The Cauldron: Base Set (fan expansion for Sentinels of the Multiverse)
The Cauldron: Base Set (fan expansion for Sentinels of the Multiverse) Rulebook
Table of Contents
Table of Contents
- The Stranger (Hero)
- Quicksilver (Hero)
- Vanish (Hero)
- Doc Havoc (Hero)
- The Knight (Hero)
- Necro (Hero)
- Baccarat (Hero)
- Tango One (Hero)
- Lady of the Wood (Hero)
- Malichae (Hero)
- Starlight (Hero)
- The Ram (Villain)
- Tiamat (Villain)
- Dendron (Villain)
- Anathema (Villain)
- Gray (Villain)
- Blackwood Forest (Environment)
- The Wandering Isle (Environment)
- F.S.C. Continuance Wanderer (Environment)
- St. Simeon's Catacombs (Environment)
- Northspar (Environment)
- Halberd Experimental Research Center (Environment)
The Stranger (Hero)
Mark of the Twisted Shadow · Ongoing, Rune · Qty 3
Play this next to a hero target. Increase damage dealt by that target by 1. At the start of your turn you may destroy this card. If you do not, the Stranger deals himself 1 irreducible toxic damage.
Mark of the Bone Leech · Ongoing, Rune · Qty 2
Play this next to a hero target. The first time that target deals damage each turn, it regains 1HP. At the start of your turn you may destroy this card. If you do not, the Stranger deals himself 1 irreducible toxic damage.
Mark of the Faded · Ongoing, Rune · Qty 2
Play this next to a hero target. When that target would be dealt damage by a non-hero card, you may redirect that damage to a hero with higher HP. At the start of your turn you may destroy this card. If you do not, the Stranger deals himself 1 irreducible toxic damage.
Mark of the Blood Thorn · Ongoing, Rune · Qty 3
Play this next to a hero target. The first time that target is dealt damage each turn, it deals 1 target 1 toxic damage. At the start of your turn you may destroy this card. If you do not, the Stranger deals himself 1 irreducible toxic damage.
Mark of Quickening · Ongoing, Rune · Qty 2
Play this next to a hero. They may play an additional card during their play phase. At the start of your turn you may destroy this card. If you do not, the Stranger deals himself 1 irreducible toxic damage.
Mark of Destruction · Rune · Qty 2 · HP 5
Play this next to a non-character card. If either card is destroyed, destroy the other. Redirect damage dealt to this card by non-hero targets to the hero target with the highest HP.
Mark of Breaking · Ongoing, Rune · Qty 3
Play this next to a target. Increase damage dealt to that target by 1. At the start of your turn you may destroy this card. If you do not, the Stranger deals himself 1 irreducible toxic damage.
Mark of Binding · Ongoing, Rune · Qty 3
Play this next to a non-hero target. Reduce damage dealt by that target by 1. At the start of your turn you may destroy this card. If you do not, the Stranger deals himself 1 irreducible toxic damage.
Glyph of Combustion · Ongoing, Glyph · Qty 1
Once during your turn when the stranger would deal himself damage, prevent that damage. Whenever a Rune or Glyph is destroyed, the Stranger may deal 1 target 1 fire damage.
Glyph of Innervation · Ongoing, Glyph · Qty 1
Once during your turn when the stranger would deal himself damage, prevent that damage. Power: draw a card.
Glyph of Decay · Ongoing, Glyph · Qty 1
Once during your turn when the stranger would deal himself damage, prevent that damage. Power: you may play a Rune. The Stranger deals 1 target 1 toxic damage.
Glyph of Perception · Ongoing, Glyph · Qty 1
Once during your turn when the stranger would deal himself damage, prevent that damage. When a villain target enters play, you may play a Rune.
The Old Roads · One-shot · Qty 4
Put a Glyph from your trash into your hand, or reveal cards from the top of your deck until you reveal a Glyph, put it into play, and shuffle the other revealed cards into your deck. You may draw a card.
Corruption · One-shot · Qty 3
Draw up to 4 cards. For each card drawn this way, the Stranger deals himself 1 toxic damage.
Whispered Signs · One-shot · Qty 4
You may draw 2 cards or put a Rune from your trash into your hand. You may play a Rune or Glyph now.
Flickering Web · One-shot · Qty 2
You may play up to 3 Runes now.
Unweave · One-shot · Qty 3
You may shuffle up to 4 Runes from your trash into your deck, or discard up to 4 cards. For each card shuffled or discarded this way, the Stranger may draw a card or regain 1HP.
Quicksilver (Hero)
Mirror Shard · Ongoing, Limited · Qty 2
When this card enters play, draw a card. You may redirect any damage dealt by other hero targets to Quicksilver. Whenever Quicksilver takes damage this way, she deals 1 non-hero target X damage of the same type, where X is the damage that was dealt to Quicksilver plus 1.
Liquid Metal · One-shot · Qty 4
Reveal cards from the top of your deck until you reveal a Combo and a Finisher and put them into your hand. Shuffle the other revealed cards back into your deck. Quicksilver may deal herself 2 melee damage and play a Combo now.
Test Subject Halberd-19 · One-shot · Qty 3
Quicksilver regains 6HP. Immediately end your turn.
Iron Retort · Ongoing · Qty 3
When this card enters play, draw a card and Quicksilver regains 2HP. When Quicksilver is dealt damage, you may destroy this card.If you do, you may play a card.
Malleable Armor · Ongoing, Limited · Qty 2
If Quicksilver would be reduced from greater than 1 HP to 0 or fewer HP, restore her to 1HP. Power: if Quicksilver has not dealt damage this turn, she regains 3HP.
Vicious Memories · Ongoing, Limited · Qty 2
You may draw an extra card during your draw phase.
Stress Hardening · Ongoing, Limited · Qty 3
If Quicksilver currently has less than her max HP, increase damage she deals to non-hero targets by 1. If Quicksilver has 10 or fewer HP, increase damage she deals to non-hero targets by an additional 1.
Combo Chain · Ongoing, Limited · Qty 3
The first time each turn that Quicksilver would deal herself damage to play a Combo card, prevent that damage.
Frenzied Melee · Ongoing, Limited · Qty 2
Increase all damage dealt by 1. The first time a hero target would be dealt damage by a non-hero target during the villain turn, you may redirect that damage to Quicksilver. Power: destroy this card.
Forest of Needles · One-shot, Finisher · Qty 2
Quicksilver may deal 6 melee damage to a target with more than 8HP, or 3 melee damage to a target with 8 or fewer HP.
Guard Breaker · One-shot, Finisher · Qty 2
Destroy a target with 3 or fewer HP, or deal 1 target 3 irreducible melee damage.
Mercury Strike · One-shot, Combo · Qty 3
Quicksilver deals 1 target 2 melee damage, then 1 target 1 melee damage. You may play a Finisher, or Quicksilver may deal herself 2 melee damage and play a Combo.
Alloy Storm · One-shot, Combo · Qty 3
Quicksilver deals each non-hero target 1 projectile damage. You may play a Finisher, or Quicksilver may deal herself 2 melee damage and play a Combo.
Coalescing Spear · One-shot, Combo · Qty 3
Quicksilver deals 1 target 3 projectile damage. You may play a Finisher, or Quicksilver may deal herself 2 melee damage and play a Combo.
Whispering Steel · One-shot, Combo · Qty 3
Quicksilver deals 1 target 2 irreducible melee damage. You may play a Finisher, or Quicksilver may deal herself 2 melee damage and play a Combo.
Vanish (Hero)
Translocation Accelerator · Equipment, Limited · Qty 3
Whenever Vanish uses a power, she may then deal 1 non-hero target 1 energy damage.
Focusing Gauntlet · Equipment, Limited · Qty 2
Increase energy damage dealt by Vanish by 1.
Elusive · Ongoing · Qty 3
Power: reduce the next damage dealt to Vanish by 1. You may draw a card or play a card now.
Jaunting Reflex · Ongoing, Limited · Qty 3
Once per turn when a Hero target is dealt damage by a non-hero card, you may discard a card. If you do, you may use a power. Power: destroy this card. If you do, draw 2 cards.
Concussive Burst · Ongoing, Limited · Qty 3
The first time Vanish damages a non-hero target each turn, reduce damage dealt by that target by 1 until the start of your next turn.
Blink · One-shot · Qty 4
You may draw a card. You may play a card. You may use a power now.
Teleport Barrage · Ongoing, Limited · Qty 3
Power: Vanish deals 1 target 2 energy damage. Discard up to 3 cards. For each card discarded this way, Vanish deals 1 target 1 energy damage.
Blindside Jump · Ongoing, Limited · Qty 3
Power: Vanish deals 1 target 1 energy damage. Until the start of your next turn, increase damage taken by that target by 1.
Forewarned · Ongoing · Qty 3
At the start of your turn, you may destroy this card. If you do, all players draw until they have 3 cards in their hand.
Flash Recon · One-shot · Qty 4
Reveal the top card of each deck, then replace it. Select a deck and put its top card into play.
Tactical Relocation · One-shot · Qty 2
Vanish may deal any number of heroes 3 energy damage each. Heroes that take damage this way may put an ongoing or equipment card from their trash into play. Heroes that took no damage this way may draw a card, then discard a card.
Flickering Strike · One-shot · Qty 4
Draw 2 cards. Discard any number of cards. For each card discarded this way, Vanish deals 1 target 1 energy damage.
Abduct and Abandon · One-shot · Qty 3
Place a non-character card in play back on top of its deck.
Doc Havoc (Hero)
Improvised Mine · Equipment · Qty 2
When this card enters play, discard an Equipment card or this card is destroyed. When a villain card would enter play, before it is revealed you may destroy this card. If you do, prevent that card from entering play, and Doc Havoc deals 1 target 2 fire damage.
Unstable Serum · Equipment · Qty 3
When this card enters play, 1 target regains 2HP. At the end of your turn, you may destroy 1 ongoing or environment card. If you do, destroy this card.
Syringe Darts · Equipment, Limited · Qty 3
Power: Doc Havoc deals up to 2 targets 2 projectile damage each.
Gas Mask · Equipment, Limited · Qty 2
Whenever an environment card is destroyed, Doc Havoc regains 2HP.
Doc's Flask · Equipment, Limited, Relic · Qty 3
At the start of your turn, 1 hero target regains 1HP. Power: each 1 hero target regains 1HP.
Search and Rescue · One-shot · Qty 3
Each player may discard a card. Any player that does may reveal the top 3 cards of their deck, put 1 in their hand, 1 on the bottom of their deck, and 1 in their trash.
Field Dressing · One-shot · Qty 4
Each hero target regains 1HP. You may play a card now.
Stim Shot · One-shot · Qty 3
Draw a card. One player may use a power now.
Phosphor Blast · One-shot · Qty 3
Doc Havoc deals each target 1 radiant damage. Non-hero targets dealt damage this way may not regain HP until the start of your next turn.
Immediate Evac · One-shot · Qty 2
Each player may take a card from their trash and place it in their hand, or discard a card and draw 2 cards. Each villain target regains 2HP.
Brawler · Ongoing · Qty 2
Power: One non-hero target deals Doc Havoc 4 melee damage. Then Doc Havoc deals that target X melee damage, where X is the amount of damage that target dealt Doc Havoc this turn.
Painkillers · Ongoing · Qty 2
When this card enters play, place it next to a hero target. Damage dealt by that target is irreducible. At the start of that hero's turn, that target may deal itself 2 toxic damage. If no damage is taken this way, this card is destroyed.
Rapid Regen · Ongoing, Limited · Qty 3
Increase all HP recovery by 1.
Cauterize · Ongoing, Limited · Qty 3
Whenever Doc Havoc would deal damage to a target, that target may instead regain that much HP.
Reckless Charge · Ongoing, Limited · Qty 2
Increase damage dealt to Doc Havoc by 1. You may draw an extra card during your draw phase. Power: destroy this card.
The Knight (Hero)
Stalwart Shield · Equipment, Single Hand · Qty 3
When this card is put into play, destroy all but 2 Single Hand Equipment cards. Reduce damage taken by the Knight and your Equipment cards by 1.
Plate Mail · Equipment, Limited · Qty 4 · HP 5
When the Knight would be dealt damage, you may redirect that damage to this card.
Plate Helm · Equipment, Limited · Qty 4 · HP 5
When this card enters play, you may draw a card. When the Knight would be dealt damage, you may redirect that damage to this card.
Short Sword · Equipment, Single Hand · Qty 3
When this card is put into play, destroy all but 2 Single Hand Equipment cards. Increase damage dealt by the Knight by 1. Power: the Knight deals 1 target 2 melee damage.
Maiden's Blessing · Ongoing, Limited · Qty 2
Power: you may play an Equipment card. Draw a card.
Whetstone · Equipment, Limited · Qty 2
Increase melee damage dealt by the Knight by 1.
Knight's Honor · Ongoing, Limited · Qty 2
Play this card next to a target. Whenever that target would take damage, redirect that damage to the Knight. Damage redirected this way is irreducible. Power: destroy this card.
Sure Footing · Ongoing, Limited · Qty 2
Power: you may play a One-shot now. Draw a card.
Heavy Swing · One-shot · Qty 4
The Knight deals 1 target 3 melee damage.
Swift Strikes · One-shot · Qty 4
The Knight deals up to 2 targets 1 melee damage each.
Catch Your Breath · One-shot · Qty 2
Draw a card. The Knight regains 2 HP.
Arm Yourself · One-shot · Qty 2
Select up to 2 Equipment cards from your trash. Put one into play and one into your hand.
Battlefield Scavenger · One-shot · Qty 2
Each player may draw a card, or take an Equipment or Ongoing card from their trash and put it on top of their deck.
Defender of the Realm · One-shot · Qty 2
Search your deck for a copy of "Plate Mail" or "Plate Helm" and put it into play. Shuffle your deck. Select a hero target. Until the start of your next turn, reduce damage dealt to that target by 1.
Champion of the Realm · One-shot · Qty 2
Search your deck for a Single Hand Equipment card and put it into play. Shuffle your deck. Select a hero target. Until the start of your next turn, increase damage dealt by that target by 1.
Necro (Hero)
Zombie · Undead · Qty 5 · HP #
At the end of your turn, this card deals the non-Undead hero target with the highest HP 2 toxic damage. When this card enters play, # = the number of rituals in play plus 2.
Ghoul · Undead · Qty 3 · HP #
At the end of your turn, this card deals the non-Undead hero target with the second lowest HP 2 toxic damage. When this card enters play, # = the number of rituals in play plus 2.
Possessed Corpse · Undead · Qty 2 · HP #
At the end of your turn, this card deals the non-Undead hero target with the lowest HP 2 infernal damage. When this card enters play, # = the number of rituals in play plus 2.
Demonic Imp · Undead · Qty 2 · HP #
At the end of your turn, destroy 1 hero equipment or ongoing card. When this card is destroyed, one player may play a card. When this card enters play, # = the number of rituals in play plus 2.
Abomination · Undead · Qty 2 · HP #
At the end of your turn, this card deals all non-Undead hero targets 2 toxic damage. When this card is destroyed, all players draw a card. When this card enters play, # = the number of rituals in play plus 6.
Talisman · Equipment · Qty 2
Place this card next to a target. That target is immune to damage from Undead targets.
Tainted Blood · Ongoing, Limited · Qty 2
At the end of your draw phase, Necro deals the Undead target with the lowest HP 2 irreducible toxic damage.
Corpse Explosion · Ongoing, Limited, Ritual · Qty 2
Whenever an Undead target is destroyed, Necro deals 2 toxic damage to all villain targets.
Blood Rite · Ongoing, Limited, Ritual · Qty 2
Whenever an Undead target is destroyed, all non-Undead hero targets regain 2 HP.
Hellfire · Ongoing, Limited, Ritual · Qty 2
Whenever an Undead target is destroyed, Necro deals 1 non-hero target 3 infernal damage.
Dark Pact · Ongoing, Limited, Ritual · Qty 2
Whenever an Undead target is destroyed, draw a card. Power: put an Undead card from hand into play.
Chaotic Summon · One-shot · Qty 4
Put the top 2 cards of your deck into play.
Grand Summon · One-shot · Qty 2
Reveal cards from the top of your deck until you reveal 2 Undead cards. Put 1 into play and 1 into the trash. Shuffle the other revealed cards back into your deck.
Final Ritual · One-shot · Qty 2
Search your trash for up to 2 Undead and put them into play. Necro deals each of those cards 2 toxic damage. Then Necro deals himself X toxic damage, where X is 2 times the number of cards put into play this way.
Book of the Dead · One-shot · Qty 4
Search your deck or trash for a Ritual and put it into play or into your hand. If you searched your deck, shuffle your deck. You may draw a card.
Backfire Hex · One-shot · Qty 2
You may destroy an ongoing card. Put an Undead card from the trash into play.
Baccarat (Hero)
Ace of Saints · Equipment, Limited · Qty 2
Reduce damage dealt to hero targets by 1. At the start of your turn, shuffle 2 cards with the same name from your trash into your deck or this card is destroyed.
Ace of Sinners · Equipment, Limited · Qty 2
Increase damage dealt by hero targets by 1. At the start of your turn, shuffle 2 cards with the same name from your trash into your deck or this card is destroyed.
Afterlife Euchre · One-shot, Trick · Qty 4
Increase the next damage dealt by Baccarat by 1, or Baccarat deals 1 target 2 toxic damage.
Underworld Hold 'Em · One-shot, Trick · Qty 4
One player may draw a card.
Abyssal Solitaire · One-shot, Trick · Qty 3
Until the start of your next turn, reduce damage dealt to Baccarat by 1.
Graveyard Bridge · One-shot, Trick · Qty 3
You may shuffle a card from your trash into your deck. If you do, put a card with the same name from your trash into play. Shuffle all copies of that card from your trash into your deck.
Cheap Trick · One-shot · Qty 4
Discard the top card of your deck. Reveal cards from the top of your deck until you reveal a Trick. Shuffle the other cards back into your deck and put the Trick into play.
Card Toss · One-shot · Qty 4
Baccarat deals 1 target 1 projectile damage. You may play a card.
Bring Down the House · One-shot · Qty 2
Shuffle any number of pairs of cards with the same name from your trash into your deck. You may destroy up to X ongoing or environment cards, where X is the number of pairs you shuffled this way.
Ace in the Hole · One-shot · Qty 4
You may play a card. You may use Baccarat's innate power twice during your power phase this turn.
"I Fold" · One-shot · Qty 4
Discard your hand and draw 3 cards.
"All In" · One-shot · Qty 4
Discard a card from your hand. If you do, Baccarat deals each non-hero target 1 infernal and 1 radiant damage.
Tango One (Hero)
Ghost Reactor · Equipment, Limited, Critical · Qty 3
Tango One is immune to psychic damage. Power: draw a card. Increase the next damage dealt by Tango One by 2.
Sniper Rifle · Equipment, Limited · Qty 3
Power: discard 2 Critical cards. If you do, destroy a non-character card in play. Power: Tango One deals 1 target 2 projectile damage.
Chameleon Armor · Equipment, Limited · Qty 2
Whenever Tango One would be dealt damage, you may discard the top card of your deck. If it is a Critical card, prevent that damage.
Line 'Em Up · Ongoing, Limited · Qty 2
Whenever Tango One destroys a card, she may deal 1 target 1 projectile damage.
Critical Hit · Ongoing, Limited · Qty 3
Whenever Tango One deals damage, you may discard the top card of your deck. If it is a Critical card, increase that damage by 3.
Farsight · Ongoing, Limited · Qty 3
Damage dealt by Tango One Is irreducible.
Disabling Shot · One-shot, Critical · Qty 2
You may destroy 1 ongoing card. Tango One may deal 1 target 2 projectile damage.
Wet Work · One-shot · Qty 3
Shuffle 2 cards from each trash back into their decks. Tango One may deal 1 target 2 melee damage.
Perfect Focus · One-shot · Qty 4
Increase the next damage dealt by Tango One by 3. You may play a card.
Infiltrate · One-shot, Critical · Qty 4
Reveal the top 2 cards of any deck, then replace them in any order. You may draw a card. You may play a card.
Damn Good Ground · One-shot, Critical · Qty 3
Tango One regains 2HP and may deal up to 3 targets 1 projectile damage each.
Opportunist · One-shot · Qty 3
Increase the next damage dealt by Tango One by 3. You may shuffle your trash into your deck. Draw 2 cards.
One Shot One Kill · One-shot, Critical · Qty 2
Discard any number of cards. Destroy a target with X or fewer HP, where X is 2 times the number of cards discarded this way. If you destroyed a target this way, draw a card.
Psionic Suppression · One-shot, Critical · Qty 3
Select a target. That target may not deal damage until the start of your next turn.
Lady of the Wood (Hero)
Rainpetal Cloak · Equipment, Limited · Qty 2
The first time the Lady of the Wood would be dealt 1 damage each turn, she regains 1HP instead. Power: Draw a card.
Suncast Mantle · Equipment, Limited · Qty 2
Increase damage dealt by Lady of the Wood by 3 as long as her HP is 5 or less. Power: Lady of the Wood deals herself 1 fire damage and 1 target 4 fire damage.
Thundergrey Shawl · Equipment, Limited · Qty 2
Whenever Lady of the Wood deals 2 or less damage to a target, that damage is irreducible. Power: Lady of the Wood deals up to 2 targets 1 lightning damage each.
Snowshade Gown · Equipment, Limited · Qty 2
Whenever Lady of the Wood regains HP, you may select a target that hasn't been dealt damage this turn. Lady of the Wood deals that target 1 cold damage. Power: Lady of the Wood regains 3HP.
Crown of the Four Winds · Equipment, Limited, Relic · Qty 2
Power: Lady of the Wood deals 1 target 1 toxic damage, a second target 1 fire damage, a third target 1 lightning damage, and a fourth target 1 cold damage.
Frost on the Petals · One-shot · Qty 3
Lady of the Wood deals 1 target 3 toxic damage or up to 3 targets 1 cold damage each.
Fire in the Clouds · One-shot · Qty 3
Lady of the Wood deals 1 target 3 fire damage or up to 3 targets 1 lightning damage each.
Calm Before the Storm · One-shot · Qty 3
Discard any number of cards. Increase the next damage dealt by Lady of the Wood by X, where X is 2 plus the number of cards discarded this way.
Meadow Rush · One-shot · Qty 4
Draw a card. Search your deck for a season card, put it into your hand, then shuffle your deck. You may play a card.
Rebirth · Ongoing · Qty 2
When this card enters play, put up to 3 cards from your trash beneath it. Whenever Lady of the Wood destroys a target, put a card from beneath this one into your hand. When there are no cards beneath this one, destroy this card.
Enchanted Clearing · Ongoing, Limited · Qty 2
Reduce damage dealt to Lady of the Wood by 1.
Serenity of Dawn · Ongoing, Limited · Qty 2
At the end of your turn, if Lady of the Wood dealt no damage this turn, she regains 2 HP and you may draw a card. If Lady of the Wood deals 3 or more damage to a target, destroy this card.
Nobility of Dusk · Ongoing, Limited · Qty 3
Once per turn when Lady of the Wood would deal damage you may increase that damage by 2.
Spring · Ongoing, Limited, Season · Qty 2
Whenever Lady of the Wood deals toxic damage to a target, she regains that much HP.
Summer · Ongoing, Limited, Season · Qty 2
Increase fire damage dealt by Lady of the Wood by 2.
Fall · Ongoing, Limited, Season · Qty 2
Whenever Lady of the Wood deals lightning damage to a target, reduce damage dealt by that target by 1 until the start of your next turn.
Winter · Ongoing, Limited, Season · Qty 2
Whenever Lady of the Wood deals cold damage to a target, draw a card.
Malichae (Hero)
Bathiel · Djinn · Qty 1 · HP 5
At the end of your turn, this card may deal 1 target 2 energy damage. This card is immune to energy damage. When this card would be destroyed, destroy a Djinn ongoing attached to it and restore it to 5HP, otherwise put it in your hand.
High Bathiel · Ongoing, Limited, Djinn · Qty 2
When this card enters play, attach it to Bathiel. If Bathiel is ever not in play, destroy this card. Increase damage dealt by Bathiel by 1. Power: Bathiel deals 1 target 4 energy damage. Destroy this card.
Grand Bathiel · Ongoing, Djinn · Qty 1
When this card enters play, attach it to Bathiel. If High Bathiel is ever not in play, destroy this card. Power: Bathiel deals 1 target 6 energy damage. At the end of your turn, destroy this card.
Somael · Djinn · Qty 1 · HP 5
At the end of your turn select a hero target. Reduce damage dealt to that target by 1 until the start of your turn. This card is immune to projectile damage. When this card would be destroyed, destroy a Djinn ongoing attached to it and restore it to 5HP, otherwise put it in your hand.
High Somael · Ongoing, Limited, Djinn · Qty 2
When this card enters play, attach it to Somael. If Somael is ever not in play, destroy this card. Reduce damage dealt to Djinn by 1. Power: reduce damage dealt to hero targets by 1 until the start of your next turn. Destroy this card.
Grand Somael · Ongoing, Djinn · Qty 1
When this card enters play, attach it to Somael. If High Somael is ever not in play, destroy this card. Power: reduce damage dealt to hero targets by 2 until the start of your next turn. At the end of your turn, destroy this card.
Reshiel · Djinn · Qty 1 · HP 5
At the end of your turn this card deals up to 2 targets 1 sonic damage each. This card is immune to sonic damage. When this card would be destroyed, destroy a Djinn ongoing attached to it and restore it to 5HP, otherwise put it in your hand.
High Reshiel · Ongoing, Limited, Djinn · Qty 2
When this card enters play, attach it to Reshiel. If Reshiel is ever not in play, destroy this card. Increase damage dealt by Reshiel by 1. Power: Reshiel deals up to 3 targets 2 sonic damage each. Destroy this card.
Grand Reshiel · Ongoing, Djinn · Qty 1
When this card enters play, attach it to Reshiel. If High Reshiel is ever not in play, destroy this card. Power: Reshiel deals each non-hero target 2 sonic damage. At the end of your turn, destroy this card.
Ezael · Djinn · Qty 1 · HP 5
At the end of your turn, 2 hero targets each regain 1HP. This card is immune to radiant damage. When this card would be destroyed, destroy a Djinn ongoing attached to it and restore it to 5HP, otherwise put it in your hand.
High Ezael · Ongoing, Limited, Djinn · Qty 2
When this card enters play, attach it to Ezael. If Ezael is ever not in play, destroy this card. At the end of your turn, each Djinn regains 1HP. Power: all Djinn regain 2HP. All other hero targets regain 1HP. Destroy this card.
Grand Ezael · Ongoing, Djinn · Qty 1
When this card enters play, attach it to Ezael. If High Ezael is ever not in play, destroy this card. Power: all hero targets regain 3HP. At the end of your turn, destroy this card.
Shadow Catch · One-shot · Qty 4
Search your deck for a Djinn card and put it into your hand. Shuffle your deck. You may draw a card. You may play a card.
Prismatic Vision · One-shot · Qty 4
Reveal the top 3 cards of your deck. Put 2 into your hand and 1 into your trash. You may play a Djinn now.
Bait and Switch · One-shot · Qty 4
Discard a Djinn card. If you do, you may put a Djinn from your trash into play or draw 2 cards. You may use a power now.
Friendly Advice · One-shot · Qty 2
One character regains 2HP. One player may draw a card. One player may put a card from their trash on top of their deck.
Summoning Crystal · Equipment · Qty 3
Power: put a Djinn from your hand into play.
Unshackled · Ongoing, Limited · Qty 3
You may use an additional power during your power phase.
Solomon's Fire · Ongoing · Qty 2
Play this card next to a target. Increase damage dealt to that target by Djinn cards by 1. If that target leaves play, destroy this card.
Zephaeren's Compass · Equipment, Limited · Qty 2
Power: put a Djinn target in play back into your hand. If you do, destroy up to X ongoing or environment cards, where X is 1 plus the number of Djinn ongoings attached to that target.
Starlight (Hero)
Ancient Constellation · Ongoing, Constellation · Qty 6
Play this card next to a target. If that target leaves play, destroy this card.
Nightlore Armor · Equipment, Limited · Qty 2
Whenever damage would be dealt to another hero target, you may destroy a constellation card in play to prevent that damage.
Golden Astrolabe · Equipment, Limited · Qty 3
Power: Starlight deals herself 2 energy damage. One hero character next to a constellation may use a power now.
Warp Halo · Equipment, Limited · Qty 2
If a hero target next to a constellation would deal damage to a non-hero target next to a constellation, increase that damage by 1.
Retreat into the Nebula · Ongoing · Qty 3
Reduce damage dealt to Starlight by 2. At the start of your turn, destroy a constellation card or destroy this card.
Nova Shield · Ongoing, Limited · Qty 3
Whenever a constellation enters play next to a target, Starlight deals that target 1 energy damage and regains 1 HP.
Pillars of Creation · Ongoing · Qty 2
At the start of your play phase, put a constellation card from your hand or trash into play.
Celestial Aura · Ongoing, Limited · Qty 3
Whenever Starlight would deal damage to a hero target next to a constellation, instead that target regains that much HP. Power: Starlight deals 1 target 1 radiant damage. Draw a card.
Stellar Wind · One-shot · Qty 4
Starlight may deal 2 cold damage to each target next to a constellation. Draw 2 cards.
Redshift · One-shot · Qty 3
Draw a card. 2 players may play 1 card.
Exodus · One-shot · Qty 4
Draw a card, or search your trash and deck for a constellation card, put it into play, then shuffle your deck. You may play a card.
Event Horizon · One-shot · Qty 3
Destroy any number of constellation cards. For each card destroyed, destroy 1 ongoing or environment card.
Wish · One-shot · Qty 2
1 player may look at the top 5 cards of their deck, put 1 of them into play, then put the rest on the bottom of their deck in any order.
The Ram (Villain)
Up Close · Ongoing · Qty 5
When this card enters play, if all active heroes are Up Close, this card is destroyed. Play this card next to an active hero who is not Up Close. That hero and all their targets are Up Close. That hero gains: Power: destroy this card.
Fall Back · Ongoing · Qty 2
When this card enters play, the Ram deals each Up Close hero target (H)-1 melee damage. Destroy all copies of Up Close in play. The Ram is immune to damage from heroes that are not Up Close.
Recharge Circuits · Ongoing · Qty 1
At the end of the villain turn, if no heroes are Up Close, the Ram regains 10HP and all Devices and Nodes regain 2HP.
Grappling Claw · Device · Qty 1 · HP 8
Increase damage dealt by the Ram by 1. At the end of the villain turn, the Ram deals (H)-2 projectile damage to the hero with the lowest HP that is not Up Close. Put a copy of Up Close from the villain trash into play next to that hero.
Remote Mortar · Device · Qty 2 · HP 12
This card is immune to damage from heroes that are Up Close. At the end of the villain turn, this card deals each Up Close hero (H)-1 energy damage and those heroes must each discard a card.
Rocket Pod · Device · Qty 2 · HP 10
This card is immune to damage from heroes that are not Up Close. At the end of the villain turn, this card deals each hero that is not Up Close (H)-2 cold damage.
Forcefield Node · Node · Qty 2 · HP 7
This card is immune to damage from heroes that are not Up Close. Reduce damage dealt to the Ram by 2. Whenever a copy of Up Close enters play next to a hero, this card deals that hero (H)-2 energy damage.
Power Node · Node · Qty 2 · HP 7
This card is immune to damage from heroes that are not Up Close. At the end of the villain turn, play the top card of the villain deck, and all Devices and Nodes regain 1HP.
Personal Defense Spines · One-shot · Qty 4
The Ram deals each Up Close hero target (H)+2 melee damage. Destroy all ongoing and equipment cards belonging to those heroes. The Ram deals each other hero target 2 projectile damage.
Barrier Buster · One-shot · Qty 2
Destroy all environment cards. The Ram deals each non-villain target X melee damage, where X = 3 plus the number of cards destroyed this way.
Falling Meteor · One-shot · Qty 2
Search the villain deck and trash for (H)-2 copies of Up Close and play them next to the (H)-2 heroes with the highest HP that are not up close. If you searched the deck, shuffle it. The Ram deals each non-villain target (H) projectile damage.
Tiamat (Villain)
[Transcriber note: the base-set rows of the sheet contain no Head cards for Tiamat. Several cards below refer to "Tiamat, The Eye of the Storm", "Tiamat, The Mouth of the Inferno", "Tiamat, The Jaws of Winter" and to "Heads". The Head cards themselves are not in this document and are not transcribed here.]
Alteration · One-shot · Qty 2
Play the top card of the environment deck. Play the top card of the villain deck.
Acid Breath · One-shot · Qty 2
Destroy 2 hero ongoing cards and 2 hero equipment cards. The Head with the highest HP deals (H) toxic damage to each hero who did not destroy a card this way.
Sky Breaker · One-shot · Qty 2
The Head with the highest HP deals each hero target (H)+2 infernal damage.
Mana Charge · One-shot · Qty 1
Reveal cards from the top of the villain deck until 3 Spell cards are revealed. Discard those cards. Shuffle the rest of the revealed cards back into the villain deck. Shuffle all copies of Elemental Frenzy from the villain trash into the villain deck.
Element of Lightning · One-shot, Spell · Qty 3
If Tiamat, The Eye of the Storm is active, she deals each hero target 2+X lightning damage, where X is the number of Element of Lightning cards in the villain trash. The hero with the most cards in hand may not draw cards until the start of the next villain turn.
Element of Fire · One-shot, Spell · Qty 3
If Tiamat, The Mouth of the Inferno is active, she deals each hero target 2+X fire damage, where X is the number of Element of Fire cards in the villain trash. The hero with the most cards in play may not play cards until the start of the next villain turn.
Element of Ice · One-shot, Spell · Qty 3
If Tiamat, The Jaws of Winter is active, she deals each hero target 2+X cold damage, where X is the number of Element of Ice cards in the villain trash. The hero with the highest HP may not use powers until the start of the next villain turn.
Healing Magic · One-shot · Qty 3
The Head with the lowest HP regains (H)+X HP, where X is the number of Healing Magic cards in the villain trash. Play the top card of the villain deck.
Elemental Frenzy · Ongoing · Qty 2
When this card enters play, shuffle all Spell cards from the villain trash and place them beneath this card face down. At the end of the villain turn play the top card from this pile. When this pile is depleted, destroy this card. When this card is destroyed, play the top card of the villain deck.
Elemental Form · Ongoing · Qty 1
Whenever a Head takes damage, it becomes immune to damage of that type until the start of the next villain turn.
Dragon's Wrath · Ongoing · Qty 1
Increase damage dealt by Heads by 1.
Ancient Ward · Ongoing · Qty 1
Reduce damage dealt to Heads by 1.
Reptilian Aspect · Ongoing · Qty 1
At the end of the villain turn each Head regains (H)-2 HP.
Dendron (Villain)
Stained Wolf · Tattoo · Qty 3 · HP 8
At the end of the villain turn, this card deals the hero target with the highest HP (H)-1 melee damage.
Painted Viper · Tattoo · Qty 3 · HP 8
At the end of the villain turn, this card deals the hero target with the lowest HP (H)-2 toxic damage.
Adorned Oak · Tattoo · Qty 2 · HP 5
Reduce damage dealt to Tattoos by 1.
Living Ink · Tattoo · Qty 2 · HP 10
At the end of the villain turn, each villain target regains 3 HP.
Ursa Major · Tattoo · Qty 2 · HP 6
Reduce damage dealt to this card by 1. At the end of the villain turn, this card deals the hero target with the highest HP 2 melee damage.
Tinted Stag · Tattoo · Qty 1 · HP 6
At the end of the villain turn, shuffle the villain trash and reveal cards until you reveal a Tattoo. Put that card into play. Put the rest of the cards back into the villain trash.
Shaded Owl · Tattoo · Qty 2 · HP 15
Increase damage dealt by villain targets by 1. At the end of the villain turn, this card deals each hero target 1 sonic damage.
Blood Thorn Aura · Ongoing · Qty 1
Whenever a Tattoo would be dealt damage by a non-villain target, it first deals that target (H)-2 radiant damage.
Obsidian Skin · Ongoing · Qty 2
Reduce damage dealt to Dendron by 1.
Choking Inscription · One-shot · Qty 1
The hero with the most cards in hand cannot draw cards during their next turn. The hero with the most cards in play cannot play cards during their next turn. All other heroes shuffle their trash into their decks.
Restoration · One-shot · Qty 1
Dendron regains 10 HP. Restore all Tattoos to their max HP.
Ink Scar · One-shot · Qty 2
Shuffle all Tattoos from the villain trash into the villain deck. Play the top 2 cards of the villain deck.
Mark of the Writhing Night · One-shot · Qty 2
Dendron deals the hero with the highest HP 5 projectile damage and the hero with the lowest HP 2 irreducible infernal damage. Destroy 1 equipment and 1 ongoing from the hero with the fewest cards in play, and 2 equipment and 2 ongoing cards from the hero with the most cards in play.
Dark Design · One-shot · Qty 1
The last hero that dealt damage to a villain target must discard (H) cards from their hand.
Anathema (Villain)
Thresher Claw · Arm · Qty 2 · HP 7
When this card enters play, destroy all other Arm cards except for the one with the highest HP. At the end of the villain turn, Anathema deals the (H)-2 heroes with the highest HP 3 toxic damage each.
Knuckle Dragger · Arm · Qty 2 · HP 7
When this card enters play, destroy all other Arm cards except for the one with the highest HP. At the end of the villain turn, Anathema deals the hero character with the highest HP (H)+1 melee damage. If that hero takes damage this way, they must destroy 1 of their ongoing cards.
Whip Tendril · Arm · Qty 2 · HP 7
When this card enters play, destroy all other Arm cards except for the one with the highest HP. At the end of the villain turn, Anathema deals each hero target 2 projectile damage. Heroes that take damage this way must destroy 1 of their equipment cards.
Bone Cleaver · Arm · Qty 2 · HP 7
When this card enters play, destroy all other Arm cards except for the one with the highest HP. At the end of the villain turn, Anathema deals the hero target with the lowest HP (H)-2 melee damage. If that target took damage this way, it cannot deal damage until the start of the next villain turn.
Heavy Carapace · Body · Qty 2 · HP 9
When this card enters play, destroy all other Body cards. Reduce damage dealt to villain targets by 2.
Metabolic Armor · Body · Qty 1 · HP 9
When this card enters play, destroy all other Body cards. Increase damage dealt by villain targets by 1. At the end of the villain turn, all villain targets regain 1HP.
Razor Scales · Body · Qty 1 · HP 9
When this card enters play, destroy all other Body cards. The first time a villain target is dealt damage each turn, this card deals the source of that damage 2 melee damage.
Carapace Helmet · Head · Qty 1 · HP 5
When this card enters play, destroy all other Head cards. Reduce damage dealt to this card by 1. Villain targets are immune to damage dealt by environment cards.
Reflex Booster · Head · Qty 1 · HP 5
When this card enters play, destroy all other Head cards. At the end of the villain turn, play the top card of the villain deck.
Enhanced Senses · Head · Qty 2 · HP 5
When this card enters play, destroy all other Head cards. Change the type of all damage to sonic. Whenever a hero card enters play, this card deals that hero character 1 sonic damage.
Explosive Transformation · One-shot · Qty 2
Anathema deals each hero target 1 projectile damage. Reveal the top (H) cards of the villain deck. Put the first revealed Arm, Body, and Head into play. Shuffle the remaining cards back into the villain deck.
Doppelganger Strike · One-shot · Qty 2
The hero target with the highest HP deals the hero character with the lowest HP X toxic damage, where X is the number of villain targets in play. A hero dealt damage this way must discard (H)-2 cards. Play the top card of the villain deck.
Rampage · One-shot · Qty 2
Anathema deals the hero with the most cards in hand (H)-1 melee damage. Until the start of the next villain turn, increase damage dealt by villain targets by 1 and reduce damage dealt to villain targets by 1.
The Stuff of Nightmares · Ongoing · Qty 2
Whenever a villain target enters play, that target deals the hero target with the second lowest HP 2 psychic damage.
Biofeedback · Ongoing · Qty 1
Whenever Anathema deals damage to a hero target, he regains 1 HP. Whenever an Arm, Body, or Head is destroyed by a hero target, Anathema deals himself 2 psychic damage.
Gray (Villain)
Alistair Winters · Minion · Qty 1 · HP 5
Increase damage dealt to hero targets by 1. Hero targets cannot regain HP.
Unwitting Henchmen · Minion · Qty 2 · HP 5
At the end of the villain turn, destroy 1 equipment card. If a card is destroyed this way, Gray regains 3HP. Otherwise this card deals the hero target with the highest HP 1 melee damage.
Radioactive Cascade · Radiation · Qty 2
When this card enters play, Gray deals the hero with the highest HP X energy damage, where X is 2 plus the number of Radiation cards in play. When another villain card is destroyed, destroy this card.
Critical Mass · One-shot · Qty 2
Search the villain deck and trash for all copies of Chain Reaction and put them into play. Move 1 copy of Unstable Isotope from the villain trash to the villain deck. Shuffle the villain deck. Gray deals himself 2 energy damage.
Nuclear Fire · One-shot · Qty 2
Gray deals the 2 hero targets with the highest HP (H)-1 energy damage each. Gray deals the 2 hero targets with the lowest HP (H)-2 fire damage each.
Contamination · Ongoing · Qty 1
Whenever a hero deals damage to a villain target, that hero must destroy 1 of their ongoing or equipment cards. Destroy this card when (H) hero cards are destroyed this way in one round.
Heavy Radiation · Ongoing · Qty 1
Reduce damage dealt to Gray by 1 for each Radiation card in play. At the end of the villain turn, if there are no Radiation cards in play, play the top card of the villain deck.
Unstable Isotope · One-shot · Qty 3
Reveal cards from the top of the villain deck until 2 Radiation cards are revealed. Put those cards into play and discard the rest.
Living Reactor · Ongoing · Qty 1
Whenever Gray deals damage to a hero target, either increase that damage by 1 or that player must discard a card.
Mutated Wildlife · Radiation · Qty 2 · HP 6
Increase damage dealt by environment cards by 1. Whenever a villain target would be dealt damage by an environment card, redirect that damage to the hero target with the highest HP. At the end of the villain turn, play the top card of the environment deck.
Irradiated Touch · Radiation · Qty 2 · HP 6
At the end of the villain turn, Gray deals the hero target with the second highest HP (H)-2 melee and (H)-2 energy damage. When this card is destroyed, Gray deals the hero target with the highest HP 2 energy damage.
Blight the Land · Radiation · Qty 3 · HP 8
At the end of the villain turn, this card deals each non-villain target 2 toxic damage and each Radiation card regains 2HP.
Chain Reaction · Radiation · Qty 3 · HP 3
At the start of the villain turn, this card deals the X hero targets with the lowest HP 1 energy damage each, where X is the number of Radiation cards in play. At the end of the villain turn, put a random Radiation card from the villain trash into play.
Blackwood Forest (Environment)
The Black Tree · Relic · Qty 1
When this card enters play, place the top card of each hero and villain deck face-down beneath it. At the end of the environment turn, play a random card from beneath this one. Then if there are no cards remaining, this card is destroyed. When this card is destroyed, discard any remaining cards beneath it.
The Hound · Grim · Qty 1
When this card enters play, it deals the non-environment target with the lowest HP (H)+1 melee damage and destroys 1 hero ongoing or equipment card. Then, play the top card of the environment deck and shuffle this card back into the environment deck.
Mirror Wraith · Creature · Qty 2 · HP *
When this card enters play, it gains the text, keywords, and max HP of the non-character target with the lowest HP in play. If there are no other non-character targets in play when this card enters play, this card deals each target 2 sonic damage and is destroyed.
Shadow Stalker · Creature · Qty 1 · HP 15
At the end of the environment turn, destroy 1 ongoing card. At the start of the environment turn this card deals each hero target (H)-2 melee damage. Whenever an environment card is destroyed, this card deals the target with the highest HP 5 psychic damage.
Shadow Weaver · Creature · Qty 2 · HP 4
At the end of the environment turn, this card deals the hero with the lowest HP (H)-2 toxic damage. When this card is destroyed, it deals each target 1 psychic damage.
Will o' the Wisp · Creature · Qty 1 · HP 1
Environment cards may not be played during the environment turn. At the end of the villain turn play the top 2 cards of the environment deck.
Overgrown Cathedral · Qty 1
The first time damage is dealt each turn, this card deals each target that has not been dealt damage 1 psychic damage. At the start of the environment turn, you may destroy this card.
Dense Brambles · Qty 1
The (H)-1 targets with the lowest HP are immune to damage. At the start of the environment turn destroy this card.
Vengeful Spirits · Qty 1
At the start of the environment turn, shuffle the villain trash and reveal cards until a target is revealed. Put that target into play, then this card deals that target 2 infernal damage. At the end of the environment turn, each player may discard 2 cards to destroy this card.
Desolation · Qty 1
When this card enters play, each hero must discard all but 1 card, or this card deals that hero (H)+1 psychic damage. At the end of the environment turn, destroy this card.
Old Bones · Qty 2
When this card enters play, shuffle each trash pile other than the environment and reveal a card from it. Put the revealed cards on top of each deck. At the start of the environment turn destroy this card.
Don't Stray From The Path · Qty 1
This card is indestructible. At the start of the environment turn, if there is at least 1 other environment card in play, reveal the top card of the environment deck. If the Hound is revealed, put it into play, otherwise discard that card.
The Wandering Isle (Environment)
Teryx · Living Island · Qty 1 · HP 50
This card is indestructible. If this card reaches 0HP, the heroes lose.
At the end of the environment turn, the villain target with the highest HP deals Teryx (H) energy damage.
Whenever a hero target would deal damage to Teryx, Teryx instead regains that much HP.
Ancient Parasite · Creature · Qty 2 · HP 20
At the start of the environment turn, if this card is next to a target, it deals that target (H) toxic damage and moves back to the environment play area. Otherwise it deals Teryx (H)+2 toxic damage.
Whenever this card is dealt damage by a hero target, move it next to that target.
Barnacle Hydra · Creature · Qty 3 · HP 6
When this card is destroyed, it deals Teryx (H) toxic damage.
At the end of the environment turn, this card deals the non-environment target with the lowest HP 2 projectile damage. Then, if Submerge is in play, this card regains 6HP.
Timed Detonator · Device · Qty 1 · HP 8
When this card enters play, play the top card of the environment deck.
At the start of the environment turn, this card deals Teryx 10 fire damage and each hero target (H)-2 fire damage. Then, this card is destroyed.
Submerge · Qty 2
When this card enters play, search the environment deck and trash for Teryx and put it into play, then shuffle the deck.
Reduce all damage dealt by 2.
At the start of the environment turn, this card is destroyed.
Islandquake · Qty 1
At the start of the environment turn, this card deals each target other than Teryx 4 sonic damage.
Hero targets which caused Teryx to regain HP since the end of the last environment turn are immune to this damage. Then, this card is destroyed.
Through the Hurricane · Qty 1
Whenever a target enters play, this card deals (H)-1 lightning damage to the target with the third highest HP.
At the start of the environment turn, you may play the top 2 cards of the environment deck. If you do, this card is destroyed.
Song of the Deep · Qty 1
When this card enters play, play the top card of the environment deck.
At the start of the environment turn, if Teryx is in play, each player may draw a card. Then, if there are at least 2 creatures in play, destroy this card.
Exposed Lifeforce · Qty 1
When this card enters play, search the environment deck and trash for Teryx and put it into play, then shuffle the deck.
Increase damage dealt by villain cards by 1.
Destroy this card if Teryx regains 10HP in a single round.
Amphibious Assault · Qty 2
When this card enters play, the (H)-1 villain targets with the lowest HP each deal 3 lightning damage to a different hero target.
At the start of the environment turn, if any hero cards were played this round, play the top card of the villain deck. Then, destroy this card.
F.S.C. Continuance Wanderer (Environment)
Combat Cyborg · Time Monster · Qty 1 · HP 4
Reduce damage dealt to environment targets by 2.
At the end of the environment turn, this card deals the non-environment target with the lowest HP (H)-2 projectile damage.
Paradox Intrusion · Time Monster · Qty 2 · HP 4
At the end of the environment turn, this card deals the hero target with the highest HP (H) energy damage.
Then, this card deals X villain targets 2 energy damage each, where X is the number of Time Vortex cards in the environment trash.
Prehistoric Behemoth · Time Monster · Qty 2 · HP 8
This card is immune to damage dealt by targets with less than 10HP.
At the end of the environment turn, this card deals the (H)-2 targets with the highest HP 2 melee damage each.
Vortex Glitch · Time Vortex · Qty 1
Players cannot play one-shots.
When another environment card enters play, destroy this card.
Vortex Interference · Time Vortex · Qty 1
Whenever a hero card is drawn, 1 player must discard a card.
When another environment card enters play, destroy this card.
Vortex Surge · Time Vortex · Qty 1
Whenever a hero uses a power, destroy 1 hero ongoing or equipment card.
When another environment card enters play, destroy this card.
Temporal Acceleration · Qty 1
When this card enters play, play the top card of the villain deck. Then, play the top card of each hero deck in turn order.
At the end of the environment turn, destroy this card.
Temporal Reversal · Qty 1
When this card enters play, place 1 card in play from each other deck back on top of that deck.
At the end of the environment turn, destroy this card.
Temporal Slipstream · Qty 1
When this card enters play, each player discards their hand and draws that many cards.
At the end of the environment turn, destroy this card.
Superimposed Realities · Qty 1
Play this card next to a hero.
Whenever another hero would play a card, use a power, or draw a card, instead the hero next to this card does that respective action.
At the start of the environment turn, destroy this card.
Temporal Reset · Qty 1
When this card enters play, destroy all other environment cards. Then, shuffle 2 cards from each trash pile back into their deck, and each non-character target regains (H) HP.
At the end of the environment turn, destroy this card.
Time Freeze · Qty 1
Play this card next to a hero.
That hero skips their turns, and targets in their play area are immune to damage.
At the start of the environment turn, destroy this card.
Heart of the Wanderer · Qty 1
When this card enters play, reveal the top card of each deck in turn order and either discard it or replace it.
At the end of the environment turn, destroy this card.
St. Simeon's Catacombs (Environment)
Sacrificial Shrine · Room · Qty 1
At the end of the environment turn, this card deals each target 2 psychic damage.
Aqueducts · Room · Qty 1
At the end of the environment turn, each target regains 1 HP.
Torture Chamber · Room · Qty 1
Increase damage dealt by villain targets by 1.
Cursed Vault · Room · Qty 1
Reduce damage dealt to villain targets by 1.
Twisting Passages · Room · Qty 1
Increase damage dealt by environment targets by 1.
If there are fewer than 2 environment targets in play, increase damage dealt by hero targets by 1.
Panic · Qty 1
Play this card next to the hero character with the highest HP.
At the start of that hero's turn, they use that character's innate power twice, then immediately end their turn, draw a card, and destroy this card.
Living Geometry · Qty 1
When this card enters play, destroy a Room card. Its replacement is selected randomly from the 5 Room cards, not chosen by the players.
At the end of the environment turn, play the top card of the environment deck and destroy this card.
Terrible Presence · Ghost · Qty 1 · HP 10
At the end of the environment turn, this card deals the 2 non-Ghost targets with the lowest HP 2 cold damage each.
This card may not be affected by hero cards unless Torture Chamber or Aqueducts is in play.
Labyrinth Guide · Ghost · Qty 1
At the start of a hero's turn, that hero may discard 2 cards to destroy a Room in play.
At the start of the environment turn, if Twisting Passages is not in play, this card deals each hero target 1 psychic damage or it is destroyed.
Possessor · Ghost · Qty 1 · HP 6
Play this card next to the hero with the most cards in hand. That hero may not play cards or use powers.
At the start of that hero's turn, put 2 cards from their hand into play at random.
This card may not be affected by hero cards unless Torture Chamber is in play.
Breath Stealer · Ghost · Qty 1 · HP 4
Play this card next to the hero with the lowest HP. That hero cannot regain HP.
At the end of the environment turn, this card deals that hero 1 toxic damage.
This card may not be affected by hero cards unless Aqueducts is in play.
Poltergeist · Ghost · Qty 1 · HP 4
At the end of the environment turn, this card deals each hero 1 projectile damage for each equipment card they have in play. Then, destroy 1 equipment card.
This card may not be affected by hero cards unless Sacrificial Shrine is in play.
Dark Passenger · Ghost · Qty 1 · HP 4
Play this card next to the hero with the second highest HP. Reduce damage dealt by that hero by 1.
At the end of the environment turn, this card deals that hero 2 melee damage.
This card may not be affected by hero cards unless Cursed Vault is in play.
Coal Kid · Ghost · Qty 1 · HP 5
At the end of the environment turn, this card deals each hero target 2 fire damage.
This card may not be affected by hero cards if Twisting Passages is in play.
Scurrying Evil · Ghost · Qty 1 · HP 5
This card is indestructible until it has 0 or fewer HP.
Whenever this card is dealt damage, it becomes immune to damage until a different Room card enters play.
At the end of the environment turn, play the top card of the environment deck.
Northspar (Environment)
Tak Ahab · Mercenary · Qty 1 · HP 20
Whenever this card has no cards beneath it, place the top card of each hero deck beneath this one. At the end of the environment turn, discard a card from beneath this one. This card deals the target from that deck with the highest HP X irreducible sonic damage, where X = the number of Waypoints in play plus 2.
Makeshift Shelter · First Waypoint · Qty 1
This card and Supply Depot are indestructible. At the start of the environment turn, you may shuffle a card from the environment trash into the deck. if Tak Ahab is in the environment trash, shuffle him into the deck.
Supply Depot · Second Waypoint · Qty 1
Third Waypoint cards are indestructible. When this card enters play, destroy it and play the top card of the environment deck if Makeshift Shelter is not in play. Otherwise place it next to a hero. They gain: Power: this hero deals 1 target 1 fire damage.
Demolished Camp · Third Waypoint · Qty 1
When this card enters play, play the top card of the environment deck and destroy this card. If Landing Site would enter play, instead remove it from the game.
Increase damage dealt to Tak Ahab by 1. If Tak Ahab is destroyed, remove him from the game.
Landing Site · Third Waypoint · Qty 1
When this card enters play, play the top card of the environment deck and destroy this card. If Demolished Camp would enter play, instead remove it from the game.
At the start of the environment turn, if Tak Ahab is in play, you may destroy 1 hero ongoing or equipment card. If you do, place the top card of any deck beneath Tak Ahab.
Alien Fungus · Creature · Qty 1 · HP 4
Whenever a Frozen card enters play, this card and Tak Ahab each regain 3HP. At the end of the environment turn this card deals each hero target 2 toxic damage.
Aethium Vein · Mineral Deposit · Qty 1 · HP 10
If this card is destroyed by a hero card and Tak Ahab is in play, place the top card of the villain deck beneath him. At the start of the environment turn, destroy this card and Tak Ahab's end of turn effect acts twice this turn.
Snow Shrieker · Creature, Frozen · Qty 1 · HP 14
Increase fire damage dealt to this card by 2. At the end of the environment turn, this card deals the non-environment target with the second lowest HP X cold damage, where X = 1 plus the number of Frozen cards in the environment trash.
Lost in the Snow · Frozen · Qty 1 · HP 3
At the end of the environment turn, this card deals each hero target 1 cold damage. At the start of the environment turn, each hero must destroy 1 ongoing and 1 equipment card.
Raging Blizzard · Frozen · Qty 1
At the end of the environment turn, discard the top 4 cards of the environment deck. This card deals each non-environment target X cold damage, where X = the number of Frozen cards discarded this way. If 4 Frozen cards were discarded this way, destroy this card.
Frostbite · Frozen · Qty 1
At the end of the environment turn, this card deals the (H)+1 non-environment targets with the lowest HP 4 cold damage each and is destroyed.
Frozen Solid · Frozen · Qty 1
When this card enters play, place it next to the hero with the lowest HP. That hero must skip either their play or power phase during their turn. If that hero is dealt fire damage, destroy this card.
"What's left of them…" · Frozen · Qty 1
When this card enters play, search the environment deck and trash for a First, Second, or Third Waypoint card and put it into play, then shuffle the deck. At the end of the environment turn, this card deals each hero target 1 psychic damage and is destroyed.
Bitter Cold · Frozen · Qty 1
Whenever an environment card enters play, this card deals the target with the third highest HP 2 cold damage. At the end of each turn, all targets that were dealt cold damage during that turn deal themselves 1 psychic damage.
Eerie Stillness · Qty 1
All targets are immune to cold damage. At the start of the environment turn, search the environment deck and trash for a First, Second, or Third Waypoint card and put it into play, then shuffle the deck and destroy this card.
Halberd Experimental Research Center (Environment)
Halberd-04: Alpha · Test Subject · Qty 1 · HP 4
At the end of the environment turn, if there are no Chemical Triggers in play, each Test Subject deals the villain target with the highest HP 1 melee damage. Otherwise, each Test Subject deals the hero target with the highest HP 1 melee damage.
Halberd-03: Prophet · Test Subject · Qty 1 · HP 3
At the end of the environment turn, if there are no Chemical Triggers in play, each player may look at the top card of their deck, and put it back on either the top or bottom of their deck. Otherwise, play the top card of the villain deck.
Halberd-05: Siren · Test Subject · Qty 1 · HP 5
If there are no Chemical Triggers in play, the first time the hero target with the highest HP would be dealt damage each turn, redirect that damage to the villain target with the highest HP. Otherwise, the first time a non-hero target would be dealt damage each turn, redirect that damage to the hero target with the highest HP.
Halberd-09: Ether · Test Subject · Qty 1 · HP 9
If there are no Chemical Triggers in play, increase damage dealt by the hero target with the highest HP by 1. Otherwise, increase damage dealt by villain targets by 1.
Halberd-07: Plasma · Test Subject · Qty 1 · HP 7
At the end of the environment turn, if there are no Chemical Triggers in play, this card deals the villain target with highest HP (H) energy damage. Otherwise, this card deals the hero target with the highest HP (H) energy damage.
Halberd-06: Foamcore · Test Subject · Qty 1 · HP 6
If there are no Chemical Triggers in play, reduce damage dealt to the hero target with the lowest HP by 1. Otherwise, reduce damage dealt to villain targets by 1.
Halberd-08: Zephyr · Test Subject · Qty 1 · HP 8
At the end of the environment turn, each Test Subject regains 1HP. Then, If there are no Chemical Triggers in play, the hero with the lowest HP regains 3HP. Otherwise, the villain target with the lowest HP regains 3HP.
Halberd-10: Splinter · Test Subject · Qty 1 · HP 10
At the end of the environment turn, if there are no Chemical Triggers in play, this card deals the 3 villain targets with the lowest HP 1 projectile damage each. Otherwise, this card deal the 3 hero targets with the lowest HP 1 projectile damage each.
Halberd-12: Omega · Test Subject · Qty 1 · HP 12
At the end of the environment turn, if there are no Chemical Triggers in play, this cards deals each villain target 2 infernal damage. Otherwise, this cards deals each hero target 2 infernal damage.
HT-21 Aggression Stimulant · Chemical Trigger · Qty 1
This card is indestructible if at least 1 Test Subject is in play. At the start of the environment turn, destroy this card. When this card enters play, search the environment deck and trash for Halberd-04: Alpha and put it into play, then shuffle the deck. Increase damage dealt by Test Subjects by 1.
HR-03 Combat Pheromones · Chemical Trigger · Qty 1
This card is indestructible if at least 1 Test Subject is in play. At the start of the environment turn, destroy this card. When this card enters play, search the environment deck and trash for Halberd-12: Omega and put it into play, then shuffle the deck. Reduce damage dealt to Test Subjects by 1.
HC-01b Swarming Agent · Chemical Trigger · Qty 1
This card is indestructible if at least 1 Test Subject is in play. At the start of the environment turn, destroy this card. When this card enters play, reveal cards from the top of the environment deck until 2 Test Subjects have been revealed. Put them into play and shuffle the remaining cards into the deck.
Emergency Release Protocol · Other · Qty 1
At the end of the environment turn, play the top card of the environment deck. At the start of their turn, a player may skip the rest of their turn to destroy this card.
Halcyon Cleaners · Specialist · Qty 1 · HP 6
If there are no Chemical Triggers in play, increase damage dealt by this card to Test Subjects by 5. At the end of the environment turn, this card deals the target other than itself with the second lowest HP (H) fire damage. Whenever this card destroys a Test Subject, play the top card of the environment deck.
Subject Recycling Project · Device · Qty 1
When this card enters play, put a random Test Subject from the environment trash into play and place this card next to it, otherwise destroy this card.. Reduce damage dealt to that Test Subject by 1. If that Test Subject leaves play, this card is destroyed.