Heroes (44)
Alchemist (50 HP · 2 starting CP · single release)
A brew-and-burst engineer: load Potions onto your abilities, then spend them for extra punch. Transmute is the reliable core hit; fish for crucibles to fire Catalyst and the Chemical Trip! ultimate. Each Upkeep she banks a Potion and can re-roll a die by spending one, so she keeps finding her combo, and Punchify potions add +2 to attacks. Passivation prevents no damage, so she leans on Bolsterate, not blocking.
Connected: Catalyst, Chain Reaction, Chemical Trip!, Diffusion, Engine, Hermetics, Passivation, poison, Potion Overload, potions, single release, Transmute
Artificer (50 HP · 2 starting CP · season 2)
An engineer who wins by building robots, not rolling big. Spanner Strike is the basic hit; Eureka (2 wrenches + 3 gears) is your bread-and-butter and banks Synth. Spend Synth to build Bots — Shock Bot adds damage, Heal Bot is your real defense — and fire them free with Overclock or the Maximum Power! ultimate while Nanites tick the enemy down. Ratchet Up blocks nothing, so the Bots are your armor.
Connected: Engine, Eureka, Jolt, Maximum Power!, nanite, Overclock, Ratchet Up, Schematics, season 2, Spanner Strike, synth, Zapppp!
Barbarian (50 HP · 2 starting CP · season 1 rerolled)
Pure aggression with a stun engine on top. Smack is your bread and butter — three swords cash in almost every turn — while Crit Bash and Rage! stun the opponent and chain you straight into bonus attack phases. Bank Fortitude heals on heart-heavy turns to outlast faster kits. He has no real damage prevention, so races are won by hitting harder, not by defending.
Connected: concussion, Crit Bash, Engine, Fortitude, Mighty Blow, Overpower, Rage!, Reckless, season 1 rerolled, Smack, stun, Sturdy Blow, Thick Skin
Black Panther (50 HP · 2 starting CP · marvel)
A counter-puncher who turns the damage he takes into fuel. Vibranium Claws is the scaling core attack; fish for panthers to fire Ancestral Power and the Wakanda Forever! ultimate. Every hit he absorbs gives Kinetic Energy — each 2 tokens add +1 to attacks, and 8 unleashes a free 5-damage burst — while the Vibranium Suit blocks 3. He's happy to trade blows, since your damage just charges him up.
Connected: Ancestral Power, Bashenga's Honor, Engine, Heart-Shaped Herb, kinetic-energy, marvel, Meteoric Punch, Stealth Strike, Triple Threat, Vibranium Claws, vibranium-suit, Wakanda Forever!
Black Widow (50 HP · 2 starting CP · marvel)
A spy who snowballs by stacking Ability Upgrades into play, making every attack hit harder. Baton Strike is her scaling core hit; fish for widows to fire Grapple and the Widow's Bite! ultimate, which tutors two upgrades at once. Plant Time Bombs that blow up for 4 later, spend Covert Ops to dig upgrades, and dodge with Agility. She starts soft, so the longer the game runs, the scarier she gets.
Connected: agility, Baton Strike, covert ops, Engine, Grapple, Hacked, Infiltrate, marvel, Sabotage, time bomb, Vengeance, Widow's Bite!, Widows Gauntlets
Captain Marvel (50 HP · 2 starting CP · marvel)
A cosmic bruiser who powers herself up with stacking energy tokens. Photon Punch is her scaling core attack; fish for Hala Stars to fire Supernova and the Binary Blast! ultimate. Cosmic Ray adds a big bonus die after attacking, Cosmic Flare pings the enemy each Upkeep, and Radiance locks in defensive faces. Stack the self-buffs and her hits climb fast, so keep the energy flowing.
Connected: Aurora Wave, Barrel Roll, Binary Blast!, cosmic-flare, cosmic-ray, Energy Refraction, Engine, Inner Light, Light Torpedo, marvel, Photon Punch, Photonic, radiance, Supernova
Cursed Pirate (50 HP · 2 starting CP · season 2)
A cursed buccaneer who starts human but flips for good into a stronger, self-damaging undead form once her Cursed Doubloons run out. Cutlass Strike is the scaling core attack; fish for skulls to fire Black Spot and the Pirate's Touch! ultimate. Spread Cursed Doubloons to tax enemy CP, set off Powder Keg for surprise damage, and Parlay to stop a foe's attack. Managing the doubloon clock is the game.
Connected: Ahoy Matey, Black Spot, cursed doubloon, Cutlass Strike, Flexible, Light the Fuse, parlay, Pirate's Touch!, powder keg, season 2, Shiver Me Timbers, Walk the Plank, wither, X Marks the Spot
Cyclops (50 HP · 2 starting CP · xmen)
A squad leader who wins by stacking tokens and marking targets. Hand to Hand is the scaling core attack; fish for blasts to fire Strafe and the Optic Blast! ultimate. Bank Battle Plan and Support tokens for cards, rerolls, and CP, and pile Focus Fire on a foe so every later hit deals +1 per stack. Set up Focus Fire early and his damage snowballs — but he needs that setup first.
Connected: Assault, battle-plan, Engine, focus-fire, Hand to Hand, Never Back Down, Optic Blast!, Recourse, Regroup, Strafe, support, Target Acquired, Teamwork, xmen
Deadpool (50 HP · 2 starting CP · marvel)
A chaotic mercenary who breaks the rules and hits with unpreventable pure damage. Finger Guns (four pews) is a strong core attack; fish for masks to fire Merc with a Mouth and the Fourth Wall! ultimate (14 damage). Win Rock-Paper-Scissors to add damage or block, and swap dice with Onomatopoeia — several attacks are pure, so they skip defense entirely. Mutant Healing only heals 1, so he out-hits rather than defends.
Connected: Besmirched, donut, Donut Hole, Fiesta, Finger Guns, Flexible, Fourth Wall!, Knife Fight, marvel, Merc with a Mouth, Mutant Healing, onomatopoeia, rps, Taco Truck
Doctor Strange (50 HP · 2 starting CP · marvel)
A spell-slinger who Prepares magic onto the Book of Vishanti, then Casts it for bonus effects. Augury and Mystic Bolts are his core hits; fish for amulets to fire Wand of Watoomb and the All-Seeing Eye! ultimate. Bank Déjà Vu to redo a roll phase, draw hard with Premonition, and lock the enemy's cards with Crimson Bands. He's a tricky, choice-heavy kit whose power is managing spells, not raw dice.
Connected: All-Seeing Eye!, Astral Incursion, Augury, Binding, Cloak of Levitation, crimson bands, déjà vu, Flexible, marvel, Mystic Bolts, premonition, Universal Awareness, Wand of Watoomb
Druid (50 HP · 2 starting CP · vanguard)
A shape-shifter who wins by swapping between Bear, Cat, and Druid forms to fit the moment. Ferocity is your core claw attack; fish for leaves to fire Protect the Forest and the Wrath of Nature! ultimate. Spend Shape Shift tokens to change form and stack Regenerate to heal each Upkeep while Wound chips the enemy. In plain Druid form Thick Hide barely blocks, so shift to Bear when you need to soak hits.
Connected: Ferocity, Flexible, Forest's Answer, Forest's Call, Maul, Nature's Cure, Protect the Forest, regenerate, shape-shift, Thick Hide, vanguard, Wild Realignment, wound, Wrath of Nature!
Duelist (50 HP · 2 starting CP · vanguard)
A fencer who wins on positioning: your Footwork Track slides forward for +damage or back for +defense. Blade Flurry is the core blade attack; fish pierce for Bladestorm and the Master of the Blade! ultimate, which both Disarm. Bank Guard Break to turn a hit undefendable, and take Steps each turn to set up the bonus you want. Retreat barely blocks, so keep pushing forward to hit hardest.
Connected: Balestra, Blade Flurry, Bladestorm, disarm, En Garde, Feint Attack, Flexible, guard-break, Master of the Blade!, Retreat, Strike, vanguard
Forgemaster (50 HP · 2 starting CP · vanguard)
A crafter who wins by mining Ore and building Armor to grind you out. Pick Axe is the scaling core attack; fish for anvils to fire Smelting Time and the Final Touches! ultimate (14 damage). Bank Ore on The Forge and craft Armor — Helmets counter for damage, Shields prevent it — so his real toughness comes from the crafting engine, not the dice. Build your workshop while chipping away.
Connected: A Good Haul, armor, Armored Up, Engine, Final Touches!, Furnace, Masterwork, Pick Axe, Smelting Time, vanguard
Gambit (50 HP · 2 starting CP · xmen)
A charged-up gambler who powers Ace Cards, then Explodes them for bonus damage. Bo Staff is the scaling core attack; fish for supercharge faces to fire Ragin' Cajun and the Le Diable Blanc! ultimate. Almost every ability charges his four Aces, and a full Ace detonates once a turn for extra damage, while Disruption taxes enemy CP. He's the hardest hero in his box, so managing the Aces is the game.
Connected: Bo Staff, Bojutsu, Card Shark, Creole Crusader, disruption, dissolution, Engine, Le Diable Blanc!, molecular-acceleration, Poker Face, Ragin' Cajun, Sleight of Hand, xmen
Gunslinger (50 HP · 2 starting CP · season 2)
A status-control gunfighter who softens you up before the big shot. Revolver is the reliable core attack; fish for bullseyes to fire Deadeye and the Fill 'Em With Lead! ultimate. Slap Bounty on a target so every hit deals +1 and feeds you CP, use Knockdown to deny their attack, and bank Reload each Upkeep to pump damage. Her defense is a swingy die-duel, so blocking is never a sure thing.
Connected: bounty, Bounty Hunter, Control, Deadeye, Duel, evasive, Fan the Hammer, Fill 'Em With Lead!, knockdown, reload, Revolver, season 2, Showdown, Take Cover
Headless Horseman (50 HP · 2 starting CP · outcasts)
A haunting snowball hero who scales up with Dreadful tokens. Cleave is the core axe attack; fish for scares to fire Horrify and the Dreadful Charge! ultimate (14 damage). Stack Dreadful to grow the dice you roll on Spectral Assault and his defense, and bank Grim Pursuit for extra roll attempts and bonus damage. The more Dreadful he hoards, the harder his big turns hit — build the stockpile early.
Connected: Cleave, dreadful, Dreadful Charge!, Engine, grim-pursuit, Hallowed Reckoning, Horrify, outcasts, Reap, Ride Down, Sow Despair, Spectral Assault
Huntress (50 HP · 2 starting CP · season 2)
A beast-master who fights alongside Nyra, her sabertooth tiger. Animalistic is the basic attack; fish for saber tooth faces to fire Feral and the Jungle Fury! ultimate. While Nyra is active every attack hits +2, and you can shove incoming damage onto Nyra's health instead — spend Nyra's Bond to heal her and stack Bleed on the enemy. Maternal Bond blocks nothing, so keep Nyra alive — she's your armor.
Connected: Animalistic, Attrition, bleed, Feral, Feral Instincts, Jungle Fury!, Maternal Bond, nyra's bond, Onslaught, Predatory Advance, Resuscitate, Savage, season 2
Iceman (50 HP · 2 starting CP · xmen)
A frost controller who freezes your dice while stacking Ice Shards. Frostbite is the scaling core attack; fish for frost faces to fire Hail the King and the Ice Storm! ultimate. Bank Ice Shards for +damage, lock the enemy's lowest die with Dice Cube, and use Glide Paths to chain one roll into a second ability. Rime actually blocks and counters, so he grinds you out while denying rerolls.
Connected: Cold Treat, Control, dice-cube, Everybody Chill, Frostbite, glide, Hail the King, Hoarfrost, Ice Storm!, Ice to Meet You, ice-shard, Rime, Thawsome, xmen
Jean Grey (50 HP · 2 starting CP · xmen)
A dual-form psychic who flips between Jean Grey and Dark Phoenix every turn. Mind Attack is her core hit; fish for phoenix faces to fire Firebird and the One True Phoenix! ultimate. Jean turns are for economy and defense, while Dark Phoenix turns burst hard, spending Flame Blast for +damage but skipping her income. She's built around that rhythm, so save your big swings for the Dark Phoenix turn.
Connected: acuity, Astral Combat, Burst, Firebird, flame blast, force field, Mind Attack, Occlusion, One True Phoenix!, phoenix burn, Psionic Shield, Psychic Multiplier, Telekinetic Blast, xmen
Krampus (50 HP · 2 starting CP · santa v krampus)
A wicked controller who chokes your CP with Coal while running a gift-and-reject engine. Swat is the scaling core attack; fish for horns to fire Spoils and the Discomfort and Pain! ultimate. Spread Coal to tax enemy Combat Points and fuel Bad Tidings' collateral, and spend Gifts to fetch Reject cards for extra effects. Deviled Eggs blocks nothing, so he grinds your resources down.
Connected: Bad Tidings, coal, Control, Deviled Eggs, Discomfort and Pain!, gift, Misbehaving, Rejection, Rotter, santa v krampus, Scavenge, Spoils, Swat
Loki (50 HP · 2 starting CP · marvel)
A trickster who wins by messing with your turns, not out-damaging you. Mockery is the scaling core attack; fish for mischief to fire Double Take and the Glorious Purpose! ultimate. Inflict Spellbound to disable the enemy's abilities, hand out gamble tokens with Bag of Tricks, and spend Illusion to make attackers guess your damage — about half on average. Tip the Scale blocks nothing, so Illusion is his real defense.
Connected: Antics, bag of tricks, Confuddle, Control, Double Take, Glorious Purpose!, illusion, Kneel to Me, marvel, Mockery, spellbound, Tip the Scale, Vex, Vilify
Monk (50 HP · 2 starting CP · season 1 rerolled)
A martial artist whose Chi tokens are both shield and sword. Fist Strike is a hard-hitting core attack; fish for lotus to fire Lotus Strike and the Transcendence! ultimate, which raise his Chi cap. Bank Chi from Meditate and Serenity, then spend it to prevent 1 damage each or add 1 each — so his printed numbers are floors. He has no blocking defense; Serenity only makes Chi, so save tokens to survive.
Connected: chi, cleanse, Combo Strike, Engine, evasive, Fist of Harmony, Fist of Tranquility, Fist Strike, knockdown, Lotus Strike, Meditate, season 1 rerolled, Serenity, Tempest Rush, Transcendence!
Moon Elf (50 HP · 2 starting CP · season 1 rerolled)
A control archer who wins by locking the enemy down while raining arrows. Longbow is your scaling core shot; fish for moons to fire Eclipse and the Lunar Eclipse! ultimate, which pile on Blind, Entangle, and Targeted. Those debuffs waste the opponent's turns while Targeted makes your hits land +2. She has no armor — Evasive tokens and Missed Me let her dodge instead of block, so survival rides on the dice.
Connected: blind, Blinding Shot, Control, Covered Shot, Demising Shot, Eclipse, entangle, Entangling Shot, evasive, Exploding Arrow, Longbow, Lunar Eclipse!, Missed Me, season 1 rerolled, targeted
Necromancer (50 HP · 2 starting CP · outcasts)
A summoner whose power is his Undead minions, not his own hits. Shear is a deliberately weak core attack; fish for souls to fire Black Shroud and the Necro-Dancer! ultimate. Bank Corpses from Reanimate, then raise Skeletal Warriors, a Mage, and a Bone Golem that add damage each turn, while Decrep-ify weakens the enemy and Resurrect cheats death. He's a complex kit that hits soft solo, so build the swarm first.
Connected: Black Shroud, Blight, Corpse Explosion, Deadman's Party, decrep-ify, Engine, Harvest, Necro-Dancer!, outcasts, Reanimate, Resist Death, resurrect, Shear
Ninja (50 HP · 2 starting CP · season 1 rerolled)
A combo assassin who wins through chip damage and poison, not raw swings. Slash is the core blade attack; fish for masks to fire Shadewalk and the Assassinate! ultimate. Spend Ninjutsu after a hit to add damage or go undefendable, and stack Delayed Poison for free damage at the enemy's turn end — so his real output beats the printed numbers. He can't block; Smoke Bomb only dodges on a lucky roll.
Connected: Assassinate!, Attrition, Death Blossom, delayed poison, ninjutsu, Poison Blade, season 1 rerolled, Shade Shift, Shadewalk, Shadow Fang, Slash, smoke bomb, Smoke Screen, Walk the Line
Paladin (50 HP · 2 starting CP · season 1 rerolled)
A holy toolbox who wins by stacking buffs and outlasting you. Righteous Combat is his flexible core hit; fish for prayers to fire Righteous Prayer and the Resolute Faith! ultimate, which heals 5 and can survive a lethal blow. Layer Crit (+4), Protect, Retribution, and Accuracy to control every exchange, and burn CP through Tithe to re-roll. His damage is modest, so he wins slow through defense and healing.
Connected: accuracy, blessing of divinity, crit, Divine Defense, Flexible, Holy Attack, Holy Light, Mighty Prayer, protect, Resolute Faith!, Retaliate, retribution, Righteous Combat, Righteous Prayer, season 1 rerolled
Pale Lady (50 HP · 2 starting CP · outcasts)
A werewolf-in-waiting who builds Moon Shards, then transforms into a stronger wolf form. Scratch is the scaling core attack; fish for full moons to fire Ensnare and the Unleash the Beast! ultimate (13 damage). Bank Moon Shards to flip to the Werewolf side, where attacks turn undefendable and hit harder, while Prey and Bleed chip the enemy. Wolf form only lasts a few turns, so line up your big swings for it.
Connected: bleed, Burst, Conflicted, Ensnare, Full Moon, moonShard, outcasts, prey, Refresh, Scratch, The Cure, The Hunt, Unleash the Beast!
Psylocke (50 HP · 2 starting CP · xmen)
A psychic ninja who fights with a bonus sixth die and locks down your abilities. Lunge is the scaling core attack; fish for starlight to fire Blade Dance and the Otherworlder! ultimate. Her Manifest die adds damage or completes a set each turn, Paralyze shuts off the enemy's status engine, and Agility plus Infiltration cover defense with rerolls. She's a clean, aggressive kit — press tempo and deny their combos.
Connected: agility, Blade Dance, Clandestine, Control, Devise, infiltration, Lunge, Otherworlder!, Paralysis, paralyze, Parry, Stealth, xmen
Pyromancer (50 HP · 2 starting CP · season 1 rerolled)
A glass-cannon mage who scales up with Fire Mastery, then detonates. Fireball is the core hit and builds a token; fish for explosions to fire Ignite (4 + 2 per Fire Mastery) and the Scorch the Earth! ultimate. Nearly every hit stacks Fire Mastery — the more you hold, the bigger the nuke — while Burn and Stun pressure the enemy. But a token cools off each Upkeep and Molten Armor doesn't block, so race fast.
Connected: burn, Burning Soul, Burst, Combustion, fire-mastery, Fireball, Hot Streak, Ignite, knockdown, Meteorite, Molten Armor, Pyroblast, Scorch the Earth!, season 1 rerolled, stun
Raveness (50 HP · 2 starting CP · outcasts)
A raven-keeper who wins through her companion, Nevermore. Peck is the scaling core attack; fish for raven eyes to fire Chamber and the Fantastic Terrors! ultimate (13 damage). Activating Nevermore parks it on a foe for undefendable chip damage and heals her when it returns, while Feather tokens rig its die roll and Hex blanks the enemy's 6s. Many abilities feed Nevermore, so managing the raven is the engine.
Connected: Beguile, Chamber, Craven, Engine, Fantastic Terrors!, feather, Fowl Friend, hex, Murder of Crows, Nothing More, outcasts, Peck, Raven Sight
Rogue (50 HP · 2 starting CP · xmen)
A brawler who drains you and turns your punches into fuel. Brawl is the scaling core attack; fish for ions to fire Influential and the High Altitude! ultimate. Leach steals health straight off your dial with no defense allowed, Influence wastes enemy rerolls, and every hit she absorbs banks Ionic Energy to pump later attacks — even the ultimate. The more you hit her, the harder she hits back.
Connected: Absorption, Brawl, Duplicate, Engine, High Altitude!, influence, Influential, ionic energy, Leach, Sass, Skybound, skyward, xmen
Samurai (50 HP · 2 starting CP · season 2)
A disciplined duelist who tilts every exchange with Honor and Shame. Katana Slice is the core attack; fish for the rare sun face to fire Hagakure and the big Shogun! ultimate (13 damage). Inflict Shame to shrink the enemy's next attack, spend Honor to add +1 or +3 to yours, and punish attackers with Back Strike. Because sun is the rarest face, his best hits need lucky rolls or rerolls to land.
Connected: back-strike, Budo, Burst, Hagakure, honor, Katana Slice, Masamune, season 2, shame, Shogun!, Solemnity, Stand Tall, Wakizashi
Santa (50 HP · 2 starting CP · santa v krampus)
A jolly token-engine hero powered by Cheer and Egg Nog. Trim Your Tree is his scaling core attack; fish for stars to fire Holly Jolly and the Comfort and Joy! ultimate, which grants a bonus attack phase. Bank Cheer to fix dice and pump hits like Rosey Cheeks, and spend Egg Nog for chip damage, healing, or CP. His defense only refuels tokens, so he wins by out-generating and out-hitting you.
Connected: cheer, Comfort and Joy!, Egg Noggin' It, egg-nog, Engine, Festivities, Fireside Chat, Holly Jolly, Naughty or Nice, Reindeer Games, Rosey Cheeks, santa v krampus, Trim Your Tree
Scarlet Witch (50 HP · 2 starting CP · marvel)
A chaos-mage who snowballs tokens, then cashes them into damage. Hex Bolt is the scaling core attack; fish for crowns to fire Bewitch and the Sealed Your Fate! ultimate (12 damage). Reality Warp forces the enemy to roll one of her dice, wrecking their turn, while Crackle turns her stacked status tokens into up to +3 bonus damage. Double Trouble blocks nothing, so her plan is stack effects, then unleash.
Connected: Bewitch, conjure, crackle, Darkhold, Double Trouble, Engine, Hex Bolt, Jinx, marvel, Mind Blast, probability manipulation, Pure Chaos, reality warp, Sealed Your Fate!, Spellcraft
Seraph (50 HP · 2 starting CP · season 2)
An angelic striker who mixes heavy blade hits with support and healing. Holy Blade is the scaling core attack; fish for the rare pendant face to fire Highest Power and the Split the Heavens! ultimate. Purify flexes between bursting a foe for 5 or healing an ally, while Blinding Light weakens the enemy's next turn. Her Angelic Mantle barely blocks; real defense is Flight tokens that dodge on a 6.
Connected: Angelic Mantle, Archangel's Will, blessing of divinity, blinding-light, cleanse, Flexible, flight, Glorious, Highest Power, Holy Blade, Holy Smite, holy-presence, Purify, season 2, Split the Heavens!, Triumphant
Shadow Thief (50 HP · 2 starting CP · season 1 rerolled)
An attrition thief who hoards Combat Points, then turns them into damage. Dagger Strike is the core hit; fish for shadows to fire Shadow Dance and the Shadow Shank! ultimate (your CP total + 5). Bank CP with Pickpocket and Shifty Strike, stack Poison, and slip into the Shadows to dodge a whole attack for free. She hits soft early, so she wins the long game, not the fast one.
Connected: Attrition, Carducopia, Counter Strike, Dagger Strike, Insidious Strike, Pickpocket, poison, season 1 rerolled, Shadow Dance, Shadow Defense, Shadow Shank!, shadows, Shifty Strike, sneak-attack
A nimble brawler who chains extra turns and slips punches. Punch is the scaling core attack; fish for spiders to fire Venom Punch and the Venom Shockwave! ultimate (13 damage). Bank a Combo token to take a second offensive phase, stick Webbed on a foe so your next hit can't be blocked, and use Invisibility to defend even undefendable attacks. Press the tempo and his combos wear you down.
Connected: C-C-C-Combo, combo, Counterpunch, Ensnare, invisibility, marvel, Punch, Spider-Reflexes, Spider-Sense, Tempo, Venom Punch, Venom Shockwave!, Wall Crawler, webbed
Storm (50 HP · 2 starting CP · xmen)
A weather-witch who snowballs by charging her abilities with Lightning. Lightning Field is the scaling core attack; fish for cyclones to fire Blizzard and the Tempest! ultimate. Attach Lightning to unlock stronger Charged Effects, bank Tornado to steal the enemy's dice and grow your pool, and use Wind Shear to block-and-counter. The more she builds, the bigger her turns, so stack the storm first.
Connected: Blizzard, Engine, Gust, Light It Up, lightning, Lightning Field, Maelstrom, Opposites Attract, Tempest!, Tempestuous, Thunderstorm, tornado, wind-shear, xmen
Sun Elf (50 HP · 2 starting CP · vanguard)
A ramp-and-heal mage who charges the Sun Dial, then unleashes it on Dawn turns. Light Staff is the scaling core attack; fish for sun power to fire Solar Burst and the Solar Flare! ultimate (10 damage). The dial climbs on Dusk turns and heals off overflow, then on Dawn adds its whole value (up to +5) to an attack before draining. Time your biggest swing for a full dial.
Connected: charged-gem, Engine, Harness the Light, Light Staff, Radiant Energy, Ray Absorption, Ray of Light, Scorching Staff, Solar Burst, Solar Flare!, Sun Beam, sun-marked, vanguard
Tactician (50 HP · 2 starting CP · season 2)
A commander who wins on economy, banking Tactical Advantage to fuel any effect. Saber Strike is the scaling core attack; fish for medals to fire Maneuver and the Higher Ground! ultimate (12 damage). Spend Tactical Advantage for CP, rerolls, cards, Targeted, or Protect, slow the enemy with Constrict, and roll Profiteer for a free second attack phase. He's a toolbox — bank resources, then buy the answer you need.
Connected: Carpet Bomb, constrict, Countermeasures, Engine, Exploit, Flank, Higher Ground!, Maneuver, Profiteer, Saber Strike, season 2, Strategic Approach, tactical advantage, targeted
Thor (50 HP · 2 starting CP · marvel)
A thunder-god bruiser who empowers his hits with Electrokinesis and Mjölnir. Hammered is the scaling core attack; fish for thunder to fire Bottled Lightning and the For Asgard! ultimate (14 damage). Throw Mjölnir for free chip damage or Retrieve it to bank Electrokinesis — each token adds +1 to Odinforce and Bottled Lightning — while Guard Break turns attacks undefendable. Stack the tokens and his hits climb.
Connected: Bottled Lightning, Chain Lightning, electrokinesis, Engine, For Asgard!, guard-break, Hammered, Lightning Rod, marvel, Mighty Summon, Odinforce, Thunder Bolt, Thunder Wheel
Treant (50 HP · 2 starting CP · season 1 rerolled)
A patient gardener who grows Spirit companions, then cashes them for damage. Splinter is the core branch attack; fish for swirls to fire Nature's Grasp and the Wake the Forest! ultimate. Grow Spirits from many abilities and spend them — a Dryad adds +3, Overgrowth +4 each — while Barbed Vine punishes rerolls and Rooted blocks hits. He's the game's most complex hero and needs setup, so he out-grows you.
Connected: barbed-vine, Call of the Wild, Engine, Nature's Grasp, Overgrowth, Rooted, season 1 rerolled, Splinter, Tend, Vengeful Vines, Wake the Forest!, wellspring
Vampire Lord (50 HP · 2 starting CP · season 2)
A bloodthirsty controller who grinds you down with resources and lifesteal. Gouge is the scaling core claw attack; fish for the rare droplet face to fire Blood Thirst and the Exsanguinate! ultimate. Bank Blood Power to add +3, clear statuses, or heal off your hits, force enemy rerolls with Mesmerize, and stack Bleed that feeds more Blood Power. Droplet is his rarest face, so his biggest hits lean on rerolls.
Connected: Attrition, bleed, Blood Magic, Blood Thirst, blood-power, Exsanguinate!, Glamour, Gouge, Immortal Flesh, mesmerize, Possess, Rend, Sanguimancy, season 2
Wolverine (50 HP · 2 starting CP · xmen)
A regenerating berserker who out-lasts you, healing almost every turn. Adamantium Claws is the scaling core attack; fish for masks to fire Power Level Nine and the Berserker Rage! ultimate (heals 3, hits 12). Bank Rage and spend it for +3 damage a pop, mark foes with Alpha to skip their income, and top off with Healing Factor. He trades burst for staying power, so he wins the attrition fight.
Connected: Adamantium Claws, alpha, Attrition, Barrage, Berserker Rage!, Healing Factor, Hunter, Power Level Nine, rage, Regenerate, Severe Threat, Vengeance, xmen
Statuses (113)
accuracy (positive) pending-verification
Spend at the end of your Offensive Roll Phase to make your attack undefendable. Stack limit 1.
Connected: Paladin
acuity (positive) pending-verification
Stack limit 4, spendable the turn gained: 1 token re-rolls one of her dice at any time, 2 tokens buy a Combat Point, 4 tokens inflict Phoenix Burn on a chosen opponent.
Connected: Jean Grey
agility (positive) pending-verification
Stack 2: when taking damage, spend and roll one die — on 1-3 halve the incoming damage (rounded up). Usable at any time against anything except an Ultimate; two successes cancel all damage since prevention resolves simultaneously.
Connected: Black Widow, Psylocke
alpha (negative) pending-verification
Unique, stack limit 1. When inflicted by an attack, victim and attacker each roll a die — if the attacker rolls lower the token is removed; otherwise the victim skips their next Income Phase, then removes it. Cannot be transferred.
Connected: Income, Wolverine
armor (positive) pending-verification
Unique crafted token (stack limit 1 Helmet and 1 Shield). When Attacked with normal damage you may activate the Armor on you. Helmets retaliate: Gold deals 1, Diamond 2, Ultimanium 3 damage back to the attacker. Shields prevent: Gold prevents 1, Diamond prevents 2; Ultimanium prevents 2 against any damage type except an Ultimate. Armor is crafted from Ore blueprints and can only be removed or transferred by this hero's own effects.
Connected: Defensive Roll, Forgemaster
back-strike (positive) pending-verification
When taking damage from an opponent's Offensive Roll Phase, spend and roll 1 die to deal half the value (rounded up) back to that opponent. Cannot be used against an Ultimate.
Connected: Samurai
bag of tricks (positive) pending-verification
During the holder's Upkeep, remove and roll 1 die: 1 = lose 1 CP; 2-5 = Loki chooses heal 2 / gain 1 CP / take 2 damage; 6 = gain 2 CP. Stack limit 2.
Connected: Loki, Upkeep
barbed-vine (negative) pending-verification
While afflicted, the player takes 1 damage for every Roll Attempt beyond the first in their Offensive Roll Phase (max 2 per turn); the token is then removed and the damage applied at the end of the Roll Phase.
Connected: Treant
battle-plan (positive) pending-verification
Stack limit 4, each effect once per turn: spend 1 to look at an opponent's hand; spend 3 to dig the top 3 deck cards for a Leadership Card; spend 3 to inflict Focus Fire on an opponent.
Connected: Cyclops
bleed (negative) pending-verification
Up to 2 tokens; during the afflicted player's Upkeep they roll a d6 per token — on 1-4 they take 1 damage, on 5-6 that token is removed.
Connected: Huntress, Pale Lady, Upkeep, Vampire Lord
blessing of divinity (positive) pending-verification
The next time your health would drop to 0, remove this token and set your health to 1 instead; it cannot be removed by any other means. Stack limit 1.
Connected: Paladin, Seraph
blind (negative) pending-verification
The next Offensive Ability the afflicted player activates forces them to remove the token and roll a d6; on a 1–2 that ability fails and does nothing. Stack limit 1.
Connected: Moon Elf
blinding-light (negative) pending-verification
Negative token (limit 1). The next time the afflicted finishes their Offensive Roll Phase they roll 1 die: on a 1 the entire phase has no effect; on a 2–3 all their damage that phase is halved (rounded up). Cannot stop an Ultimate.
Connected: Seraph
blood-power (positive) pending-verification
Signature resource (stack limit 5), each threshold spent once per turn: 1 = add 3 damage to your Attack; 2 = remove a status from a chosen player (Main Phase); 3 = draw 2 cards; 4 = heal equal to the damage your Attack successfully dealt (Roll Phase). Also gained at end of turn if your Attack hit a target holding 2 Bleed.
Connected: Vampire Lord
bounty (negative) pending-verification
Persistent: whenever the afflicted player is attacked, the attacker deals +1 damage and gains 1 Combat Point regardless of how the defense resolves.
Connected: Gunslinger
burn (negative) pending-verification
The afflicted player takes 2 damage during their Upkeep Phase. Persistent, stack limit 1.
Connected: Pyromancer, Upkeep
charged-gem (positive) pending-verification
Positive token (stack limit 1). Spend it during your Main Phase and roll 1 die: on 1-2 gain 1 CP; on 3-4 deal 2 undefendable damage (isolated source) to a chosen opponent; on 5-6 gain 1 CP and deal 2 undefendable damage to a chosen opponent.
Connected: Sun Elf
cheer (positive) pending-verification
Santa's signature token (stack limit 3). Spend 1 to re-roll one die, or spend 3 to set any one die to a 6. Many of Santa's attacks also deal bonus damage per Cheer he is holding.
Connected: Santa
chi (positive) pending-verification
The Monk's signature resource (stack limit 5, raisable). Spend tokens at any time to prevent 1 incoming damage each (any type except an Ultimate), or spend them to add 1 damage each to an attack (not on the turn they were gained).
Connected: Monk
cleanse (positive) pending-verification
Spend at any time to remove one status effect token from yourself. Stack limit 3.
Connected: Monk, Seraph
coal (negative) pending-verification
Krampus's punishment token on opponents (stack limit 4). When a player holding 4 Coal would gain CP, they must first remove all 4 Coal and gain 1 fewer CP — Coal both taxes CP and fuels Bad Tidings' collateral damage.
Connected: Krampus
combo (positive) pending-verification
If your Offensive Roll Phase produced an Attack, spend this token at the end of the opponent's Defensive Roll Phase to immediately take another Offensive Roll Phase against the same opponent. Once per turn; stack limit 1; cannot be transferred.
Connected: Defensive Roll, Spider-Man (Miles Morales)
concussion (negative) pending-verification
The afflicted player skips their next Income Phase (no CP or card gain), then removes the token.
Connected: Barbarian, Income
conjure (positive) pending-verification
Once per turn during your Main Phase, spend to either copy a positive status effect from a chosen player's leaflet (any opponent may cancel this by discarding a card) or inflict Reality Warp on an opponent. Stack limit 1.
Connected: Scarlet Witch
constrict (negative) pending-verification
During the afflicted player's next Offensive Roll Phase they must pay 1 Combat Point for every reroll beyond the first; the token is then removed.
Connected: Tactician
cosmic-flare (positive) pending-verification
During the holder's Upkeep Phase, deal 1 damage to all opponents per Cosmic Flare token, then remove one token. Must be spent (not optional). Stack limit 3.
Connected: Captain Marvel, Upkeep
cosmic-ray (positive) pending-verification
After Attacking, spend this token to roll 2 dice and add one chosen die's value to the damage total (an Attack Modifier). Once per turn; cannot be spent the turn it is gained; stack limit 2; cannot be removed or transferred.
Connected: Captain Marvel
covert ops (positive) pending-verification
Unique self-token (stack 3): once per turn in a Main Phase, spend to put an Ability Upgrade from hand into play, or to peek at the top 3 deck cards and, if none are upgrades, tutor one from the deck. Cannot be transferred or removed.
Connected: Black Widow
crackle (positive) pending-verification
When concluding an Offensive Roll Phase with an attack, spend to add 1 damage per status effect on your board (excluding the spent Crackle), up to +3. Only two Crackle may be spent per turn; it is an Attack Modifier so it cannot boost pure damage. Stack limit 3.
Connected: Scarlet Witch
crimson bands (negative) pending-verification
Stack 1: the afflicted player cannot play any cards during their next Roll Phase (through the end of the Defensive Roll Phase), though passives and status effects still work; the token is discarded once that Roll Phase ends.
Connected: Defensive Roll, Doctor Strange
crit (positive) pending-verification
Spend to add 4 damage to an attack that is already dealing at least 5 damage (before modifiers). Stack limit 1.
Connected: Paladin
cursed doubloon (negative) pending-verification
A persistent token (stacks 5x on the Pirate, 3x on others). Any non-Pirate holding it takes 1 damage per token each Upkeep; it can only be removed by the Pirate's own abilities. The Pirate spends her own doubloons each turn to avoid flipping to her Cursed form.
Connected: Cursed Pirate, Upkeep
decrep-ify (negative) pending-verification
On the target's next Offensive Roll Phase they may re-roll at most 2 dice after their first roll, and all their attack damage is reduced by 1 (does not reduce Ultimate damage). Removed at end of that Roll Phase. Stack limit 1.
Connected: Necromancer
déjà vu (positive) pending-verification
Stack 1: instead of activating an ability, spend to end the current Offensive Roll Phase and immediately start a brand-new one — usable even after opponents alter his dice or his rerolls run dry.
Connected: Doctor Strange
delayed poison (negative) pending-verification
At the end of the afflicted player's turn the token is removed and they take 3 damage. Stack limit 2, so two tokens deal 6 damage.
Connected: Ninja
dice-cube (negative) pending-verification
The afflicted player cannot alter their lowest-value die from the first roll attempt of their Offensive Roll Phase (at stack limit 2, the two lowest dice are locked); the die also cannot be changed by any card or effect. Removed at the end of the Roll Phase.
Connected: Iceman
disarm (negative) pending-verification
Negative token (stack limit 1). During their Upkeep Phase the afflicted player must discard a card; if they cannot (or choose not to), they skip their Income Phase instead. The token is then removed.
Connected: Duelist, Upkeep
disruption (negative) pending-verification
Stack limit 1: during their Upkeep Phase the afflicted player either gives up 1 CP or, if unwilling or unable, takes 2 damage; the token is then removed.
Connected: Gambit, Upkeep
dissolution (positive) pending-verification
Stack limit 2: spend during your Main Phase to either heal any player 2 or strip a negative status effect off any player.
Connected: Gambit
donut (positive) pending-verification
Stack 2: when gained it may be handed to any player; the holder can spend it during their Upkeep to roll a die and heal half the result rounded up (1-3 health).
Connected: Deadpool, Upkeep
dreadful (positive) pending-verification
The Horseman's core engine token (stack limit 5). It powers many abilities — the number of dice rolled by Spectral Assault and Hallowed Reckoning scales with Dreadful — and 4 Dreadful can be spent during Upkeep to Terrorize an opponent.
Connected: Headless Horseman, Upkeep
egg-nog (positive) pending-verification
Santa's resource token (stack limit 5). Spend 3 at any time to roll a die: on 1-3 deal 2 undefendable isolated damage, on 4-5 heal 2 and gain 1 CP, on 6 heal 2 and draw a card.
Connected: Santa
electrokinesis (positive) pending-verification
Fuels several of Thor's abilities (each adds +1 damage per token held) and can be dumped as a resource: spend 4 during your Main Phase to draw a card. Stack limit 4.
Connected: Thor
entangle (negative) pending-verification
The afflicted player gets one fewer reroll attempt on their next Offensive Roll Phase, then removes the token. Stack limit 1.
Connected: Moon Elf
evasive (positive) pending-verification
Spend and roll 1 die; on a 1-2 all of that source's damage is avoided. Multiple tokens can be spent against the same damage, but not against an Ultimate.
Connected: Gunslinger, Monk, Moon Elf
feather (positive) pending-verification
Raveness-only resource (stack limit 5). Spend 1 to force a re-roll of the Nevermore Die Roll, 2 to shift that roll's value by 1, or 3 to activate Nevermore.
Connected: Raveness
fire-mastery (positive) pending-verification
A stacking Pyromancer resource (max 5) that powers up many of her abilities; one token cools off (is removed) each Upkeep Phase, so it must be continually rebuilt.
Connected: Pyromancer, Upkeep
flame blast (positive) pending-verification
Stack limit 5. Only usable while Dark Phoenix is active: spend 1 to add 1 attack damage, or 3 at once to add 4. Attack modifier.
Connected: Jean Grey
flight (positive) pending-verification
Positive token (limit 3). Spend during any Roll Phase and roll 2 dice: on any 6 it activates — offensively your Attack becomes undefendable, defensively you ignore all incoming damage (except Ultimates). Multiple tokens can be spent.
Connected: Seraph
focus-fire (negative) pending-verification
Stack limit 2, persistent: every attack against the afflicted player deals +1 damage per stack (attack modifier). Not removed after triggering.
Connected: Cyclops, Defensive Roll
force field (positive) pending-verification
Stack limit 1. Remove this token plus one other positive token on her board to halve incoming damage (rounded up) for a chosen player.
Connected: Jean Grey
gift (positive) pending-verification
Krampus's own resource token (stack limit 3). During his Main Phase he may spend a Gift to draw a card from the Reject deck and put it into play.
Connected: Krampus
glide (positive) pending-verification
Unique token (stack limit 1). If Iceman's Offensive Roll produced an ability with a Glide Path, he may spend Glide after the defense resolves to immediately activate the linked second ability on the same target without meeting its roll requirement.
Connected: Iceman
grim-pursuit (positive) pending-verification
The Horseman's tempo token (stack limit 3). Spend one for an extra Roll Attempt during the Offensive Roll Phase, or spend one after attacking to roll 5 dice and add 1 damage per horseshoe (result of 4 or 5). Each of the two effects may be used once per turn.
Connected: Headless Horseman
guard-break (positive) pending-verification
Positive token (stack limit 2). When you conclude your Offensive Roll Phase with an Attack, you may spend this token and roll one die; on a 4-5 that Attack becomes undefendable.
Connected: Duelist, Thor
hex (negative) pending-verification
The afflicted player must treat every die face showing a 6 as a blank with no symbol or value until end of their turn; five 6s means they cannot even activate an ultimate.
Connected: Raveness
holy-presence (positive) pending-verification
Unique token (limit 2). During the holder's Upkeep it deals 1 damage to each opponent. Cannot be transferred, only removed.
Connected: Seraph, Upkeep
honor (positive) pending-verification
Stack limit 2. Spend to add 1 damage to your attack, or spend 2 Honor to add 3 damage.
Connected: Samurai
ice-shard (positive) pending-verification
Iceman's resource token (stack limit 5, plus overflow storage in The Freezer). Boosts several abilities' damage and can be spent five-at-a-time to gain Glide.
Connected: Iceman
illusion (positive) pending-verification
Spend when attacked to present Loki's 3 face-down Illusion Cards; the attacker picks one blindly and it makes Loki take all, half, or none of the attack's damage. Averages roughly 50% damage prevented per spend. Cannot be transferred. Stack limit 2.
Connected: Defensive Roll, Loki
infiltration (positive) pending-verification
Token (stack limit 2). Spend it to force any one die from a defensive roll attempt (any player's, including her own) to be re-rolled.
Connected: Defensive Roll, Psylocke
influence (negative) pending-verification
Stacks to 3 on an opponent. At the start of their Offensive Roll Phase they roll one die per token; each 1-3 result costs them one Roll Attempt that turn, then all tokens are removed.
Connected: Rogue
invisibility (positive) pending-verification
When the holder is Attacked with an undefendable Attack, they may spend this token to activate a Defensive Ability against it. Stack limit 1; cannot be transferred.
Connected: Spider-Man (Miles Morales)
ionic energy (positive) pending-verification
Damage-boost tokens (stack limit 4, in 1- and 2-value denominations). Spend to add the printed value to an attack before damage is dealt; at most 2 tokens per turn, or up to 4 by paying 1 CP. Works on normal, undefendable, and Ultimate damage.
Connected: Rogue
kinetic-energy (positive) pending-verification
A charge token, stack limit 8. Every 2 Kinetic Energy increases the damage of your Attacks by 1 (Attack Modifier). On reaching 8, immediately remove all Kinetic Energy, then gain 2 CP, draw 2 cards, and deal 5 undefendable damage to a chosen opponent as an isolated source.
Connected: Black Panther
knockdown (negative) pending-verification
The afflicted player must spend 2 Combat Points before their Offensive Roll Phase or skip that phase entirely; the token is then removed.
Connected: Gunslinger, Monk, Offensive Roll, Pyromancer
lightning (positive) pending-verification
Companion token attached to an Offensive Ability to Charge it. When a Charged ability activates, Storm may remove the Lightning to trigger that ability's bonus Charged Effect. Two Lightning stacked on one ability are both removed immediately to deal 2 isolated undefendable damage to a chosen opponent.
Connected: Storm
mesmerize (positive) pending-verification
Positive control token (limit 1). Spend it and roll 1 die: on a 5–6 you may force an opponent to re-roll any one of their dice (including during their Ultimate).
Connected: Vampire Lord
molecular-acceleration (positive) pending-verification
Bookkeeping token (13 in box, stack limit varies): marks filled charge slots on Gambit's Ace Cards. Cannot be transferred or removed except by his High Stakes bust or when an Ace Card Explodes.
Connected: Gambit
moonShard (positive) pending-verification
Pale Lady's unique resource (stack limit 3). Its effects are documented on both sides of her hero board, and it can only be removed or transferred by her own abilities and cards. Reaching 3 shards flips her to Werewolf form at Upkeep; Werewolf abilities scale off shards held and she reverts to Pale Lady once she has none.
Connected: Pale Lady, Upkeep
nanite (negative) pending-verification
Stacking timed bomb (limit 3). When detonated (via a Nanobot) all Nanites are removed and deal damage by count: 1/2/3 Nanites = 1/3/5 damage. Each Upkeep the afflicted rolls 1 die per Nanite, removing one on a 6.
Connected: Artificer, Upkeep
ninjutsu (positive) pending-verification
The Ninja's resource token. After attacking, spend one and roll 1 die: 1-3 adds 1 damage, 4-5 adds 2, and a 6 lets you add 2, inflict Delayed Poison, or make the attack undefendable. Stack limit 3.
Connected: Ninja
nyra's bond (positive) pending-verification
A token (stack limit 1) spent to distribute incoming attack damage between the Huntress and Nyra when Nyra is active, or spent at any time to heal Nyra by 2.
Connected: Huntress
onomatopoeia (positive) pending-verification
Unique, stack 2: during any Roll Phase, spend to change one of your dice to a 4 (knife) or 5 (joke) face — but only if you say a sound effect out loud (waived with the Curmudgeon Coin). Cannot be transferred.
Connected: Deadpool
paralyze (negative) pending-verification
The afflicted player cannot gain or inflict any status effects tied to their normal Offensive Abilities (all other effects still apply); does not affect ultimates, passives, cards, or attack modifiers. Removed at the end of that player's Roll Phase.
Connected: Psylocke
parlay (negative) pending-verification
A token (stack limit 1) that stops the afflicted player from dealing any attack damage on their next Offensive Roll Phase (other effects still apply); then removed.
Connected: Cursed Pirate
phoenix burn (negative) pending-verification
Stack limit 1. The afflicted player takes 2 damage during their Upkeep Phase, then rolls a die and removes the token on 5-6.
Connected: Jean Grey, Upkeep
poison (negative) pending-verification
Stack limit 3, persistent: the afflicted player takes 1 damage per Poison token during each of their Upkeep Phases.
Connected: Alchemist, Shadow Thief, Upkeep
potions (positive) pending-verification
Unique resource tokens attached to open Potion Slots on her own ability cards (never gained as normal status effects, never transferable). When she activates an ability she may spend any number of Potions attached to THAT ability — at the end of the Offensive Roll Phase for attacks, or after resolving her defense. Four types with board-wide limits: Punchify (limit 6, offense-only, +2 attack damage), Bolsterate (limit 2, defense-only, prevent 2), Cleansitude (limit 3, any ability, remove 1 status effect from herself or heal 1), Toxification (limit 1, any ability, inflict Poison on a chosen player).
Connected: Alchemist
powder keg (negative) pending-verification
A token (stack limit 1) rolled each Upkeep: on 1-2 it explodes for 3 damage as an isolated undefendable source, on 6 it may be passed to another player; gaining a second Keg immediately detonates the first.
Connected: Cursed Pirate, Upkeep
premonition (positive) pending-verification
Stack 3: spend during the Income Phase — 1 token draws 2 cards instead of 1, all 3 tokens draw 3 — but one drawn card must go back on top or bottom of the deck.
Connected: Doctor Strange, Income
prey (negative) pending-verification
Attack-modifier token (stack limit 2). When the holder is attacked, the attacker may roll 1 die per token: on 1 remove it, on 2-5 add 1 damage, on 6 add 2 damage.
Connected: Pale Lady
probability manipulation (positive) pending-verification
Spend at any time after rolling to shift one of your dice showing an even number (2, 4, 6) up or down by 1 (a 6 cannot be raised). Stack limit 2.
Connected: Scarlet Witch
protect (positive) pending-verification
Spend at any time to prevent half of one incoming damage source (rounded up). Stack limit 1.
Connected: Paladin
radiance (positive) pending-verification
Spend during a Defensive Roll Phase to change any one rolled die to a 6. Stack limit 2.
Connected: Captain Marvel, Defensive Roll
rage (positive) pending-verification
Stack limit 3. Spend 1 plus discard a card to add 3 damage to your attack (attack modifier), or spend 3 to draw a card. Discarding one of Wolverine's unique Frenzy/Recovery cards this way triggers that card's discard effect.
Connected: Wolverine
reality warp (negative) pending-verification
At the start of the afflicted player's Offensive Roll Phase they must remove this token and use one of Scarlet Witch's dice in place of one of their own for that phase (the borrowed die counts for its number but not its symbol, so it cannot help trigger an ultimate). Stack limit 1.
Connected: Scarlet Witch
regenerate (positive) pending-verification
Heal-over-time token (stack limit 2), placed on its '2' side. During the holder's Upkeep Phase: on the 2 side, heal 2 and flip it to the 1 side; on the 1 side, heal 1 and remove it. Gaining Regenerate while at stack limit may instead flip a token from the 1 side back to the 2 side.
Connected: Druid, Upkeep
reload (positive) pending-verification
After attacking, spend and roll 1 die to add half the value (rounded up) to that attack's damage.
Connected: Gunslinger
resurrect (positive) pending-verification
Unique self-buff (stack limit 1). The next time the holder would drop to 0 health they instead set to 5 health, but can no longer gain or spend CP and must discard and stop drawing cards. Cannot be removed by other means and can trigger multiple times per game.
Connected: Necromancer
retribution (positive) pending-verification
Spend after being attacked to deal half the incoming damage (rounded up) back to the attacker. Stack limit 1.
Connected: Paladin
rps (positive) pending-verification
Stack 1, once per turn: spend while attacking or defending to challenge an opponent to Rock-Paper-Scissors (resolved with dedicated RPS cards). Win on defense: prevent 2 incoming damage. Win on attack: add 2 damage (3 if the Shoot card is active), and during his Ultimate the win is automatic. Cannot be used against pure damage.
Connected: Deadpool
shadows (positive) pending-verification
While held, all damage from an opponent's Offensive Roll Phase is negated (no defense is even made, though other effects apply). Discarded after the holder starts and finishes one full turn under it. Stack limit 1.
Connected: Shadow Thief
shame (negative) pending-verification
Stack limit 2. When the afflicted player concludes their Offensive Roll Phase with a damaging attack, each Shame reduces that attack's damage by 1 and all Shame tokens are then removed (reduces normal, undefendable, and pure attack damage; does not reduce an Ultimate, though Shame is removed after the Ultimate completes).
Connected: Samurai
shape-shift (positive) pending-verification
Unique token (stack limit 2). May be spent at any time to transform into Bear Form, transform into Cat Form, or return to Druid Form. Cannot be removed or transferred by other means. Bear and Cat forms are a double-sided overlay placed over the board center, each granting different bonuses.
Connected: Druid
skyward (positive) pending-verification
Stack limit 2. When attacked she may spend one: both players roll a die (she may pay 1 CP to re-roll hers, repeatedly); if her result is higher she deals 3 back to the attacker, if tied she prevents 4 incoming damage. Only one effect triggers per token.
Connected: Defensive Roll, Rogue
smoke bomb (positive) pending-verification
The Ninja's defense: spend when taking damage and roll 1 die; on a 1-3 all damage from that source is avoided. Stack limit 1.
Connected: Ninja
sneak-attack (positive) pending-verification
After attacking, the holder may spend it and roll a d6, adding that value to the attack's damage total. Stack limit 1.
Connected: Shadow Thief
spellbound (negative) pending-verification
Placed over the name of one of an opponent's offensive abilities (never an ultimate); that ability cannot be activated while covered, and is removed at the end of their Offensive Roll Phase. Stack limit 3.
Connected: Loki
stun (negative) pending-verification
The afflicted player can take no actions at all; after the attack resolves, the Barbarian immediately takes an extra Offensive Roll Phase against them, then the token is removed.
Connected: Barbarian, Defensive Roll, Pyromancer
sun-marked (negative) pending-verification
Negative token (stack limit 1, persistent). While a player is afflicted, whenever they are Attacked by an opponent that attacker heals 2 (Attack Modifier).
Connected: Sun Elf
support (positive) pending-verification
Stack limit 3: spend 1 to give any player 1 CP; spend 1 to let any player re-roll one die at any time; spend 3 to let any player draw a card. Can boost teammates in team modes.
Connected: Cyclops
synth (positive) pending-verification
Artificer-only resource (stack limit 7). Spend 2 in the Main Phase to build a Basic Bot or 3 to upgrade it to Advanced; spend 2 (Basic) or 1 (Advanced) to activate a Bot. Only the Artificer can build Bots.
Connected: Artificer
tactical advantage (positive) pending-verification
A stockpiled resource token (stack limit 5) spent at will for effects: 1 for a Combat Point, 1 to reroll a die, 3 to draw a card, 3 to inflict Targeted, 4 to grant Protect, or 4 to transfer a status effect.
Connected: Tactician
targeted (negative) pending-verification
The afflicted player takes +2 damage from each incoming Attack (does not affect pure or collateral damage). Persistent, stack limit 1.
Connected: Moon Elf, Tactician
time bomb (negative) pending-verification
Stack 2: enters on the 0:02 side (0:01 if Widow has 6+ upgrades in play). The afflicted player rolls a die each Upkeep — a 6 defuses it, anything else ticks it down; when it advances past 0:01 they take 4 undefendable damage from an isolated source.
Connected: Black Widow, Upkeep
tornado (positive) pending-verification
Token (stack limit 4). Spend at the start of an Offensive Roll Phase to borrow one opponent's die per token for that phase's roll attempts (borrowed dice count only for their number, and cannot help activate her ultimate). This is Storm's weather-escalation resource — the more she banks, the more dice she rolls.
Connected: Storm
vibranium-suit (positive) pending-verification
Spend to prevent 3 incoming damage of any type except an Ultimate. Stack limit 1; cannot be transferred (but can be removed).
Connected: Black Panther
webbed (negative) pending-verification
When inflicted, deal 2 as an isolated source of undefendable damage. The next time the afflicted player is Attacked with normal damage, that damage becomes undefendable and the token is removed. Stack limit 1.
Connected: Spider-Man (Miles Morales)
wellspring (positive) pending-verification
The holder may spend this during their Main Phase to roll 1 die and heal half the value (rounded up).
Connected: Treant
wind-shear (positive) pending-verification
Token (stack limit 1). Spend it when attacked to prevent 2 incoming damage, then deal 2 isolated undefendable damage to any opponent of Storm's choice.
Connected: Defensive Roll, Storm
wither (negative) pending-verification
Up to 2 tokens that each reduce the afflicted player's attack damage by 1 (all damage types except an Ultimate); persistent. Inflicted only by the Pirate's Cursed form.
Connected: Cursed Pirate
wound (negative) pending-verification
The afflicted player takes 1 damage during their Upkeep Phase, then rolls one die: on a 4-6 the token is removed (stack limit 2).
Connected: Druid, Upkeep
Abilities (377)
A Good Haul
Mine your deck and place any Ore cards found onto The Forge passive, then deal 8 damage.
Connected: Forgemaster, Normal dmg, Offensive Ability, Symbol count
Absorption
A four-die straight inflicts Influence and deals 7 damage; a five-die straight inflicts 2 Influence and deals 9.
Connected: Normal dmg, Offensive Ability, Rogue, Small Straight
Adamantium Claws
Core claw attack scaling with claws rolled: 3, 4, or 5 claws deal 4, 5, or 6 damage; if three dice also share the same face number, Wolverine heals 2.
Connected: Normal dmg, Offensive Ability, Symbol count, Wolverine
Ahoy Matey
On a 4-die defense roll, prevent 2 incoming damage per skull, deal 1 retaliation damage per cutlass, gain a Combat Point per booty, and gain a Cursed Doubloon on 2 cutlasses plus a skull. Prevention value is modeled here as skulls rolled.
Connected: Cursed Pirate, Defensive Ability, Normal dmg
All-Seeing Eye!
The ultimate: he digs through the top five cards of his deck, Prepares up to two Spells from among them, deals 10 damage, and casts up to two Spells; opponents can only respond by altering the dice.
Connected: Doctor Strange, Symbol count, Ultimate Ability, Ultimate dmg
Ancestral Power
Four panthers grant a Vibranium Suit and 2 Kinetic Energy, then deal 4 undefendable damage.
Connected: Black Panther, Offensive Ability, Symbol count, Undefendable dmg
Angelic Mantle
When attacked, roll 1 die: prevent 1, 2, or 3 damage on a wing, cross, or pendant, or deal 2 counter-damage back on a blade — thin mitigation that leans on Flight tokens for real defense.
Connected: Defensive Ability, Normal dmg, Seraph
Animalistic
The basic attack: 3, 4, or 5 spears deal 3, 4, or 5 damage.
Connected: Huntress, Normal dmg, Offensive Ability, Symbol count
Antics
Setup option (no damage): draw a card, gain an Illusion token, and gain a Bag of Tricks token.
Connected: Loki, Offensive Ability, Symbol count
Archangel's Will
All five dice in sequence gain a Flight token, inflict Blinding Light, then deal 8 damage.
Connected: Large Straight, Normal dmg, Offensive Ability, Seraph
Armored Up
A four-in-a-row deals 7 damage; a full five-in-a-row deals 10. If you currently hold 2 Armor pieces, add 2 damage.
Connected: Forgemaster, Normal dmg, Offensive Ability, Small Straight
Assassinate!
The ultimate: inflict Delayed Poison on two chosen opponents (the same opponent twice in 1v1, for 6 damage), gain a Smoke Bomb, and deal 10 damage.
Connected: Ninja, Symbol count, Ultimate Ability, Ultimate dmg
Assault
All five dice in sequence bank 3 Battle Plan tokens and deal 8 damage, rising to 10 if a Leadership Card was already played this turn.
Connected: Cyclops, Large Straight, Normal dmg, Offensive Ability
Astral Combat
A four-die straight gains 2 Acuity and deals 5 damage; a five-die straight gains 2 Acuity and deals 8. While Dark Phoenix is active this attack's damage becomes undefendable.
Connected: Jean Grey, Normal dmg, Offensive Ability, Small Straight
Astral Incursion
One of each symbol deals 6 damage, then 2 bonus dice add riders: mandalas add 3 damage each, tomes give Premonition, a mantle binds the target with Crimson Bands, and an amulet casts a prepared Spell.
Connected: Doctor Strange, Normal dmg, Offensive Ability, Symbol count
Augury
Deals 8 damage and grants Strange a Déjà Vu token (bank a full re-do of a future Offensive Roll Phase).
Connected: Doctor Strange, Normal dmg, Offensive Ability, Symbol count
Aurora Wave
Two photons, an Ascend, and two Hala Stars grant a Cosmic Ray, then roll 2 fresh dice and deal damage equal to their combined value (expected 7).
Connected: Captain Marvel, Normal dmg, Offensive Ability, Symbol count
Bad Tidings
Krampus spreads 3 Coal onto opponents, then deals 2 collateral damage for every Coal on the target's board — roughly 6 damage in a fresh 1v1, more if Coal has piled up.
Connected: Collateral dmg, Krampus, Offensive Ability, Symbol count
Balestra
Take up to 2 Steps on the Footwork Track, then deal 6 damage.
Connected: Duelist, Normal dmg, Offensive Ability, Symbol count
Barrage
Four dice in sequence heal 1, add a Rage token, then hit for 5; a full five-die run heals 2 and hits for 7, with the choice of Rage or tagging the target with Alpha.
Connected: Normal dmg, Offensive Ability, Small Straight, Wolverine
Barrel Roll
Deal 6 damage, then roll 2 dice: photons add 2 damage each, Ascends each grant a Cosmic Flare, and a Hala Star grants a Cosmic Ray.
Connected: Captain Marvel, Normal dmg, Offensive Ability, Symbol count
Bashenga's Honor
A retaliatory defense: roll 3 dice and deal 1 damage back per slash rolled.
Connected: Black Panther, Defensive Ability, Normal dmg
Baton Strike
Basic stun-baton combo that scales with batons rolled: 3, 4, or 5 batons deal 5, 6, or 7 damage.
Connected: Black Widow, Normal dmg, Offensive Ability, Symbol count
Beguile
A five-die straight banks two Feathers, activates Nevermore, and deals 9 damage.
Connected: Large Straight, Normal dmg, Offensive Ability, Raveness
Berserker Rage!
The ultimate: heals 3, banks a Rage token, then deals 12 damage that may be split among opponents however Wolverine likes; only dice manipulation can respond.
Connected: Symbol count, Ultimate Ability, Ultimate dmg, Wolverine
Besmirched
One of each symbol deals 6 damage, then 2 bonus dice sweeten it: pews add 2 damage each, a knife adds 3, a joke earns an Onomatopoeia token, and a mask earns an RPS token.
Connected: Deadpool, Normal dmg, Offensive Ability, Symbol count
Bewitch
Gain Conjure and deal 9 damage.
Connected: Normal dmg, Offensive Ability, Scarlet Witch, Symbol count
Binary Blast!
The ultimate: gain a Cosmic Ray, Radiance, and 2 Cosmic Flare, then deal 12 damage.
Connected: Captain Marvel, Symbol count, Ultimate Ability, Ultimate dmg
Binding
Wraps the target in Crimson Bands (no cards during their next Roll Phase) and deals 9 damage.
Connected: Doctor Strange, Normal dmg, Offensive Ability, Symbol count
Black Shroud
Choose to summon any one Undead or bank 3 Corpses, then deal 4 undefendable damage. Note: this ability starts the game covered by the UNEARTH card and cannot be used until UNEARTH is moved off it.
Connected: Necromancer, Offensive Ability, Symbol count, Undefendable dmg
Black Spot
Four skulls gain a Cursed Doubloon, inflict Parlay, and deal 7 damage the defender cannot prevent.
Connected: Cursed Pirate, Offensive Ability, Symbol count, Undefendable dmg
Blade Dance
Gains both Agility and Infiltration and deals 6 undefendable damage.
Connected: Offensive Ability, Psylocke, Symbol count, Undefendable dmg
Blade Flurry
Core blade attack scaling 3/4/5 blades to 4/5/6 damage; a numeric four-of-a-kind in the roll also lets you take 1 Step on the Footwork Track.
Connected: Duelist, Normal dmg, Offensive Ability, Symbol count
Bladestorm
Gain a Guard Break token, inflict Disarm, take up to 2 Steps, then deal 8 damage.
Connected: Duelist, Normal dmg, Offensive Ability, Symbol count
Blight
A small straight banks a Corpse and deals 5; a large straight banks 2 Corpses, inflicts Decrep-ify, and deals 7.
Connected: Necromancer, Normal dmg, Offensive Ability, Small Straight
Blinding Shot
A full five-die straight that Blinds the target, grants the Moon Elf an Evasive token, and deals 8 damage.
Connected: Large Straight, Moon Elf, Normal dmg, Offensive Ability
Blizzard
Gains 3 Tornado and deals 8 damage. Charged Effect: this attack becomes undefendable.
Connected: Normal dmg, Offensive Ability, Storm, Symbol count
Blood Magic
All five dice in sequence gain a Blood Power, inflict Bleed, then deal 8 damage; the Vampire Lord may spend a Mesmerize to make it undefendable.
Connected: Large Straight, Normal dmg, Offensive Ability, Vampire Lord
Blood Thirst
Four droplets bank 2 Blood Power, then deal 5 undefendable damage.
Connected: Offensive Ability, Symbol count, Undefendable dmg, Vampire Lord
Bo Staff
Staff strikes scaling with staves rolled: 3, 4, or 5 staves deal 5, 6, or 7 damage; a triple of matching face numbers also saddles the target with Disruption.
Connected: Gambit, Normal dmg, Offensive Ability, Symbol count
Bojutsu
Banks a Dissolution token and deals 2 damage the defender cannot prevent; also unlocks Exploding a second Ace Card this turn.
Connected: Gambit, Offensive Ability, Symbol count, Undefendable dmg
Bottled Lightning
Throw or Retrieve Mjölnir up to twice, gain 2 Guard Break, deal 7 damage, then add 1 damage per Electrokinesis you hold.
Connected: Normal dmg, Offensive Ability, Symbol count, Thor
Bounty Hunter
Inflicts Bounty and deals 1 undefendable damage — the small hit sets up bonus damage and Combat Points on every future attack.
Connected: Gunslinger, Offensive Ability, Symbol count, Undefendable dmg
Brawl
Her basic strike: 3, 4, or 5 touches deal 4, 5, or 6 damage, and if the final dice also show a numeric 3-of-a-kind she banks a Combat Point.
Connected: Normal dmg, Offensive Ability, Rogue, Symbol count
Budo
A four-in-a-row roll gains Honor, then deals 6 damage.
Connected: Normal dmg, Offensive Ability, Samurai, Small Straight
Burning Soul
Gains 2 Fire Mastery per Fiery Soul rolled and deals 1 collateral damage per Fiery Soul to the opponent — a Fire Mastery engine that requires at least 2 Fiery Souls.
Connected: Collateral dmg, Offensive Ability, Pyromancer, Symbol count
C-C-C-Combo
Two thwips and two spiders deal 5 damage and grant a Combo token for a bonus Offensive Roll Phase.
Connected: Normal dmg, Offensive Ability, Spider-Man (Miles Morales), Symbol count
Call of the Wild
A full straight deals 8 damage, then rolls 4 dice: +1 damage per branch, gain Wellspring per leaf, and grow a Spirit per swirl.
Connected: Large Straight, Normal dmg, Offensive Ability, Treant
Card Shark
Four dice in sequence charge an Ace Card once and deal 7 damage; a full five-die run charges twice and deals 9.
Connected: Gambit, Normal dmg, Offensive Ability, Small Straight
Carducopia
Pure card advantage: draw 1 card for each card symbol rolled (minimum 2).
Connected: Offensive Ability, Shadow Thief, Symbol count
Carpet Bomb
Gain a Tactical Advantage token, then deal 2 collateral damage to two different opponents (collateral bypasses normal defense); in 1v1 this lands 2 damage on the lone opponent.
Connected: Collateral dmg, Offensive Ability, Symbol count, Tactician
Catalyst
Four crucibles attach one Potion of every type (Punchify, Bolsterate, Cleansitude, Toxification), then deal 6 damage the defender cannot prevent.
Connected: Alchemist, Offensive Ability, Symbol count, Undefendable dmg
Chain Lightning
Roll 3 dice and deal damage equal to the two highest faces, plus 2 isolated collateral damage to a chosen opponent.
Connected: Normal dmg, Offensive Ability, Symbol count, Thor
Chain Reaction
Deals 6 damage and lets her spend one Potion attached to a DIFFERENT Offensive Ability — breaking the normal rule that a Potion only fires with its own ability.
Connected: Alchemist, Normal dmg, Offensive Ability, Symbol count
Chamber
Four raven eyes activate Nevermore twice and deal 7 undefendable damage.
Connected: Offensive Ability, Raveness, Symbol count, Undefendable dmg
Chemical Trip!
The ultimate: attaches 4 Potions, deals 10 damage, and may immediately spend up to 3 Potions attached to her Offensive Abilities (three Punchifies push the burst to 16); opponents can only respond by altering a die before it activates.
Connected: Alchemist, Symbol count, Ultimate Ability, Ultimate dmg
Clandestine
When attacked, roll 3 dice and deal 1 damage to the attacker per blade. Rolling a blade with a mind also draws a card, and a blade with a starlight also grants Agility.
Connected: Defensive Ability, Normal dmg, Psylocke
Cleave
Basic attack that scales with axes rolled: 3, 4, or 5 axes deal 4, 5, or 7 damage. Rolling four of the same number also gains a Dreadful token.
Connected: Headless Horseman, Normal dmg, Offensive Ability, Symbol count
Cloak of Levitation
When attacked he rolls 2 dice: mandalas chip 1 damage back, an amulet blasts for 3, a tome banks a Premonition token, and a mantle deflects 2 incoming damage.
Connected: Defensive Ability, Doctor Strange, Normal dmg
Cold Treat
Gains 1 combat point, banks an Ice Shard in The Freezer, and deals 7 damage.
Connected: Iceman, Normal dmg, Offensive Ability, Symbol count
Combo Strike
Deals 6 damage, then rolls one die for a bonus: extra damage on a fist or palm, or Chi/Evasive/Cleanse on a chi or lotus.
Connected: Monk, Normal dmg, Offensive Ability, Symbol count
Combustion
Converts stored Fire Mastery into a burst, dealing 3 undefendable damage per token spent (up to 4 tokens / 12 damage).
Connected: Offensive Ability, Pyromancer, Symbol count, Undefendable dmg
Comfort and Joy!
The ultimate: Santa gains 4 Egg Nog and deals 10 damage, then immediately takes a bonus Offensive Roll Phase against the same opponent.
Connected: Santa, Symbol count, Ultimate Ability, Ultimate dmg
Conflicted
A small straight gains a Moon Shard and deals 6; a large straight gains 2 Moon Shards and deals 8.
Connected: Normal dmg, Offensive Ability, Pale Lady, Small Straight
Confuddle
Inflict 2 Spellbound (locking two of the opponent's offensive abilities) and deal 7 damage.
Connected: Loki, Normal dmg, Offensive Ability, Symbol count
Corpse Explosion
Deals 4 damage, then lets him spend up to 3 Corpses to roll extra dice: each scythe adds 1, each bones adds 2, and any soul makes the attack undefendable.
Connected: Necromancer, Normal dmg, Offensive Ability, Symbol count
Counter Strike
The other defense option (roll 5 dice): deals 1 damage back to the attacker per dagger rolled and inflicts Poison if a dagger and a shadow both appear.
Connected: Defensive Ability, Normal dmg, Shadow Thief
Countermeasures
On a 4-die defense roll, prevent 1 incoming damage per flag, deal 1 retaliation damage for every two sabers, and gain 1 Tactical Advantage per medal. Prevention value is modeled here as flags rolled.
Connected: Defensive Ability, Normal dmg, Tactician
Counterpunch
A retaliatory defense: roll 3 dice and deal a small amount of damage back to the attacker based on the symbols rolled.
Connected: Defensive Ability, Normal dmg, Spider-Man (Miles Morales)
Covered Shot
The Moon Elf gains an Evasive token for self-defense and deals 7 damage.
Connected: Moon Elf, Normal dmg, Offensive Ability, Symbol count
Craven
A four-in-a-row roll banks a Feather and lands an 8-damage hit.
Connected: Normal dmg, Offensive Ability, Raveness, Small Straight
Creole Crusader
When attacked, rolls 3 dice: each staff raps the attacker for 1, each heart/diamond heals Gambit 2, and each supercharge adds an Ace Card charge.
Connected: Defensive Ability, Gambit, Normal dmg
Crit Bash
Stuns the target, then deals 5 damage they cannot defend against.
Connected: Barbarian, Offensive Ability, Symbol count, Undefendable dmg
Cutlass Strike
The basic attack: 3, 4, or 5 cutlasses deal 5, 6, or 7 damage; a four-of-a-kind (by number) also inflicts Powder Keg.
Connected: Cursed Pirate, Normal dmg, Offensive Ability, Symbol count
Dagger Strike
Core attack scaling 3/4/5 daggers into 4/6/8 damage; also gains 1 Combat Point if a bag was rolled and inflicts Poison if a shadow was rolled.
Connected: Normal dmg, Offensive Ability, Shadow Thief, Symbol count
Darkhold
Setup option (no damage): draw a card, gain a Combat Point, and gain one Crackle and one Probability Manipulation token.
Connected: Offensive Ability, Scarlet Witch, Symbol count
Deadeye
Inflicts Knockdown and deals 6 undefendable damage — a rare bullseye-heavy roll that both hits hard and denies the opponent's next attack.
Connected: Gunslinger, Offensive Ability, Symbol count, Undefendable dmg
Deadman's Party
Deals 6 damage, and every Undead activated this turn skips its end-of-phase removal roll — letting the minion swarm attack freely.
Connected: Necromancer, Normal dmg, Offensive Ability, Symbol count
Death Blossom
Roll 5 dice and deal 1 damage per blade plus 2 per shuriken; a mask among them makes the attack undefendable.
Connected: Ninja, Normal dmg, Offensive Ability, Symbol count
Demising Shot
Marks the target with Targeted (they take +2 from future attacks), then deals 4 damage.
Connected: Moon Elf, Normal dmg, Offensive Ability, Symbol count
Deviled Eggs
Krampus's defense: roll 3 dice — a PAIR of switches inflicts a Coal, a present gains a Gift, and a horns result deals 1 damage per Reject in play. It prevents no incoming damage; instead it retaliates and refuels his engine.
Connected: Defensive Ability, Krampus
Devise
Rolling one of each symbol deals 3 undefendable damage; if Psylocke did not spend her Manifest die to complete the set, she also gains 1 combat point.
Connected: Offensive Ability, Psylocke, Symbol count, Undefendable dmg
Diffusion
A four-die straight attaches 1 Potion and deals 7 damage; a five-die straight attaches 2 Potions, draws a card, and deals 8.
Connected: Alchemist, Normal dmg, Offensive Ability, Small Straight
Discomfort and Pain!
The ultimate: Krampus gains a Gift, draws 2 Rejects, deals 10 damage, and may activate one Reject without discarding it.
Connected: Krampus, Symbol count, Ultimate Ability, Ultimate dmg
Divine Defense
When attacked, roll 3 dice: prevent damage (per helmet and per heart), retaliate 1 per sword, and gain CP per hand.
Connected: Defensive Ability, Normal dmg, Paladin
Donut Hole
Draws a card, gains a Donut token, and deals 4 pure damage — pure damage skips defense and cannot be modified or prevented.
Connected: Deadpool, Offensive Ability, Pure dmg, Symbol count
Double Take
Gain Illusion, inflict 2 Spellbound, and deal 7 damage the defender cannot reduce.
Connected: Loki, Offensive Ability, Symbol count, Undefendable dmg
Double Trouble
When attacked, roll 5 dice for value rather than prevention: a pair of warps grants Crackle, a pair of chaos grants Probability Manipulation, a pair of spells grants Conjure, and a pair of crowns deals 4 damage back. It builds tokens and can retaliate but does not itself reduce incoming damage.
Connected: Defensive Ability, Scarlet Witch
Dreadful Charge!
The ultimate: gains 4 Dreadful and deals a massive 14 damage.
Connected: Headless Horseman, Symbol count, Ultimate Ability, Ultimate dmg
Duel
When attacked, both players roll a die; beat the attacker to deal 3 or prevent half the damage, otherwise chip 1 damage back.
Connected: Defensive Ability, Gunslinger, Normal dmg
Duplicate
When attacked she rolls 4 dice: each pair of soars prevents 2 damage, each pair of touches returns 1 damage, and each pair of ions banks a Skyward plus Ionic Energy 1.
Connected: Defensive Ability, Normal dmg, Rogue
Eclipse
Stacks Blind, Entangle, and Targeted onto the opponent, then deals 7 damage.
Connected: Moon Elf, Normal dmg, Offensive Ability, Symbol count
Egg Noggin' It
Santa's defense: roll 4 dice, gaining 1 Egg Nog per bell and 1 Cheer per star. It prevents no incoming damage — it purely refuels his token economy while under attack.
Connected: Defensive Ability, Santa
En Garde
Deal 8 damage and roll 4 dice; each pierce rolled inflicts Disarm.
Connected: Duelist, Normal dmg, Offensive Ability, Symbol count
Energy Refraction
Roll 4 dice: each Hala Star both prevents 1 incoming damage and deals 1 back, and every pair of Ascends grants a Cosmic Flare.
Connected: Captain Marvel, Defensive Ability, Normal dmg
Ensnare
Gains 2 Moon Shards, inflicts 2 Prey, then deals 5 undefendable damage.
Connected: Offensive Ability, Pale Lady, Symbol count, Undefendable dmg
Ensnare
A small straight deals 5 damage then inflicts Webbed; a large straight instead draws a card, deals 8 damage, then inflicts Webbed.
Connected: Normal dmg, Offensive Ability, Small Straight, Spider-Man (Miles Morales)
Entangling Shot
A four-in-a-row shot that Entangles the target (costs them a reroll next turn) and deals 7 damage.
Connected: Moon Elf, Normal dmg, Offensive Ability, Small Straight
Eureka
Bread-and-butter attack on 2 wrenches + 3 gears: gain 3 Synth, then deal 7 damage.
Connected: Artificer, Normal dmg, Offensive Ability, Symbol count
Everybody Chill
Gains an Ice Shard and deals 5 damage, then Iceman chooses to either add 1 damage for every Ice Shard he holds or bank 2 more Ice Shards and draw a card. This is the Glide Path destination of Frostbite.
Connected: Iceman, Normal dmg, Offensive Ability, Symbol count
Exploding Arrow
Rerolls all 5 dice for a burst that deals 3 plus 1 per bow and 1 per foot, drains the opponent's Combat Points by the moons rolled, and inflicts Blind.
Connected: Moon Elf, Normal dmg, Offensive Ability, Symbol count
Exploit
A five-die straight grants 2 Tactical Advantage, inflicts Constrict, then deals 9 damage.
Connected: Large Straight, Normal dmg, Offensive Ability, Tactician
Exsanguinate!
The ultimate (five droplets): tutor any 1 card from your deck to hand (then shuffle), gain 2 Blood Power, and deal 10 damage; opponents may only alter the dice to try to stop it.
Connected: Symbol count, Ultimate Ability, Ultimate dmg, Vampire Lord
Fan the Hammer
A full straight gains 2 Evasive tokens and deals 7 damage.
Connected: Gunslinger, Large Straight, Normal dmg, Offensive Ability
Fantastic Terrors!
The ultimate: activates Nevermore three times, inflicts Hex, and deals 13 damage that opponents can only answer by altering the dice.
Connected: Raveness, Symbol count, Ultimate Ability, Ultimate dmg
Feint Attack
Gain a Guard Break token and take up to 1 Step, then deal 2 undefendable damage — a low hit that sets up Footwork positioning and unblockable follow-ups.
Connected: Duelist, Offensive Ability, Symbol count, Undefendable dmg
Feral
Four saber tooth heal the companion Nyra by 1 and deal 5 damage the defender cannot prevent.
Connected: Huntress, Offensive Ability, Symbol count, Undefendable dmg
Feral Instincts
Grant Nyra's Bond, then deal 2 damage the defender cannot prevent.
Connected: Huntress, Offensive Ability, Symbol count, Undefendable dmg
Ferocity
Core claw attack scaling 3/4/5 claws to 4/5/6 damage; a numeric four-of-a-kind in the roll also inflicts Wound.
Connected: Druid, Normal dmg, Offensive Ability, Symbol count
Festivities
Santa gains 2 Egg Nog and every player gains 1 CP, then he deals 7 damage plus 1 more per player (9 in a 1v1). The shared CP also hands the opponent a combat point.
Connected: Normal dmg, Offensive Ability, Santa, Symbol count
Fiesta
All five dice in sequence gain him an RPS and a Donut token, then deal 8 damage — 9 if the straight ran 2 through 6.
Connected: Deadpool, Large Straight, Normal dmg, Offensive Ability
Fill 'Em With Lead!
The ultimate: gain Evasive, inflict Bounty and Knockdown, then deal 10 damage; a spent Reload lets you re-roll one die once.
Connected: Gunslinger, Symbol count, Ultimate Ability, Ultimate dmg
Final Touches!
The ultimate: search your deck for one Ore card and place it on The Forge, reshuffle, then deal 14 damage.
Connected: Forgemaster, Symbol count, Ultimate Ability, Ultimate dmg
Finger Guns
Four or five pew faces deal 6 or 7 damage, and saying 'Pew, Pew' while miming finger guns banks a bonus CP (granted automatically if the Curmudgeon Coin is in play).
Connected: Deadpool, Normal dmg, Offensive Ability, Symbol count
Fireball
Bread-and-butter fire attack scaling 3/4/5 fire into 4/6/8 damage, and it grants 1 Fire Mastery to fuel her stronger abilities.
Connected: Normal dmg, Offensive Ability, Pyromancer, Symbol count
Firebird
Four phoenixes grant a Force Field and 2 Flame Blast, then deal 5 damage the defender cannot prevent.
Connected: Jean Grey, Offensive Ability, Symbol count, Undefendable dmg
Fireside Chat
After targeting a foe, both players roll one die; if Santa's is equal or higher he deals 6 undefendable damage and gains Cheer, otherwise he deals 8 damage and gains Egg Nog.
Connected: Normal dmg, Offensive Ability, Santa, Symbol count
Fist of Harmony
A four-in-a-row roll deals 6 damage and banks 2 Chi.
Connected: Monk, Normal dmg, Offensive Ability, Small Straight
Fist of Tranquility
A five-in-a-row roll deals 7 damage and grants Evasive plus 3 Chi.
Connected: Large Straight, Monk, Normal dmg, Offensive Ability
Fist Strike
The Monk's core attack, scaling with fists: 3, 4, or 5 fists deal 6, 7, or 8 damage.
Connected: Monk, Normal dmg, Offensive Ability, Symbol count
Flank
A four-in-a-row roll grants a Tactical Advantage and then deals 6 damage.
Connected: Normal dmg, Offensive Ability, Small Straight, Tactician
For Asgard!
The ultimate (five thunder): gain Guard Break, Throw or Retrieve Mjölnir up to four times, and deal 14 damage.
Connected: Symbol count, Thor, Ultimate Ability, Ultimate dmg
Forest's Answer
A five-in-a-row roll grants a Shape Shift token and deals 7 damage, then you roll one die: a claw adds 2 damage, a paw grants Shape Shift, and a leaf grants Regenerate.
Connected: Druid, Large Straight, Normal dmg, Offensive Ability
Forest's Call
A four-in-a-row roll grants a Shape Shift token and deals 6 damage.
Connected: Druid, Normal dmg, Offensive Ability, Small Straight
Fortitude
Non-attack roll option that heals the Barbarian: 3, 4, or 5 hearts restore 4, 5, or 6 health.
Connected: Barbarian, Offensive Ability, Symbol count
Fourth Wall!
The ultimate: he reaches through the fourth wall to copy any non-unique positive status effect from another player's leaflet (or just takes a Donut), flips his spent Shoot card back to active, and deals 14 damage; opponents can only respond by altering the dice.
Connected: Deadpool, Symbol count, Ultimate Ability, Ultimate dmg
Fowl Friend
Utility roll dealing no damage: draw a card, bank four Feather tokens, and activate Nevermore twice — pure setup for the raven/token engine.
Connected: Offensive Ability, Raveness, Symbol count
Frostbite
Core ice attack that scales with matching faces: 3, 4, or 5 ice deal 5, 6, or 7 damage. Rolling four of a kind also banks an Ice Shard in The Freezer and lets Iceman pull stored tokens back onto his board. Its Glide Path leads to Everybody Chill.
Connected: Iceman, Normal dmg, Offensive Ability, Symbol count
Full Moon
Deals 5 and rolls 4 bonus dice: each slash adds 1 damage, each crescent grants a CP or Moon Shard, and each full moon grants both a CP and a Moon Shard.
Connected: Normal dmg, Offensive Ability, Pale Lady, Symbol count
Furnace
Deal 5 damage, then roll 1 die and add its face value as extra damage (5 base + 1-6, averaging about 8.5).
Connected: Forgemaster, Normal dmg, Offensive Ability, Symbol count
Glamour
Three gazes gain 1 Combat Point and a Mesmerize token, then deal 4 undefendable damage.
Connected: Offensive Ability, Symbol count, Undefendable dmg, Vampire Lord
Glorious
Three blades plus a wing gain a Flight token, then deal 6 damage.
Connected: Normal dmg, Offensive Ability, Seraph, Symbol count
Glorious Purpose!
The ultimate (five mischief): gain Illusion, inflict 3 Spellbound, give up to 4 Bag of Tricks tokens, and deal 10 damage.
Connected: Loki, Symbol count, Ultimate Ability, Ultimate dmg
Gouge
Bread-and-butter attack that scales with claws: 3, 4, or 5 claws deal 3, 5, or 7 damage; if the roll is also 4-of-a-kind by number, gain a Blood Power.
Connected: Normal dmg, Offensive Ability, Symbol count, Vampire Lord
Grapple
Gains an Agility token and deals 6 damage the defender cannot prevent, plus 1 per Ability Upgrade in play; with two or more upgrades out she also banks 1 CP.
Connected: Black Widow, Offensive Ability, Symbol count, Undefendable dmg
Gust
A four-in-a-row roll gains Wind Shear and deals 6 damage; a five-in-a-row roll gains Wind Shear and deals 8 damage. Charged Effect: gain 1 Tornado (small straight) or 2 Tornado (large straight); a single Lightning charges both tiers.
Connected: Normal dmg, Offensive Ability, Small Straight, Storm
Hacked
A four-die run plants a Time Bomb (0:02) and deals 5 damage, or 7 damage once she has three or more Ability Upgrades in play.
Connected: Black Widow, Normal dmg, Offensive Ability, Small Straight
Hagakure
A rare sun-heavy roll: gain Honor and Back Strike, inflict 2 Shame, then deal 5 undefendable damage.
Connected: Offensive Ability, Samurai, Symbol count, Undefendable dmg
Hail the King
Gains 3 Ice Shards, inflicts Dice Cube, and deals 5 undefendable damage, plus 2 collateral damage to all opponents. Its Glide Path connects to Thawsome.
Connected: Iceman, Offensive Ability, Symbol count, Undefendable dmg
Hallowed Reckoning
The Horseman's defense: roll 1 die plus 1 more per Dreadful held (up to 5 dice total). Each axe deals 1 retaliation damage, every PAIR of horseshoes prevents 1 incoming damage, and each scare gains a Dreadful — a defense that scales with his Dreadful stockpile.
Connected: Defensive Ability, Headless Horseman, Normal dmg
Hammered
Bread-and-butter hammer strike scaling 3/4/5 hammers to 4/5/7 damage, then Throw Mjölnir (place it on the opponent, dealing 1 isolated undefendable damage).
Connected: Normal dmg, Offensive Ability, Symbol count, Thor
Hand to Hand
Basic strike scaling with fists rolled: 3, 4, or 5 fists deal 4, 5, or 7 damage; if four dice also share the same face number, Cyclops banks a Battle Plan or Support token.
Connected: Cyclops, Normal dmg, Offensive Ability, Symbol count
Harness the Light
Defensive roll of 3 dice: heal 1 for each stave rolled, increase the Sun Dial by 1 for a PAIR of charges, and by 1 for each sun power rolled — recovery and dial-building rather than damage prevention.
Connected: Defensive Ability, Sun Elf
Harvest
Banks a Corpse and rolls one die: a scythe deals 4 damage, bones gain 3 Corpses and a card, and a soul grants a Corpse plus a whole extra Offensive Roll Phase.
Connected: Necromancer, Normal dmg, Offensive Ability, Symbol count
Healing Factor
Pure recovery turn: restores 4 health, banks a Rage token, and draws a card — no damage dealt.
Connected: Offensive Ability, Symbol count, Wolverine
Heart-Shaped Herb
A utility roll: three vibraniums grant a Vibranium Suit token and 3 Kinetic Energy, dealing no damage.
Connected: Black Panther, Offensive Ability, Symbol count
Hermetics
A non-attack brewing turn: attaches 3 Potions to her boards' open slots and heals 2.
Connected: Alchemist, Offensive Ability, Symbol count
Hex Bolt
Core attack that scales with warp symbols: 3, 4, or 5 warps deal 4, 6, or 8 damage.
Connected: Normal dmg, Offensive Ability, Scarlet Witch, Symbol count
High Altitude!
The ultimate: gains a Combat Point and 2 Skyward, inflicts 3 Influence, and deals 11 damage; opponents can only respond by altering the dice before it activates.
Connected: Rogue, Symbol count, Ultimate Ability, Ultimate dmg
Higher Ground!
The ultimate: inflict Targeted and Constrict, permanently raise the Tactical Advantage stack limit by 1, gain max Tactical Advantage, then deal 12 damage.
Connected: Symbol count, Tactician, Ultimate Ability, Ultimate dmg
Highest Power
Four pendants gain both Flight and Holy Presence, inflict Blinding Light, then deal 8 damage.
Connected: Normal dmg, Offensive Ability, Seraph, Symbol count
Hoarfrost
A five-in-a-row roll banks 3 Ice Shards in The Freezer, lets Iceman transfer any stored tokens back to his board, and deals 8 damage.
Connected: Iceman, Large Straight, Normal dmg, Offensive Ability
Holly Jolly
Santa gains 2 Cheer and 3 Egg Nog, then deals 6 undefendable damage — heavy token generation stapled to guaranteed chip damage.
Connected: Offensive Ability, Santa, Symbol count, Undefendable dmg
Holy Attack
Straight-based attack: a small straight heals 1 and deals 6; a large straight heals 2 and deals 8.
Connected: Normal dmg, Offensive Ability, Paladin, Small Straight
Holy Blade
Bread-and-butter attack that scales with blades: 3, 4, or 5 blades deal 5, 6, or 7 damage.
Connected: Normal dmg, Offensive Ability, Seraph, Symbol count
Holy Light
Heal 1 per heart rolled, then roll 2 dice for bonuses: Crit on a sword, Protect on a helmet, a card draw on a heart, or 2 CP on a hand.
Connected: Offensive Ability, Paladin, Symbol count
Holy Smite
One of each symbol lets the Seraph roll 4 fresh dice, dealing 2 undefendable damage per blade; if any wing is rolled gain Flight, if any cross gain Cleanse, and if any pendant inflict Blinding Light on the target.
Connected: Offensive Ability, Seraph, Symbol count, Undefendable dmg
Horrify
Choose to gain 3 Dreadful or gain Grim Pursuit (do both if holding the Haunted Head), then deal 6 undefendable damage.
Connected: Headless Horseman, Offensive Ability, Symbol count, Undefendable dmg
Hot Streak
A four-in-a-row attack that builds 2 Fire Mastery and deals 5 plus 1 damage per Fire Mastery token held.
Connected: Normal dmg, Offensive Ability, Pyromancer, Small Straight
Hunter
Draws a card and deals 6 damage, then rolls 4 fresh dice and gains one Rage per mask rolled (about 0.67 Rage expected).
Connected: Normal dmg, Offensive Ability, Symbol count, Wolverine
Ice Storm!
The ultimate: banks 5 Ice Shards in The Freezer, inflicts 2 Dice Cube, and deals 13 damage. Only dice-altering effects can respond to an ultimate.
Connected: Iceman, Symbol count, Ultimate Ability, Ultimate dmg
Ice to Meet You
Gains an Ice Shard and inflicts Dice Cube on the target, then rolls five fresh dice: each ice face deals 1 undefendable damage, each slide banks an Ice Shard in The Freezer, and each frost lets Iceman gain Glide or draw a card.
Connected: Iceman, Offensive Ability, Symbol count, Undefendable dmg
Ignite
A full straight that builds 2 Fire Mastery and detonates for 4 plus 2 damage per Fire Mastery token — her biggest scaling nuke.
Connected: Large Straight, Normal dmg, Offensive Ability, Pyromancer
Immortal Flesh
Defensive roll of 3 dice that prevents no damage: rolling two or more claws inflicts a Bleed on the attacker, two or more gazes bank a Blood Power, and each droplet steals 1 health.
Connected: Defensive Ability, Vampire Lord
Infiltrate
Utility play: Widow gains an Agility token, ticks every Time Bomb in play one step closer to detonation, then plants a fresh Time Bomb (0:02 side) on the target.
Connected: Black Widow, Offensive Ability, Symbol count
Influential
Four ions grant her a Skyward token, stick the target with 2 Influence, and deal 6 damage that cannot be defended.
Connected: Offensive Ability, Rogue, Symbol count, Undefendable dmg
Inner Light
Two photons and two Hala Stars let Carol gain Radiance and deal 4 pure damage (undefendable and unmodifiable).
Connected: Captain Marvel, Offensive Ability, Pure dmg, Symbol count
Insidious Strike
Banks 3 Combat Points, then deals damage equal to the Shadow Thief's entire Combat Point pool.
Connected: Large Straight, Normal dmg, Offensive Ability, Shadow Thief
Jinx
Deal 6 damage, then roll 2 dice: each warp adds 2 damage, chaos grants Probability Manipulation, spell inflicts Reality Warp, and crown adds 1 damage then re-rolls that die.
Connected: Normal dmg, Offensive Ability, Scarlet Witch, Symbol count
Jolt
A four-in-a-row roll gains 1 Synth, applies a Nanite to the target, then deals 7 damage.
Connected: Artificer, Normal dmg, Offensive Ability, Small Straight
Jungle Fury!
The ultimate: gain Nyra's Bond, inflict 2 Bleed, and deal 12 damage.
Connected: Huntress, Symbol count, Ultimate Ability, Ultimate dmg
Katana Slice
Core katana attack that scales: 3, 4, or 5 katanas deal 5, 6, or 7 damage.
Connected: Normal dmg, Offensive Ability, Samurai, Symbol count
Kneel to Me
Deal 8 damage then roll 3 dice: each scepter adds 1 damage, illusion grants Bag of Tricks, lies draws a card, and mischief grants Illusion.
Connected: Large Straight, Loki, Normal dmg, Offensive Ability
Knife Fight
Gains both an RPS token and an Onomatopoeia token, then deals 3 pure (unpreventable) damage.
Connected: Deadpool, Offensive Ability, Symbol count, Undefendable dmg
Le Diable Blanc!
The ultimate: charges Ace Cards four times, banks a Dissolution token, saddles the target with Disruption, flips a spent Ace Card face up, then deals 11 damage; only dice manipulation can respond.
Connected: Gambit, Symbol count, Ultimate Ability, Ultimate dmg
Leach
Gains Ionic Energy 1, then rolls one die to drain 2-4 health straight off the opponent's dial (higher faces also grant more Ionic Energy); Combat Points can be spent to walk the die upward. The drain bypasses defense entirely.
Connected: Normal dmg, Offensive Ability, Rogue, Symbol count
Light It Up
A token-generation attack with no direct damage: roll 5 fresh dice, gaining 1 Lightning per wind, 1 Lightning per cyclone, and a Tornado for every rain rolled. Charged Effect: gain Wind Shear.
Connected: Offensive Ability, Storm, Symbol count
Light Staff
Core stave attack scaling 3/4/5 staves to 4/5/7 damage; a numeric four-of-a-kind in the roll also increases the Sun Dial by 1.
Connected: Normal dmg, Offensive Ability, Sun Elf, Symbol count
Light the Fuse
A four-die straight inflicts Powder Keg and deals 7 damage; a five-die straight inflicts Powder Keg and deals 9 damage.
Connected: Cursed Pirate, Normal dmg, Offensive Ability, Small Straight
Light Torpedo
A large straight grants a Cosmic Ray and deals 7 undefendable damage.
Connected: Captain Marvel, Large Straight, Offensive Ability, Undefendable dmg
Lightning Field
Core wind attack: 3, 4, or 5 wind deal 5, 6, or 7 damage. Charged Effect (if a Lightning token is placed here): add 3 damage.
Connected: Normal dmg, Offensive Ability, Storm, Symbol count
Lightning Rod
A small straight deals 7 damage — raised to 9 if the target is holding Mjölnir; otherwise gain Electrokinesis.
Connected: Normal dmg, Offensive Ability, Small Straight, Thor
Longbow
Core bow attack that scales with arrows rolled: 3, 4, or 5 bows deal 4, 5, or 7 damage.
Connected: Moon Elf, Normal dmg, Offensive Ability, Symbol count
Lotus Strike
Deals 5 undefendable damage, then permanently raises the Chi stack limit by 1 and banks 5 Chi.
Connected: Monk, Offensive Ability, Symbol count, Undefendable dmg
Lunar Eclipse!
The ultimate: gain Evasive, pile Blind, Entangle, and Targeted onto the opponent, then deal 12 unpreventable damage.
Connected: Moon Elf, Symbol count, Ultimate Ability, Ultimate dmg
Lunge
Bread-and-butter blade attack: 3, 4, or 5 blades deal 5, 6, or 7 damage.
Connected: Normal dmg, Offensive Ability, Psylocke, Symbol count
Maelstrom
Requires the largest possible straight (a six-die run, only achievable with an extra die gained via Tornado). Deals 10 damage and places a Lightning on up to 4 different other Offensive Abilities. Charged Effect: gain 1 combat point and draw a card.
Connected: Normal dmg, Offensive Ability, Storm
Maneuver
Four medals grant 5 Tactical Advantage, then deal 5 damage the defender cannot prevent.
Connected: Offensive Ability, Symbol count, Tactician, Undefendable dmg
Masamune
A full straight deals 7 damage, then rolls 4 dice: +1 damage per katana, inflict 1 Shame per helmet, and gain Back Strike if any sun is rolled.
Connected: Large Straight, Normal dmg, Offensive Ability, Samurai
Master of the Blade!
The ultimate: gain two Guard Break tokens, inflict Disarm, take up to 4 Steps, then deal 11 damage.
Connected: Duelist, Symbol count, Ultimate Ability, Ultimate dmg
Masterwork
Defensive roll of 1 die: a pick Mines your deck, a forge doubles one Armor's effect, and an anvil doubles up to two different Armor effects.
Connected: Defensive Ability, Forgemaster, Normal dmg
Maternal Bond
A 3-die defense roll that heals the companion Nyra by 1 per bond and deals 1 retaliation damage per spear (plus 2 more per claw when Nyra is active). It provides no direct damage prevention — Huntress mitigates via Nyra soaking damage and spending Nyra's Bond.
Connected: Defensive Ability, Huntress
Maul
Roll 2 fresh dice and deal damage equal to their combined face value; while in Bear Form you may re-roll one of those dice.
Connected: Druid, Normal dmg, Offensive Ability, Symbol count
Maximum Power!
The ultimate (five bolts): gain 2 Synth, apply a Nanite, deal 10 damage, then activate up to two different Bots for free; opponents may only alter the dice to try to stop it.
Connected: Artificer, Symbol count, Ultimate Ability, Ultimate dmg
Meditate
Non-damage roll option: bank 5 Chi tokens and gain either Evasive or Cleanse, fueling the Monk's resource engine.
Connected: Monk, Offensive Ability, Symbol count
Merc with a Mouth
Loads up the full toolkit — a Donut, an RPS, and an Onomatopoeia token — then deals 6 damage the defender cannot prevent.
Connected: Deadpool, Offensive Ability, Symbol count, Undefendable dmg
Meteoric Punch
A small straight grants 1 Kinetic Energy then deals 6 damage; a large straight grants 2 Kinetic Energy then deals 8 damage.
Connected: Black Panther, Normal dmg, Offensive Ability, Small Straight
Meteorite
Stuns the target (granting a bonus attack phase), then deals 1 undefendable damage per Fire Mastery plus 2 collateral damage.
Connected: Offensive Ability, Pyromancer, Symbol count, Undefendable dmg
Mighty Blow
A four-in-a-row roll lands a heavy 9-damage strike.
Connected: Barbarian, Normal dmg, Offensive Ability, Small Straight
Mighty Prayer
Deals 3 undefendable damage, then grants Crit (a +4 damage token) and Accuracy (makes a future attack undefendable).
Connected: Offensive Ability, Paladin, Symbol count, Undefendable dmg
Mighty Summon
Support roll: gain 2 Guard Break and heal 2. If you hold Mjölnir, gain 3 Electrokinesis; otherwise Retrieve Mjölnir to deal 3 collateral damage to whoever held it.
Connected: Collateral dmg, Offensive Ability, Symbol count, Thor
Mind Attack
Her bread-and-butter psychic jab: 3, 4, or 5 astrals deal 4, 5, or 6 damage and always bank an Acuity token.
Connected: Jean Grey, Normal dmg, Offensive Ability, Symbol count
Mind Blast
Gain Crackle, deal 5 unpreventable damage, then roll 1 die: even grants Probability Manipulation, odd deals a further 8 unpreventable damage.
Connected: Offensive Ability, Pure dmg, Scarlet Witch, Symbol count
Misbehaving
A four-in-a-row roll gains Krampus a Gift and deals 7 damage.
Connected: Krampus, Normal dmg, Offensive Ability, Small Straight
Missed Me
When attacked, roll 5 dice: rolling 2 or more feet halves the incoming damage (rounded up), and each bow rolled deals 1 damage back to the attacker.
Connected: Defensive Ability, Moon Elf, Normal dmg
Mockery
Core attack scaling with scepters: 3, 4, or 5 scepters deal 6, 7, or 8 damage.
Connected: Loki, Normal dmg, Offensive Ability, Symbol count
Molten Armor
An offensive defense: roll 5 dice, gain 1 Fire Mastery per meltdown and deal 1 damage back to the attacker per fire rolled (rather than preventing damage).
Connected: Defensive Ability, Normal dmg, Pyromancer
Murder of Crows
Two talons plus three wings deal 5 damage and trigger a 4-die follow-up that adds 1 damage per talon, banks a Feather per wing, and activates Nevermore on any raven eye.
Connected: Normal dmg, Offensive Ability, Raveness, Symbol count
Mutant Healing
When attacked he always heals 1, then rolls 4 dice: every knife deals 1 damage back and any joke earns an Onomatopoeia token.
Connected: Deadpool, Defensive Ability, Normal dmg
Mystic Bolts
Straights channel raw magic: four in a row deals 6 damage, five in a row deals 9, and either way Strange also casts one of his prepared Spells.
Connected: Doctor Strange, Normal dmg, Offensive Ability, Small Straight
Nature's Cure
Gain a Regenerate token (heal-over-time) and deal 5 damage.
Connected: Druid, Normal dmg, Offensive Ability, Symbol count
Nature's Grasp
Grows 2 Spirits, then deals 5 undefendable damage plus 1 more per Spirit you own — a payoff for hoarding companions.
Connected: Offensive Ability, Symbol count, Treant, Undefendable dmg
Naughty or Nice
After targeting a foe, Santa rolls one die: on 1-4 the opponent is 'nice' (gains 1 CP) and takes 10 damage, on 5-6 they are 'naughty' (gains a Cheer) and take 12 damage.
Connected: Normal dmg, Offensive Ability, Santa, Symbol count
Necro-Dancer!
The ultimate: gain Resurrect, inflict Decrep-ify, and deal 10 damage; every Undead activated this turn also skips its removal roll.
Connected: Necromancer, Symbol count, Ultimate Ability, Ultimate dmg
Never Back Down
Banks one Battle Plan and one Support token, then delivers a heavy 8-damage blast.
Connected: Cyclops, Normal dmg, Offensive Ability, Symbol count
Nothing More
Rolls 5 defense dice: each pair of talons deals 2 retaliation damage, each pair of wings prevents 2 incoming damage, and each pair of raven eyes activates Nevermore.
Connected: Defensive Ability, Normal dmg, Raveness
Occlusion
Gains a Force Field, plus a Flame Blast while in her Jean Grey form (2 Acuity instead while Dark Phoenix), then deals 5 damage.
Connected: Jean Grey, Normal dmg, Offensive Ability, Symbol count
Odinforce
Deal 5 damage then roll 5 dice: hammer pairs Throw/Retrieve Mjölnir, worthy pairs grant Guard Break, each thunder grants an Electrokinesis, and finally add 1 damage per Electrokinesis you hold.
Connected: Normal dmg, Offensive Ability, Symbol count, Thor
One True Phoenix!
The ultimate: gains a Force Field and an Acuity, then deals 12 damage; opponents can only respond by altering a die before it activates.
Connected: Jean Grey, Symbol count, Ultimate Ability, Ultimate dmg
Onslaught
A four-die straight inflicts 1 Bleed and deals 4 damage; a five-die straight inflicts 2 Bleed and deals 7 damage.
Connected: Huntress, Normal dmg, Offensive Ability, Small Straight
Opposites Attract
Gains 3 Tornado, then rolls 2 dice and deals damage equal to their combined value. Charged Effect: after rolling, re-roll one or both of those dice.
Connected: Normal dmg, Offensive Ability, Storm, Symbol count
Optic Blast!
The ultimate: banks 3 Battle Plan and 2 Support tokens, saddles the target with two stacks of Focus Fire, then deals 11 damage; only dice manipulation can respond.
Connected: Cyclops, Symbol count, Ultimate Ability, Ultimate dmg
Otherworlder!
The ultimate: gains Agility, inflicts Paralyze, and deals 11 damage. Only dice-altering effects can respond to an ultimate.
Connected: Psylocke, Symbol count, Ultimate Ability, Ultimate dmg
Overclock
Four bolts deal 6 undefendable damage, then let the Artificer immediately fire up to two different built Bots for free (adding their damage to this attack).
Connected: Artificer, Offensive Ability, Symbol count, Undefendable dmg
Overgrowth
Deals 2 base damage and lets you sacrifice up to 2 Spirits for +4 each (up to 10 total); a Wellspring can be spent to make it undefendable.
Connected: Normal dmg, Offensive Ability, Symbol count, Treant
Overpower
Roll 3 dice and deal their combined face value as damage; a total of 14+ also concusses the target.
Connected: Barbarian, Normal dmg, Offensive Ability, Symbol count
Paralysis
Inflicts Paralyze and deals 6 damage.
Connected: Normal dmg, Offensive Ability, Psylocke, Symbol count
Parry
Gains Agility and deals 7 damage.
Connected: Normal dmg, Offensive Ability, Psylocke, Symbol count
Passivation
When attacked she rolls 5 dice and attaches 1 Potion per crucible rolled — no direct prevention or retaliation, but activating it unlocks spending the Potions already attached to it (a Bolsterate here prevents 2 each).
Connected: Alchemist, Defensive Ability
Peck
Core talon attack that scales 3/4/5 talons into 5/6/7 damage; if the roll also forms any four-of-a-kind of face numbers, she gets a free Nevermore activation.
Connected: Normal dmg, Offensive Ability, Raveness, Symbol count
Photon Punch
Basic attack that scales with photons: 3, 4, or 5 photons deal 5, 6, or 7 damage. Rolling any four-of-a-kind also grants a Cosmic Flare token.
Connected: Captain Marvel, Normal dmg, Offensive Ability, Symbol count
Photonic
A small straight lets Carol gain Radiance and deal 7 damage.
Connected: Captain Marvel, Normal dmg, Offensive Ability, Small Straight
Pick Axe
Core pick attack scaling 3/4/5 picks to 5/6/7 damage; a numeric four-of-a-kind in the roll also gains 1 CP.
Connected: Forgemaster, Normal dmg, Offensive Ability, Symbol count
Pickpocket
Pure economy: 2/3/4 bags gain 2/3/4 Combat Points, and if a shadow was rolled up to 1 of those can instead be stolen directly from the opponent.
Connected: Offensive Ability, Shadow Thief, Symbol count
Pirate's Touch!
The ultimate (human form): deal 12 damage, gain 2 Cursed Doubloons, and inflict Parlay and Powder Keg.
Connected: Cursed Pirate, Symbol count, Ultimate Ability, Ultimate dmg
Poison Blade
A four-in-a-row roll inflicts Delayed Poison and deals 5 damage.
Connected: Ninja, Normal dmg, Offensive Ability, Small Straight
Poker Face
No direct damage — charges Ace Cards three times, banks a Dissolution token and 1 CP, draws a card, and saddles the target with Disruption.
Connected: Gambit, Offensive Ability, Symbol count
Possess
A four-in-a-row deals 7 damage, then rolls 1 die: a claw inflicts Bleed, while a gaze or droplet grants a Mesmerize token.
Connected: Normal dmg, Offensive Ability, Small Straight, Vampire Lord
Potion Overload
Attaches 2 Potions, then deals 7 damage.
Connected: Alchemist, Normal dmg, Offensive Ability, Symbol count
Power Level Nine
Heals 1, banks a Rage token, marks the target with Alpha, then lands 6 damage that cannot be defended.
Connected: Offensive Ability, Symbol count, Undefendable dmg, Wolverine
Predatory Advance
A five-die set heals the companion Nyra by 1 and deals 5 damage.
Connected: Huntress, Normal dmg, Offensive Ability, Symbol count
Profiteer
Gain a Tactical Advantage and roll one die: a saber deals 5 damage, a flag grants 4 more Tactical Advantage, a medal draws a card — then immediately take a second Offensive Roll Phase.
Connected: Normal dmg, Offensive Ability, Symbol count, Tactician
Protect the Forest
Gain a Regenerate token and a Shape Shift token, then deal 6 damage the defender cannot prevent.
Connected: Druid, Offensive Ability, Symbol count, Undefendable dmg
Psionic Shield
When attacked she rolls 2 dice (4 while Dark Phoenix): each astral deals 1 retaliation damage, each control banks a Flame Blast, and each phoenix prevents 2 incoming damage — the prevention only applies in her Jean Grey form.
Connected: Defensive Ability, Jean Grey, Normal dmg
Psychic Multiplier
A token engine: gains 3 Acuity, rolls one die and converts half its value (rounded up) into Flame Blast, then deals 2 pure damage — pure damage skips defense and cannot be modified, so it is flagged undefendable here.
Connected: Jean Grey, Offensive Ability, Pure dmg, Symbol count
Punch
Basic attack that scales with thwips: 3, 4, or 5 thwips deal 4, 5, or 6 damage.
Connected: Normal dmg, Offensive Ability, Spider-Man (Miles Morales), Symbol count
Pure Chaos
Gain Conjure, inflict Reality Warp, and deal 6 damage the defender cannot reduce.
Connected: Offensive Ability, Scarlet Witch, Symbol count, Undefendable dmg
Purify
Choose any player: an opponent takes 5 undefendable damage, or a chosen ally (or the Seraph herself) heals 4 — and either way you may strip one status effect off that player.
Connected: Offensive Ability, Seraph, Symbol count, Undefendable dmg
Pyroblast
Deals 6 damage, then rolls one die for a bonus: extra damage on fire, Burn on blast, Fire Mastery on meltdown, or Knockdown on explosion.
Connected: Normal dmg, Offensive Ability, Pyromancer, Symbol count
Radiant Energy
Inflict Sun Marked, then deal 6 damage.
Connected: Normal dmg, Offensive Ability, Sun Elf, Symbol count
Rage!
The ultimate: stuns the target and deals 15 damage, and opponents can only respond by altering the dice themselves.
Connected: Barbarian, Symbol count, Ultimate Ability, Ultimate dmg
Ragin' Cajun
Charges Ace Cards three times, saddles the target with Disruption, then deals 6 damage that cannot be defended.
Connected: Gambit, Offensive Ability, Symbol count, Undefendable dmg
Ratchet Up
Defensive roll of 4 dice that prevents no damage: instead gain 1 Synth per gear rolled, and if any bolt is rolled inflict a Nanite on the attacker.
Connected: Artificer, Defensive Ability
Raven Sight
Activates Nevermore and deals 3 damage the defender cannot reduce.
Connected: Offensive Ability, Raveness, Symbol count, Undefendable dmg
Ray Absorption
Non-attack roll: increase the Sun Dial by 3, heal 2, and gain a Charged Gem token. Deals no damage.
Connected: Offensive Ability, Sun Elf, Symbol count
Ray of Light
A four-in-a-row increases the Sun Dial by 1 and deals 7 damage.
Connected: Normal dmg, Offensive Ability, Small Straight, Sun Elf
Reanimate
Corpse generator (no damage): 3 bones bank 3 Corpses, 5 bones bank 4 Corpses. He may then immediately spend Corpses, with any Undead summoned this way costing 1 less Corpse.
Connected: Necromancer, Offensive Ability, Symbol count
Reap
Gains 2 Dreadful and deals 3 undefendable damage; if the Horseman holds the Haunted Head he also draws a card. Cheap, guaranteed chip that builds toward Terrorize.
Connected: Headless Horseman, Offensive Ability, Symbol count, Undefendable dmg
Reckless
All five dice in sequence unleash 15 damage, but the Barbarian takes 4 in return if any damage lands.
Connected: Barbarian, Large Straight, Normal dmg, Offensive Ability
Recourse
When attacked, rolls 3 dice: pouches soak 1 damage each, and each blast either fires 3 damage back or soaks 2 more — flexible mitigation with a counterpunch option.
Connected: Cyclops, Defensive Ability, Normal dmg
Refresh
Defense (roll 4 dice): heal 1 per crescent and gain a Moon Shard for each full moon — recovery and resource, not damage prevention.
Connected: Defensive Ability, Pale Lady
Regenerate
Heals 1 and deals 3 damage the defender cannot prevent; Wolverine may also shed one status effect from himself.
Connected: Offensive Ability, Symbol count, Undefendable dmg, Wolverine
Regroup
Four dice in sequence bank 2 Battle Plan tokens and deal 6 damage; a Leadership Card played earlier this turn adds a Support token.
Connected: Cyclops, Normal dmg, Offensive Ability, Small Straight
Reindeer Games
Santa gains a Cheer and 2 Egg Nog, then deals 4 damage plus 1 per Egg Nog and 1 per Cheer he holds — scales with his whole token economy.
Connected: Large Straight, Normal dmg, Offensive Ability, Santa
Rejection
A five-in-a-row roll deals 9 damage and either draws a Reject or lets Krampus activate a Reject without discarding it.
Connected: Krampus, Large Straight, Normal dmg, Offensive Ability
Rend
Three claws and two droplets deal 6 damage, then roll 3 fresh dice adding 1 damage per claw; if any gaze is rolled draw a card, and if any droplet is rolled bank a Blood Power.
Connected: Normal dmg, Offensive Ability, Symbol count, Vampire Lord
Resist Death
Defense (roll 4 dice): bank 1 Corpse per bones and steal 1 health for each soul. Feeds the Corpse economy rather than preventing damage.
Connected: Defensive Ability, Necromancer
Resolute Faith!
The ultimate: gain Blessing of Divinity (survive the next lethal hit at 1 health), heal 5, and deal 10 damage.
Connected: Paladin, Symbol count, Ultimate Ability, Ultimate dmg
Resuscitate
A low-bar utility roll that grants Nyra's Bond and heals the companion Nyra by 3 (extends the damage buffer Nyra provides rather than healing the hero directly).
Connected: Huntress, Offensive Ability, Symbol count
Retaliate
Utility roll: grant a chosen player (yourself in 1v1) Retribution and gain 3 CP — no direct damage, but Retribution turns the next incoming attack into a counterpunch.
Connected: Offensive Ability, Paladin, Symbol count
Retreat
Defensive roll of 4 dice: deal 1 damage for every 2 blades, and for each boot or pierce you must move 1 Step backward on the Footwork Track.
Connected: Defensive Ability, Duelist, Normal dmg
Revolver
Reliable bullet attack that scales: 3, 4, or 5 bullets deal 3, 4, or 5 damage.
Connected: Gunslinger, Normal dmg, Offensive Ability, Symbol count
Ride Down
Gains 2 Grim Pursuit, then deals 6 damage — the Grim Pursuit stockpile can be spent for extra roll attempts or bonus damage.
Connected: Headless Horseman, Normal dmg, Offensive Ability, Symbol count
Righteous Combat
Deals 5 damage, then rolls 2 dice to add damage (per helmet and per sword), heal (per heart), and gain CP (per hand).
Connected: Normal dmg, Offensive Ability, Paladin, Symbol count
Righteous Prayer
Deals 8 damage, then grants a Crit token (worth +4 on a later attack) and 2 CP.
Connected: Normal dmg, Offensive Ability, Paladin, Symbol count
Rime
When attacked, roll 3 dice: each ice deals 1 damage to the attacker, each slide prevents 2 incoming damage, and each frost deals 2 damage. Rolling a pair also banks an Ice Shard.
Connected: Defensive Ability, Iceman, Normal dmg
Rooted
When attacked, roll 3 dice and prevent 1 damage for each branch and each leaf; every leaf also grows a Spirit.
Connected: Defensive Ability, Normal dmg, Treant
Rosey Cheeks
Santa gains a Cheer token, then deals 6 damage plus 1 extra for each Cheer he holds — a payoff for stockpiling Cheer.
Connected: Normal dmg, Offensive Ability, Santa, Small Straight
Rotter
Inflicts a Coal and deals 8 damage, then rolls one die for a bonus: a switch inflicts another Coal, a present gains a Gift, and horns draw a Reject.
Connected: Krampus, Normal dmg, Offensive Ability, Symbol count
Saber Strike
The basic attack: 3, 4, or 5 sabers deal 4, 5, or 6 damage.
Connected: Normal dmg, Offensive Ability, Symbol count, Tactician
Sabotage
When attacked she rolls 3 dice: each baton deals 1 damage back, each espionage prevents 1 incoming damage, and a pair of widows plants a Time Bomb; with four or more Ability Upgrades in play she may reroll any of these dice.
Connected: Black Widow, Defensive Ability, Normal dmg
Sanguimancy
Non-attack roll (3 gazes + 1 droplet): heal 2 health and bank 3 Blood Power — no damage.
Connected: Offensive Ability, Symbol count, Vampire Lord
Sass
A cheap needle: gains a Combat Point, saddles the target with Influence, and deals 3 damage the defender cannot prevent.
Connected: Offensive Ability, Rogue, Symbol count, Undefendable dmg
Savage
Deal 4 damage and roll one die: a spear adds 1 damage, a claw adds 2 damage, a bonded soul grants Nyra's Bond, and a saber tooth inflicts Bleed.
Connected: Huntress, Normal dmg, Offensive Ability, Symbol count
Scavenge
A pure setup roll: Krampus gains 3 Gift tokens, gains 2 CP, and draws a card — fueling his Reject/Gift engine with no direct damage.
Connected: Krampus, Offensive Ability, Symbol count
Schematics
Utility roll (3 gears + 1 bolt): draw 2 cards, heal 2 health, and bank 4 Synth to fuel Bot construction — no attack.
Connected: Artificer, Offensive Ability, Symbol count
Scorch the Earth!
The ultimate: gain 3 Fire Mastery, inflict Knockdown and Burn, deal 12 damage, plus 2 collateral (14 total against a lone opponent).
Connected: Pyromancer, Symbol count, Ultimate Ability, Ultimate dmg
Scorching Staff
Deal 5 damage, then roll 1 die: a stave adds 2 damage, a charge increases the Sun Dial by 2, and a sun power grants a Charged Gem and increases the Sun Dial by 2.
Connected: Normal dmg, Offensive Ability, Sun Elf, Symbol count
Scratch
Basic claw attack: 3/4/5 slashes deal 4/5/6 damage, and any three-of-a-kind of face numbers also inflicts Bleed.
Connected: Normal dmg, Offensive Ability, Pale Lady, Symbol count
Sealed Your Fate!
The ultimate (five crowns): gain both Conjure and Probability Manipulation, inflict Reality Warp, and deal 12 damage.
Connected: Scarlet Witch, Symbol count, Ultimate Ability, Ultimate dmg
Serenity
When attacked, roll 4 dice: bank 1 Chi per yin-yang and deal 1 retaliation damage per fist. It prevents nothing itself — the Chi it generates is what the Monk later spends to block incoming damage.
Connected: Defensive Ability, Monk, Normal dmg
Severe Threat
Deals 7 damage and rolls 3 bonus dice: claws add 1 each, masks add 3 each, and any adamantium face also tags the target with Alpha.
Connected: Normal dmg, Offensive Ability, Symbol count, Wolverine
Shade Shift
When attacked, roll 3 dice (one re-roll allowed): deal 1 per blade and 2 per shuriken back, and gain a Smoke Bomb on two masks.
Connected: Defensive Ability, Ninja, Normal dmg
Shadewalk
Gain a Smoke Bomb, inflict Delayed Poison, and deal 6 undefendable damage.
Connected: Ninja, Offensive Ability, Symbol count, Undefendable dmg
Shadow Dance
Deals a small burst of pure damage (half a die roll) and enters the Shadows while gaining a Sneak Attack for extra damage next turn.
Connected: Offensive Ability, Pure dmg, Shadow Thief, Symbol count
Shadow Defense
One of two defenses (roll 4 dice): 2 daggers inflict Poison, 1 shadow grants Sneak Attack, and 2 shadows grant Sneak Attack plus immediate Shadows — negating all of the incoming damage.
Connected: Defensive Ability, Shadow Thief
Shadow Fang
A five-in-a-row roll banks 2 Ninjutsu, then deals 8 damage.
Connected: Large Straight, Ninja, Normal dmg, Offensive Ability
Shadow Shank!
The ultimate: bank 3 Combat Points, slip into the Shadows, then deal damage equal to the Combat Point total plus 5.
Connected: Shadow Thief, Symbol count, Ultimate Ability, Ultimate dmg
Shear
Basic scythe attack that scales 3/4/5 scythes into 3/4/5 damage — modest, since the Necromancer's power is in his Undead minions rather than direct hits.
Connected: Necromancer, Normal dmg, Offensive Ability, Symbol count
Shifty Strike
Banks 3 Combat Points, then deals damage equal to half of the Shadow Thief's Combat Point total (rounded up).
Connected: Normal dmg, Offensive Ability, Shadow Thief, Small Straight
Shiver Me Timbers
Deal 7 damage the defender cannot prevent, and optionally remove any number of the Pirate's own Cursed Doubloons (delaying the forced flip to her Cursed form).
Connected: Cursed Pirate, Offensive Ability, Symbol count, Undefendable dmg
Shogun!
The ultimate: gain Honor, inflict 2 Shame, then deal 13 damage that opponents can only respond to by altering the dice.
Connected: Samurai, Symbol count, Ultimate Ability, Ultimate dmg
Showdown
A four-in-a-row triggers a duel of single dice: match or beat the opponent's roll for 7 damage, otherwise deal 5.
Connected: Gunslinger, Normal dmg, Offensive Ability, Small Straight
Skybound
Takes to the air: gains a Combat Point and a Skyward token, then deals 7 damage.
Connected: Normal dmg, Offensive Ability, Rogue, Symbol count
Slash
The Ninja's core attack, scaling with blades: 3, 4, or 5 blades deal 5, 6, or 7 damage.
Connected: Ninja, Normal dmg, Offensive Ability, Symbol count
Sleight of Hand
Choose to charge Ace Cards twice, or to flip a spent Ace Card back face up and saddle the target with Disruption; either way it then deals 7 damage.
Connected: Gambit, Normal dmg, Offensive Ability, Symbol count
Smack
Bread-and-butter attack that scales with swords rolled: 3, 4, or 5 swords deal 4, 6, or 8 damage.
Connected: Barbarian, Normal dmg, Offensive Ability, Symbol count
Smelting Time
Draw a card, then deal 9 damage the defender cannot prevent.
Connected: Forgemaster, Offensive Ability, Symbol count, Undefendable dmg
Smoke Screen
Gain a Smoke Bomb and 2 Ninjutsu, and inflict Delayed Poison on the opponent (3 damage at the end of their turn).
Connected: Ninja, Normal dmg, Offensive Ability, Symbol count
Solar Burst
Increase the Sun Dial by 2 and choose one — gain a Charged Gem or inflict Sun Marked — then deal 8 damage.
Connected: Normal dmg, Offensive Ability, Sun Elf, Symbol count
Solar Flare!
The ultimate: increase the Sun Dial by 3, gain a Charged Gem, inflict Sun Marked, then deal 10 damage.
Connected: Sun Elf, Symbol count, Ultimate Ability, Ultimate dmg
Solemnity
Inflicts Shame and deals 7 damage.
Connected: Normal dmg, Offensive Ability, Samurai, Symbol count
Sow Despair
A four-in-a-row gains a Dreadful and deals 7 damage; a full five-in-a-row gains 2 Dreadful and deals 9 damage instead.
Connected: Headless Horseman, Normal dmg, Offensive Ability, Small Straight
Spanner Strike
The basic attack: 3, 4, or 5 wrenches deal 3, 4, or 5 damage, then a bonus die (three bonus dice if a Synth is spent) adds 1 damage on a wrench, 2 on a gear, or banks Synth on a bolt.
Connected: Artificer, Normal dmg, Offensive Ability, Symbol count
Spectral Assault
Gains a Dreadful, deals 8 damage, then rolls one die per Dreadful held (up to 5) adding 1 per axe; rolling two horseshoes makes the attack undefendable and each scare grants Grim Pursuit. The Horseman's scaling nuke.
Connected: Headless Horseman, Normal dmg, Offensive Ability, Symbol count
Spellcraft
A small straight gains Probability Manipulation and deals 7; a large straight instead inflicts Reality Warp and deals 9.
Connected: Normal dmg, Offensive Ability, Scarlet Witch, Small Straight
Spider-Reflexes
Roll 2 fresh dice and deal damage equal to their combined value; if that total is 5 or less, also gain a Combo token.
Connected: Normal dmg, Offensive Ability, Spider-Man (Miles Morales), Symbol count
Spider-Sense
Roll 2 defense dice; each spider prevents half the incoming damage (rounded up). Miles may discard Invisibility to take an extra roll attempt.
Connected: Defensive Ability, Spider-Man (Miles Morales)
Splinter
Core branch attack that scales: 3, 4, or 5 branches deal 5, 6, or 7 damage, and you may discard a Spirit to also inflict Barbed Vine.
Connected: Normal dmg, Offensive Ability, Symbol count, Treant
Split the Heavens!
The ultimate (five pendants): gain Flight, Holy Presence, and Blessing of Divinity, then deal 13 damage; opponents may only alter the dice to try to stop it.
Connected: Seraph, Symbol count, Ultimate Ability, Ultimate dmg
Spoils
Krampus gains a Gift, draws a Reject, inflicts 2 Coal, and deals 9 damage — a heavy horns payoff that also chokes the opponent's CP.
Connected: Krampus, Normal dmg, Offensive Ability, Symbol count
Stand Tall
When attacked, roll 3 dice: prevent 1 damage per helmet and 2 per sun while dealing 1 back per katana; rolling neither helmet nor sun inflicts Shame on yourself.
Connected: Defensive Ability, Normal dmg, Samurai
Stealth
A four-in-a-row roll gains Infiltration and deals 6 damage; a five-in-a-row roll instead inflicts Paralyze and deals 8 damage.
Connected: Normal dmg, Offensive Ability, Psylocke, Small Straight
Stealth Strike
Two slashes and two panthers deal 3 undefendable damage.
Connected: Black Panther, Offensive Ability, Symbol count, Undefendable dmg
Strafe
Banks 3 Battle Plan tokens, marks the target with Focus Fire, then deals 5 damage the defender cannot prevent.
Connected: Cyclops, Offensive Ability, Symbol count, Undefendable dmg
Strategic Approach
Inflicts Constrict on the target, then deals 7 damage.
Connected: Normal dmg, Offensive Ability, Symbol count, Tactician
Strike
A four-in-a-row deals 7 damage; a full five-in-a-row instead lets you take 1 Step and deals 10 damage.
Connected: Duelist, Normal dmg, Offensive Ability, Small Straight
Sturdy Blow
Deals 4 damage that the defender cannot reduce or prevent.
Connected: Barbarian, Offensive Ability, Symbol count, Undefendable dmg
Sun Beam
A full five-in-a-row increases the Sun Dial by 2 and deals 9 damage.
Connected: Large Straight, Normal dmg, Offensive Ability, Sun Elf
Supernova
Four Hala Stars grant a Cosmic Ray, Radiance, and 2 Cosmic Flare, then deal 5 undefendable damage.
Connected: Captain Marvel, Offensive Ability, Symbol count, Undefendable dmg
Swat
Basic attack that scales with switches rolled: 3, 4, or 5 switches deal 5, 6, or 7 damage.
Connected: Krampus, Normal dmg, Offensive Ability, Symbol count
Taco Truck
A four-die run deals 8 damage, plus 1 more if the straight includes a 1 or a 6 and Deadpool shouts 'Taco Tuesday!' (auto-granted with the Curmudgeon Coin).
Connected: Deadpool, Normal dmg, Offensive Ability, Small Straight
Take Cover
Gain an Evasive token for defense, then deal 5 damage.
Connected: Gunslinger, Normal dmg, Offensive Ability, Symbol count
Target Acquired
Paints the target with Focus Fire before a 5-damage optic hit, setting up +1 damage on every future attack against them.
Connected: Cyclops, Normal dmg, Offensive Ability, Symbol count
Teamwork
Banks 2 Support tokens then deals 5 damage, rising to 7 if a Leadership Card was already played this turn.
Connected: Cyclops, Normal dmg, Offensive Ability, Symbol count
Telekinetic Blast
Gains 2 Flame Blast and 2 Acuity, then hurls 7 damage.
Connected: Jean Grey, Normal dmg, Offensive Ability, Symbol count
Tempest Rush
Roll 3 dice and deal damage equal to their combined value; a total of 13+ also knocks the target down.
Connected: Monk, Normal dmg, Offensive Ability, Symbol count
Tempest!
The ultimate: gains 2 Tornado and Wind Shear, and deals 12 damage. Charged Effect: gain 2 additional Tornado and add 2 damage. Only dice-altering effects can respond to an ultimate.
Connected: Storm, Symbol count, Ultimate Ability, Ultimate dmg
Tempestuous
When attacked, roll 5 dice: each wind gains a Tornado, each rain prevents 2 incoming damage, and each cyclone gains a Lightning.
Connected: Defensive Ability, Normal dmg, Storm
Tend
Utility roll: draw a card, grow 3 Spirits, give a chosen player Wellspring, and inflict Barbed Vine on a chosen opponent. Deals no direct damage.
Connected: Offensive Ability, Symbol count, Treant
Thawsome
A four-in-a-row roll banks 2 Ice Shards in The Freezer, inflicts Dice Cube, and deals 6 damage. Its Glide Path connects to Hail the King.
Connected: Iceman, Normal dmg, Offensive Ability, Small Straight
The Cure
Utility roll: gain a Moon Shard and 1 CP, draw a card, and heal 3 — no damage, all tempo and moon-shard buildup.
Connected: Offensive Ability, Pale Lady, Symbol count
The Hunt
Inflicts a Prey token, then deals 6 damage.
Connected: Normal dmg, Offensive Ability, Pale Lady, Symbol count
Thick Hide
Defensive ability: roll 2 dice (4 while in Bear Form), dealing 1 retaliation damage per claw; in Bear Form it also prevents 1 damage per paw and 1 per leaf rolled.
Connected: Defensive Ability, Druid, Normal dmg
Thick Skin
When attacked, roll 3 dice and heal 2 health for every heart — recovery rather than damage prevention.
Connected: Barbarian, Defensive Ability
Thunder Bolt
A large straight lets you Throw or Retrieve Mjölnir, gain 2 Electrokinesis, and deal 10 damage.
Connected: Large Straight, Normal dmg, Offensive Ability, Thor
Thunder Wheel
When attacked, roll 3 dice: hammer pairs Throw/Retrieve Mjölnir, each thunder grants Electrokinesis, and you prevent 2 incoming damage per worthy rolled. (Modeled as recovery of 2 per worthy over 3 dice — mechanically this is damage prevention, not healing.)
Connected: Defensive Ability, Thor
Thunderstorm
Gains 2 Lightning and deals 7 damage. Charged Effect: gain 2 Tornado.
Connected: Normal dmg, Offensive Ability, Storm, Symbol count
Tip the Scale
When attacked, roll 1 die for value rather than prevention: scepter inflicts Spellbound, illusion grants Bag of Tricks, lies draws a card, and mischief grants Illusion. It generates tokens but does not itself reduce incoming damage — Loki's real mitigation is spending Illusion tokens (see notes).
Connected: Defensive Ability, Loki
Transcendence!
The ultimate: gain Evasive and Cleanse, knock the target down, deal 10 damage, then raise the Chi stack limit by 1 and bank 6 Chi.
Connected: Monk, Symbol count, Ultimate Ability, Ultimate dmg
Transmute
Her core attack: gains a Combat Point and deals 6 damage.
Connected: Alchemist, Normal dmg, Offensive Ability, Symbol count
Trim Your Tree
Basic attack that scales with axes rolled: 3, 4, or 5 axes deal 4, 6, or 8 damage.
Connected: Normal dmg, Offensive Ability, Santa, Symbol count
Triple Threat
Deal 6 damage, then roll 2 dice: slashes add 1 damage each, Vibraniums each grant 2 Kinetic Energy, and a Panther draws a card.
Connected: Black Panther, Normal dmg, Offensive Ability, Symbol count
Triumphant
A four-in-a-row deals 6 damage, then rolls one die: add 1/2/3 damage on a blade/wing/cross, or make the entire attack undefendable on a pendant.
Connected: Normal dmg, Offensive Ability, Seraph, Small Straight
Universal Awareness
Pure engine turn: draw a card, gain Déjà Vu plus 2 Premonition tokens, and Prepare a Spell out of the discard pile onto the Book of Vishanti.
Connected: Doctor Strange, Offensive Ability, Symbol count
Unleash the Beast!
The ultimate: gain 2 Moon Shards, then flip to the Werewolf board and immediately fire the Werewolf's ultimate — netting a Moon Shard gain, Prey plus 2 Bleed, and 13 damage, and the flip's first Moon Shard removal is skipped.
Connected: Pale Lady, Symbol count, Ultimate Ability, Ultimate dmg
Vengeance
All five dice in sequence: she gains Agility, deals 7 damage, then rolls 4 more dice — each baton adds 1 damage, any espionage plants a Time Bomb, and a pair of widow faces earns a Covert Ops token.
Connected: Black Widow, Large Straight, Normal dmg, Offensive Ability
Vengeance
When attacked, rolls 3 dice and claws back 1 damage per claw at the attacker, gaining a Rage token for each mask rolled.
Connected: Defensive Ability, Normal dmg, Wolverine
Vengeful Vines
A four-in-a-row roll inflicts Barbed Vine and deals 7 damage.
Connected: Normal dmg, Offensive Ability, Small Straight, Treant
Venom Punch
Four spiders let Miles gain Invisibility and deal 7 undefendable damage.
Connected: Offensive Ability, Spider-Man (Miles Morales), Symbol count, Undefendable dmg
Venom Shockwave!
The ultimate: gain Invisibility, inflict Webbed, then deal 13 damage.
Connected: Spider-Man (Miles Morales), Symbol count, Ultimate Ability, Ultimate dmg
Vex
A small straight gains Bag of Tricks and deals 7 damage.
Connected: Loki, Normal dmg, Offensive Ability, Small Straight
Vibranium Claws
Basic attack that scales with slashes: 3, 4, or 5 slashes deal 4, 5, or 6 damage.
Connected: Black Panther, Normal dmg, Offensive Ability, Symbol count
Vilify
If any opponent has more health than you, gain Illusion and deal 7 damage; otherwise deal 5 undefendable damage and choose 2 players to gain Bag of Tricks.
Connected: Loki, Normal dmg, Offensive Ability, Symbol count
Wakanda Forever!
The ultimate: gain a Vibranium Suit and 3 Kinetic Energy, then deal 11 damage.
Connected: Black Panther, Symbol count, Ultimate Ability, Ultimate dmg
Wake the Forest!
The ultimate: you (and a chosen teammate) gain Wellspring, grow 5 Spirits, inflict Barbed Vine, then deal 10 damage that opponents can only respond to by altering the dice.
Connected: Symbol count, Treant, Ultimate Ability, Ultimate dmg
Wakizashi
Gain a Back Strike token, then deal 3 undefendable damage.
Connected: Offensive Ability, Samurai, Symbol count, Undefendable dmg
Walk the Line
Roll 2 dice and deal damage equal to their total; if that total is 6 or less, the attack becomes undefendable.
Connected: Ninja, Normal dmg, Offensive Ability, Symbol count
Walk the Plank
Choose one: steal 1 Combat Point from the opponent, or make them discard a card of their choice — then deal 7 damage.
Connected: Cursed Pirate, Normal dmg, Offensive Ability, Symbol count
Wall Crawler
Two thwips and three webs let Miles gain Invisibility and deal 7 damage.
Connected: Normal dmg, Offensive Ability, Spider-Man (Miles Morales), Symbol count
Wand of Watoomb
Inflicts Crimson Bands, deals 5 damage that cannot be defended, Prepares a Spell from the discard pile, then casts up to two Spells.
Connected: Doctor Strange, Offensive Ability, Symbol count, Undefendable dmg
Widow's Bite!
The ultimate: she tutors up to two Ability Upgrades from her deck straight into play, plants a Time Bomb (0:02), and deals 10 damage; opponents can only respond by altering the dice.
Connected: Black Widow, Symbol count, Ultimate Ability, Ultimate dmg
Widows Gauntlets
Gains 1 CP and deals 6 damage, adding 1 more damage for every Ability Upgrade card she has in play.
Connected: Black Widow, Normal dmg, Offensive Ability, Symbol count
Wild Realignment
Utility roll: gain 1 combat point and two Shape Shift tokens, then draw a card if currently in Druid Form. Deals no damage.
Connected: Druid, Offensive Ability, Symbol count
Wrath of Nature!
The ultimate: gain a Regenerate token and two Shape Shift tokens, then deal 12 damage.
Connected: Druid, Symbol count, Ultimate Ability, Ultimate dmg
X Marks the Spot
Gain a Combat Point, then roll 3 fresh dice: deal 2 undefendable damage per cutlass, draw a card per booty, and gain a Cursed Doubloon per skull.
Connected: Cursed Pirate, Offensive Ability, Symbol count, Undefendable dmg
Zapppp!
All five dice in sequence apply a Nanite and deal 9 damage, then activate any one built Bot for free (its damage joins this attack).
Connected: Artificer, Large Straight, Normal dmg, Offensive Ability