[top]Definition

[top]Marvel

[top]Avengers Vs. X-Men

# Title Cost Ability Use
25 Distraction 4 Your opponent targets two of his or her characters. Those characters cannot block (this turn).
Global: Pay to remove one attacker from the attack zone to the field.
3
26 Focus Power 3 Spin one target character up or down one level.
Spin another target character up or down one level.
Spin another target character up or down one level.
3
27 Force Beam 3 Deal 1 damage to each character (including yours).
Instead, deal 2 damage to each character.
Instead, deal 1 damage to each player and 2 damage to each character.
3
28 Gearing Up 4 Draw two dice from your bag and roll them (place them in your reserve pool). 3
29 Inner Rage 3 Two of your target characters get +1A and +1D (until the end of the turn).
Those characters get an additional +1A and +1D.
Those characters get an additional +1A and +1D.
3
30 Invulnerability 2 Your attacking characters that are knocked out (this turn) return to the field.
Global: Pay . One target character gets +1A (until the end of the turn).
3
31 Power Bolt 3 Deal 2 damage to one target character or player. 3
32 Smash! 3 Knock out a target level 1 character.
Knock out a level 1 or level 2 character instead.
Global: Pay . Target blocked character deals no damage.
3
33 Take Cover 3 Your characters get +2D.
One character gets an extra +3D.
One character gets an extra +3D.
Global: Pay to give one target character +1D (until the end of the turn).
3
34 Thrown Car 4 Two of your target characters get +1A. While attacking, damage that those two characters deal in excess of the total defense of blocking characters is dealt to your opponent. 3


[top]Organized Play: Avengers vs X-Men Storyline
# Title Cost Ability Use
AvX 1 Teamwork 3 Each of your fielded characters gains +1A and +1D for each other of your fielded characters that shares a team affiliation with it. 3
AvX 2 Rally! 3 Move up to 2 Sidekicks from your used pile to the field.
Move 3 Sidekicks instead.
3
AvX 3 Deflection 3 Choose an energy type. Characters of that type get +1D.
Those characters get +3D instead.
Global: Pay . Prevent 1 damage to a character.
3
AvX 4 Teleport 4 Swap your fielded character with a character die of the same energy type from your used pile or prep area. Spin it to the same level.
Spin the new character up a level.
Spin the new character up a level.
3
AvX 5 Collateral Damage 4 Deal one damage to your opponent for each opposing character you knock out this turn. 3
AvX 6 Takedown 3 Deal 2 damage to a non- character. If it is a Villain, deal 4 damage instead.
Global: Pay . Target character is gains the Villain affiliation until the end of the turn.
3

[top]Uncanny X-Men

# Title Cost Ability Use
25 Ambush 3 One of your characters gets +1A for each character your opponent has in the field. 3
26 Enrage 3 Choose a character. That character must attack at its next opportunity. Spin that character up one level (if able).
Global: Pay . Give one character +1A.
3
27 Feedback 3 Deal 1 damage to your opponent for each of his characters that is knocked out for the rest of this turn. 3
28 Imprisoned 4 This die captures any number of opposing characters with a total fielding cost of 2 or less. This effect lasts until canceled or you damage your opponent (return the captured die to the field). 3
29 Possession 4 At the start of your attack step, take control of an opposing character with a level lower than one of your characters. Attack with it.
Instead, take control of an opposing character with an equal or lower level.
3
30 Reckless Melee 3 Deal 1 damage to each character (including yours).
Instead, deal 1 damage to each player.
Instead, deal 1 damage to each player and 1 damage to each character.
3
31 Relentless 4 Spin this die to a generic energy side. Reroll a character or Sidekick die from your reserve pool.
Global: Pay . Target character cannot block.
3
32 Selective Shield 4 Choose an energy type. Characters of that type cannot attack until your next turn.
Also choose one character of that type. That character cannot block until your next turn.
Global: Pay . Target blocked character deals no damage.
3
33 Take That, Villain! 3 Deal 3 damage to a Villain.
Deal an extra 1 damage to that Villain.
3
34 Transfer Power 3 Roll a character die from your used pile. If it rolls a character face, field it at no cost. Otherwise, place it in your bag.
Global: Pay . Swap the attack value of one of your characters with that of one opposing character.
3

[top]Age of Ultron

# Title Cost Ability Use
25 Assemble! 5 Search your bag for a character die and field it at level 1, for free.
Teamwork - repeat this effect for another affiliated character.
3
26 Call Them Out! 4 Target opposing character die must block a character die of your choice this turn. 3
27 Coordinated Strike 4 Deal 3 damage to target character die.
Teamwork - repeat this effect if you have at least 2 active characters with the same team affiliation.
3
28 Enslavement 3 KO up to 2 target Sidekicks.
/ - Deal 1 damage to your opponent for each Sidekick KO'd by this card.
3
29 Hulk Out 2 One target character die gains Overcrush until end of turn.
/ That character die also gets +1A.
3
30 Infiltrate 3 Target character gets +3D and gains one team affiliation of your choice until end of turn. 3
31 Nasty Plot 4 Draw 2 dice and put them into your Prep Area. 3
32 Ready to Rocket! 3 Target character die gets +2A until end of turn.
Teamwork - another target character gets +2A until end of turn if it is affiliated with the first target.
3
33 Surprise Attack 2 Deal 1 damage to one target character die.
/ - Deal 2 damage instead.
3
34 The Oppression Begins 4 KO all character dice with a fielding cost of 0.
/ - Those characters go to the Used Pile instead of the Prep Area.
3

[top]The Amazing Spider-Man

# Title Cost Ability Use
25 Archnemesis! 4 Target character die you control and target opposing character die deal damage to each other equal to their A.
Global: Pay . Target character has D equal to its A until end of turn.
3
26 Back for Seconds! 4 Underdog - (You may use this effect when your opponent has more character dice in their Field Zone than you do.) Field any character from your Used Pile at level 3. 3
27 Betrayal 4 Deal 1 damage to target opponent for each character die in their Field Zone.
If Betrayal dealt at least 2 damage, put this die in your Prep Area.
3
28 Exposed! 3 Target opponent must pay 1 life for each non- assigned to block this turn.
Global: Pay . Target opponent must pay 1 life to block with one or more characters. You may only use this once per turn.
3
29 Great Responsibility 5 Sacrifice a character to KO target opposing character (sacrificed characters are placed in the Used Pile). 3
30 Slander 2 Target opposing character loses its ability text until end of turn.
Global: Pay . When a "When fielded" or "When this character attacks" ability damages you, deal 1 damage to target opponent.
3
31 Spidey's Last Stand 3 Sacrifice a character to draw and roll 2 dice (sacrificed characters are placed in the Used Pile). 3
32 True Believer 2 Target character gets +2A and +1D until end of turn.
Global: Pay . Once during your turn, you may remove one of your characters from the Field Zone until end of turn.
3
33 Web Blast 3 Deal 2 damage to target non- character die.
Underdog - (You may use this effect when your opponent has more character dice in their Field Zone than you do.) Instead KO target non- character die.
3
34 With Great Power... 3 Spin all of your character dice up 1 level.
Instead spin all of your character dice to level 3.
3


[top]Civil War

# Title Cost Ability Use
23 Brother Fights Brother 4 Each player KO's a character die they control.
Global: Pay when a character die you control is KO'd. Gain 1 life.
3
24 Civil War 2 Deal 2 damage to target opposing character die. The controller of that character die may deal 2 damage to target character die you control. 3
25 Driven Underground 3 KO target blocking character die.
Also deal 1 damage to target opponent.
Global: Pay . Deal 1 damage to target character die that has already been damaged this turn.
3
26 Escape Incarceration 3 Move a die from your Used Pile into your Prep Area.
Resistance - If a character die you control was KO'd this turn, move another die from your Used Pile to your Prep Area.
3
27 Field Promotion 4 Spin all of your character dice up 1 level.
/ Instead spin all of your character dice to level 3.
3
28 Internal Dispute 4 Target opposing character die deals damage equal to its A to a different target opposing character die. (You can only use this action when an opponent has at least 2 legal target character dice.) 3
29 Long Live the Resistance! 5 Gain 4 life.
Resistance - If a character die you control was KO'd this turn, gain 5 life instead.
Global: Pay . Prevent all damage to you from one opposing die's "When attacks" ability.
3
30 Suffering and Satisfaction 2 Choose an affiliation. Target character die with that affiliation gets +2A, and a different target character die with that affiliation gets -2A. You may only use this action if two dice in the Field Zone have the same affiliation. 3
31 Superhero Registration Act 4 Draw and roll 2 dice.
Enlistment - Instead, draw and roll 3 dice unless your opponent KOs an opposing character die.
3
32 The Front Line 5 Unblocked attacking character dice gain +3A until end of turn.
Global: Pay . Target opposing character die can't block this turn unless your opponent pays 1 life.
3


[top]Iron Man and War Machine Starter Set

# Title Cost Ability Use
25 Armor Wars 4 KO target character die with Suit Up. Each player loses 1 life. 3
26 Cone of Cold 3 Deal 1 damage to target character die, deal 2 damage to a different target character die, and deal 3 damage to another different target character die. You may only use this action if there are at least 3 character dice in the Field Zone.
Global: Pay . Target blocked character die gets +2A.
3
27 Hypervelocity 5 Continuous: At the end of each player's turn, if they didn't attack with any character dice, they lose 2 life.
/ Also, any player may pay 3 life during their Main Step to send this die to the Used Pile.
3
28 One Against Many 5 Deal target player X damage, where X is the number of character dice in their Field Zone plus 2. 3
29 Smash! 3 KO target level 1 character die.
Instead, KO target level 1 or 2 character die.
Global: Pay . Target blocked character die deals no combat damage this turn.
3
30 Surprise Attack 2 Deal 1 damage to target character die.
/ Instead, deal 2 damage.
3
31 Upgrade - Fortification 2 Target character die you control gains Iron Will. Lose 2 life if that character die isn't a character die. 3
32 Upgrade - Proton Cannon 2 Target character die you control gains Overcrush. KO that character die at end of turn if it isn't a character die. 3
33 Upgrade - Smokescreen 2 Target character die you control gets +1A. If it is a level 1 character die, it can't be blocked this turn. 3
34 Upgrade - Unibeam 2 Target character die you control gets +2A. If it is a character die, it also gains Fast. 3


[top]DC Comics

[top]Justice League

# Title Cost Ability Use
25 Anger Issues 4 Target character gets +3A and Overcrush this turn (damage dealt in excess of blockers' health is dealt to opponent).
Global: Pay . Target character gets +1A until end of turn.
3
26 Casualties 2 KO target Sidekick.
KO an additional target Sidekick if able.
Global: Pay or . Gain 1 life whenever an opposing Sidekick is KO'd this turn.
3
27 Fist of Fury 4 Deal 1 damage to target player.
Deal 2 damage to target player.
Deal 3 damage instead if that player has a Villain in play.
3
28 Phantom Zone 4 Take any character in the field and place it on this card, and move any dice you've placed onto this card on a previous turn into its owner's Prep Area. If this effect is cancelled, or that die's owner takes damage, return that die to its owner's Prep Area. 3
29 Pick Your Battles 4 Each of your characters can only be blocked by opposing characters of the same energy type and your Sidekicks can only be blocked by Sidekicks. 3
30 Righteous Charge 4 Your attacking characters take a maximum of 2 damage from each blocker.
Instead they take a maximum of 1 damage from each blocker.
3
31 Save Civilians 3 Whenever you field a Sidekick this turn, reduce the fielding cost of another die by 1, draw a die from your bag, and put it in your Prep Area. 3
32 Shockwave 5 KO all level 1 characters.
Also deal 3 damage to an opposing player.
Also deal 3 damage to an opposing player.
Global: Pay 1. Target level 1 character is unaffected by action dice this turn.
3
33 Villainous Pact 4 Your opponent chooses one non-Villain character. All other non-Villains cannot block this turn.
Global: Pay . Once per turn, during your turn, if you have no dice in your Prep Area, you may draw a die and place it in your Prep Area.
3
34 Vulnerability 3 Choose an opposing character. If you damage that character this turn, KO it, draw a die from your bag, and place it in your Prep Area. 3

[top]Organized Play: Trinity War
# Title Cost Ability Use
1 Pandora's Box 3 When your characters are blocking or are blocked by Villains those dice get +1A and +1D until the end of turn.
Global: Pay . Target character gains the Villain affiliation.
3
3 House of Mystery 4 Put all dice in the Field Zone that are the same as another die in the Field Zone into their owner's Used Pile. 3


[top]War of Light

# Title Cost Ability Use
25 Big Entrance 3 When purchased, you may add this die to your dice bag. When used, dice purchased this turn cost 1 less than their printed cost (minimum 1), and may be put directly into your dice bag instead of your Used Pile. (No matter how many Big Entrance Dice are used.) 3
26 Enormous Destruction 4 Choose a purchase cost. Reroll all fielded character dice with that purchase cost. Move all rolled energy faces to their owner's Prep Area. 3
27 Fighting 2 For each of your character dice KO'd during the Attack Step this turn, your opponent must KO one of their character dice. 3
28 Heroic Defense 4 Your characters gain +1A and +1D. For each of your character dice KO'd this turn, gain life equal to that die's level. 3
29 Lethal Force 3 Deal 1 damage to target character die for each of your active characters.
/ Also deal 1 damage to target opponent.
Global: Pay . Deal target character 1 damage.
3
30 Monument to Evil 4 Deal 2 damage to target opponent.
Instead, deal 1 damage to target opponent for each of your active characters.
Global: Pay . Target character gains the Villain affiliation until the end of the turn.
3
31 Relaxing 4 Draw a die from your bag. Name a die. Draw a second die. If the second die was the die you named, keep it an draw a third die. Otherwise, move the second die to your Used Pile.
Keep the second drawn die if named incorrectly.
3
32 Stealth Ops 3 Target character die is considered to be level 1 and is unblockable this turn.
Global: Pay . Spin target character die down 1 level.
3
33 Vicious Struggle 3 Until your next turn, deal your opponent 1 damage for each damage you take that doesn't come from Vicious Struggle. 3
34 You've Been Chosen 4 Play only during your Main Step. Choose an energy type. All characters of that type must attack during their next Attack Step and deal no combat damage. If these characters are unblocked, return them to the Field Zone instead of the Used Pile. 3

[top]World's Finest

# Title Cost Ability Use
25 Brave Sacrifice 3 Target Sidekick gets +2A and +2D until end of turn. If it does not attack, KO it.
Global: Pay . Spin target Sidekick to level 1.
3
26 Call to Action 3 Target non-Sidekick character die gets +3A until end of turn. 3
27 Dark Avenger 2 Deal 1 damage to target player or character die. If you have an active , character, instead deal 2 damage.
Global: Pay . Once during your turn, deal 1 damage to target player if you have no character dice in the Field Zone.
3
28 End of Days 6 Each player chooses one of their active character dice and KOs the rest. 3
29 Kryptonite Threat 4 Target character die can't block until end of turn.
/ Also, draw a die from your bag and add it to your Prep Area.
3
30 Man of Steel 3 Continuous: Prevent up to 2 damage to target character die and move this die to your Used Pile. If you have an active character, also gain 1 life. 3
31 To the Rescue! 2 You may field (from your Reserve Pool) one character die for free, or field any number of character dice for free until end of turn. 3
32 Too Big To Fly 4 KO target character die with A of 5 or greater.
Global: Pay . Target character die gets +1A until end of turn.
3
33 Trusted Friend 2 The first or character die you purchase this turn costs 1 less.
Global: Pay . Target character die gains or until end of turn.
3
34 Vigilante Justice 3 When one of your character dice is KO'd this turn, KO target opposing non- character die. (Do this once for each of your character dice KO'd.) 3


[top]Superman and Wonder Woman Starter Set

# Title Cost Ability Use
25 Dimension Door 4 Target character die you control cannot be blocked (until end of turn). 3
26 Misdirection 2 Swap target active character die you control with a character die in your Used Pile, placing it on the same level.
/ Also, draw a die from your bag and Prep it.
3
27 Plot Twist 5 Draw up to two dice from your opponent's bag and roll any character dice, returning the rest to their bag. You may field them for free under your control. Place them in your opponent's Used Pile at the end of the turn (regardless of their location). 3
28 Resurrection 4 Roll a die in your Used Pile and place it into your Reserve Pool.
Global: Pay . Once per turn, on your turn, draw a die from your bag and Prep it.
3
29 Save Civilians 3 Whenever you field a Sidekick this turn, reduce the fielding cost of another die by 1, draw a die from your bag, and Prep it. 3
30 Small Step For Man 3 Spin all character dice in the Field Zone to level 1. 3
31 Take Cover 3 Character dice you control get +2D.
/ Target character die gets an extra +3D.
Global: Pay . Target character die gets +1D (until end of turn).
3
32 Team Up 4 Each of your character dice get +1A and +1D for each different affiliation among your active character dice minus 1 (until end of turn). 3
33 The Outsider 3 Draw a die from your bag. If it is a die, field it on its level 2 side without paying its fielding cost. Otherwise, place it in your Used Pile, and if it was a Sidekick die, Prep this die.
Global: Pay . Target character die gets +2A (until end of turn). Character dice may only be targeted by this Global Ability once per turn.
3
34 Truce 3 KO up to two character dice you control. For each character die you KO this way, your opponent must KO a character die they control. 3


[top]Dungeons & Dragons

[top]Battle for Faerūn

# Title Cost Ability Use
129 Blessing 3 Each of your characters gets +1A and +1D.
Two of your characters get an additional +1A and +1D.
3
130 Charm 4 Draw 3 dice. Roll any NPCs you drew. Place the other dice in your used pile.
You may instead choose to roll one of the dice and place the other two in your used pile.
3
131 Cone of Cold 3 Deal 1 damage to one character, 2 damage to second character, and 3 damage to a third character. You may only use this action if there are at least three characters in the field.
Global: Pay . One blocked attacker get +2A.
3
132 Dimension Door 4 One target character you control cannot be blocked this turn. 3
133 Finger of Death 5 Move a level 1 character from the field to its prep area.
Instead, move a character of any level.
Instead, move a character of any level to its bag.
3
134 Fireball 4 Deal 2 damage to target character or player.
Deal extra damage to a character equal to the level of your highest level adventurer in the field.
3
135 Magic Missile 3 Deal two damage to each player and each character.
You may also spend to deal 1 damage to a target character (you may do this multiple times).
Deal 1 additional damage to each player and each character.
Global: Pay . Deal 1 damage to a character.
3
136 Polymorph 3 Swap a fielded character with a non-NPC character from that player's used pile. Spin the character to level 1. This does not trigger "when fielded" effects.
Global: Pay . Spin one of your characters down a level to spin another character up a level.
3
137 Resurrection 4 Roll a die from your used pile (place it into your reserve).
Global: Once during your turn, pay to draw a die from your bag and place it in your prep area.
3
138 Stinking Cloud 2 Deal 1 damage to all characters (both players').
Level 1 characters can't attack or block this turn.
3

[top]Faerūn Under Siege

# Title Cost Ability Use
25 Banishment 2 Put target character die from opponent's Prep Area into their Used Pile. 3
26 Barkskin 2 Target character die cannot be dealt damage until end of turn.
Choose 2 target character dice instead.
Global: Pay . Target character die gets +1D until end of turn.
3
27 Blink - Transmutation 2 Use only after blockers are assigned. Each of your blocked character dice deals 1 damage to the defending player in addition to normal damage.
Global: Pay . Remove target attacking character die from the Attack Zone (it stays in the Field Zone).
3
28 Chainmail Armor 3 Equip (attach to a character with )
Equipped character gets +4D and cannot be affected by opposing "When fielded" effects. This die counts as Gear. This cannot be ignored.
3
29 Cloudkill 3 Deal 1 damage to each opposing character. Character dice damaged by this effect cannot attack or block this turn unless the opponent pays per character die. 3
30 Delayed Blast Fireball 5 Continuous: On your opponent's turn, either when an attack is declared or the opponent skips the Attack Step, deal 4 damage to all opposing characters and move this die to the Used Pile.
Deal 6 damage instead.
3
31 Flaming Sword 4 Equip (attach to a character with )
Equipped character die gets +2A and +2D. Flaming Sword deals 1 damage to character dice blocking or blocked by the equipped character. This die counts as Gear. This cannot be ignored.
3
32 Mordenkainen's Sword 4 Target character die gets +XA and +XD, where X is the number of NPC dice in your opponent's Used Pile when you use this Action Die.
Global: Pay . Deal 1 damage to target character die.
3
33 Power Word Kill 5 KO target character die of Level 2 or less.
KO target character die (of any level) instead.
Global: Pay [img]FISTFIST[/img]. KO target Level 1 character die that was dealt damage this turn.
3
34 Shocking Grasp 2 Deal 1 damage to target character die. If that character is KO'd by this damage, you may put this die into your Prep Area. 3


[top]Yu-Gi-Oh!

[top]Yu-Gi-Oh! Series One

# Title Cost Ability Use
111 Change of Heart 4 At the start of your attack step, take control of an opponent's monster with a level lower then one of your monsters. Attack with it.
Instead, you may take control of a monster of equal level.
3
112 Crush Crush Virus 3 Knock out one of your monsters in the field to knock out an opponent's monster up to 1 level higher than yours. 3
113 Horn of the Unicorn 3 Two of your monsters get +1A and +1D.
Damage those monsters deal in excess of the total defense of their blockers is dealt to your opponent.
Damage those monsters deal in excess of the total defense of their blockers is dealt to your opponent.
Global: Pay . Target monster gets +1A.
3
114 Mirror Force 4 Knock out a level 1 monster.
Knock out a level 1 or 2 monster instead.
Global: Pay . Target blocked monster deals no damage.
3
115 Mirror Wall 4 Place this die on an opposing monster. That monster has half of its normal attack and defense, rounded down. Return this die to your used pile when the monster is knocked out. 3
116 Monster Reborn 3 Roll a monster from your used pile. If it rolls a monster face, summon it at no cost. Otherwise, place the die in your bag. 3
117 Mystic Box 3 Choose an opposing monster. Your opponent draws a die. If it is a monster, replace the chosen monster with that die at its lowest level. Otherwise, return the die to the bag.
Global: Pay . Swap the attack value of one of your monsters with that of one opposing monster.
3
118 Spellbinding Circle 4 Place this die on an opposing monster. That monster cannot attack. Return this die to your used pile when the affected monster is knocked out. 3
119 Swords of Revealing Light 4 Choose one monster. That monster can't attack until the start of your next turn.
Global: Pay . Target monster cannot block this turn.
3
120 Waboku 3 Place this die touching one of your monsters. That monster cannot be knocked out while blocking. Place this die in your used pile at the end of your opponent's turn. 3

[top]Teenage Mutant Ninja Turtles

[top]Teenage Mutant Ninja Turtles (Box Set)

# Title Cost Ability Use
49 Cowabunga! 4 If you have exactly one character die in the Field Zone, it gets +4A and Overcrush until end of turn. If you have more than one character die in the Field Zone, instead all of your character dice get +1A. 3
50 Enraged 4 Up to two of your target character dice get +1A and Overcrush until end of turn. 3
51 Give Me a Break! 3 Target non- character die can't block until end of turn.
Global: Pay . Until end of turn, when a character die is assigned to block, deal it 1 damage.
3
52 Heroes in a Half-Shell 2 Target character die gets +2A until end of turn. If it is a character, it also gets +2D. 3
53 Lethal Blow 5 Move target level 1 character die from the Field Zone to the Prep Area.
Instead, target any character die in the Field Zone.
Instead, move any target character die to the bag.
3
54 Pizza! 1 Gain 1 life. You may not use this Basic Action Die if you have 15 or more life.
[COLOR="#B22222"]Global: Pay . Once during your turn, if you have less than 10 life, gain 1 life.
3
55 Reckless Abandon 2 Deal 1 damage to each character die (including your own).
Instead, deal 1 damage to each player.
Instead, deal 1 damage to each player and each character die.
3
56 Special Delivery 4 Draw two dice from your bag and roll them (place them in your Reserve Pool). 3
57 Tactical Cover 3 Your character dice get +2D.
/ Also, target character gets +3D.
Global: Pay . Target character die gets +1D (until end of turn).
3
58 Turtle Van 2 Continuous: You may send this die to the Used Pile to prevent all damage to target blocking character. 3


[top]Heroes in a Half Shell

# Title Cost Ability Use
49 Haymaker 4 Target character die gets +3A and Overcrush this turn (damage dealt in excess of blockers' health is dealt to opponent).
Global: Pay . Target character die gets +1A until end of turn.
3
50 Ingenious Tactics 5 Prevent all combat damage to each of your attacking character die (until end of turn). 3
51 Momentum 1 Roll any number of dice from your Prep Area and place them in your Reserve Pool.
Also, before selecting which dice to roll, draw a die and place it in your Prep Area.
3
52 Mutation 3 Swap target character die in the Field Zone with target non-sidekick character die in that player's Used Pile. Spin that character die to level 1. This does not trigger "when fielded" effects.
Global: Pay . Spin one of your character die down a level to spin another target character die up a level.
3
53 Mysterious Shredder Transport 3 Each player must sacrifice one character die. 3
54 Nefarious Broadcast 2 Cancel any active effects of previously used Global Abilities. Global Abilities cannot be used (until end of turn). 3
55 Speedy Delivery 3 Target character die must attack at its next opportunity. Spin that character die up one level (if able).
Global: Pay . Target character die gets +1A until end of turn.
3
56 Splinter's Teachings 3 Roll target character die from your Used Pile. If it rolls a character face, field it at no cost. Otherwise, place it in your bag.
Global: Pay . Swap the A of target character die you control and target opposing character die.
3
57 Reclaim 2 Move a die from your Used Pile to your Prep Area. 3
58 Unstable Canister 3 Deal 2 damage to target character die or player.
Deal extra damage to a character die equal to the level of your highest level in the Field Zone.
Global: Pay . Deal 1 damage to target character die.
3


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