent as possible. CONTINUE DOWN
Is there an opponent within Range 2? SWAP places with the farthest ally within SOI who is not adjacent to an opponent. If she cannot SWAP, the Living Oblation uses EXALTED ESPER Dark Mother Divine or Lo & Palden, prioritizing opponents. THEN: If the Living Oblation used SWAP, CONTINUE DOWN.
Is there more than one opponent within SOI? Cast a SPELL 6 against up to 2 different opponents, prioritizing opponents with the most Damage. Deal a FIRE [icon] of MAGIC DMG. THEN: If every target of the Spell had an Effect, cast the Spell again, prioritizing different targets.
Is there an opponent within SOI? Cast a SPELL 6. Deal 3 MAGIC DMG for each Effect the target has. Then, Inflict Darkness, Disease, and Paralyze.
Card 40 — Living Oblation (Augmented Pact)
No printed tabs. Intelligent. Summoner 15. Variation.
Health 70 · Defense 18 · Movement 6 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons]
Her Dark Majesty (Passive) The Living Oblation has NIMBLE and an SOI of 6.
Friend 'til the End (Passive) The first time each turn the Living Oblation is Attacked, REDIRECT to the Encounter Esper. If it has an Ability that would Redirect the Attack, the Living Oblation Gains +1 [icon] against the Attack instead.
Fading Cackle (Passive) When the Living Oblation or the Encounter Esper is Defeated, the opponent who Defeated them is dealt a BROWN [icon] of MAGIC DMG.
Is the Encounter Esper not on the board? Summon the listed Encounter Esper as an OPPOSING ESPER and place it within SOI as close to an opponent as possible. CONTINUE DOWN
Is there an opponent within Range 2? SWAP places with the farthest ally within SOI who is not adjacent to an opponent. If she cannot SWAP, the Living Oblation uses EXALTED ESPER Dark Mother Divine or Lo & Palden, prioritizing opponents. THEN: If the Living Oblation used SWAP, CONTINUE DOWN.
Is there more than one opponent within SOI? Cast a SPELL 6 against up to 2 different opponents, prioritizing opponents with the most Damage. Deal a YELLOW [icon] of MAGIC DMG. THEN: If every target of the Spell had an Effect, cast the Spell again, prioritizing different targets.
Is there an opponent within SOI? Cast a SPELL 6. Deal 3 MAGIC DMG for each Effect the target has. Then, Inflict Darkness, Disease, and Paralyze.
Card 41 — Living Oblation (Augmented Pact)
No printed tabs. Intelligent. Summoner 16. Variation.
Health 85 · Defense 20 · Movement 6 · Armor 0 · Loot level: Mythic · Casting: [icons] · Conviction: [icons]
Her Dark Majesty (Passive) The Living Oblation has NIMBLE and an SOI of 6.
Friend 'til the End (Passive) The first time each turn the Living Oblation is Attacked, REDIRECT to the Encounter Esper. If it has an Ability that would Redirect the Attack, the Living Oblation Gains +1 [icon] against the Attack instead.
Fading Cackle (Passive) When the Living Oblation or the Encounter Esper is Defeated, the opponent who Defeated them is dealt a HUNTER [icon] of MAGIC DMG.
Is the Encounter Esper not on the board? Summon the listed Encounter Esper as an OPPOSING ESPER and place it within SOI as close to an opponent as possible. CONTINUE DOWN
Is there an opponent within Range 2? SWAP places with the farthest ally within SOI who is not adjacent to an opponent. If she cannot SWAP, the Living Oblation uses EXALTED ESPER Dark Mother Divine or Lo & Palden, prioritizing opponents. THEN: If the Living Oblation used SWAP, CONTINUE DOWN.
Is there more than one opponent within SOI? Cast a SPELL 6 against up to 2 different opponents, prioritizing opponents with the most Damage. Deal a PINK [icon] of MAGIC DMG. THEN: If every target of the Spell had an Effect, cast the Spell again, prioritizing different targets.
Is there an opponent within SOI? Cast a SPELL 6. Deal 3 MAGIC DMG for each Effect the target has. Then, Inflict Darkness, Disease, and Paralyze.
Gatekeeper (Stringmaster)
Card 42 — Gatekeeper (Stringmaster)
Printed tabs: 1, 2. Intelligent. Variation.
Health 40 · Defense 12 · Movement 6 · Armor 2 · Loot level: Uncommon · Casting: [icons] · Conviction: [icons]
Keys on Keys (Passive) The Gatekeeper has PROTECTION and RESISTANCE: [icon]. If the Gatekeeper has 20 or more Damage, it Gains +3 [icon].
Troupe Reconstruction (Passive) At the start of the Gatekeeper's turn, the ally with the most Damage HEALS X where X equals 2x the amount of Poppets on the board.
Are there no opponents with a Poppet on their space? All Poppets on the board Move up to 2 spaces towards the nearest opponent. THEN: If there are less than 4 Poppets on the board, Spawn 2 Poppets adjacent to this Gatekeeper. CONTINUE DOWN
Is there an opponent within Reach 2? Make a [icon] ATK against all opponents within REACH 2. THEN: MOVE to the farthest space possible from opponents. This movement does not provoke Break Attacks. If the Gatekeeper has done no Damage this turn, CONTINUE DOWN.
Is there an opponent within SOI? Cast a SPELL 6 against all opponents without a Poppet on the space they occupy. COMMAND 4 towards the nearest Poppet. If the target ends on or adjacent to a Poppet, they are dealt a GREEN [icon] of MAGIC DMG. THEN: All Poppets on the board move up to 2 spaces towards the nearest opponent.
Can it Move to put an opponent within SOI? MOVE to put an opponent within SOI from the farthest space possible. THEN: Cast a SPELL 6 against the farthest opponent. Deal X MAGIC DMG, where X equals the roll of the target's two best COMBAT DICE.
Grotesque Effigy (Cyclone Forest)
Card 43 — Grotesque Effigy (Cyclone Forest)
Printed tabs: 1, Root, Root, Root, Root. Intelligent. Avarice 2. Variation.
Health 50 · Defense 13 · Movement 1 · Armor 2 · Loot level: Uncommon · Casting: – · Conviction: [icons] Markers: [icon with 4] +1 PHYSICAL DMG · [icon] FU: PULL 4, FORCE 12
Clonal Colony (Passive) The Grotesque Effigy has RESISTANCE: PHYSICAL DMG and MAGIC DMG unless the source of the Damage is from an AXE.
Living Bark (Passive) The Grotesque Effigy has CRUSH, UNSTOPPABLE, HULKING, COLOSSAL and IMMUNITY: CONDEMN. When an opponent starts their turn within SOI of one or more Roots, they must [icon] DISCARD a Positive Effect, FORCE 13.
Are there at least 2 Roots on the board? SWAP places with the Root out of Range and SOI of the most opponents. Any opponent that is DISPLACED by this Ability is affected by CRUSH. CONTINUE DOWN
Is there an opponent within Reach 4? Make a [icon] ATK against each opponent within REACH 4. Inflict Disease, FORCE 13.
Is there an opponent within Range 6 of a Root? Opponents within Range 6 of a Root must pass a Strength 12 Skill Check or be PULLED 6 towards the Root farthest from themselves. CONTINUE DOWN
Is there an opponent adjacent to a Root? Each Root makes a [icon] ATK. Inflict Paralyze, FORCE 13.
Otherwise: All allies within SOI of one or more Roots HEAL 6.
Lich Wurm (Crushing Darkness)
Card 44 — Lich Wurm (Crushing Darkness)
Printed tabs: 1. Intelligent. Avarice 1. Variation.
Health 100 · Defense 13 · Movement 4 · Armor 0 · Loot level: Uncommon · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon with 2] FU: HEAL 1 · [icon] +2 PHYSICAL DMG
Wurm Traits (Passive) The Lich Wurm has HULKING, COLOSSAL, and IMMUNITY: CONDEMN. While not Burrowed, the Lich Wurm also has CRUSH.
Subterraining Safehouse (Passive) While Un-Burrowed, when the Lich Wurm is dealt Damage during an opponent's turn, end the current Action and all Abilities. THEN: Burrow and Move 4 spaces away from the opponent that dealt the Damage.
Is the Lich Wurm Burrowed? All opponents within SOI are Inflicted with Darkness. If they are already Inflicted with Darkness, they are dealt 4 MAGIC DMG instead, FORCE 12. CONTINUE DOWN
Is the Lich Wurm Burrowed and within Range 8 of an opponent? Un-Burrow, any figure Displaced in this way is affected by CRUSH. THEN: Make a [icon] 8 ATK against up to 3 opponents. These Attacks have FU: PULL 8, FORCE 12.
Otherwise: MOVE to be within REACH 2 from as many opponents as possible. THEN: If it is Burrowed, Un-Burrow. Figures Displaced in this way are affected by CRUSH. THEN: Make a [icon] ATK against each opponent within REACH 2. These Attacks have FU: Inflict Wilt and Darkness, FORCE 12.
Tortured Immortal (Master of Chains)
Card 45 — Tortured Immortal (Master of Chains)
Printed tabs: 1, 2. Intelligent. Variation.
Health 45 · Defense 14 · Movement 6 · Armor 3 · Loot level: Rare · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +2 PHYSICAL DMG
Attuned to the Dark (Passive) The Tortured Immortal has PROVOKE 2 and IMMUNITY: DARKNESS. The first time each turn a Tortured Immortal can, it will COUNTER with a [icon] ATK at up to REACH 2.
Hateful Barrage (Passive) Attacks made by the Tortured Immortal have FU: Place an Energy token on the target's card. (Limit 5). When making an Attack, Tortured Immortal Gains +X PHYSICAL DMG, where X equals the amount of Energy tokens the target has.
Is there an opponent within SOI? Two different opponents Gain an Energy token. Prioritize opponents with the highest Total Armor Value. CONTINUE DOWN
Is there an opponent within Reach 2? Make 2 [icon] ATKS against different targets within REACH 2. These Attacks have COMMAND 6. Command targets to the farthest space possible from all opponents. While making this movement, targets are not Defeated by Dangerous Terrain and cannot end the movement on Dangerous Terrain. THEN: Move up to 4 spaces away, towards the farthest space possible from opponents. CONTINUE DOWN
Otherwise: MOVE 10 spaces towards the nearest opponent.
Card 46 — Tortured Immortal (Master of Chains)
Printed tabs: 1, 2. Intelligent. Variation.
Health 60 · Defense 16 · Movement 6 · Armor 3 · Loot level: Epic · Casting: – · Conviction: [icons] Markers: [icon with 2] +3 PHYSICAL DMG · [icon] +3 PHYSICAL DMG
Attuned to the Dark (Passive) The Tortured Immortal has PROVOKE 2 and IMMUNITY: DARKNESS. The first time each turn a Tortured Immortal can, it will COUNTER with a [icon] ATK at up to REACH 2.
Hateful Barrage (Passive) Attacks made by the Tortured Immortal have FU: Place an Energy token on the target's card. (Limit 5). When making an Attack, Tortured Immortal Gains +X PHYSICAL DMG, where X equals the amount of Energy tokens the target has.
Is there an opponent within SOI? Two different opponents Gain an Energy token. Prioritize opponents with the highest Total Armor Value. CONTINUE DOWN
Is there an opponent within Reach 2? Make 2 [icon] ATKS against different targets within REACH 2. These Attacks have COMMAND 6. Command targets to the farthest space possible from all opponents. While making this movement, targets are not Defeated by Dangerous Terrain and cannot end the movement on Dangerous Terrain. THEN: Move up to 4 spaces away, towards the farthest space possible from opponents. CONTINUE DOWN
Otherwise: MOVE 10 spaces towards the nearest opponent.
Soul Butcher (Tenderizing Terror)
Card 47 — Soul Butcher (Tenderizing Terror)
Printed tabs: 1. Intelligent. Avarice 3. Variation.
Health 80 · Defense 14 · Movement 4 · Armor 4 · Loot level: Rare · Casting: [icons] · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon with 2] FU: HEAL 5 · [icon] FU: Inflict Paralyze, FORCE 12
Putrid Presence (Passive) The Soul Butcher has relentless and HULKING. When an opponent casts a Spell or makes an Attack against the Soul Butcher, they may spend an SP before rolling to Attack or to Determine the Force of a Spell. If they do not, and the Attack misses or Spell fails to affect the Soul Butcher, end the current Action and all Abilities. THEN: The Soul Butcher MOVES towards the opponent. If the Soul Butcher is adjacent to an opponent, it will make a [icon] ATK against that opponent instead. When an opponent ends their turn adjacent to the Soul Butcher, they are dealt 2 MAGIC DMG.
Is there an opponent within Reach 2? Make a [icon] ATK against each opponent within REACH 2. These Attacks have FU: Inflict Darkness, FORCE 13. THEN: MOVE to the farthest space possible from opponents. THEN: Cast a SPELL 6 against all opponents who were hit by one of the previous Attacks. Deal 4 MAGIC DMG and PULL 8.
Can it Move and Attack an opponent within Reach 2? MOVE towards the nearest opponent. THEN: Make a [icon] ATK within REACH 2. When Determining Damage, add a PURPLE [icon] of PHYSICAL DMG. THEN: Cast a SPELL 6 against all opponents within SOI, Inflict Darkness.
Can it Move and Attack an opponent within Range 8? Move to be up to Range 8 from the nearest opponent. THEN: Make a [icon] 8 ATK, prioritizing an opponent that does not have HEAVY. FU: PULL 8, FORCE 13.
Card 48 — Soul Butcher (Tenderizing Terror)
Printed tabs: 1. Intelligent. Avarice 3. Variation.
Health 100 · Defense 16 · Movement 4 · Armor 4 · Loot level: Epic · Casting: [icons] · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon with 2] FU: HEAL 5 · [icon] FU: Inflict Paralyze, FORCE 13
Putrid Presence (Passive) The Soul Butcher has relentless and HULKING. When an opponent casts a Spell or makes an Attack against the Soul Butcher, they may spend an SP before rolling to Attack or to Determine the Force of a Spell. If they do not, and the Attack misses or Spell fails to affect the Soul Butcher, end the current Action and all Abilities. THEN: The Soul Butcher MOVES towards the opponent. If the Soul Butcher is adjacent to an opponent, it will make a [icon] ATK against that opponent instead. When an opponent ends their turn adjacent to the Soul Butcher, they are dealt 2 MAGIC DMG.
Is there an opponent within Reach 2? Make a [icon] ATK against each opponent within REACH 2. These Attacks have FU: Inflict Darkness, FORCE 14. THEN: MOVE to the farthest space possible from opponents. THEN: Cast a SPELL 6 against all opponents who were hit by one of the previous Attacks. Deal 4 MAGIC DMG and PULL 8.
Can it Move and Attack an opponent within Reach 2? MOVE towards the nearest opponent. THEN: Make a [icon] ATK within REACH 2. When Determining Damage, add a PURPLE [icon] of PHYSICAL DMG. THEN: Cast a SPELL 6 against all opponents within SOI, Inflict Darkness.
Can it Move and Attack an opponent within Range 8? Move to be up to Range 8 from the nearest opponent. THEN: Make a [icon] 8 ATK, prioritizing an opponent that does not have HEAVY. FU: PULL 8, FORCE 14.
Hallowed Water Loa (Unquenchable Tide)
Card 49 — Hallowed Water Loa (Unquenchable Tide)
Printed tabs: 1, 2, 3. Intelligent. Type: Loa. Variation.
Health 40 · Defense 17 · Movement 6 · Armor 0 · Loot level: Epic · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 MAGIC DMG · [icon] +3 MAGIC DMG
Sentient Liquid (Passive) The Hallowed Water Loa has ARCANE, ELUSIVE. All figures that occupy Water Terrain are considered to be within her SOI. The Hallowed Water Loa is not affected by Water Terrain and may never choose to leave it.
Rising Tides (Passive) When another figure within LOS or SOI is Defeated, place an Energy token on the Initiative Track (Limit 4). All Normal Terrain within X spaces of Water Terrain is also considered Water Terrain, where X is the number of these Energy tokens on the Initiative Track. If no Hallowed Water Loas are on the board, remove 1 Energy token at the start of each round.
Is there an opponent in Water Terrain? Cast a SPELL 6, Inflict Condemn. If the target is already Condemned, deal a SKY [icon] of MAGIC DMG instead. CONTINUE DOWN
Can it Move and Attack an opponent within Reach 2? MOVE and make a [icon] ATK within REACH 2. FU: Use the Short Wave Template on the target. Place Water Terrain on each space within the template. Then, all opponents within the template are Inflicted with Slow, FORCE 14.
Otherwise: Place Water Terrain on an unoccupied space adjacent to the farthest opponent within SOI. Then, WARP to the space this token was placed. THEN: Cast a SPELL 6 against all opponents within SOI. Place Water Terrain on the space the target occupies and deal (4+X) MAGIC DMG, where X equals 2x the Energy tokens on the Initiative Track.
Card 50 — Hallowed Water Loa (Unquenchable Tide)
Printed tabs: 1, 2, 3. Intelligent. Type: Loa. Variation.
Health 50 · Defense 19 · Movement 6 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 MAGIC DMG · [icon] +3 MAGIC DMG
Sentient Liquid (Passive) The Hallowed Water Loa has ARCANE, ELUSIVE. All figures that occupy Water Terrain are considered to be within her SOI. The Hallowed Water Loa is not affected by Water Terrain and may never choose to leave it.
Rising Tides (Passive) When another figure within LOS or SOI is Defeated, place an Energy token on the Initiative Track (Limit 4). All Normal Terrain within X spaces of Water Terrain is also considered Water Terrain, where X is the number of these Energy tokens on the Initiative Track. If no Hallowed Water Loas are on the board, remove 1 Energy token at the start of each round.
Is there an opponent in Water Terrain? Cast a SPELL 6, Inflict Condemn. If the target is already Condemned, deal a BROWN [icon] of MAGIC DMG instead. CONTINUE DOWN
Can it Move and Attack an opponent within Reach 2? MOVE and make a [icon] ATK within REACH 2. FU: Use the Short Wave Template on the target. Place Water Terrain on each space within the template. Then, all opponents within the template are Inflicted with Slow, FORCE 15.
Otherwise: Place Water Terrain on an unoccupied space adjacent to the farthest opponent within SOI. Then, WARP to the space this token was placed. THEN: Cast a SPELL 6 against all opponents within SOI. Place Water Terrain on the space the target occupies and deal (4+X) MAGIC DMG, where X equals 2x the Energy tokens on the Initiative Track.
Card 51 — Hallowed Water Loa (Unquenchable Tide)
Printed tabs: 1, 2, 3. Intelligent. Type: Loa. Variation.
Health 60 · Defense 21 · Movement 6 · Armor 0 · Loot level: Mythic · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 MAGIC DMG · [icon] +4 MAGIC DMG
Sentient Liquid (Passive) The Hallowed Water Loa has ARCANE, ELUSIVE. All figures that occupy Water Terrain are considered to be within her SOI. The Hallowed Water Loa is not affected by Water Terrain and may never choose to leave it.
Rising Tides (Passive) When another figure within LOS or SOI is Defeated, place an Energy token on the Initiative Track (Limit 4). All Normal Terrain within X spaces of Water Terrain is also considered Water Terrain, where X is the number of these Energy tokens on the Initiative Track. If no Hallowed Water Loas are on the board, remove 1 Energy token at the start of each round.
Is there an opponent in Water Terrain? Cast a SPELL 6, Inflict Condemn. If the target is already Condemned, deal a HUNTER [icon] of MAGIC DMG instead. CONTINUE DOWN
Can it Move and Attack an opponent within Reach 2? MOVE and make a [icon] ATK within REACH 2. FU: Use the Short Wave Template on the target. Place Water Terrain on each space within the template. Then, all opponents within the template are Inflicted with Slow, FORCE 16.
Otherwise: Place Water Terrain on an unoccupied space adjacent to the farthest opponent within SOI. Then, WARP to the space this token was placed. THEN: Cast a SPELL 6 against all opponents within SOI. Place Water Terrain on the space the target occupies and deal (4+X) MAGIC DMG, where X equals 2x the Energy tokens on the Initiative Track.
Flesh Shaper (Devouring Chaos)
Card 52 — Flesh Shaper (Devouring Chaos)
Printed tabs: 1, 2, 3. Intelligent. Type: Eldritch. Variation.
Health 40 · Defense 17 · Movement 3 · Armor 0 · Loot level: Epic · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +2 ARMOR PIERCING · [icon] +3 PHYSICAL DMG
Unreal Flesh (Passive) The Flesh Shaper has an SOI of 8, NIMBLE and RESISTANCE: PHYSICAL DMG. When the Flesh Shaper Inflicts an Effect, also Inflict Darkness. Additionally, Combatants with Darkness are always considered to be within the Flesh Shaper's SOI. When an ally or opponent within SOI is Defeated, the Flesh Shaper Gains 1 Energy token (Limit 3).
Does the Flesh Shaper have No Energy tokens? WARP to an unoccupied non-Dangerous Terrain space within SOI that is adjacent to an opponent. Prioritizing an opponent adjacent to an ally. THEN: Make 2 [icon] ATKS. These Attacks have FU: Inflict Condemn, FORCE 14. THEN: SWAP with the farthest ally within SOI.
Does an opponent within SOI have Darkness? WARP within SOI to be within REACH 2 of as many opponents as possible. THEN: Make a [icon] ATK against each opponent within REACH 2. These Attacks have FU: Inflict Sedate, FORCE 14. If the target has Darkness, also Inflict Disease. CONTINUE DOWN
Does the Flesh Shaper have 1 or more energy tokens? The Flesh Shaper removes an Energy token. THEN: Cast a SPELL 6 against all opponents within SOI. Deal 10 IRREDUCIBLE DMG. If a target has Darkness, they are Inflicted with Condemn.
Is there an opponent within SOI? Cast a SPELL 6 against an opponent. Deal X MAGIC DMG, where X equals 4 plus 1 for every Energy token on the Flesh Shaper. FU: Place a Smoldering Gas token on the space the target occupied.
Card 53 — Flesh Shaper (Devouring Chaos)
Printed tabs: 1, 2, 3. Intelligent. Type: Eldritch. Variation.
Health 50 · Defense 19 · Movement 3 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 PHYSICAL DMG · [icon] +2 ARMOR PIERCING · [icon] +3 PHYSICAL DMG
Unreal Flesh (Passive) The Flesh Shaper has an SOI of 8, NIMBLE and RESISTANCE: PHYSICAL DMG. When the Flesh Shaper Inflicts an Effect, also Inflict Darkness. Additionally, Combatants with Darkness are always considered to be within the Flesh Shaper's SOI. When an ally or opponent within SOI is Defeated, the Flesh Shaper Gains 1 Energy token (Limit 3).
Does the Flesh Shaper have No Energy tokens? WARP to an unoccupied non-Dangerous Terrain space within SOI that is adjacent to an opponent. Prioritizing an opponent adjacent to an ally. THEN: Make 2 [icon] ATKS. These Attacks have FU: Inflict Condemn, FORCE 14. THEN: SWAP with the farthest ally within SOI.
Does an opponent within SOI have Darkness? WARP within SOI to be within REACH 2 of as many opponents as possible. THEN: Make a [icon] ATK against each opponent within REACH 2. These Attacks have FU: Inflict Sedate, FORCE 14. If the target has Darkness, also Inflict Disease. CONTINUE DOWN
Does the Flesh Shaper have 1 or more energy tokens? The Flesh Shaper removes an Energy token. THEN: Cast a SPELL 6 against all opponents within SOI. Deal 10 IRREDUCIBLE DMG. If a target has Darkness, they are Inflicted with Condemn.
Is there an opponent within SOI? Cast a SPELL 6 against an opponent. Deal X MAGIC DMG, where X equals 4 plus 1 for every Energy token on the Flesh Shaper. FU: Place a Smoldering Gas token on the space the target occupied.
Loche Bomb (Bursting Volatility)
Card 54 — Loche Bomb (Bursting Volatility)
Printed tabs: 1, 2. Intelligent. Type: Construct. Variation.
Health 50 · Defense 16 · Movement 6 · Armor 0 · Loot level: Epic · Casting: [icons] · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +3 MAGIC DMG
Captive Force (Passive) The Loche Bomb has RESISTANCE: PHYSICAL DMG and MAGIC DMG. PHYSICAL DMG dealt by BLUNT Weapons ignores this Resistance. When the Loche Bomb is dealt Damage from an Attack or Spell, it Gains an Energy token (Limit 5). The Loche Bomb Gains +1 [icon] for each Energy token it has.
Overwhelming Heat (Passive) If the Loche Bomb is Defeated during another figure's turn, adjacent figures must make a Perception 12 or Lore 12 Skill Check. If any figures fail this Skill Check, the Loche Bomb Gains TRIVIAL and deals X PURPLE [icon] of MAGIC DMG to all adjacent figures where X equals the amount of Energy tokens on the Loche Bomb. Then, place Lava Terrain on the space it occupied.
Is there a opponent within LEAP 6? The Loche Bomb Gains an Energy token (Limit 5). THEN: LEAP 6 to a space occupied by an opponent, prioritizing an opponent that is adjacent to as many opponents as possible. CONTINUE DOWN
Is there an adjacent opponent? Make a [icon] ATK. FU: Inflict Bleed and Burn, FORCE 14. THEN: If the Loche Bomb has at least 2 Energy tokens, CONTINUE DOWN.
Is there an opponent within SOI with an Effect? MOVE to put as many opponents within SOI as possible. THEN: Cast a SPELL 6 against all opponents within SOI. Deal 3 MAGIC DMG per Energy token on the Loche Bomb.
Card 55 — Loche Bomb (Bursting Volatility)
Printed tabs: 1, 2. Intelligent. Type: Construct. Variation.
Health 65 · Defense 18 · Movement 6 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 PHYSICAL DMG · [icon] +3 MAGIC DMG
Captive Force (Passive) The Loche Bomb has RESISTANCE: PHYSICAL DMG and MAGIC DMG. PHYSICAL DMG dealt by BLUNT Weapons ignores this Resistance. When the Loche Bomb is dealt Damage from an Attack or Spell, it Gains an Energy token (Limit 5). The Loche Bomb Gains +1 [icon] for each Energy token it has.
Overwhelming Heat (Passive) If the Loche Bomb is Defeated during another figure's turn, adjacent figures must make a Perception 12 or Lore 12 Skill Check. If any figures fail this Skill Check, the Loche Bomb Gains TRIVIAL and deals X PURPLE [icon] of MAGIC DMG to all adjacent figures where X equals the amount of Energy tokens on the Loche Bomb. Then, place Lava Terrain on the space it occupied.
Is there a opponent within LEAP 6? The Loche Bomb Gains an Energy token (Limit 5). THEN: LEAP 6 to a space occupied by an opponent, prioritizing an opponent that is adjacent to as many opponents as possible. CONTINUE DOWN
Is there an adjacent opponent? Make a [icon] ATK. FU: Inflict Bleed and Burn, FORCE 14. THEN: If the Loche Bomb has at least 2 Energy tokens, CONTINUE DOWN.
Is there an opponent within SOI with an Effect? MOVE to put as many opponents within SOI as possible. THEN: Cast a SPELL 6 against all opponents within SOI. Deal 3 MAGIC DMG per Energy token on the Loche Bomb.
Card 56 — Loche Bomb (Bursting Volatility)
Printed tabs: 1, 2. Intelligent. Type: Construct. Variation.
Health 80 · Defense 20 · Movement 6 · Armor 0 · Loot level: Mythic · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 PHYSICAL DMG · [icon] +4 MAGIC DMG
Captive Force (Passive) The Loche Bomb has RESISTANCE: PHYSICAL DMG and MAGIC DMG. PHYSICAL DMG dealt by BLUNT Weapons ignores this Resistance. When the Loche Bomb is dealt Damage from an Attack or Spell, it Gains an Energy token (Limit 5). The Loche Bomb Gains +1 [icon] for each Energy token it has.
Overwhelming Heat (Passive) If the Loche Bomb is Defeated during another figure's turn, adjacent figures must make a Perception 12 or Lore 12 Skill Check. If any figures fail this Skill Check, the Loche Bomb Gains TRIVIAL and deals X PURPLE [icon] of MAGIC DMG to all adjacent figures where X equals the amount of Energy tokens on the Loche Bomb. Then, place Lava Terrain on the space it occupied.
Is there a opponent within LEAP 6? The Loche Bomb Gains an Energy token (Limit 5). THEN: LEAP 6 to a space occupied by an opponent, prioritizing an opponent that is adjacent to as many opponents as possible. CONTINUE DOWN
Is there an adjacent opponent? Make a [icon] ATK. FU: Inflict Bleed and Burn, FORCE 14. THEN: If the Loche Bomb has at least 2 Energy tokens, CONTINUE DOWN.
Is there an opponent within SOI with an Effect? MOVE to put as many opponents within SOI as possible. THEN: Cast a SPELL 6 against all opponents within SOI. Deal 3 MAGIC DMG per Energy token on the Loche Bomb.
Wuxia Asesina (Master of Detonation)
Card 57 — Wuxia Asesina (Master of Detonation)
Printed tabs: 1, 2. Intelligent. Variation.
Health 48 · Defense 18 · Movement 8 · Armor 3 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +4 PHYSICAL DMG · [icon with 2] +4 ARMOR PIERCING
Fire Hurler (Passive) The Wuxia Asesina ignores the effects of all Obscuring tokens. The Wuxia Asesina's Attacks Gain FU: If the target occupies a space that contains an Obscuring token, Inflict Burn. If the target is already Inflicted with Burn, they are dealt 3 IRREDUCIBLE DMG instead.
Flight by Smoke (Passive) The Wuxia Asesina has NIMBLE and will COUNTER the first Attack she can each turn with a [icon] 6 ATK. When the Counter ends, place a Smoldering Gas token on the space the target occupies. Then, the Wuxia Asesina WARPS to the farthest possible space from all opponents within RANGE 3.
Is there an opponent adjacent? Make a [icon] ATK. FU: Place a Smoldering Gas token on the space the target occupies. THEN: If the above Attack did no Damage, WARP to the farthest space possible from opponents within RANGE 6 and CONTINUE DOWN.
Is there an opponent within SOI? Cast a SPELL 6 against an opponent, prioritizing an opponent in a space without an Obscuring token. Place a Smoldering Gas token on the space the target occupies. THEN: If the Wuxia Asesina has not Attacked this turn, CONTINUE DOWN.
Is there an opponent within Range 6? Make a [icon] 6 ATK. FU: Inflict Burn and Choked, FORCE 15. THEN: If the Wuxia Asesina has not WARPED this turn, MOVE to be adjacent to the closest opponent in range. THEN: Make a [icon] ATK. FU: Place a Smoke token on the space the target occupies.
Card 58 — Wuxia Asesina (Master of Detonation)
Printed tabs: 3, 4. Intelligent. Variation.
Health 48 · Defense 18 · Movement 8 · Armor 3 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +4 PHYSICAL DMG · [icon with 2] +4 ARMOR PIERCING
Fire Hurler (Passive) The Wuxia Asesina ignores the effects of all Obscuring tokens. The Wuxia Asesina's Attacks Gain FU: If the target occupies a space that contains an Obscuring token, Inflict Burn. If the target is already Inflicted with Burn, they are dealt 3 IRREDUCIBLE DMG instead.
Flight by Smoke (Passive) The Wuxia Asesina has NIMBLE and will COUNTER the first Attack she can each turn with a [icon] 6 ATK. When the Counter ends, place a Smoldering Gas token on the space the target occupies. Then, the Wuxia Asesina WARPS to the farthest possible space from all opponents within RANGE 3.
Is there an opponent adjacent? Make a [icon] ATK. FU: Place a Smoldering Gas token on the space the target occupies. THEN: If the above Attack did no Damage, WARP to the farthest space possible from opponents within RANGE 6 and CONTINUE DOWN.
Is there an opponent within SOI? Cast a SPELL 6 against an opponent, prioritizing an opponent in a space without an Obscuring token. Place a Smoldering Gas token on the space the target occupies. THEN: If the Wuxia Asesina has not Attacked this turn, CONTINUE DOWN.
Is there an opponent within Range 6? Make a [icon] 6 ATK. FU: Inflict Burn and Choked, FORCE 15. THEN: If the Wuxia Asesina has not WARPED this turn, MOVE to be adjacent to the closest opponent in range. THEN: Make a [icon] ATK. FU: Place a Smoke token on the space the target occupies.
Fènnù Tank (Bottomless Wellspring)
Card 59 — Fènnù Tank (Bottomless Wellspring)
Printed tabs: 1, 2. Intelligent. Variation.
Health 60 · Defense 19 · Movement 8 · Armor 2 · Loot level: Legendary · Casting: – · Conviction: [icons] Markers: [icon with 4] +6 PHYSICAL DMG · [icon with 4] FU: Remove all Negative Effects.
Passive Ability 1 (Passive) The Fènnù Tank's Barrier Limit is 5. The Fènnù Tank will REDIRECT Attacks made against other non-Fènnù Tank allies within SOI to herself. When an opponent makes an Attack against the Fènnù Tank from a non-adjacent space, roll BLACK [icon]. If 3 or more [icon] are rolled, the Attack misses.
Fermenting Rage (Passive) Each time the Fènnù Tank is Attacked or targeted by a Spell, place one Energy token on the Fènnù Tank (Limit 4). When the Fènnù Tank makes an Attack, that Attack Gains +2 PHYSICAL DMG for each Energy token on the Fènnù Tank.
Does the Fènnù Tank have at least one Energy token? Gain Barrier and HEAL X. Where X equals the number of Energy tokens on the Fènnù Tank. THEN: Remove 1 Energy token. CONTINUE DOWN
Is there an opponent within Reach 3? Make a [icon] ATK at up to REACH 3. FU: PUSH 2 and Inflict Rooted, FORCE 15. THEN: If the target was PUSHED, move up to 2 spaces closer to the target. THEN: Make a [icon] ATK at up to REACH 3, prioritizing the same target. FU: PUSH 2 and Inflict Stupefy. If 1 or less of the above Attacks did Damage, CONTINUE DOWN.
Can the Fènnù Tank Move and Attack an opponent? MOVE to make a [icon] ATK against an opponent at up to REACH 3. FU: PUSH 4 and Inflict Poison, FORCE 15. (Poison Limit 2.)
Shenlong Song Mage (Eyes in the Darkness)
Card 60 — Shenlong Song Mage (Eyes in the Darkness)
Printed tabs: 1, 2. Intelligent. Variation.
Health 50 · Defense 18 · Movement 6 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] FU: Inflict Frozen. · [icon] FU: Inflict Frozen.
Hammer of the Empty (Passive) The Shenlong Song Mage has an SOI of 10. All opponents with Darkness are considered to be within her SOI. At the beginning of her turn, every opponent within SOI is Inflicted with Darkness, FORCE 14. For each opponent that already has Darkness, the Shenlong Song Mage HEALS 2 instead.
Numbing Void (Passive) When an opponent Inflicted with Darkness casts a Spell or makes an Attack against a Shenlong Song Mage, before they Determine the Force, roll the BLACK [icon]. If [icon] is rolled, they are Inflicted with Frozen twice.
Does another ally within SOI have Damage? Another ally within SOI with the most Damage HEALS X, where X equals half their current Damage. CONTINUE DOWN
Is there an opponent adjacent? Cast a SPELL 6 against all opponents Inflicted with Darkness. Deal a FIRE [icon] of MAGIC DMG and Inflict Disease. THEN: Make a [icon] 6 ATK against each opponent within Range. FU: Inflict Darkness, FORCE 15. If that opponent already has Darkness, Inflict Frozen. THEN: MOVE to the farthest space possible from opponents, this movement does not provoke Break Attacks.
Is there an opponent within SOI? Cast a SPELL 6 against a single target X amount of times, where X equals the amount of opponents on the board who are Inflicted with Darkness. Prioritize the opponent with the highest Total Armor Value. Deal a FIRE [icon] of MAGIC DMG. THEN: Two opponents within SOI SWAP, prioritizing the opponents farthest from each other. THEN: If the Shenlong Song Mage has not already moved this turn, MOVE to the farthest space possible from opponents.
Shēntǐ Manipulator (Field Commander)
Card 61 — Shēntǐ Manipulator (Field Commander)
Printed tabs: 1, 2. Intelligent. Variation.
Health 50 · Defense 19 · Movement 6 · Armor 6 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] FU: Inflict Frozen. · [icon with 2] +2 MAGIC DMG · [icon] FU: Inflict Stupefy, FORCE 14
Redirection Praxis (Passive) The Shēntǐ Manipulator has FLIGHT. At the start of his turn, the Shēntǐ Manipulator Gains 2 Energy tokens (Limit 2). Whenever an opponent within SOI would Gain a POSITIVE EFFECT, the Shēntǐ Manipulator must remove 1 Energy token, if he does, place that Effect on an ally instead. Whenever an ally within SOI would be Inflicted with a Negative Effect, the Shēntǐ Manipulator must remove 1 Energy token, if he does, place that Effect on an opponent instead.
Is there an opponent adjacent? Make a [icon] ATK against the opponent with the highest Remaining HP. FU: WARP the Shēntǐ Manipulator to the farthest space within SOI. Then, WARP the target of the Attack to a non-Dangerous Terrain space adjacent to the Shēntǐ Manipulator. After Warping the target must make a Strength 10 or Lore 10 Skill Check. If they fail this Check, they are dealt a SKY [icon] of PHYSICAL DMG. CONTINUE DOWN
Is there a non-Shēntǐ Manipulator ally on the board? MOVE to be on a non-Dangerous Terrain space that puts the most spaces between the Shēntǐ Manipulator and all other opponents while staying within LOS of an opponent. THEN: A non-Shēntǐ Manipulator ally within LOS Gains Barrier and Courage. If the Shēntǐ Manipulator hasn't Warped this turn, CONTINUE DOWN.
Is there an opponent adjacent to an ally within LOS? Place a Smoldering Gas token on the space the farthest opponent within LOS occupies. Before placing this token, the target may make an Agility 12 Skill Check. If they pass, they may move 1 space. This movement does not provoke Break Attacks. THEN: SWAP places with the farthest ally who is adjacent to an opponent. Then, cast a SPELL 6 against all opponents. Deal a SKY [icon] of MAGIC DMG.
Tomb Guardian (Ethereal Blight)
Card 62 — Tomb Guardian (Ethereal Blight)
Printed tabs: 1, 2, 3. Intelligent. Type: Undead. Reanimation. Variation. Swarm.
Health 50 · Defense 18 · Movement 6 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 PHYSICAL DMG · [icon with 2] +4 ARMOR PIERCING
Standing the Test of Time (Passive) The Tomb Guardian has INCORPOREAL, and RESISTANCE: PHYSICAL DMG.
Fading Light (Passive) Opponents Inflicted with Darkness are considered to be within the Tomb Guardian's SOI. When an opponent within SOI is Inflicted with Darkness, the Tomb Guardian Gains a Vow token. When making an Attack, if the target has Darkness, the Attack Gains +2 TO THE ATK ROLL.
Is there an opponent within SOI? Cast a SPELL 6 against the farthest opponent within SOI. Deal a FIRE [icon] of MAGIC DMG. If the target failed this Conviction Check by 3 or more, place a Smoldering Gas token on the space they occupy. CONTINUE DOWN
Is there an opponent adjacent? Place a Smoke token on the space this figure occupies. THEN: Make a [icon] ATK against each adjacent opponent. These Attacks have FU: Inflict Condemn, FORCE 14. THEN: If no opponents within SOI have Darkness, CONTINUE DOWN.
Is there an opponent within SOI? Cast a SPELL 6 against all opponents within SOI. Inflict Darkness. THEN: MOVE to the farthest space possible from opponents. THEN: WARP to be adjacent to the farthest opponent within SOI, prioritizing an opponent with Darkness.
Card 63 — Tomb Guardian (Ethereal Blight)
Printed tabs: 4, 5, 6. Intelligent. Type: Undead. Reanimation. Variation. Swarm.
Health 50 · Defense 18 · Movement 6 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 2] +3 PHYSICAL DMG · [icon with 2] +4 ARMOR PIERCING
Standing the Test of Time (Passive) The Tomb Guardian has INCORPOREAL, and RESISTANCE: PHYSICAL DMG.
Fading Light (Passive) Opponents Inflicted with Darkness are considered to be within the Tomb Guardian's SOI. When an opponent within SOI is Inflicted with Darkness, the Tomb Guardian Gains a Vow token. When making an Attack, if the target has Darkness, the Attack Gains +2 TO THE ATK ROLL.
Is there an opponent within SOI? Cast a SPELL 6 against the farthest opponent within SOI. Deal a FIRE [icon] of MAGIC DMG. If the target failed this Conviction Check by 3 or more, place a Smoldering Gas token on the space they occupy. CONTINUE DOWN
Is there an opponent adjacent? Place a Smoke token on the space this figure occupies. THEN: Make a [icon] ATK against each adjacent opponent. These Attacks have FU: Inflict Condemn, FORCE 14. THEN: If no opponents within SOI have Darkness, CONTINUE DOWN.
Is there an opponent within SOI? Cast a SPELL 6 against all opponents within SOI. Inflict Darkness. THEN: MOVE to the farthest space possible from opponents. THEN: WARP to be adjacent to the farthest opponent within SOI, prioritizing an opponent with Darkness.
Jiangshi Volunteer (Touch of Decay)
Card 64 — Jiangshi Volunteer (Touch of Decay)
Printed tabs: 1, 2, 3. Intelligent. Type: Undead. Reanimation. Variation.
Health 42 · Defense 20 · Movement 6 · Armor 0 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon with 6] +10 PHYSICAL DMG · [icon with 2] FU: Inflict Frozen, FORCE 14
Serving in Death (Passive) The Jiangshi Volunteer has RELENTLESS, RESISTANCE: PHYSICAL DMG, and IMMUNITY to all Negative Effects except Burn and Paralyze. Additionally, she may never Gain IMMUNITY: PARALYZE.
Contagious Corruption (Passive) Before rolling for an Attack, place a Bile token in the space the target occupies. If the target already occupies a space with a Bile token, the Attack Gains FU: Inflict Wilt and deal a PURPLE [icon] of IRREDUCIBLE DMG, FORCE 15.
Does the Jiangshi Volunteer have Damage? Gain Berserk. If this figure already has Berserk, the Jiangshi Volunteer is Inflicted with Burn instead. THEN: If the Jiangshi Volunteer did not Gain Berserk this turn, CONTINUE DOWN.
Is there an opponent adjacent? MOVE 1 space away without provoking Break Attacks. THEN: Make a [icon] ATK within REACH 2. CONTINUE DOWN
Is there an opponent within SOI? Cast a SPELL 6 against all opponents within SOI. Inflict Burn. If a target is already Inflicted with Burn, place a Fire token on the space that target occupies. If this token would be placed in a space that contains a Bile token, the target is dealt a PURPLE [icon] of MAGIC DMG. THEN: LEAP 10 to the farthest space occupied by an opponent. THEN: Make a [icon] ATK. FU: Inflict Poison and Rooted, FORCE 15.
Is there an opponent within LOS and 10 spaces in an orthogonal line? LEAP 10 to the farthest space occupied by an opponent. THEN: Make a [icon] ATK against the figure that was Displaced.
Yaoguai (Driven Hunter)
Card 65 — Yaoguai (Driven Hunter)
Printed tabs: 1, 2. Intelligent. Type: Beast, Undead. Variation. Swarm.
Health 42 · Defense 19 · Movement 10 · Armor 2 · Loot level: Legendary · Casting: [icons] · Conviction: [icons] Markers: [icon] +2 PHYSICAL DMG · [icon with 2] FU: Remove all Negative Effects.
Spirit Shift (Passive) The Yaoguai has NIMBLE. While the Yaoguai has any amount of Damage, the Yaoguai also has INCORPOREAL, FLIGHT, ELUSIVE, and RESISTANCE: MAGIC DMG.
Soul Hunger (Passive) Whenever the Yaoguai does Damage to its Priority Target, it will HEAL 5. Each time the Yaoguai can, it will COUNTER with a [icon] 4 ATK. FU: Place a Smoke token on the space the attacker occupies and Inflict Burn, FORCE 15.
Does it not have a Priority Target? Place the Priority Target token on the opponent with the lowest Remaining HP. THEN: WARP to a non-Dangerous Terrain space that is both within SOI and closest to the Priority Target. THEN: Inflict Rooted on all adjacent opponents, FORCE 15. CONTINUE DOWN
Is its Priority Target adjacent? Make 2 [icon] ATKS against the Priority Target. These Attacks Gain FU: Inflict Choked and place a Fire token on the space the target occupies, FORCE 15. THEN: MOVE to be as far from the Priority Target as possible.
Is its Priority Target within SOI? WARP to a non-Dangerous Terrain space that is both within SOI and closest to the Priority Target. Prioritize a space Flanking the Priority Target if possible. THEN: Make a [icon] ATK against the Priority Target. This Attack ignores Armor. THEN: Cast a SPELL 6 against all opponents within SOI. Place Smoke in the space the target occupies and Inflict Choked.
Otherwise: MOVE to be to put as many opponents in SOI as possible.
Mad Runimus (Frenzied Desolation)
Card 66 — Mad Runimus (Frenzied Desolation)
Printed tabs: 1, 2, 3. Intelligent. Type: Aberration. Variation.
Health 30 · Defense 20 · Movement 6 · Armor 0 · Loot level: Mythic · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +4 MAGIC DMG
Insatiable Bloodlust (Passive) When the Mad Runimus Inflicts an Effect on an opponent, it Gains an Energy token (Limit 1). If it already has an Energy token, it Gains Berserk instead.
Corrosive Viscera (Passive) The Mad Runimus will attempt to DODGE [icon] Attacks. During this Dodge, if it rolls 3 or more [icon], the attacking figure is Inflicted with Poison.
Does it have an Energy token? MOVE to be adjacent to as many figures as possible. Then, make a [icon] ATK against each opponent. These Attacks have FU: Inflict Condemn, FORCE 15. THEN: Make a [icon] 4 ATK against each non-adjacent opponent. These Attacks have FU: Inflict Poison, FORCE 15. THEN: If at least one of these Attacks dealt Damage, remove an Energy token from this figure.
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Poison, FORCE 15. THEN: MOVE to make a [icon] 6 ATK from the space farthest from opponents as possible. This Attack deals +1 MAGIC DMG for each space the Mad Runimus has moved this AI Step. FU: Inflict Darkness, FORCE 17. Roll the BLACK [icon]. If [icon] is rolled, CONTINUE DOWN.
Is there an opponent within Range 6? MOVE to make a [icon] ATK against the farthest opponent within Movement Range. FU: Inflict Burn, FORCE 17. This Attack deals +1 MAGIC DMG for each space the Mad Runimus has moved this AI Step.
Otherwise: Remove this card and figure from the board. Then, Spawn an Automated Nazaar so that its base is in a space this figure occupied.
Mana Seducer (Irresistible Compulsion)
Card 67 — Mana Seducer (Irresistible Compulsion)
Printed tabs: 1, 2, 3. Intelligent. Summoner 16. Variation.
Health 100 · Defense 21 · Movement 6 · Armor 0 · Loot level: Mythic · Casting: [icons] · Conviction: [icons] Markers: [icon] +5 PHYSICAL DMG · [icon] +5 MAGIC DMG
Dark Mother Savant (Passive) The Mana Seducer has an SOI of 8, PROVOKE 2, PROTECTION and RESISTANCE: MAGIC DMG.
Seductive Whispers (Passive) When an opponent within SOI deals MAGIC DMG to an ally, the Mana Seducer Gains an Energy token (Limit 5). For every Energy token on her card, she will HEAL 6 whenever she makes an Attack or casts a Spell.
Is there an opponent within SOI who can make an Attack against another opponent? The Mana Seducer removes 2 Energy tokens. If she cannot, she suffers 5 IRREDUCIBLE DMG. THEN: An opponent within SOI makes a [icon] ATK against another opponent using their equipped [icon]. CONTINUE DOWN
Can she move to be within SOI of an opponent? MOVE to place as many opponents within SOI as possible. THEN: Cast a SPELL 6 against all opponents within SOI. Deal 5 MAGIC DMG and Inflict Misfortune. If already Inflicted with Misfortune, deal an additional 3 MAGIC DMG. For each Energy token on the Mana Seducer, repeat the Effect of this Spell. If this Spell did no Damage, CONTINUE DOWN.
Is her Encounter Esper not on the board? Summon the listed Encounter Esper as an OPPOSING ESPER. Place it within SOI, prioritizing a space adjacent to an opponent.
Void Thing (Unmade Reaver)
Card 68 — Void Thing (Unmade Reaver)
Printed tabs: 1, 2, 3. Intelligent. Type: Undead. Minion. Variation.
Health – · Defense 22 · Movement 6 · Armor 0 · Loot level: Mythic · Casting: [icons] · Conviction: [icons] Health is printed as a dash on the card. Markers: [icon] +1 PHYSICAL DMG · [icon] +2 MAGIC DMG
Radiant Penumbra (Passive) The Void Thing has PROTECTION, INCORPOREAL, NIMBLE, and does not provoke Break Attacks. Whenever an opponent begins their turn within the Void Thing's SOI, they are dealt 3 IRREDUCIBLE DMG and Inflicted with Wilt.
Is there an opponent adjacent? Make an [icon] ATK, this Attack cannot be Dodged. This Attack has FU: Inflict CONDEMN, FORCE 15. THEN: If the previous Attack did not Inflict Condemn, make a [icon] 4 ATK against a different opponent. This Attack has FU: SWAP with the target, FORCE 15. THEN: If the Void Thing Swapped this turn, CONTINUE DOWN.
Is there an opponent within Reach 2? Make a [icon] ATK against each opponent within REACH 2. These Attacks have FU: PULL 2, FORCE 16. THEN: After making the above Attacks, if there are no adjacent opponents, MOVE to be adjacent to as many opponents as possible. THEN: Cast a SPELL 6 against each adjacent opponent. Inflict Rooted. THEN: If the Void Thing did not Move this turn, CONTINUE DOWN.
Is there an opponent within LOS? WARP to the space within LOS that contains Hindering Terrain and is within SOI of as many opponents as possible. THEN: Cast a SPELL 6 against all opponents within SOI. Place a Fire token on the space that opponent occupies. If an opponent fails their Conviction Check by 3 or more, they are dealt 3 IRREDUCIBLE DMG.
Optimath (Perfected Form)
Card 69 — Optimath (Perfected Form)
Printed tabs: 1, 2, 3. Intelligent. Variation.
Health 100 · Defense 22 · Movement 6 · Armor 5 · Loot level: Mythic · Casting: – · Conviction: [icons] Markers: [icon] +1 PHYSICAL DMG · [icon] +5 MAGIC DMG
Dark Mother Prodigy (Passive) The Optimath has NIMBLE, and IMMUNITY: DARKNESS, WILT, and POISON. When making an Attack, the Optimath ignores ARCANE.
Does the Optimath have Damage? The Optimath HEALS all Damage and removes all Negative Effects. THEN: Make a [icon] 6 ATK. FU: Inflict Poison, Choked, and Bleed, FORCE 16. CONTINUE DOWN
Is there an opponent adjacent? Make a [icon] ATK. FU: Inflict Rooted, FORCE 17. THEN: SWAP an adjacent opponent Inflicted with Rooted with the farthest opponent within SOI, FORCE 17. THEN: Make a [icon] ATK. FU: Inflict Rooted, FORCE 17. If the opponent is already Rooted, Inflict Condemn instead. THEN: If an opponent did not Swap this turn, CONTINUE DOWN.
Can she Move to be within Reach 4 of an opponent? MOVE to place as many opponents within REACH 4 as possible. Prioritizing opponents Inflicted with Rooted. THEN: Make a [icon] ATK against each opponent Inflicted with Rooted within REACH 4. These Attacks have FU: Inflict Darkness and deal a HUNTER [icon] of MAGIC DMG, FORCE 16. THEN: LEAP 6 to DISPLACE the opponent with the most Damage in Range. If the Optimath did not Attack a figure Inflicted with Rooted this turn, CONTINUE DOWN.
Otherwise: Another ally within SOI HEALS all Damage and removes all Negative Effects.