HueShift Card Game
Character Cards
Sadie
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
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
Rally
- Prevent 1 damage once per game.
- Prevented damage also removes 1 status effect.
"A shield has no name!"
Llewellyn
Experience
- +1 AP when destroying units.
- Once per game, the AP gained from Experience is doubled.
"Falling down is NOT an option!"
Cagney
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
Quick Study
- Allied unit gains +1 AP on first destruction.
- Quick Study also triggers when an ally plays a Wildcard.
"Sees every angle."
Blac
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
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
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
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
Focus Fire
- Ignore Tank damage reduction.
- Gains +1 AP the first time her attack destroys a Tank.
"A good offense..."
D
Steady Aim
- Ignore 1 point of damage reduction.
- His damage-reduction ignore also applies to Shield effects.
"I only need one shot."
Rufus
Leak
- Target loses 1 HP next turn.
- Leak damage doubles against a target already Leaking.
"One clean slice..."
Cecilia
Leak
- Target loses 1 HP next turn.
- Once per game, apply Leak without attacking.
"Pierce the skin with metal."
Jackie
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
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
Strike Dodge
- Attacks before any enemy unit this turn.
- Strike damage ignores Armor reduction.
"First strike, that's all she wrote."
Sydney
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
Mega Armor
- Reduces all damage by 1.
- Once per game, negate all damage from a single attack entirely.
"Wrecking folks and settling scores."
Myriad
Regen Armor
- Reduces all damage by 1.
- Regenerates 1 HP at the start of every third turn.
"The moving wall."
Gigatear
Regen Armor
- Reduces all damage by 1.
- Also cures 1 status effect each time Armor triggers.
"Take the hit and keep pushing through!"
Olaf
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
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
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
Steady
- Cannot be moved by enemy effects.
- Also immune to being redirected as an attack target.
"Immovable, Unbelievable."
Cassidy
Steady
- Cannot be moved by enemy effects.
- Passes status immunity to its paired Character.
"Dig in and brace for everything."
Ciderheart
Steady
- Cannot be moved by enemy effects.
- Once per game, cleanses a status effect from an ally.
"I am the stone wall."
Ciderlord
Infused
- Deals bonus elemental damage on hit.
- Burn damage increases by 1 against Tank targets.
"Losing isn't an option."
Coldshoulder
Infused
- Deals bonus elemental damage on hit.
- Freeze also zeroes the targets HP regen that turn.
"Frosted steps behind, pain ahead."
Derrick
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
+2 AP (Flat)
- Add +2 AP permanently to the corrupted unit's stats.
- This bonus cannot be removed, reduced, or copied by any other card's ability.
- If the corrupted unit 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
+1
- All numeric values in the corrupted unit's ability increase by 1.
- Applies to flat numbers and durations alike (e.g. "next 2 turns" becomes "next 3 turns").
- Does not affect the corrupted unit's printed AP/HP stats, only its ability text.
"Did it just move?"
Fragile Core
- The corrupted unit'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 unit to 0 HP or below, it survives at 1 HP instead, but is not destroyed.
"Lets all wait for the end."
No Redemption
- If destroyed, removed from the game entirely. Revival effects can't target it.
- This applies even if the unit'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
- 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
- Once per game, you must redirect this unit's next attack to a target you choose.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Fast Mechs get -1 AP for the rest of the game.
"You sure we can navigate all this?"
Darkest Nebula
- Dark Matter Penalties are suspended. Gains remain active.
"Uncharted depths. This is unbelievable!"
Satellite Field
- Each player gets 2 Free Actions per turn instead of 1.
"More signal, more moves. Full Power!"
Ionic Storms
- Each unit's ability is locked on its first activation.
"There is no control here."
Monster Graveyard
- Second Chance and Rally may each be used twice per game instead of once.
"A fitting backdrop for battle."
Normal Space
- No effect. The battlefield is stable this game.
"In a peaceful corner of the galaxy."
Rules
Core Rules - Setup, Turns, Combat, Winning
| 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. |
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 Base 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.
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.
| 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. |
Paired Mech + Character stats add together into ONE total AP/HP per unit (Mech base + 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.
When a Mech hits 0 HP, its Base 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.
Reduce all of the opponent's paired Mechs to 0 HP. Last player standing wins.
Card Systems - Classes, Dark Matter, Wildcards
| 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. |
| 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). |
MAIN-TIER CHARACTERS 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 Base 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.
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.
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).
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.
Master Card List - All 51 Active Cards
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 |
| 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 |
| 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. |
| 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. |
| 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. |
Card Production List
| 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.
| 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.
2 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, 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.
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.
Z
Steady Hand
- Prevent 1 damage once per game.
- Redirect 1 damage from an ally to himself instead. (Once)
"Take on ME!"
Ahn
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
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
Steady Aim
- Ignore 1 point of damage reduction.
- Once per game, attack and retreat without ending her turn.
"You'll choke!"
Silvy
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!"
CrayCray
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
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
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
Steady
- Cannot be moved by enemy effects.
- Gains +1 HP for each status effect it resists.
"Not built like the others."
CrusherX
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."
Ervomeny
- Tanky brute. Hits hard, heals, punishes greed.
- Link with the Ervomeny Action Cards.
Eleonoris
- Fast, evasive, hits twice a turn.
- Link with the Eleonoris Action Cards.
Voided Master
- Status effects and life drain. Wins by attrition.
- Link with the Voided Master Action Cards.
The Unraveling
- Chaotic, escalating. Even hurts itself.
- Link with the The Unraveling Action Cards.
Gris
- Endless darkness.
- Link with the Gris Action Cards.
Smash
- Highest-AP unit takes 5 dmg (7 in Phase 2).
"The only desire left, is to CRUSH!"
Sweep
- 2 dmg to every active unit.
"You are slow! Too slow to survive."
Guard Up
- Reduce incoming dmg by 3 until next turn.
"I barely felt that!"
Overload
- Next attack deals double dmg.
"I'll show you my true strength!"
Regenerate
- Recover 5 HP.
"Ah. That's much better."
Tremor
- Locks all players' Free Actions next turn.
"You're trembling!"
Double Strike
- Attacks twice, AP dmg each hit.
"Again. More. More!"
Blur
- Avoids the next player attack.
"Hahahahaha! So damned slow!"
Afterimage
- Redirects the next attack to a chosen unit.
"Not this time, weaklings!"
Sonic Boom
- 1 dmg to every active unit.
"Fury. Rage. Anger!"
Adrenaline Rush
- Resolves one extra Action this turn.
"I'm not done yet!"
Overdrive
- +2 AP, permanently.
"Soooooo good!"
Hex
- Target gets -2 AP for its next 2 turns.
"Suffer."
Drain
- 3 dmg to a unit; Monster heals the same amount.
"No Hope."
Arcane Burst
- 2 dmg to every active unit.
"Obliterate."
Silence
- Locks a Character ability (not Wildcard).
"Sealed."
Teleport
- Avoids the next player attack.
"..."
Mana Surge
- Next attack deals +3 dmg.
"Rage."
Chaos Lasher
- Coin flip: 3 or 6 dmg to a random unit.
"Hurt is all you will know."
Madness Grows
- +1 AP, permanently. Stacks.
"My somber heart bleeds for you."
Static Storm
- Players skip their next Act step.
"A brief repreive."
Mirror Break
- Reflects the next attack's dmg.
"Not me, you!"
Feedback Loop
- 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
- Double dmg attack; self-deals 2.
"See my grotesque power!"
Fracture
- Deals dmg equal to target's missing HP.
"I will break your reality!"
Absolute Guard
- Ignores all damage this turn.
"Your weapons cannot harm me."
Echo
- Repeats its last used Action.
"Did you hear that?"
Devour
- Destroys a unit at or below 3 HP instantly.
"This is your end!"
Ascend
- Gains +1 AP and 3 HP, permanently.
"I will rise above all of this."
Collapse
- Every player's active unit loses 1 HP.
"I will rip your worlds apart!"
Con
- Everything goes dark for one turn.
"Can you believe your eyes?"
Greyvoth
- Massive blast that leaves the targeted units at 1 HP.
"I will erase you all!"