HueShift Card Game

Character Cards

Sadie

Art
MainBrave Hero

Rally

  • Survives with 1 HP instead of destruction.
  • Gains +1 AP for the rest of the game. (1st time Rally triggers).

"All guts, all glory!!!"

Zo

Art
MainBrave Hero

Steady Hand

  • Survives with 1 HP instead of destruction.
  • The first time an allied unit (other than Zo) would be destroyed each game, it survives with +1 HP instead.

"Leans in when everyone else backs down."

Fir

Art
SubFearful Hero

Rally

  • Prevent 1 damage once per game.
  • Prevented damage also removes 1 status effect.

"A shield has no name!"

Llewellyn

Art
MainFearless Leader

Experience

  • +1 AP when destroying units.
  • Once per game, the AP gained from Experience is doubled.

"Falling down is NOT an option!"

Cagney

Art
MainFearless Leader

Quick Study

  • Allied unit gains +1 AP on first destruction.
  • Quick Study's +1 AP is also granted to Cagney herself.

"Crybabies need to grow up!"

Bethany

Art
SubCutthroat Leader

Quick Study

  • Allied unit gains +1 AP on first destruction.
  • Quick Study also triggers when an ally plays a Wildcard.

"Sees every angle."

Blac

Art
MainCorrupted Brute

Wild Card + DM

  • Flip coin: Heads +2 AP, Tails +2 HP.
  • Two Heads in a row lets him flip again for free.
  • Three Heads straight permanently locks in Heads.

"Fortune favors the reckless."

Let

Art
MainManic Brute

Even Odds

  • At the start of combat, flip a coin: Heads = enemy -1 AP this fight, Tails = this unit +1 HP this fight.

"Heads you win, tails you also win."

Emily

Art
SubCorrupted Brute

Coin Toss

  • Flip coin: Heads +1 AP, Tails +1 HP.
  • Once per game, choose the coin result instead of flipping.

"A coin flip is better than a bad plan."

Starlot

Art
MainHeavy Gunner

Focus Fire + DM

  • Ignore Tank damage reduction.
  • Focus Fire also ignores Stables status immunity once.
  • First use permanently ignores Stables immunity.

"Defenses fall to a well-aimed shot."

Sevura

Art
MainPrecise Gunner

Focus Fire

  • Ignore Tank damage reduction.
  • Gains +1 AP the first time her attack destroys a Tank.

"A good offense..."

D

Art
SubHeavy Gunner

Steady Aim

  • Ignore 1 point of damage reduction.
  • His damage-reduction ignore also applies to Shield effects.

"I only need one shot."

Rufus

Art
MainVengeful Sworder

Leak

  • Target loses 1 HP next turn.
  • Leak damage doubles against a target already Leaking.

"One clean slice..."

Cecilia

Art
MainMournful Sworder

Leak

  • Target loses 1 HP next turn.
  • Once per game, apply Leak without attacking.

"Pierce the skin with metal."

Jackie

Art
SubVengeful Sworder

Gusher

  • When attacking, target loses 1 additional HP.
  • The extra HP loss from Gusher also strips 1 shield point.

"Many many many strikes!"

Mech Cards

Cidermayer

Art
Space Speed

Strike First + DM

  • Attacks before any enemy unit this turn.
  • If this attack destroys the target, act again this turn.
  • Kills permanently grant +1 AP, up to +3 AP.

"Then...the hero arrives."

Linwood

Art
Lit Speed

Strike Dodge

  • Attacks before any enemy unit this turn.
  • Strike damage ignores Armor reduction.

"First strike, that's all she wrote."

Sydney

Art
Space Speed

Strike First

  • Attacks before any enemy unit this turn.
  • Once per game, Strike First twice in the same turn.

"Speed is the only way."

Bowler

Art
Fortified Tank

Mega Armor

  • Reduces all damage by 1.
  • Once per game, negate all damage from a single attack entirely.

"Wrecking folks and settling scores."

Myriad

Art
Lording Tank

Regen Armor

  • Reduces all damage by 1.
  • Regenerates 1 HP at the start of every third turn.

"The moving wall."

Gigatear

Art
Lording Tank

Regen Armor

  • Reduces all damage by 1.
  • Also cures 1 status effect each time Armor triggers.

"Take the hit and keep pushing through!"

Olaf

Art
Arsenal

Multi-Fire

  • Once per turn, makes a second attack at -1 AP.
  • The second target of Multi-Fire takes +1 damage.

"I need to attack all of them!"

Lasereater

Art
Arsenal

Multi-Fire

  • Once per turn, makes a second attack at -1 AP.
  • Multi-Fire can target the same unit twice.

"A bullet for everyone."

Cidermajor

Art
Arsenal

Multi-Fire

  • Once per turn, makes a second attack at -1 AP.
  • Once per game, Multi-Fire hits a third unit.

"I crave silence after the chaos!"

Leadfoot

Art
Stable

Steady

  • Cannot be moved by enemy effects.
  • Also immune to being redirected as an attack target.

"Immovable, Unbelievable."

Cassidy

Art
Stable

Steady

  • Cannot be moved by enemy effects.
  • Passes status immunity to its paired Character.

"Dig in and brace for everything."

Ciderheart

Art
Stable

Steady

  • Cannot be moved by enemy effects.
  • Once per game, cleanses a status effect from an ally.

"I am the stone wall."

Ciderlord

Art
Elemental

Infused

  • Deals bonus elemental damage on hit.
  • Burn damage increases by 1 against Tank targets.

"Losing isn't an option."

Coldshoulder

Art
Elemental

Infused

  • Deals bonus elemental damage on hit.
  • Freeze also zeroes the targets HP regen that turn.

"Frosted steps behind, pain ahead."

Derrick

Art
Elemental

Infused + DM

  • Deals bonus elemental damage on hit.
  • Corrode stacks instead of refreshing, up to a maximum of 3 stacks (-3 AP).

"Strikes doubly hard with lighting and force!"

Dark Matter Cards

Dark Energy

Art
Gain

+2 AP (Flat)

  • Add +2 AP permanently to this card's base stats.
  • This bonus cannot be removed, reduced, or copied by any other card's ability.
  • If this card is destroyed, the corruption is lost. It does not transfer to a new card.

"Power borrowed from the void eats away at you."

My Shadow

Art
Gain

+1

  • All numeric values in this card's ability increase by 1.
  • Applies to flat numbers and durations alike (e.g. "next 2 turns" becomes "next 3 turns").
  • Does not affect this card's printed AP/HP stats, only its ability text.

"Did it just move?"

Fragile Core

Art
Penalty
  • This card's max HP is permanently reduced by 2.
  • Applied immediately, even mid-game - current HP drops right away, not just the max.
  • If this would drop the card to 0 HP or below, it survives at 1 HP instead, but is not destroyed.

"Lets all wait for the end."

No Redemption

Art
Penalty
  • If destroyed, removed from the game entirely. Revival effects can't target it.
  • This applies even if the card's own ability (e.g. Rally) would otherwise save it.
  • The empty roster slot it leaves behind cannot be refilled for the rest of the game.

"This is the finale. No turning back!"

Isolated

Art
Penalty
  • This unit can never benefit from another Character's Team Building effects.
  • Also cannot be assigned as a Co-Pilot, nor carry one of its own.
  • Its own Team Building-tagged abilities still work normally - only benefits from others are blocked.

"There is no other path but loneliness."

Possession

Art
Penalty
  • Once per game, its controller must redirect this unit's next attack to a target of your choosing.
  • The redirected attack can target an ally, including this unit's own paired Character or Mech.
  • Does not trigger if the unit is already being forced to act by another effect this turn.

"Is that my voice...in the distance?"

Wildcards

True Grit

Art
Gain
  • This unit deals double damage on its next attack.
  • Can be played as your Free Action on your own turn, before attacking.
  • If the attack is reduced by an enemy effect, the doubling applies to the reduced amount.

"Grit swings for the fences!"

Fearless Heart

Art
Gain
  • Nullify all damage from one attack. (One time only.)
  • Play as an interrupt, after the attack is declared but before damage is dealt.
  • Does not prevent secondary effects of the attack (e.g. Leak, Corrode) - only the damage itself.

"Fear doesn't live here."

Second Wind

Art
Gain
  • One of your units recovers 3 HP.
  • Cannot raise a unit above its printed max HP.
  • Can target a unit that would otherwise be destroyed this turn, saving it if the HP gain keeps it above 0.

"Just when I thought I was out..."

Overclock

Art
Gain
  • One of your units gets +3 AP until end of turn.
  • Stacks with other AP-boosting effects played the same turn.
  • The bonus is lost if the unit is swapped out via Free Action before it attacks.

"Let's break every limit!"

Shield Wall

Art
Gain
  • Reduce incoming damage from one attack by 2.
  • Excess reduction beyond the attack's damage is simply wasted, not banked.
  • Play as an interrupt on an opponent's declared attack, before damage is calculated.

"We won't feel a thing."

Ambush

Art
Disrupt
  • Interrupt: attack an enemy unit out of turn order. (Once per game.)
  • Does not use your Free Action for the turn - a separate, once-per-game effect.
  • Can target a unit that has already acted this turn.

"You wont see it coming."

Sabotage

Art
Disrupt
  • Target enemy unit gets -2 AP until end of turn.
  • Play as an interrupt, before the target declares its attack.
  • If this would reduce the target's AP below 0, treat it as 0 for that turn.

"Sandy gears cause tears!"

Last Stand

Art
Gain
  • If this unit would be destroyed this turn, it still deals its damage before being removed.
  • Works even if the unit hasn't acted yet - it can still make its attack after being marked for destruction.
  • Does not prevent the unit's destruction, only delays removal until after it deals damage.

"This is impossible!"

Second Chance

Art
Gain
  • Return one destroyed unit from your trash to the field with 1 HP. (Once per game.)
  • Cannot target a No Redemption unit.

"I ain't over until I say it's over."

Arena Cards

Asteroid Clusters

Art
Arena
  • Fast Mechs get -1 AP for the rest of the game.

"You sure we can navigate all this?"

Darkest Nebula

Art
Arena
  • Dark Matter Penalties are suspended. Gains remain active.

"Uncharted depths. This is unbelievable!"

Satellite Field

Art
Arena
  • Each player gets 2 Free Actions per turn instead of 1.

"More signal, more moves. Full Power!"

Ionic Storms

Art
Arena
  • Each unit's ability is locked on its first activation.

"There is no control here."

Monster Graveyard

Art
Arena
  • Second Chance and Rally may each be used twice per game instead of once.

"A fitting backdrop for battle."

Normal Space

Art
Arena
  • No effect. The battlefield is stable this game.

"In a peaceful corner of the galaxy."

Rules

Part 1

Core Rules - Setup, Turns, Combat, Winning

1.1 Card Types
Type What it does
Mech The body on the battlefield. Base AP/HP chassis + one class ability.
Character The pilot. Small AP/HP bonus + one ability + a Bond Trait (Match bonus with the right Mech).
Wildcard One-time interrupt effects, held in hand. Playable any time, even opponent's turn.
Dark Matter Marker attached to a Mech at roster-build time. Grants a stat bonus and a penalty for the rest of the game. Not drafted turn-by-turn.
Arena One revealed randomly at setup. Affects both players equally for the rest of the game. Not drafted, not held in hand.
1.2 The Pairing Hook

Any Character can pair with any Mech and grants its stat bonus + ability. If the Character's Bond Trait matches the Mech, that's a MATCH. MATCH bonus: +1 AP and +1 HP for the pairing.

Roster size: each player brings 1 Main character, 4 Sub Heroes, and 5 Mechs, pairing Characters to Mechs for combat. A Mech may carry 1 Main Pilot + 1 optional Co-Pilot, stacking both bonuses onto one unit (fewer, tougher pairings vs. more spread-out bodies on the board). Sub Heroes carry smaller stat bonuses and utility-focused abilities.

1.3 Draft Setup (open draft, not blind draw)

All cards are drafted FACE-UP from shared pools - nobody draws blind. This game has no draw step after setup, so a blind hand could leave a player with zero Mechs or zero Characters. An open draft makes that impossible.

Step What happens
1. Main Each player picks 1 Character from the Main-eligible pool.
2. Sub Heroes Draft 4 more Characters each from the Sub Hero pool.
3. Mechs Draft 5 Mechs each from the Mech pool.
4. Wildcards Draft 3 Wildcards each from the Wildcard pool.
5. Assign Pair each Character to a Mech (optionally stack a Co-Pilot).

Snake Draft: within each of the steps above, pick order alternates A-B-B-A between two players, so nobody picks twice in a row.

1.4 Turn Structure (4 steps)
Step What Happens
1. Activate Choose one of your paired units as your main actor for the turn.
2. Free Action (optional) Once per turn: use Transport (move a Co-Pilot to a different surviving Mech, or bring a reserve pilot aboard as Co-Pilot, swapping out its current Co-Pilot if it has one), OR play 1 Wildcard proactively. Doesn't use up your main action.
3. Act Attack an enemy unit, OR use its ability (not both). Card-text exceptions like Multi-Fire override this.
4. Resolve Apply damage/effects, then pass turn to opponent.
1.5 Combat Resolution

Paired Mech + Character stats add together into ONE total AP/HP per unit (Mech base + Pilot bonus + optional Co-Pilot bonus). Attacker deals damage equal to total AP to the target's total HP.

Retaliation: unless the attack destroys the target first, the defender deals its full AP back to the attacker, simultaneously. Strike First units bypass retaliation if their attack destroys the target outright. A unit destroyed at 0 HP is removed along with its full pairing.

1.6 Ejection

When a Mech hits 0 HP, its Main Pilot ejects to reserve instead of being removed with it. Later, using Transport, an ejected pilot may re-board a surviving allied Mech as Co-Pilot. Co-Pilots do not eject when their Mech is destroyed. No Redemption pilots cannot eject.

1.7 Win Condition

Reduce all of the opponent's paired Mechs to 0 HP. Last player standing wins.

Part 2

Card Systems - Classes, Dark Matter, Wildcards

2.1 Character Classes
Class Traits Stat Bonus Ability
Hero Courage / Team Building +1 AP / +2 HP Rally - Once per game, if this unit would be destroyed, it survives with 1 HP instead.
Leader Ambition / Experience +1 AP / +1 HP Experience - Gains +1 AP permanently each time it destroys an enemy unit.
Brute Luck / Diversity Variable Wild Card - At the start of each combat, flip a coin: Heads = +2 AP this fight, Tails = +2 HP this fight.
Gunner Accuracy / Focus +2 AP / +0 HP Focus Fire - Attacks ignore Tank Mechs' damage reduction.
Sworder Cutting / Slicing +1 AP / +1 HP Leak - When this unit deals damage, the target also loses 1 HP at the start of its controller's next turn.
2.2 Mech Classes (Base Chassis)
Class AP HP Ability
Fast 4 3 Strike First - deals damage before enemy retaliates.
Tank 2 8 Armor - reduce all incoming damage by 1. Guard: once per round, when an allied unit is attacked, a Tank may become the target instead.
Arsenal 3 5 Multi-Fire - once per turn, second attack at -1 AP.
Stable 3 6 Steady - immune to negative status effects.
Elemental 3 5 Infused - on hit, apply Burn (1 dmg next turn), Freeze (target skips its next action), or Corrode (-1 AP next turn).
2.3 Main Pilots, Sub Heroes & the Co-Pilot Slot

MAIN PILOTS carry the full class stat bonus and signature class ability. SUB HEROES: smaller stat bonus, utility-focused abilities. CO-PILOT SLOT: a Mech may carry 1 Main Pilot + 1 optional Co-Pilot, stacking both bonuses onto one unit (fewer, tougher pairings vs. more spread-out bodies on the board).

Sub Hero Ability Effect
Steady Hand (Hero Sub) [RECONSTRUCTED] Once per game, prevent 1 damage to an allied unit.
Quick Study (Leader Sub) [RECONSTRUCTED] The first time an allied unit destroys an enemy, this unit gains +1 AP for the rest of the game.
Coin Toss (Brute Sub) [RECONSTRUCTED] Once per game, flip a coin: Heads = +1 AP this turn, Tails = +1 HP this turn.
Steady Aim (Gunner Sub) This unit's attacks ignore 1 point of damage reduction.
Gusher (Sworder Sub) Once per turn, when this unit deals damage, the target loses 1 additional HP.

Steady Hand, Quick Study, and Coin Toss were not recoverable verbatim and are faithful reconstructions of their class themes - review and adjust to taste.

2.4 Dark Matter (risk/reward build option)

At roster-build time, ANY Character or Mech can be corrupted into Dark Matter. Corrupting a card means taking 1 Gain + 1 Penalty together - a trade, not a pure downside. Maximum 2 Dark Matter cards per roster.

Element Details
GAIN (pick 1) Dark Energy - +2 AP (flat), OR My Shadow - ability numbers all +1
PENALTY (pick 1) Fragile Core (-2 HP max) / No Redemption (removed forever if destroyed, Rally/revival can't target it) / Isolated (no Team Building benefit) / Possession (once per game, its controller must redirect its next attack to a target of your choosing)
Display 6 physical Marker cards (2 Gain, 4 Penalty) slide behind any Standard card being corrupted - no need to reprint every card twice.

Worked example - Bowler (Tank, 2 AP / 8 HP) corrupted with Dark Energy (Gain) and Fragile Core (Penalty): 4 AP / 6 HP. Doubled its offense, gave up a quarter of its health - a real trade-off, not a pure downgrade.

2.5 Wildcard Cards (interrupt system)

A third card type. Play at ANY time - interrupt, or as your Free Action on your own turn. Each player drafts 3 into their hand at setup. Single use, discard after playing.

Wildcard Effect
True Grit This unit deals double damage on its next attack.
Fearless Heart Nullify all damage from one attack. (One time only.)
Second Wind One of your units recovers 3 HP.
Overclock One of your units gets +3 AP until end of turn.
Shield Wall Reduce incoming damage from one attack by 2.
Ambush Interrupt: attack an enemy unit out of turn order. (Once per game.)
Sabotage Target enemy unit gets -2 AP until end of turn.
Last Stand If this unit would be destroyed this turn, it still deals its damage before being removed.
Second Chance Return one destroyed unit from your trash to the field with 1 HP. (Once per game.) Cannot target a No Redemption unit.

Revival effects (Rally + Second Chance) are the only two - this is why No Redemption specifically blocks both: a corrupted card can't be saved by either path back. True Grit, Fearless Heart, Second Wind, Overclock, Shield Wall, Last Stand, and Second Chance are Gain-type (help your own side); Ambush and Sabotage are Disrupt-type (hinder the opponent).

Wildcard Priority: if both players interrupt on the same action, resolve the last one played first (LIFO).

2.6 Arena Cards

A fifth card type. One Arena card is revealed randomly at setup and affects both players equally for the rest of the game. Not drafted, not held in hand. Either player may shuffle and reveal it - since the result is random, it doesn't matter who does it.

Arena Card Effect
Asteroid Clusters Fast Mechs get -1 AP for the rest of the game.
Darkest Nebula Dark Matter Penalties are suspended. Gains remain active.
Satellite Field Each player gets 2 Free Actions per turn instead of 1.
Ionic Storms Each unit's ability is locked on its first activation.
Monster Graveyard Second Chance and Rally may each be used twice per game instead of once.
Normal Space No effect. The battlefield is stable this game.

By mutual agreement before the draft, players may choose to skip Arena entirely for that game.

Part 3

Master Card List - All 51 Active Cards

3.1 Character Cards (15)

Bond shows which Mech class this Character Matches with.

Name Class Tier Bond AP HP Ability DM
Sadie Hero Main Tank +1 +2 Rally
Zo Hero Main Stable +1 +2 Rally
Fir Hero Sub Fast +0 +1 Rally
Llewellyn Leader Main Arsenal +1 +1 Experience
Cagney Leader Main Elemental +0 +1 Quick Study
Bethany Leader Sub Fast +0 +1 Quick Study
Blac Brute Main Elemental +2 +0 Wild Card + DM YES
Let Brute Main Fast 0 0 Even Odds
Emily Brute Sub Stable 0 0 Coin Toss
Starlot Gunner Main Tank +2 +0 Focus Fire + DM YES
Sevura Gunner Main Arsenal +2 +0 Focus Fire
D Gunner Sub Fast +1 +0 Steady Aim
Rufus Sworder Main Elemental +1 +1 Leak
Cecilia Sworder Main Fast +1 +1 Leak
Jackie Sworder Sub Arsenal +0 +1 Gusher
3.2 Mech Cards (15)
Name Class AP HP Ability DM
Cidermayer Fast 4 3 Strike First + DM YES
Linwood Fast 4 3 Strike Dodge
Sydney Fast 4 3 Strike First
Bowler Tank 2 8 Mega Armor
Myriad Tank 2 8 Regen Armor
Gigatear Tank 4 6 Regen Armor + DM YES
Olaf Arsenal 3 5 Multi-Fire
Lasereater Arsenal 3 5 Multi-Fire
Cidermajor Arsenal 3 5 Multi-Fire
Leadfoot Stable 3 6 Steady
Cassidy Stable 3 6 Steady
Ciderheart Stable 3 6 Steady
Ciderlord Elemental 3 5 Infused
Coldshoulder Elemental 3 5 Infused
Derrick Elemental 3 5 Infused + DM YES
3.3 Dark Matter Marker Cards (6)
Marker Effect
Dark Energy [GAIN] Add +2 AP permanently to this card's base stats.
My Shadow [GAIN] All numeric values in this card's ability increase by 1.
Fragile Core [PENALTY] This card's max HP is permanently reduced by 2.
No Redemption [PENALTY] If destroyed, removed from the game entirely. Revival effects can't target it.
Isolated [PENALTY] This unit can never benefit from another Character's Team Building effects.
Possession [PENALTY] Once per game, its controller must redirect this unit's next attack to a target of your choosing.
3.4 Wildcard Cards (9)
Name Type Effect
True Grit Gain This unit deals double damage on its next attack.
Fearless Heart Gain Nullify all damage from one attack. (One time only.)
Second Wind Gain One of your units recovers 3 HP.
Overclock Gain One of your units gets +3 AP until end of turn.
Shield Wall Gain Reduce incoming damage from one attack by 2.
Ambush Disrupt Interrupt: attack an enemy unit out of turn order. (Once per game.)
Sabotage Disrupt Target enemy unit gets -2 AP until end of turn.
Last Stand Gain If this unit would be destroyed this turn, it still deals its damage before being removed.
Second Chance Gain Return one destroyed unit from your trash to the field with 1 HP. (Once per game.) Cannot target a No Redemption unit.
3.5 Arena Cards (6)
Name Effect
Asteroid Clusters Fast Mechs get -1 AP for the rest of the game.
Darkest Nebula Dark Matter Penalties are suspended. Gains remain active.
Satellite Field Each player gets 2 Free Actions per turn instead of 1.
Ionic Storms Each unit's ability is locked on its first activation.
Monster Graveyard Second Chance and Rally may each be used twice per game instead of once.
Normal Space No effect. The battlefield is stable this game.
Part 4

Card Production List

4.1 Active v1 Count
Card Type Count
Character cards 15
Mech cards 15
Wildcard cards 9
Dark Matter Marker cards 6
Arena cards 6

Active v1 total: 51 cards.

4.2 V2 (deferred)
Card Type Count
Character cards (deferred) 5
Mech cards (deferred) 5
Monster cards 5
Monster Action cards 32

See the Coming in V2 panel below for the full cards and rules text.

Coming in V2

Co-Op Boss Assault ships as Expansion 1.

Deferred Rules: Part 4, Co-Op Mode: Boss Assault
4.1 How It Works

2-4 players team up against a shared Monster. No draft, no deckbuilding - pick a pre-built Squad and a Monster, then play. The Monster runs entirely on a 6-card flip Action Deck (8 for Gris).

Element Rule
Players 2-4, each picks a different pre-built Squad (no assembly).
Monster Choose 1 of 5 (Strength, Speed, Magic, Madness, Forever) - each has its own HP/AP/Action Deck.
Turn Order Each player takes a full turn (same Turn Structure as PvP: Activate, Free Action, Act, Resolve), then the Monster Turn happens - flip the top card of the Action Deck, resolve, discard.
Phase 1 100%-50% Monster HP: flip 1 Action per turn.
Phase 2 (Enrage) 50%-0% Monster HP: flip 2 Actions per turn, AP rises (varies by Monster).
Win The chosen Monster's HP hits 0.
Lose Every player's Squad is fully destroyed.

Wildcards and Dark Matter Markers are both PvP-only - Squads don't include them, keeping Co-Op setup at zero.

Deferred Rules: Old Combat Trade Variant (superseded by Retaliation)

Optional variant: if both units attack each other directly (a trade), damage can be simultaneous instead of one-sided - adds risk, not part of the base rules.

Deferred Characters (5)

Z

Art
SubFearful Hero

Steady Hand

  • Prevent 1 damage once per game.
  • Redirect 1 damage from an ally to himself instead. (Once)

"Take on ME!"

Ahn

Art
SubCutthroat Leader

Experience

  • +1 AP when destroying units.
  • Gains +1 HP the first time an ally is destroyed.

"What doesn't kill us, makes us stronger!"

Void

Art
SubManic Brute

Even Odds + DM

  • Flip coin: Heads +1 AP, Tails +1 HP.
  • Tails also disrupts one enemy's next Action.
  • Three Heads straight permanently locks in Heads.

"Where ya gonna run now?

BRB

Art
SubPrecise Gunner

Steady Aim

  • Ignore 1 point of damage reduction.
  • Once per game, attack and retreat without ending her turn.

"You'll choke!"

Silvy

Art
SubMournful Sworder

Gusher

  • When attacking, target loses 1 additional HP.
  • Gusher triggers twice if the target is at half HP or below.

"Twice the cut, twice the fun!"

Deferred Mechs (5)

CrayCray

Art
Lit Speed

Strike Dodge

  • Attacks before any enemy unit this turn.
  • Gains +1 AP after striking first three times in a game.

"You wanna see crazy!?"

Fortinbras

Art
Fortified Tank

MegaArmor + DM

  • Reduces all damage by 1.
  • Damage reduction increases to 2 when below half HP.
  • First trigger permanently locks reduction at 2.

"Draw the line right here!"

Peakseek

Art
Arsenal

Multi-Fire

  • Once per turn, makes a second attack at -1 AP.
  • Multi-Fire ignores Tank damage reduction on its second hit.

"Everything all at once!"

Rocksonic

Art
Stable

Steady

  • Cannot be moved by enemy effects.
  • Gains +1 HP for each status effect it resists.

"Not built like the others."

CrusherX

Art
Elemental

Infused

  • Deals bonus elemental damage on hit.
  • Applies a second, random Infused effect when this attack destroys its target.

"The perfect fusion of elements and destruction."

Deferred Monsters, Co-Op (5)

Ervomeny

Art
Space Strength
  • Tanky brute. Hits hard, heals, punishes greed.
  • Link with the Ervomeny Action Cards.

Eleonoris

Art
Space Speed
  • Fast, evasive, hits twice a turn.
  • Link with the Eleonoris Action Cards.

Voided Master

Art
Space Magic
  • Status effects and life drain. Wins by attrition.
  • Link with the Voided Master Action Cards.

The Unraveling

Art
Space Madness
  • Chaotic, escalating. Even hurts itself.
  • Link with the The Unraveling Action Cards.

Gris

Art
Space Almighty
  • Endless. Outlasts every strategy, every phase, every player.
  • Link with the Gris Action Cards.
Ervomeny Action Cards (6)

Smash

Art
Ervomeny
  • Highest-AP unit takes 5 dmg (7 in Phase 2).

"The only desire left, is to CRUSH!"

Sweep

Art
Ervomeny
  • 2 dmg to every active unit.

"You are slow! Too slow to survive."

Guard Up

Art
Ervomeny
  • Reduce incoming dmg by 3 until next turn.

"I barely felt that!"

Overload

Art
Ervomeny
  • Next attack deals double dmg.

"I'll show you my true strength!"

Regenerate

Art
Ervomeny
  • Recover 5 HP.

"Ah. That's much better."

Tremor

Art
Ervomeny
  • Locks all players' Free Actions next turn.

"You're trembling!"

Eleonoris Action Cards (6)

Double Strike

Art
Eleonoris
  • Attacks twice, AP dmg each hit.

"Again. More. More!"

Blur

Art
Eleonoris
  • Avoids the next player attack.

"Hahahahaha! So damned slow!"

Afterimage

Art
Eleonoris
  • Redirects the next attack to a chosen unit.

"Not this time, weaklings!"

Sonic Boom

Art
Eleonoris
  • 1 dmg to every active unit.

"Fury. Rage. Anger!"

Adrenaline Rush

Art
Eleonoris
  • Resolves one extra Action this turn.

"I'm not done yet!"

Overdrive

Art
Eleonoris
  • +2 AP, permanently.

"Soooooo good!"

Voided Master Action Cards (6)

Hex

Art
Voided Master
  • Target gets -2 AP for its next 2 turns.

"Suffer."

Drain

Art
Voided Master
  • 3 dmg to a unit; Monster heals the same amount.

"No Hope."

Arcane Burst

Art
Voided Master
  • 2 dmg to every active unit.

"Obliterate."

Silence

Art
Voided Master
  • Locks a Character ability (not Wildcard).

"Sealed."

Teleport

Art
Voided Master
  • Avoids the next player attack.

"..."

Mana Surge

Art
Voided Master
  • Next attack deals +3 dmg.

"Rage."

The Unraveling Action Cards (6)

Chaos Lasher

Art
The Unraveling
  • Coin flip: 3 or 6 dmg to a random unit.

"Hurt is all you will know."

Madness Grows

Art
The Unraveling
  • +1 AP, permanently. Stacks.

"My somber heart bleeds for you."

Static Storm

Art
The Unraveling
  • Players skip their next Act step.

"A brief repreive."

Mirror Break

Art
The Unraveling
  • Reflects the next attack's dmg.

"Not me, you!"

Feedback Loop

Art
The Unraveling
  • Copies a Character ability used this round. If none was used, deals 2 damage to a random player unit instead.

"This has happened...before!?"

Overload Surge

Art
The Unraveling
  • Double dmg attack; self-deals 2.

"See my grotesque power!"

Gris Action Cards (8)

Fracture

Art
Gris
  • Deals dmg equal to target's missing HP.

"I will break your reality!"

Absolute Guard

Art
Gris
  • Ignores all damage this turn.

"Your weapons cannot harm me."

Echo

Art
Gris
  • Repeats its last used Action.

"Did you hear that?"

Devour

Art
Gris
  • Destroys a unit at or below 3 HP instantly.

"This is your end!"

Ascend

Art
Gris
  • Gains +1 AP and 3 HP, permanently.

"I will rise above all of this."

Collapse

Art
Gris
  • Every player's active unit loses 1 HP.

"I will rip your worlds apart!"

Con

Art
Gris
  • Everything goes dark for one turn.

"Can you believe your eyes?"

Greyvoth

Art
Gris
  • Massive blast that leaves the targeted units at 1 HP.

"I will erase you all!"