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| Name | Type | Rarity | Other |
|---|---|---|---|
| Connor MacLeod Back Away | Dodge | Uncommon | |
| Text | |||
| This Defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Battle Rage | Event | Rare | R4 |
| Text | |||
| Play this card in place of a Basic Attack. Make an Exertion to search for an Attack. You may play up to 5 non-Special Attacks from that Exertion and your Hand. You lose 1 Ability. A Dodge cannot avoid multiple attacks you play this turn. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Combination | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you make more than 1 Attack this turn, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Continuity | Situation | Uncommon | |
| Text | |||
| Your next 3 Defenses may be Power Blocks without an Exertion. Remove this card from play after the third Defense card is played. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Dodge | Dodge | Uncommon | |
| Text | |||
| You nimbly avoid your opponent. You lose your next attack this turn. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Duck | Dodge | Uncommon | |
| Text | |||
| Your next attack this turn may be Hidden. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Extra Shot | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you play more than one Attack this turn, your opponent cannot play a new Defense card specifically for that Attack unless that Defense is from an Exertion. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Flashback | Event | Rare | |
| Text | |||
| You remember a situation in the past similar to this one. You may discard up to 5 cards from your hand and draw to replace them. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Master's Advice | Situation | Rare | R |
| Text | |||
| You remember the lessons of Nakano. While Master's Advice is in play, your Ability is increased by 2. You may not have more than one Master's Advice in play at any time. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Master's Attack | Attack | Rare | R2 |
| Text | |||
| This Attack cannot be blocked. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Master's Block | Block | Rare | R2 |
| Text | |||
| Ramirez taught you this special defense. Your next attack this turn may not be blocked, though it may be dodged. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Master's Disarm | Event | Rare | R |
| Text | |||
| You may only play this card if you are completely Disarmed and your opponent played at least 1 non-Ranged Attack last turn. Play this card in your Defense Phase. Your opponent is Disarmed. You are rearmed. Your Defense Phase ends. Your opponent may roll to recover your lost weapon, unless it was broken. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Master's Dodge | Dodge | Rare | R3 |
| Text | |||
| After playing this dodge you may still attack normally. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Master's Lunge | Attack | Rare | R2 |
| Text | |||
| This attack does 3 damage and cannot be dodged, though it may be blocked. This attack may not be a Power Blow. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Persona | Persona | Rare | 7 |
| Text | |||
| Connor MacLeod was born in 1518 in the village of Glenfinnan, on the shores of Loch Shiel. Wounded in battle in 1536, he discovered his immortality when he did not die. Driven from his village by your own clan, he was found and trained by the incomparable Juan Sanchez Villa Lobos Ramirez, whose lessons have prepared him for the time of The Gathering. After the death of my beloved wife Heather, I left the Highlands of Scotland and began to wander the world, searching for answers... -Connor MacLeod You may attack areas you just blocked. You may look at Hidden Attacks. You may include up to seven Master cards. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Power Blow | Event | Uncommon | |
| Text | |||
| Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Premium +1 | Pre-Game | Premium | |
| Text | |||
| Play this card before the game begins in conjunction with the Connor MacLeod Persona card. You begin the game with +1 Ability. This card modifies you Persona and may not be removed from play. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Slash (LL to UR) | Attack | Rare | R2 |
| Text | |||
| Your opponent may only play one defense against this attack. The defense played must block or avoid all areas attacked. This attack cannot be a Power Blow. Slash does 1 damage. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Slash (UL to LR) | Attack | Rare | R2 |
| Text | |||
| Your opponent may only play one defense against this attack. The defense played must block or avoid all areas attacked. This attack cannot be a Power Blow. Slash does 1 damage. | |||
| Name | Type | Rarity | Other |
| Connor MacLeod Trip | Event | Uncommon | |
| Text | |||
| You force your opponent onto rough ground, tripping him. Your next attack this turn is Hidden. Your opponent loses any Standing Defenses. | |||
| Name | Type | Rarity | Other |
| General Katana Back Away | Dodge | Uncommon | |
| Text | |||
| GRID: XXX/XXX/XXX This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. | |||
| Name | Type | Rarity | Other |
| General Katana Combination | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you make more than 1 Attack this turn, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| General Katana Do It Yourself | Event | Rare | R2 |
| Text | |||
| Use this card on your turn after your opponent plays an Event that will do damage to you. You take no damage from that Event; your opponent takes the damage from that Event instead. | |||
| Name | Type | Rarity | Other |
| General Katana Dodge | Dodge | Uncommon | |
| Text | |||
| GRID: XXX/XXX/XXX You nimbly avoid your opponent. You lose your next attack this turn. | |||
| Name | Type | Rarity | Other |
| General Katana Extra Shot | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you play more than one Attack this turn, your opponent cannot play a new Defense card specifically for that Attack unless that Defense is from an Exertion. | |||
| Name | Type | Rarity | Other |
| General Katana Intimidate | Event | Rare | R |
| Text | |||
| Your opponent may not play an attack next turn unless that attack comes from an Exertion. | |||
| Name | Type | Rarity | Other |
| General Katana Master's Attack | Attack | Rare | R2 |
| Text | |||
| GRID: ---/-X-/--- This Attack cannot be blocked. | |||
| Name | Type | Rarity | Other |
| General Katana Master's Block | Block | Rare | R2 |
| Text | |||
| GRID: XXX/XXX/XXX After playing this block you may still attack normally to any area. | |||
| Name | Type | Rarity | Other |
| General Katana Persona | Persona | Rare | 5 |
| Text | |||
| Caught deep within the political maneuvering of others as well as his own machinations, the sinister General Katana strives to destroy his arch enemies, Juan Sanchez Villa Lobos Ramirez and Connor MacLeod. Though willing to use those under his command to achieve his ends, Katana seems to take delight in dealing personally with those who oppose him. The homicidal General has found few boundaries in his efforts to put an end to the Immortal existence of Juan Ramirez and Connor MacLeod. Peace is highly overrated. -General Katana If you do not play a Special card, any time during your turn you may make an Exertion to remove a Situation. You may include up to 5 Master cards. | |||
| Name | Type | Rarity | Other |
| General Katana Power Blow | Event | Uncommon | |
| Text | |||
| Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| General Katana Premium +1 | Pre-Game | Premium | |
| Text | |||
| Play this card before the game begins in conjunction with the General Katana Persona card. You begin the game with +1 Ability. This card modifies you Persona and may not be removed from play. | |||
| Name | Type | Rarity | Other |
| General Katana Run-Away Train | Event | Rare | R |
| Text | |||
| Remove all Pedestrians and Bystanders from play. Your opponent must also discard all Pedestrians and Bystanders from his hand. | |||
| Name | Type | Rarity | Other |
| General Katana Taunt | Event | Rare | R |
| Text | |||
| Your opponent may not play a defense next turn unless that defense comes from an Exertion. | |||
| Name | Type | Rarity | Other |
| General Katana Toadies | Event | Rare | R2 |
| Text | |||
| Do 3 damage to your opponent. Your opponent may make an Exertion next turn. For each defense found in the Exertion, your opponent may prevent 1 damage from the Toadies. | |||
| Name | Type | Rarity | Other |
| General Katana Trip | Event | Uncommon | |
| Text | |||
| You force your opponent onto rough ground, tripping him. Your next attack this turn is Hidden. Your opponent loses any Standing Defenses. | |||
| Name | Type | Rarity | Other |
| Generic Advance | Event | Common | |
| Text | |||
| Play in conjunction with an attack. Your opponent may not Back Away from this attack. | |||
| Name | Type | Rarity | Other |
| Generic Alertness (Block) | Edge | Common | |
| Text | |||
| Play this card in your Defense Phase after your opponent plays an attack that may not be blocked. You may play a block against that attack. | |||
| Name | Type | Rarity | Other |
| Generic Alertness (Dodge) | Edge | Common | |
| Text | |||
| Play this card in your Defense Phase after your opponent plays an attack that may not be dodged. You may play a dodge against that attack. | |||
| Name | Type | Rarity | Other |
| Generic Alertness (Hidden) | Edge | Common | |
| Text | |||
| Play this card in your Defense Phase after your opponent plays a Hidden attack. Reveal the Hidden attack. | |||
| Name | Type | Rarity | Other |
| Generic Alex Johnson | Event | Rare | |
| Text | |||
| Play Alex Johnson to retrieve an Object from your discard pile and put it back into play. | |||
| Name | Type | Rarity | Other |
| Generic Amnesia | Event | Rare | 2 |
| Text | |||
| Remove any 1 card from your opponent's discard pile from the game. | |||
| Name | Type | Rarity | Other |
| Generic Ancient Blade | Object | Rare | |
| Text | |||
| You may play this card only if you already have Quality Blade in play. Your Ability is increased by 1 while Ancient Blade is in play. You may only have one Ancient Blade in play. If Quality Blade is removed from play, also remove Ancient Blade. | |||
| Name | Type | Rarity | Other |
| Generic Angry Mob (Discard) | Event | Common | |
| Text | |||
| Each player must discard 3 cards. | |||
| Name | Type | Rarity | Other |
| Generic Angus | Situation | Rare | |
| Text | |||
| While Angus is in play, you may look at the bottom card of your Endurance. You may make an Exertion to put that card on top of your Endurance. | |||
| Name | Type | Rarity | Other |
| Generic Archaic Collection | Event | Uncommon | |
| Text | |||
| Take any number of Objects from your discard pile and shuffle them back into your Endurance. | |||
| Name | Type | Rarity | Other |
| Generic Bassett and Hotchkiss | Event | Rare | 3 |
| Text | |||
| Discard any number of attacks. For each attack you discard, both players lose 1 Ability. | |||
| Name | Type | Rarity | Other |
| Generic Battle Priest | Event | Uncommon | 3 |
| Text | |||
| You may only play Battle Priest if the Battlefield Location is in play. Battle Priest lowers your opponent's Ability by 1 point, and he loses all Standing Defenses. | |||
| Name | Type | Rarity | Other |
| Generic Battlefield | Location | Rare | |
| Text | |||
| While on the Battlefield each player must discard a defense card at the beginning of his turn or he takes 1 damage. | |||
| Name | Type | Rarity | Other |
| Generic Break Weapon | Event | Rare | 3 |
| Text | |||
| Play in conjunction with an attack that is considered a Power Blow. If your opponent blocks this attack, there is a 1 in 6 chance his weapon breaks. He is Disarmed and does not roll to regain his weapon each turn. | |||
| Name | Type | Rarity | Other |
| Generic Brenda Wyatt | Situation | Rare | |
| Text | |||
| While Brenda Wyatt is in play, if you make an Exertion to make or block a Power Blow, draw a card at the end of the phase. | |||
| Name | Type | Rarity | Other |
| Generic Bystander (Attack Damage) | Situation | Uncommon | |
| Text | |||
| While this card is in play, instead of taking damage from attacks, for each point of damage dealt, players must take 1 card from the top of their Endurance and place it in their discard pile. This only applies to damage from attacks. | |||
| Name | Type | Rarity | Other |
| Generic Bystander (Discard 3 Attacks) | Event | Common | |
| Text | |||
| All players discard 3 attacks. | |||
| Name | Type | Rarity | Other |
| Generic Candy | Event | Rare | |
| Text | |||
| Your opponent must discard a Special card at the start of his next turn. If he does not discard a Special card, he takes 2 damage. | |||
| Name | Type | Rarity | Other |
| Generic Careful Planning | Edge | Common | 3 |
| Text | |||
| Prevent all damage to you from an Event you play this turn. | |||
| Name | Type | Rarity | Other |
| Generic Cat and Mouse (Attack) | Situation | Uncommon | |
| Text | |||
| When you play Cat and Mouse, total the number of Cat and Mouse Plots in play by all players. After you play this card, your opponent must discard an attack for each Cat and Mouse in play. | |||
| Name | Type | Rarity | Other |
| Generic Cat and Mouse (Defense) | Situation | Uncommon | |
| Text | |||
| When you play Cat and Mouse, total the number of Cat and Mouse Plots in play by all players. After you play this card, your opponent must discard a defense for each Cat and Mouse in play. | |||
| Name | Type | Rarity | Other |
| Generic Cat and Mouse (Endurance) | Situation | Uncommon | |
| Text | |||
| When you play Cat and Mouse, total the number of Cat and Mouse Plots in play by all players. After you play this card, your opponent must take 1 card from the top of his Endurance and place it in his discard pile for each Cat and Mouse in play. | |||
| Name | Type | Rarity | Other |
| Generic Catwalk | Location | Rare | |
| Text | |||
| While on the Catwalk the only dodge that may be played is Back Away. | |||
| Name | Type | Rarity | Other |
| Generic Caught in the Act (Discard Dodge) | Event | Uncommon | 3 |
| Text | |||
| Target player must discard a dodge. | |||
| Name | Type | Rarity | Other |
| Generic Cave-In | Event | Uncommon | |
| Text | |||
| May only be played if the Mountain Cave Location is in play. Play in your Defense Phase. Both players must discard all attacks. Mountain Cave is then discarded. | |||
| Name | Type | Rarity | Other |
| Generic Challenge (Exertion) | Event | Common | |
| Text | |||
| If you make an Exertion this turn, your opponent must make an Exertion on his next turn. | |||
| Name | Type | Rarity | Other |
| Generic Collapse | Event | Uncommon | |
| Text | |||
| May only be played if the Catwalk Location is in play. Play in your Defense Phase. Discard Catwalk. Each player has a 3 in 6 chance of losing his weapon. No attacks may be played until the end of your opponent's next turn. | |||
| Name | Type | Rarity | Other |
| Generic Courage (Attack) | Edge | Uncommon | |
| Text | |||
| Play Courage before you make an Exertion to search for an attack. You may keep an additional attack from this Exertion. The remaining cards from the Exertion are discarded. | |||
| Name | Type | Rarity | Other |
| Generic Courage (Defense) | Edge | Uncommon | |
| Text | |||
| Play Courage before you make an Exertion to search for a defense. You may keep an additional defense from this Exertion. The remaining cards from the Exertion are discarded. | |||
| Name | Type | Rarity | Other |
| Generic Cursed | Situation | Common | |
| Text | |||
| Discard Cursed to force your opponent to reroll a die roll. | |||
| Name | Type | Rarity | Other |
| Generic Dangerous Ground | Event | Uncommon | |
| Text | |||
| May only be played if a Location is in play. Target player must discard all Standing Defenses from his hand. | |||
| Name | Type | Rarity | Other |
| Generic David Blake | Event | Rare | 2 |
| Text | |||
| You may only play this card if your opponent played an Event that will do damage to you. Your opponent takes damage equal to the damage targeting you caused by that Event. | |||
| Name | Type | Rarity | Other |
| Generic Dead End Alley | Location | Rare | |
| Text | |||
| While in the Dead End Alley no Back Away cards may be played. | |||
| Name | Type | Rarity | Other |
| Generic Desert | Location | Rare | |
| Text | |||
| All players must place the top two cards of their Endurance in their Discard Pile at the beginning of their turn. | |||
| Name | Type | Rarity | Other |
| Generic Destruction (Defeat) | Situation | Uncommon | |
| Text | |||
| Defeat: To play this card you must have Duel in play. | |||
| Name | Type | Rarity | Other |
| Generic Destruction (Duel) | Situation | Uncommon | |
| Text | |||
| Duel. | |||
| Name | Type | Rarity | Other |
| Generic Destruction (Tonight You Sleep In Hell!) | Event | Uncommon | |
| Text | |||
| Tonight You Sleep In Hell!: To play this card you must have Duel and Defeat in play. Discard all 3 cards. For your next 3 turns, any Upper Left, Upper Center, or Upper Right attack may be a Head Shot. This counts as a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Dirty Trick (Kick) | Attack | Common | |
| Text | |||
| This attack cannot be blocked, but can be dodged. If the attack succeeds, it does no damage, but your opponent loses 1 attack that turn and must place the top card of his Endurance in his discard pile. This attack may not be a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Dirty Trick (Pummel) | Attack | Common | |
| Text | |||
| This attack can not be blocked, but can be dodged. If this attack succeeds, it does no damage, but your opponent must place the top 3 cards of his Endurance in his discard pile. This attack may not be a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Dirty Trick (Shove) | Attack | Common | |
| Text | |||
| This attack cannot be blocked, but can be dodged. If the attack succeeds, your opponent takes no damage, but he is knocked back. He loses all Standing Defenses and may only make Ranged Attacks that turn. This attack may not be a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Disarm | Event | Uncommon | |
| Text | |||
| Play this card in place of a Basic Attack. There is a 1 in 6 chance that your opponent is Disarmed. | |||
| Name | Type | Rarity | Other |
| Generic Discard Weapon | Event | Uncommon | |
| Text | |||
| You throw your weapon aside in favor of other tactics. You are now considered Disarmed. You may roll to recover your weapon. You may not play this card if you are already Disarmed. | |||
| Name | Type | Rarity | Other |
| Generic Disgruntled Mortal | Event | Rare | |
| Text | |||
| This Mortal has some sort of disdain for your opponent. Your opponent must take the top card from his Endurance and place it in his discard pile. You may play another Disgruntled Mortal this turn. | |||
| Name | Type | Rarity | Other |
| Generic Distraction | Event | Common | |
| Text | |||
| Your opponent loses an attack next turn. | |||
| Name | Type | Rarity | Other |
| Generic Dr. Alan Neyman | Event | Rare | |
| Text | |||
| Draw three cards, then take any three cards from your hand and put them back on top of your Endurance in any order. | |||
| Name | Type | Rarity | Other |
| Generic Dr. Sonny Jackson | Event | Rare | |
| Text | |||
| Play Dr. Sonny Jackson to prevent 1 point of damage. You may play another Special card this turn. | |||
| Name | Type | Rarity | Other |
| Generic Dugal MacLeod | Situation | Rare | |
| Text | |||
| Play in conjunction with a Guard. Dugal will keep this Guard up; you may attack and defend normally. If the Guard leaves play, discard Dugal and take 2 damage. You may only have one Dugal in play at a time. | |||
| Name | Type | Rarity | Other |
| Generic Dust Cloud | Event | Uncommon | |
| Text | |||
| You may only play this card if Desert: Location is in play. Your next Attack may be Hidden and your opponent's next Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Generic Excessive Force | Edge | Uncommon | |
| Text | |||
| Play in conjunction with a Police Event. Your opponent takes 1 damage. If the Police Event is countered, so is Excessive Force. | |||
| Name | Type | Rarity | Other |
| Generic Explosion | Event | Uncommon | |
| Text | |||
| May only be played if the Factory Location is in play. Both players take 3 damage. The Factory Location is then discarded. | |||
| Name | Type | Rarity | Other |
| Generic Extra Weapon | Object | Common | |
| Text | |||
| If your weapon is Disarmed or broken, discard Extra Weapon to replace it. | |||
| Name | Type | Rarity | Other |
| Generic Factory | Location | Rare | |
| Text | |||
| All players cannot draw during their Draw/Discard Phase. This card is removed from play if any player's Hand falls below 5 cards. | |||
| Name | Type | Rarity | Other |
| Generic Feint (Hidden) | Edge | Uncommon | |
| Text | |||
| Play at the start of your Defense Phase before you block a Hidden attack. If the block is successful, your opponent may not play a defense for your next attack this turn, unless that defense is from an Exertion. | |||
| Name | Type | Rarity | Other |
| Generic Feint (Retrieve Attack) | Event | Common | |
| Text | |||
| May only be played if your last attack was unsuccessful. Retrieve that attack from your discard pile and place it in your hand. You may not retrieve a Special Attack. | |||
| Name | Type | Rarity | Other |
| Generic Focus | Edge | Uncommon | |
| Text | |||
| Play this card at the beginning of your turn. For the remainder of your turn, you may nullify any one Situation in play. Turn that Situation face down until the end of your turn as a reminder that it has no effect. | |||
| Name | Type | Rarity | Other |
| Generic Focused Block (UC) | Block | Common | |
| Text | |||
| This block will block Power Blows without an Exertion. | |||
| Name | Type | Rarity | Other |
| Generic Focused Block (UL) | Block | Common | |
| Text | |||
| This block will block Power Blows without an Exertion. | |||
| Name | Type | Rarity | Other |
| Generic Focused Block (UR) | Block | Common | |
| Text | |||
| This block will block Power Blows without an Exertion. | |||
| Name | Type | Rarity | Other |
| Generic Garfield | Situation | Rare | |
| Text | |||
| No Event cards may be played while Garfield is in play. Discard Garfield if you draw a card. | |||
| Name | Type | Rarity | Other |
| Generic Get Away From It All | Event | Common | |
| Text | |||
| Remove a Location from play. | |||
| Name | Type | Rarity | Other |
| Generic Head Hunter (Arrest) | Event | Uncommon | |
| Text | |||
| Arrest: To play this card you must have Clues and Research in play. Discard all 3 cards. Your opponent may not attack or block for the next three turns. | |||
| Name | Type | Rarity | Other |
| Generic Head Hunter (Clues) | Situation | Uncommon | |
| Text | |||
| Clues. | |||
| Name | Type | Rarity | Other |
| Generic Head Hunter (Research) | Situation | Uncommon | |
| Text | |||
| Research: To play this card you must have Clues in play. | |||
| Name | Type | Rarity | Other |
| Generic Head Shot | Event | Common | |
| Text | |||
| You may only play this card in conjunction with an Upper Attack. That Attack is a Head Shot. | |||
| Name | Type | Rarity | Other |
| Generic Heather | Situation | Rare | |
| Text | |||
| While Heather is in play, you may draw an extra card as part of any Exertion. You may decide to draw this card after you have drawn the others. | |||
| Name | Type | Rarity | Other |
| Generic Hidden Shrine | Event | Uncommon | 3 |
| Text | |||
| You discover that you are on Holy Ground. May only be played if the Ruins Location is in play. Play in your Defense Phase. Discard Ruins. At the beginning of each player's next Attack Phase, there is a 2 in 6 chance that his weapon breaks. | |||
| Name | Type | Rarity | Other |
| Generic Higher Ground | Situation | Common | |
| Text | |||
| You move to higher ground than your opponent. Your opponent may not play Upper Attacks. You may not play Lower Attacks. If both players have Higher Ground in play, neither has any effect. Higher Ground is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Generic Holy Ground (Forfeit) | Location | Common | |
| Text | |||
| You leave the battle and escape to holy ground. You lose the duel but you do not lose your head. | |||
| Name | Type | Rarity | Other |
| Generic Holy Ground (Shuffle) | Event | Common | |
| Text | |||
| You may only play this card during your Defense Phase. You avoid all Attacks not already successful this turn. All players must shuffle their Hands into their Endurance. All players must draw to replace their Hands. Your Defense Phase ends. You must skip your Attack Phase this turn. | |||
| Name | Type | Rarity | Other |
| Generic Honed Weapon | Event | Rare | 3 |
| Text | |||
| Play in your Defense Phase after your opponent makes a Power Blow as you make a Power Block. There is a 1 in 6 chance your opponent's weapon breaks. He is now Disarmed and cannot roll to regain his weapon. | |||
| Name | Type | Rarity | Other |
| Generic Honor Bound | Situation | Uncommon | 2 |
| Text | |||
| No Special cards may be played while Honor Bound is in play. Remove Honor Bound from play when you take damage. | |||
| Name | Type | Rarity | Other |
| Generic Immortal Persona | Persona | Uncommon | 3 |
| Text | |||
| From the dawn of time we came, moving silently down through the centuries. Living many secret lives, struggling to reach the time of The Gathering, when the few who remain will battle to the last. No one has ever known we were among you... until now. Though this represents a Generic Immortal, with the use of this Persona card you may use up to 3 Master cards. | |||
| Name | Type | Rarity | Other |
| Generic Improvised Weapon (Discard from Endurance) | Attack | Uncommon | 3 |
| Text | |||
| This Attack does no damage. If this Attack is successful your opponent must take the top 3 cards from his Endurance and place them in his Discard Pile. You may play this Attack even if disarmed. | |||
| Name | Type | Rarity | Other |
| Generic Improvised Weapon (When Disarmed) | Object | Rare | |
| Text | |||
| If you are Disarmed you may use this Improvised Weapon to attack and block. This weapon allows you to block Power Blows with a zero-card Exertion. You may not make Head Shots. | |||
| Name | Type | Rarity | Other |
| Generic Incompetence | Event | Uncommon | 2 |
| Text | |||
| Your opponent must discard all Police cards from his hand. | |||
| Name | Type | Rarity | Other |
| Generic Influence | Event | Common | |
| Text | |||
| Roll a die for each Situation in play. On a roll of 1, discard that Situation. | |||
| Name | Type | Rarity | Other |
| Generic Interference | Event | Common | |
| Text | |||
| Target player must discard 2 cards. | |||
| Name | Type | Rarity | Other |
| Generic Investigation | Event | Common | |
| Text | |||
| Remove any Situation: Plot from play. | |||
| Name | Type | Rarity | Other |
| Generic Iron Will | Edge | Common | |
| Text | |||
| Increase your chances on any die roll this turn by a further 1 in 6. | |||
| Name | Type | Rarity | Other |
| Generic Jack Donovan | Situation | Rare | |
| Text | |||
| You may discard this card from play instead of playing a card on your turn. You do not have to make an Exertion for not playing any cards this turn. | |||
| Name | Type | Rarity | Other |
| Generic John MacLeod | Event | Rare | |
| Text | |||
| Allow your opponent to randomly discard one or more cards from your hand. When he has finished, you may draw to replace each card discarded. | |||
| Name | Type | Rarity | Other |
| Generic Joy Ride (Dead End) | Event | Uncommon | |
| Text | |||
| Dead End: To play this card you must have Speed and Take the Wheel in play. Discard all 3 cards. Your opponent must discard all defenses from his hand. For each defense he wishes to keep, he may take 1 point of damage instead. | |||
| Name | Type | Rarity | Other |
| Generic Joy Ride (Speed) | Situation | Uncommon | |
| Text | |||
| Speed. | |||
| Name | Type | Rarity | Other |
| Generic Joy Ride (Take the Wheel) | Situation | Uncommon | |
| Text | |||
| Take the Wheel: To play this card you must have Speed in play. | |||
| Name | Type | Rarity | Other |
| Generic Kate | Event | Uncommon | |
| Text | |||
| Play this card on the turn after your opponent gains Ability. Your opponent takes 2 damage. | |||
| Name | Type | Rarity | Other |
| Generic Kirk Matunas | Event | Rare | 3 |
| Text | |||
| You may play any number of Kirk Matunas cards in conjunction with this card. Your opponent takes 1 damage plus 2 additional damage for each Kirk Matunas played in conjunction with this card after the first. | |||
| Name | Type | Rarity | Other |
| Generic Kiss Your Butt Goodbye | Event | Rare | 3 |
| Text | |||
| All players must discard all dodges in their hands. If a player does not discard any dodges, he takes 2 damage. | |||
| Name | Type | Rarity | Other |
| Generic Lean and Mean | Edge | Uncommon | |
| Text | |||
| For each Lean and Mean card you have in your deck, your minimum deck size is reduced by one. You may play Lean and Mean during your turn to draw 1 card. | |||
| Name | Type | Rarity | Other |
| Generic Left Guard | Block | Common | |
| Text | |||
| You may not play a Left or Center attack while this Guard is in play. You may keep this card up and use it again until you play a new defense. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Generic Lost Love | Event | Rare | 4 |
| Text | |||
| Memories of a lost love strengthen your resolve. Gain 1 Ability. This cannot raise you above your Maximum Ability. When you play this card, do not discard it; instead, remove it from the game. | |||
| Name | Type | Rarity | Other |
| Generic Louise Marcus | Situation | Rare | |
| Text | |||
| While Louise Marcus is in play, if a player does not play an attack in his turn, he must discard a defense. | |||
| Name | Type | Rarity | Other |
| Generic Lower Center Attack (1) | Attack | Basic | |
| Text | |||
| GRID: ---/---/-X- | |||
| Name | Type | Rarity | Other |
| Generic Lower Center Attack (2) | Attack | Basic | |
| Text | |||
| GRID: ---/---/-X- | |||
| Name | Type | Rarity | Other |
| Generic Lower Center Attack (3) | Attack | Basic | |
| Text | |||
| GRID: ---/---/-X- | |||
| Name | Type | Rarity | Other |
| Generic Lower Center Block (1) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Center Block (2) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Center Block (3) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Guard | Block | Common | |
| Text | |||
| You may not play a Lower or Middle attack while this Guard is in play. You may keep this card up and use it again until you play a new defense. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Generic Lower Left Attack (1) | Attack | Basic | |
| Text | |||
| GRID: ---/---/X-- | |||
| Name | Type | Rarity | Other |
| Generic Lower Left Attack (2) | Attack | Basic | |
| Text | |||
| GRID: ---/---/X-- | |||
| Name | Type | Rarity | Other |
| Generic Lower Left Attack (3) | Attack | Basic | |
| Text | |||
| GRID: ---/---/X-- | |||
| Name | Type | Rarity | Other |
| Generic Lower Left Block (1) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Left Block (2) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Left Block (3) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Right Attack (1) | Attack | Basic | |
| Text | |||
| GRID: ---/---/--X | |||
| Name | Type | Rarity | Other |
| Generic Lower Right Attack (2) | Attack | Basic | |
| Text | |||
| GRID: ---/---/--X | |||
| Name | Type | Rarity | Other |
| Generic Lower Right Attack (3) | Attack | Basic | |
| Text | |||
| GRID: ---/---/--X | |||
| Name | Type | Rarity | Other |
| Generic Lower Right Block (1) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Right Block (2) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lower Right Block (3) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Lt. Frank Moran | Event | Rare | |
| Text | |||
| Moran does 1 damage to your opponent for every Plot card in his hand. | |||
| Name | Type | Rarity | Other |
| Generic Master's Advance | Situation | Rare | |
| Text | |||
| While this card is in play, your opponent must discard a dodge for each dodge he wishes to play. | |||
| Name | Type | Rarity | Other |
| Generic Master's Domain | Event | Rare | 3 |
| Text | |||
| Search through your Endurance for a Location card of your choice. Put that Location into play. Reshuffle your Endurance. | |||
| Name | Type | Rarity | Other |
| Generic Master's Endurance | Situation | Rare | |
| Text | |||
| While Master's Endurance is in play, you are not required to discard down to your Ability during your Draw/Discard Phase. | |||
| Name | Type | Rarity | Other |
| Generic Master's Stance | Situation | Rare | |
| Text | |||
| Any block you play during your Defense Phase may remain in play as a Guard. The block is now considered a Standing Defense. Master's Stance is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Generic Master's Stratagem | Situation | Rare | |
| Text | |||
| While Master's Stratagem is in play, at the beginning of your turn you may discard up to two cards and replace them from your Endurance. | |||
| Name | Type | Rarity | Other |
| Generic Middle Left Attack (1) | Attack | Basic | |
| Text | |||
| GRID: ---/X--/--- | |||
| Name | Type | Rarity | Other |
| Generic Middle Left Attack (2) | Attack | Basic | |
| Text | |||
| GRID: ---/X--/--- | |||
| Name | Type | Rarity | Other |
| Generic Middle Left Attack (3) | Attack | Basic | |
| Text | |||
| GRID: ---/X--/--- | |||
| Name | Type | Rarity | Other |
| Generic Middle Right Attack (1) | Attack | Basic | |
| Text | |||
| GRID: ---/--X/--- | |||
| Name | Type | Rarity | Other |
| Generic Middle Right Attack (2) | Attack | Basic | |
| Text | |||
| GRID: ---/--X/--- | |||
| Name | Type | Rarity | Other |
| Generic Middle Right Attack (3) | Attack | Basic | |
| Text | |||
| GRID: ---/--X/--- | |||
| Name | Type | Rarity | Other |
| Generic Mishap | Event | Uncommon | 2 |
| Text | |||
| You may only play this card during your Defense Phase if your opponent made a Power Blow last turn. You avoid that Power Blow. Your next Attack this turn cannot be blocked. | |||
| Name | Type | Rarity | Other |
| Generic Mountain Cave | Location | Rare | |
| Text | |||
| While in the Mountain Cave any attacks played by either player may be Hidden. | |||
| Name | Type | Rarity | Other |
| Generic Narrow Escape | Event | Uncommon | |
| Text | |||
| Prevent all damage from one Ranged Attack. | |||
| Name | Type | Rarity | Other |
| Generic Nemesis (Connor) | Situation | Uncommon | |
| Text | |||
| Mistrust: You may play this card if your opponent is Connor Macleod. While this card is in play, Connor may no longer play Master cards. You may only have one Nemesis in play. | |||
| Name | Type | Rarity | Other |
| Generic Nemesis (Kastagir) | Situation | Uncommon | |
| Text | |||
| Subdued: You may play this card if your opponent is Kastagir. While this card is in play Kastagir may not make Exertions to search for an attack or defense. You may only have one Nemesis in play. | |||
| Name | Type | Rarity | Other |
| Generic Nemesis (Katana) | Situation | Uncommon | |
| Text | |||
| Psychosis: You may only play this card if your opponent is General Katana. While this card is in play, General Katana may only make Standard Exertions during his turn. | |||
| Name | Type | Rarity | Other |
| Generic Nemesis (Khan) | Situation | Uncommon | |
| Text | |||
| Fatigue: You may play this card if your opponent is Khan. While this card is in play, if Khan exhausts his Endurance, he loses seven Ability instead of only three. You may only have one Nemesis in play. | |||
| Name | Type | Rarity | Other |
| Generic Nemesis (Kurgan) | Situation | Uncommon | |
| Text | |||
| Fade Away: You may play this card if your opponent is the Kurgan. While this card is in play, instead of increasing the damage from his attacks, any of the Kurgan's successful attacks inflict only 1 damage. You may only have one Nemesis in play. | |||
| Name | Type | Rarity | Other |
| Generic Nemesis (Nakano) | Situation | Uncommon | |
| Text | |||
| Self-Betrayal: You may play this card if your opponent is Nakano. While this card is in play, Nakano may not make Hidden attacks. You may only have one Nemesis in play. | |||
| Name | Type | Rarity | Other |
| Generic Parking Garage | Location | Rare | |
| Text | |||
| All players cannot roll to recover any Disarmed weapon. | |||
| Name | Type | Rarity | Other |
| Generic Parry (Left Side) | Block | Common | |
| Text | |||
| When you use Parry to block an attack, you may attack to an area you just blocked. | |||
| Name | Type | Rarity | Other |
| Generic Parry (Right Side) | Block | Common | |
| Text | |||
| When you use Parry to block an attack, you may attack to an area you just blocked. | |||
| Name | Type | Rarity | Other |
| Generic Parrying Blade | Object | Rare | 2 |
| Text | |||
| You may only have one Parrying Blade in play at a time. While Parrying Blade is in play, you may play attacks as blocks. If you are Disarmed, you may still block with the Parrying Blade, but you may not attack. | |||
| Name | Type | Rarity | Other |
| Generic Patience | Edge | Uncommon | |
| Text | |||
| Redraw to your Ability. | |||
| Name | Type | Rarity | Other |
| Generic Pedestrian (Hidden) | Situation | Common | |
| Text | |||
| While Pedestrian is in play, players may only play Hidden attacks. If a player cannot make his attack Hidden, he may not attack. | |||
| Name | Type | Rarity | Other |
| Generic Pedestrian (No Attacks) | Situation | Common | |
| Text | |||
| No attacks may be played until after your opponent's next 2 turns. Discard this card at that time. | |||
| Name | Type | Rarity | Other |
| Generic Pierre Bouchet | Event | Rare | 1 |
| Text | |||
| This Immortal lays down his life so that you may live. Play this card in your defense phase to avoid a Head Shot. The attack fails. | |||
| Name | Type | Rarity | Other |
| Generic Pistol (LC) | Attack | Rare | 3 |
| Text | |||
| GRID: ---/---/-X- You may only play this Attack if the last Defense card you played this turn was a Back Away. This Attack does 1 damage. You may play this Attack even if you are Disarmed. | |||
| Name | Type | Rarity | Other |
| Generic Pistol (MC) | Attack | Rare | 3 |
| Text | |||
| GRID: ---/-X-/--- You may only play this Attack if the last Defense card you played this turn was a Back Away. This Attack does 1 damage. You may play this Attack even if you are Disarmed. | |||
| Name | Type | Rarity | Other |
| Generic Pistol (UC) | Attack | Rare | 3 |
| Text | |||
| GRID: -X-/---/--- You may only play this Attack if the last Defense card you played this turn was a Back Away. This Attack does 1 damage. You may play this Attack even if you are Disarmed. | |||
| Name | Type | Rarity | Other |
| Generic Police (Prevent Damage) | Event | Common | |
| Text | |||
| Prevent all damage to you from an Event. | |||
| Name | Type | Rarity | Other |
| Generic Police (Remove Situation) | Event | Common | |
| Text | |||
| Remove any Situation from play. | |||
| Name | Type | Rarity | Other |
| Generic Practice, Practice | Edge | Common | |
| Text | |||
| Reroll any failed die roll. | |||
| Name | Type | Rarity | Other |
| Generic Psyche | Event | Rare | |
| Text | |||
| Choose a card from your opponent's hand at random and look at it. Your opponent must play this card during his next turn. If he does not, remove that card from the game. | |||
| Name | Type | Rarity | Other |
| Generic Quality Blade | Object | Basic | |
| Text | |||
| Draw a card at the beginning of your turn if you have Quality Blade in play. You may only have one Quality Blade in play. | |||
| Name | Type | Rarity | Other |
| Generic Rachel Ellenstein | Situation | Rare | 3 |
| Text | |||
| Rachel takes care of your affairs while you play The Game. The next Edge card played is countered, and Rachel Ellenstein is removed from play. | |||
| Name | Type | Rarity | Other |
| Generic Reconnaissance | Edge | Uncommon | |
| Text | |||
| Play when there is a Location in play. Until the end of your turn, you may ignore the effects of that Location. | |||
| Name | Type | Rarity | Other |
| Generic Recover Weapon | Event | Common | |
| Text | |||
| You may only play this card if your are Disarmed but your weapon is not broken. Your weapon is rearmed. | |||
| Name | Type | Rarity | Other |
| Generic Right Guard | Block | Common | |
| Text | |||
| You may not play a Right or Center attack while this Guard is in play. You may keep this card up and use it again until you play a new defense. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Generic Riposte (MC) | Attack | Common | |
| Text | |||
| If the last Defense you played this turn was a successful Block, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Generic Riposte (UC) | Attack | Common | |
| Text | |||
| If the last Defense you played this turn was a successful Block, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Generic Riposte (UL) | Attack | Common | |
| Text | |||
| If the last Defense you played this turn was a successful Block, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Generic Riposte (UR) | Attack | Common | |
| Text | |||
| If the last Defense you played this turn was a successful Block, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Generic Rooftop | Location | Rare | |
| Text | |||
| While on the Rooftop no Pedestrian or Bystander cards may be played. Remove all Pedestrian and Bystander cards from play when Rooftop is played. | |||
| Name | Type | Rarity | Other |
| Generic Ruins | Location | Rare | |
| Text | |||
| While in the Ruins no Standing Defenses may be played. Both players lose all Standing Defenses when Ruins is played. | |||
| Name | Type | Rarity | Other |
| Generic Rush | Event | Uncommon | 3 |
| Text | |||
| Do 1 damage to your opponent. Both players lose any Standing Defenses. | |||
| Name | Type | Rarity | Other |
| Generic Sacrifice | Situation | Rare | 2 |
| Text | |||
| Sacrifice allows you to return the last card you played to your hand. Each time you use Sacrifice this way, you lose 3 Ability. | |||
| Name | Type | Rarity | Other |
| Generic Schemer | Edge | Rare | 2 |
| Text | |||
| If you play a Situation: Plot card this turn as your Special card, you may play an additional Situation: Plot this turn. You may not play more than one Schemer each turn. | |||
| Name | Type | Rarity | Other |
| Generic Scorn (3 Turns) | Situation | Rare | |
| Text | |||
| At the beginning of each turn for the next 3 turns, target player loses 1 Ability. At the beginning of that player's fourth turn, remove Scorn from play. All lost Ability returns when Scorn leaves play. | |||
| Name | Type | Rarity | Other |
| Generic Second Wind | Event | Rare | 2 |
| Text | |||
| Reshuffle your discard pile into your Endurance. You lose 3 Ability. When you use this card, do not discard it; instead, remove it from the game. | |||
| Name | Type | Rarity | Other |
| Generic Selective Memory | Edge | Uncommon | |
| Text | |||
| Play this card on your turn after your opponent plays an Event that forces you to discard from your hand. You may choose not to discard some or all of those cards. | |||
| Name | Type | Rarity | Other |
| Generic Simple Mind | Situation | Rare | 2 |
| Text | |||
| While this card is in play neither player may have more than one Situation in play at a time. Your opponent must discard all but 1 Situation he has in play. You must discard all Situations but Simple Mind. This card does not affect Situation: Plots. | |||
| Name | Type | Rarity | Other |
| Generic Skylight | Event | Uncommon | |
| Text | |||
| May only be played if the Rooftop Location is in play. Both players take 1 damage and lose any Standing Defenses. The Rooftop Location is then discarded. | |||
| Name | Type | Rarity | Other |
| Generic Slash (Horizontal) | Attack | Uncommon | |
| Text | |||
| Your opponent may only play one defense against this attack. The defense played must block or avoid all areas attacked. This attack cannot be a Power Blow. Slash does 1 damage. | |||
| Name | Type | Rarity | Other |
| Generic Slash (Vertical) | Attack | Uncommon | |
| Text | |||
| Your opponent may only play one defense against this attack. The defense played must block or avoid all areas attacked. This attack cannot be a Power Blow. Slash does 1 damage. | |||
| Name | Type | Rarity | Other |
| Generic Slippery Footing | Event | Uncommon | |
| Text | |||
| May only be played if the Parking Garage Location is in play. Both players lose any Standing Defenses in play. | |||
| Name | Type | Rarity | Other |
| Generic Spinning Attack (ML) | Attack | Common | |
| Text | |||
| If the last defense you played this turn was a dodge, and you may still attack, then you may play Spinning Attack. You do not have to make an Exertion to make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Spinning Attack (MR) | Attack | Common | |
| Text | |||
| If the last defense you played this turn was a dodge, and you may still attack, then you may play Spinning Attack. You do not have to make an Exertion to make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Spinning Attack (UL) | Attack | Common | |
| Text | |||
| If the last defense you played this turn was a dodge, and you may still attack, then you may play Spinning Attack. You do not have to make an Exertion to make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Spinning Attack (UR) | Attack | Common | |
| Text | |||
| If the last defense you played this turn was a dodge, and you may still attack, then you may play Spinning Attack. You do not have to make an Exertion to make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Stamina | Event | Common | |
| Text | |||
| Play this card instead of making an Exertion when blocking a Power Blow. | |||
| Name | Type | Rarity | Other |
| Generic Street Punk (Location) | Event | Uncommon | |
| Text | |||
| You may only play this card if your opponent played a Location last turn. Your opponent takes 2 damage. | |||
| Name | Type | Rarity | Other |
| Generic Stumble | Event | Common | 3 |
| Text | |||
| Your opponent must discard a dodge or take 1 damage. | |||
| Name | Type | Rarity | Other |
| Generic Stunning Blow (UC) | Attack | Uncommon | |
| Text | |||
| Make an Exertion to play this attack. This attack does no damage. If your opponent does not successfully defend this attack, he must discard his entire hand before the start of his Attack Phase. | |||
| Name | Type | Rarity | Other |
| Generic Stunning Blow (UL) | Attack | Uncommon | |
| Text | |||
| Make an Exertion to play this attack. This attack does no damage. If your opponent does not successfully defend this attack, he must discard his entire hand before the start of his Attack Phase. | |||
| Name | Type | Rarity | Other |
| Generic Stunning Blow (UR) | Attack | Uncommon | |
| Text | |||
| Make an Exertion to play this attack. This attack does no damage. If your opponent does not successfully defend this attack, he must discard his entire hand before the start of his Attack Phase. | |||
| Name | Type | Rarity | Other |
| Generic Thief | Event | Common | |
| Text | |||
| All Objects are removed from play. You lose 1 Ability for each Object removed from play. | |||
| Name | Type | Rarity | Other |
| Generic Thrust (1) | Attack | Basic | |
| Text | |||
| GRID: ---/-X-/--- If Thrust is successful, it does an additional point of damage. | |||
| Name | Type | Rarity | Other |
| Generic Thrust (2) | Attack | Basic | |
| Text | |||
| GRID: ---/-X-/--- If Thrust is successful, it does an additional point of damage. | |||
| Name | Type | Rarity | Other |
| Generic Thrust (3) | Attack | Basic | |
| Text | |||
| GRID: ---/-X-/--- If Thrust is successful, it does an additional point of damage. | |||
| Name | Type | Rarity | Other |
| Generic Tight Squeeze | Situation | Uncommon | |
| Text | |||
| May only be played if the Dead End Alley Location is in play. While Tight Squeeze is in play, no Right or Left attacks may be played. Discard Tight Squeeze if Dead End Alley is removed from play. | |||
| Name | Type | Rarity | Other |
| Generic TSC Troopers | Event | Uncommon | |
| Text | |||
| If there is a Location in play, you may play TSC Troopers. Make an Exertion to remove that Location from the game. | |||
| Name | Type | Rarity | Other |
| Generic Twist of Fate | Event | Uncommon | |
| Text | |||
| Play this card to force your opponent to discard all Edge cards from his hand. | |||
| Name | Type | Rarity | Other |
| Generic Unexpected Assistance (Share Damage) | Event | Rare | |
| Text | |||
| The Justices demand a fair fight. If your opponent played an Event that does damage to you, you may play this card on your turn. You only take half the damage from that Event; your opponent takes the other half plus any remainder. | |||
| Name | Type | Rarity | Other |
| Generic Upper Center Attack (1) | Attack | Basic | |
| Text | |||
| GRID: -X-/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Center Attack (2) | Attack | Basic | |
| Text | |||
| GRID: -X-/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Center Attack (3) | Attack | Basic | |
| Text | |||
| GRID: -X-/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Center Block (1) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Center Block (2) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Center Block (3) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Guard | Block | Common | |
| Text | |||
| You may not play an Upper or Middle attack while this Guard is in play. You may keep this card up and use it again until you play a new defense. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Generic Upper Hand | Event | Rare | 2 |
| Text | |||
| Look through your opponent's hand and choose one card. Your opponent must discard this card at the start of his next turn. | |||
| Name | Type | Rarity | Other |
| Generic Upper Left Attack (1) | Attack | Basic | |
| Text | |||
| GRID: X--/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Left Attack (2) | Attack | Basic | |
| Text | |||
| GRID: X--/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Left Attack (3) | Attack | Basic | |
| Text | |||
| GRID: X--/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Left Block (1) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Left Block (2) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Left Block (3) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Right Attack (1) | Attack | Basic | |
| Text | |||
| GRID: --X/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Right Attack (2) | Attack | Basic | |
| Text | |||
| GRID: X--/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Right Attack (3) | Attack | Basic | |
| Text | |||
| GRID: X--/---/--- | |||
| Name | Type | Rarity | Other |
| Generic Upper Right Block (1) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Right Block (2) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Upper Right Block (3) | Block | Basic | |
| Text | |||
| Name | Type | Rarity | Other |
| Generic Weapon Bind | Edge | Uncommon | |
| Text | |||
| Play in conjunction with a Block. If this Block is successful, you may not attack this turn, and your opponent may not attack next turn. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Armor (Breastplate) | Object | Rare | R3 |
| Text | |||
| Breastplate: All damage from Attacks completely covered by Armor is reduced by 1. Armor: Breastplate covers Middle Left, Middle Center, and Middle Right grids. You may only have 1 Armor: Breastplate in play. Errata: No matter how many Armor you have in play, an Attack's damage is only reduced by 1. If an Attack covers multiple areas, you must have Armor in play that covers all the areas of an Attack in order for Armor to reduce the Attack's damage. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Armor (Greaves) | Object | Rare | R3 |
| Text | |||
| Greaves: All damage from Attacks completely covered by Armor is reduced by 1. Armor: Greaves covers Lower Left, Lower Center, and Lower Right grids. You may only have 1 Armor: Greaves in play. Errata: No matter how many Armor you have in play, an Attack's damage is only reduced by 1. If an Attack covers multiple areas, you must have Armor in play that covers all the areas of an Attack in order for Armor to reduce the Attack's damage. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Armor (Helmet) | Object | Rare | R3 |
| Text | |||
| Helmet: All damage from Attacks completely covered by Armor is reduced by 1. Armor: Helmet covers Upper Left, Upper Center, and Upper Right grids. You may only have 1 Armor: Helmet in play. Errata: No matter how many Armor you have in play, an Attack's damage is only reduced by 1. If an Attack covers multiple areas, you must have Armor in play that covers all the areas of an Attack in order for Armor to reduce the Attack's damage. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Back Away | Dodge | Uncommon | |
| Text | |||
| GRID: XXX/XXX/XXX This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Battle Rage | Event | Rare | R4 |
| Text | |||
| Play this card in place of a Basic Attack. Make an Exertion to search for an Attack. You may play up to 5 non-Special Attacks from that Exertion and your Hand. You lose 1 Ability. A Dodge cannot avoid multiple attacks you play this turn. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Combination | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you make more than 1 Attack this turn, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Continuity | Situation | Uncommon | |
| Text | |||
| Your next 3 Defenses may be Power Blocks without an Exertion. Remove this card from play after the third Defense card is played. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Dodge | Dodge | Uncommon | |
| Text | |||
| GRID: XXX/XXX/XXX You nimbly avoid your opponent. You lose your next attack this turn. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Extra Shot | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you play more than one Attack this turn, your opponent cannot play a new Defense card specifically for that Attack unless that Defense is from an Exertion. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Flashback | Event | Rare | |
| Text | |||
| You remember a situation in the past similar to this one. You may discard up to 5 cards from your hand and draw to replace them. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Persona | Persona | Rare | 4 |
| Text | |||
| This Immortal was taught the ways of the warrior, but the lessons of honor escaped him. Khabul Khan trained in 14th century China, riding with the barbarian hordes as a mercenary scout. Proving himself both an able tracker and a cold, ruthless assassin, he soon attracted the attention of other more powerful Immortals who considered it wise to keep the younger Khan close at hand. Trapped for centuries in the shadow of greater Immortals, he now gathers his strength to claim The Prize. When you exhaust your Endurance, you only lose 3 Ability. You may have up to 4 Master cards. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Power Blow | Event | Uncommon | |
| Text | |||
| Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Premium +1 | Pre-Game | Premium | |
| Text | |||
| Play this card before the game begins in conjunction with the Khabul Khan Persona card. You begin the game with +1 Ability. This card modifies you Persona and may not be removed from play. | |||
| Name | Type | Rarity | Other |
| Khabul Khan Trip | Event | Uncommon | |
| Text | |||
| You force your opponent onto rough ground, tripping him. Your next attack this turn is Hidden. Your opponent loses any Standing Defenses. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Back Away | Dodge | Uncommon | |
| Text | |||
| This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Boom Boom | Event | Rare | R4 |
| Text | |||
| Your opponent loses 1 Ability. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Charm | Event | Rare | R3 |
| Text | |||
| Your opponent must discard all blocks from his hand. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Combination | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you make more than 1 Attack this turn, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Continuity | Situation | Uncommon | |
| Text | |||
| Your next 3 Defenses may be Power Blocks without an Exertion. Remove this card from play after the third Defense card is played. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Dodge | Dodge | Uncommon | |
| Text | |||
| You nimbly avoid your opponent. You lose your next attack this turn. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Extra Shot | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you play more than one Attack this turn, your opponent cannot play a new Defense card specifically for that Attack unless that Defense is from an Exertion. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Flashback | Event | Rare | |
| Text | |||
| You remember a situation in the past similar to this one. You may discard up to 5 cards from your hand and draw to replace them. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Master's Attack | Attack | Rare | R2 |
| Text | |||
| This Attack cannot be blocked. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Master's Guard | Block | Rare | R3 |
| Text | |||
| You may still attack normally to any areas you block with this defense. You may keep this card up and use it again until you play a new defense. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Persona | Persona | Rare | 5 |
| Text | |||
| Sunda Kastagir is a charming and easy-going friend to many Immortals, but he realizes that the time of the Gathering is at hand. Since his first death he has grown in spirit and ability to become a formidable fighter and brilliant tactician. Kastagir has spent his immortality learning and discovering all of the secrets that the world holds not the least of which is his prized Boom-Boom. When making an Exertion to search for an attack or defense, you may Exert one card at a time, stopping when you find the card you want or until the full Exertion has been made. You may have up to 5 Master cards. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Power Blow | Event | Uncommon | |
| Text | |||
| Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Premium +1 | Pre-Game | Premium | |
| Text | |||
| Play this card before the game begins in conjunction with the Sunda Kastagir Persona card. You begin the game with +1 Ability. This card modifies you Persona and may not be removed from play. | |||
| Name | Type | Rarity | Other |
| Sunda Kastagir Trip | Event | Uncommon | |
| Text | |||
| You force your opponent onto rough ground, tripping him. Your next attack this turn is Hidden. Your opponent loses any Standing Defenses. | |||
| Name | Type | Rarity | Other |
| The Kurgan Back Away | Dodge | Uncommon | |
| Text | |||
| This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. | |||
| Name | Type | Rarity | Other |
| The Kurgan Bloodlust | Event | Rare | R2 |
| Text | |||
| Play in place of a Basic Attack. Make a 15-card Exertion. You may play up to 15 non-Special Attacks from the Exertion and your Hand. All Attacks that do damage played due to Bloodlust do 1 damage. No Attacks played due to Bloodlust can be a Power Blow. A Dodge cannot avoid multiple Attacks from a Bloodlust. You lose 4 Ability. | |||
| Name | Type | Rarity | Other |
| The Kurgan Combination | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you make more than 1 Attack this turn, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| The Kurgan Continuity | Situation | Uncommon | |
| Text | |||
| Your next 3 Defenses may be Power Blocks without an Exertion. Remove this card from play after the third Defense card is played. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| The Kurgan Disguise | Situation | Rare | R3 |
| Text | |||
| No Police may be played while Disguise is in play. | |||
| Name | Type | Rarity | Other |
| The Kurgan Extra Shot | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you play more than one Attack this turn, your opponent cannot play a new Defense card specifically for that Attack unless that Defense is from an Exertion. | |||
| Name | Type | Rarity | Other |
| The Kurgan Flashback | Event | Rare | |
| Text | |||
| You remember a situation in the past similar to this one. You may discard up to 5 cards from your hand and draw to replace them. | |||
| Name | Type | Rarity | Other |
| The Kurgan Follow-Up | Event | Rare | R |
| Text | |||
| Play an additional attack this turn. If you play more than one attack this turn, this attack cannot be dodged. | |||
| Name | Type | Rarity | Other |
| The Kurgan Hammer Blow | Event | Rare | R |
| Text | |||
| Play this card in conjunction with an attack. You do not need to make an Exertion to make this attack a Power Blow. If your opponent blocks the Hammer Blow, he loses all Standing Defenses at the end of his Defense Phase. | |||
| Name | Type | Rarity | Other |
| The Kurgan Master's Disarm | Event | Rare | R |
| Text | |||
| Play in place of a defense when your opponent attacks. The attack succeeds. Make a 10-card Exertion and roll a die. If the die roll is less than the number of attacks found in the Exertion, your opponent is Disarmed. | |||
| Name | Type | Rarity | Other |
| The Kurgan Persona | Persona | Rare | 6 |
| Text | |||
| The Kurgans were an ancient people from the steppes of Russia. For amusement they tossed children into pits with hungry dogs to fight for meat. The Kurgan was killed in 981 B.C. when his own father bashed his head in with a rock. The strongest of all the Immortals, he is the perfect warrior. If he wins The Prize, mortal men would suffer an eternity of darkness... Any of your successful attacks do an additional point of damage. If you wish to make or block a Power Blow, you may make a 3-card Exertion to do so. You may have up to 6 Master cards. | |||
| Name | Type | Rarity | Other |
| The Kurgan Power Blow | Event | Uncommon | |
| Text | |||
| Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| The Kurgan Premium +1 | Pre-Game | Premium | |
| Text | |||
| Play this card before the game begins in conjunction with The Kurgan Persona card. You begin the game with +1 Ability. This card modifies you Persona and may not be removed from play. | |||
| Name | Type | Rarity | Other |
| The Kurgan Run Through | Event | Rare | R3 |
| Text | |||
| You may play this card after your opponent plays a non-Ranged Attack. You cannot play a Defense this turn. Your opponent's Attacks succeed. Your next Attack this turn cannot be blocked. | |||
| Name | Type | Rarity | Other |
| The Kurgan Scare | Event | Rare | R |
| Text | |||
| Ignore the effects of any one Bystander, Reporter, or Pedestrian Event or remove one Bystander, Reporter, or Pedestrian Situation from play. | |||
| Name | Type | Rarity | Other |
| The Kurgan Taunt | Event | Rare | R |
| Text | |||
| Your opponent loses his temper. He must make an Exertion during his next turn. | |||
| Name | Type | Rarity | Other |
| The Kurgan Trip | Event | Uncommon | |
| Text | |||
| You force your opponent onto rough ground, tripping him. Your next attack this turn is Hidden. Your opponent loses any Standing Defenses. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Back Away | Dodge | Uncommon | |
| Text | |||
| This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Combination | Event | Uncommon | |
| Text | |||
| You may play an additional Attack this turn. If you make more than 1 Attack this turn, this Attack may be Hidden. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Continuity | Situation | Uncommon | |
| Text | |||
| Your next 3 Defenses may be Power Blocks without an Exertion. Remove this card from play after the third Defense card is played. This is a Standing Defense. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Dodge | Dodge | Uncommon | |
| Text | |||
| You nimbly avoid your opponent. You lose your next attack this turn. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Duck | Dodge | Uncommon | |
| Text | |||
| Your next attack this turn may be Hidden. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Flashback | Event | Rare | |
| Text | |||
| You remember a situation in the past similar to this one. You may discard up to 5 cards from your hand and draw to replace them. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Master's Disarm | Event | Rare | R |
| Text | |||
| You may only play this card if you are completely Disarmed and your opponent played at least 1 non-Ranged Attack last turn. Play this card in your Defense Phase. Your opponent is Disarmed. You are rearmed. Your Defense Phase ends. Your opponent may roll to recover your lost weapon, unless it was broken. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Master's Maneuver | Situation | Rare | R |
| Text | |||
| While Master's Maneuver is in play, each turn you do not play a Special card allows you to make one of your attacks that turn Hidden. You may not have more than one Master's Maneuver in play at any time. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Mirror Image | Situation | Rare | R |
| Text | |||
| Any attack made by your opponent has a two in six chance of being aimed at the correct target. If he misses, his next attack has a three in six chance. If he misses again remove Mirror Image from play. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Persona | Persona | Rare | 5 |
| Text | |||
| The Sorcerer Nakano has endured many centuries in his immortal existence, crossing the paths of many other Immortals. Since his first death in 743 B.C., the Master of Illusions has trained many worthy apprentices, both mortal and Immortal. His knowledge and wisdom make him a target for other Immortals who crave his Quickening; but his powers are not yet ripe for the picking, and he has many battles left in him yet. Instead of playing a Special card during your turn, you may discard a Special card to duplicate the effects of an Event played during your opponent's last turn. Treat the effects as if you played that Event. You may have up to 5 Master cards. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Power Blow | Event | Uncommon | |
| Text | |||
| Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Premium +1 | Pre-Game | Premium | |
| Text | |||
| Play this card before the game begins in conjunction with The Sorcerer Nakano Persona card. You begin the game with +1 Ability. This card modifies you Persona and may not be removed from play. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Shadow of the Mind | Situation | Rare | R3 |
| Text | |||
| While this card is in play, any attacks you play may be Hidden. Remove Shadow of the Mind from play if you draw a card. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Swords to Snakes | Situation | Rare | R3 |
| Text | |||
| While Swords to Snakes is in play, all of your attacks may be Hidden, and your opponent may not attack. Your opponent may remove Swords to Snakes from play by discarding two attacks from his hand at the start of his Defense Phase. | |||
| Name | Type | Rarity | Other |
| The Sorcerer Nakano Trip | Event | Uncommon | |
| Text | |||
| You force your opponent onto rough ground, tripping him. Your next attack this turn is Hidden. Your opponent loses any Standing Defenses. | |||
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