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The Cauldron: Adrift (fan expansion for Sentinels of the Multiverse) thumbnail

The Cauldron: Adrift (fan expansion for Sentinels of the Multiverse)

Expansion for Sentinels of the Multiverse

The Cauldron: Adrift (fan expansion for Sentinels of the Multiverse) Rulebook

Table of Contents

Table of Contents

  • Gyrosaur
    • Sphere of Devastation
    • Indiscriminate Pass
    • Wipeout
    • Wrecking Ball
    • Terrifying Momentum
    • Omnivore
    • Ricochet
    • A Merry Chase
    • Gyro Stabilizer
    • Hidden Detour
    • Protective Escort
    • Reckless Alien Racing Tortoise
    • On a Roll
    • Read the Terrain
    • Rapturian Shell
    • Hyperspin
  • Drift
    • Transition Shock
    • Out of Sync
    • Make Every Second Count
    • Future Focus
    • Past Focus
    • Imposed Synchronization
    • Destroyer's Adagio
    • Dance of the Dragons
    • Drift Step
    • Borrowed Time
    • Resourceful Daydreamer
    • Attenuation Field
  • Terminus
    • Immortal Coils
    • Jailbreaker
    • Stained Badge
    • Graven Shell
    • Railway Spike
    • The Chain Conductor
    • Full Moon Express
    • Searing Gaze
    • Ethereal Armory
    • Unusual Suspects
    • No Rest For The Wicked
    • Return Fire
  • Pyre
    • Gamma Burst
    • Half-life
    • Rogue Fission Cascade
    • Atomic Punch
    • Cellular Irradiation
    • Ion Trace
    • Chromodynamics
    • Containment Breach
    • Fractured Control Rod
    • Atmosphere Scrubbers
    • Hull Cladding
    • Particle Collider
  • Gargoyle
    • Absorb and Unleash
    • Grim Herald
    • Dreamcatcher
    • Ultimatum
    • Wither
    • Essence Theft
    • Something to Fear
    • Your Strength Is Mine
    • Bioenergy Pulse
    • Agile Technique
    • Mark for Execution
    • Leech Field
    • Preservation Engine
  • The Mistress of Fate
    • The Timeline
    • Day of Sinners
    • Day of Sorrows
    • Day of Swords
    • Day of Saints
    • Can't Fight Fate
    • Tangled Weft
    • To Dust
    • Fading Realities
    • Stolen Future
    • Illusion of Free Will
    • Same Time and Place
  • Mythos
    • Dangerous Investigation
    • Ritual Site
    • Rusted Artifact
    • Torn Page
    • Whispers and Lies
    • Doktor Von Faust
    • Clockwork Revenant
    • Faithful Proselyte
    • Hallucinated Horror
    • Pallid Academic
    • Revelations
    • Prey Upon the Mind
  • The Infernal Choir
    • Vagrant Heart
    • Red Sun Xu
    • Kata Michi
    • Dancheng the Giant
    • Bane of Embers
    • Bane of Iron
    • Haunting Nocturne
    • Wretched Symphony
    • Infernal Elegy
    • True Colors
    • The Voices Gather
    • Moon Eater
    • Beneath the Flesh
  • Dynamo
    • Bank Heist
    • Crime Spree
    • Wanton Destruction
    • "Here's the plan..."
    • Copperhead
    • Python
    • Hardened Criminals
    • Helmeted Charge
    • Stranglehold
    • Impervious Advance
    • Slippery Thief
    • Take It Outside
    • Cathartic Demolition
  • Outlander
    • Crusader
    • Dragonborn
    • Warbrand
    • Magekiller
    • Archangel
    • Anchored Fragment
    • Dimensional Insinuation
    • Out of Touch
    • Disarming Blow
    • Riftblade Strikes
    • Knight's Hatred
    • Transdimensional Onslaught
  • Screamachine
    • Shred Zone
    • Slice's Axe
    • Can't Stop the Music
    • Biosurge
    • Pounding Rhythm
    • Tectonic Beat
    • Mental Link
    • Irresistible Voice
    • Hypnotize the Crowd
    • Harsh Note
    • Up To Eleven
    • Percussive Wave
    • Death Metal
  • Catchwater Harbor 1929
    • 3:10 to Overbrook
    • SS Escape
    • Unmoored Zeppelin
    • All Aboard
    • Abandoned Factory
    • Ominous Loop
    • Left Behind
    • Harkin Parish Jr.
    • Smooth Criminal
    • Frightened Onlookers
    • The Cervantes Club
    • Harbor Crane
  • Nightlore Citadel
    • Talin Brosk
    • Aethium Cannon
    • Artemis Vector
    • Warp Bridge
    • Starlight of Zzeck
    • Starlight of Noome
    • Gravity Fluctuation
    • Citadel Garrison
    • Lonely Calling
    • Assemble the Council
    • Watched by the Stars
    • Urgent Mission
  • Vault Five
    • B'yrg's Nail
    • Map to Lost Choth
    • The Eye of Fomirhet
    • Sig-Quil's Sign
    • The Coin That Strays
    • The Rats in the Walls
    • Forbidden Knowledge
    • Moment of Sanity
    • Pelaga
    • Director Wells
    • The Outer Music
    • Deeper into the Vault
  • Windmill City
    • Detective Sedrick
    • Intrepid Reporter
    • W.C.P.D. Squad
    • Iron Wasp
    • Gearlock
    • W.C.P.D. "Chariot"
    • Gray Pharmaceutical Building
    • Frame Job
    • Save the day
    • Citywide Carnage
    • Bridge Disaster
    • Cracked Water Main
  • The Chasm of a Thousand Nights
    • Noxious
    • Vicious
    • Surprisingly Agile
    • Thieving
    • Rather Friendly
    • Malevolent
    • Grand Amaraqiel
    • High Mhegas
    • High Temoq
    • Axion
    • Tevael
    • Gul
    • Beyond the Veil
  • Notes on printed text

Gyrosaur

Sphere of Devastation

Hero · One-shot, Crash · Qty 2 · HP 2

Discard all Crash cards in your hand. Gyrosaur deals 1 target X+4 melee damage, where X is 4 times the number of cards discarded this way. If Gyrosaur dealt more than 10 damage this way, destroy all environment cards and each other player discards a card.

Indiscriminate Pass

Hero · One-shot, Crash · Qty 2 · HP 2

If you have at least 1 Crash card in your hand, Gyrosaur deals another hero target 2 melee damage. Gyrosaur deals 1 non-hero target 4 melee damage.

Wipeout

Hero · One-shot, Crash · Qty 4 · HP 4

Gyrosaur deals up to X+1 targets 4 melee damage each, then deals herself X+1 melee damage, where X is the number of Crash cards in your hand.

Wrecking Ball

Hero · Ongoing, Crash · Qty 2 · HP 2

When this card enters play, Gyrosaur deals each target 1 melee damage. Increase damage dealt to environment targets by 1.

Terrifying Momentum

Hero · One-shot, Crash · Qty 2 · HP 2

Gyrosaur deals 1 target X+2 melee damage, where X is the number of Crash cards in your hand. If X is more than 4, redirect this damage to the non-hero target with the lowest HP. Draw a card.

Omnivore

Hero · One-shot · Qty 3

Destroy a target with 3 or fewer HP. Gyrosaur regains X HP, where X is the HP of that target before it was destroyed. You may shuffle your trash into your deck.

Ricochet

Hero · One-shot, Crash · Qty 3

Gyrosaur deals 1 target 2 melee damage. Gyrosaur deals a second target X melee damage, where X is the amount of damage she dealt to the first target. Reduce the next damage dealt by non-hero targets damaged this way to 0.

A Merry Chase

Hero · Ongoing · Qty 2

Whenever a target deals damage to Gyrosaur, all other hero targets become immune to damage dealt by that target until this card leaves play. At the start of your turn, destroy this card.

Gyro Stabilizer

Hero · Equipment, Limited · Qty 3

When this card enters play, discard up to 3 cards. Draw as many cards as you discarded this way. Whenever you evaluate the number of Crash cards in your hand, you may treat it as being 1 higher or 1 lower than it is.

Hidden Detour

Hero · Ongoing · Qty 2

When this card enters play, Gyrosaur regains 2HP. Then, reveal the top card of the environment deck and place it beneath this card. Cards beneath this one are not considered in play. When an environment card would enter play, you may first switch it with the card beneath this one.

Protective Escort

Hero · One-shot · Qty 2

Draw 2 cards. Select a target and a damage type. That target is immune to that damage type until the start of your next turn.

Reckless Alien Racing Tortoise

Hero · Ongoing, Limited · Qty 3

During your turn, the first time you have more than 3 Crash cards in your hand, immediately use this card's power and then destroy it. Power: Gyrosaur deals 1 target X+1 melee damage, where X is the number of Crash cards in your hand.

On a Roll

Hero · Ongoing · Qty 2

At the end of your turn, draw a card. Then if you have at least 2 Crash cards in your hand, Gyrosaur deals each non-hero target 1 melee damage and this card is destroyed.

Read the Terrain

Hero · Ongoing · Qty 2

At the start of your turn, reveal the top card of your deck and replace or discard it. Power: If Gyrosaur deals no damage this turn, increase damage dealt by Gyrosaur during your next turn to non-hero targets by 1.

Rapturian Shell

Hero · Ongoing, Limited · Qty 2

At the end of your turn, if you have 0 Crash cards in your hand, Gyrosaur deals 1 other hero 2 psychic damage. Power: Play a Crash card, or discard cards from the top of your deck until you discard a Crash card and put it into your hand.

Hyperspin

Hero · Ongoing · Qty 4

When this card enters play, you may play a card. Increase damage dealt by Gyrosaur to non-hero targets by 1. If you would draw a Crash card, play it instead. Then, destroy all copies of Hyperspin.

Drift

Transition Shock

Hero · Ongoing, Limited · Qty 2

Whenever you shift from [PAST] to [FTR] or from [FTR] to [PAST], Drift may deal 1 other target and herself 1 psychic damage each.

Out of Sync

Hero · Ongoing, Limited · Qty 2

[PAST] Reduce damage dealt to Drift by 1. [FTR] Increase damage dealt by Drift to other targets by 1.

Make Every Second Count

Hero · Ongoing, Limited · Qty 2

[PAST] Whenever you shift [<], select a hero target. Reduce the next damage dealt to that target by 2. [FTR] Whenever you shift [>], select a hero target. Increase the next damage dealt by that target by 2.

Future Focus

Hero · Ongoing, Focus · Qty 2

When this card enters play, return all other Focus cards to your hand. When Drift is dealt damage, if you have not shifted this turn, you may shift [>>>]. If you shifted [>>>] this way, Drift deals 1 target 3 radiant damage.

Past Focus

Hero · Ongoing, Focus · Qty 2

When this card enters play, return all other Focus cards to your hand. When Drift is dealt damage, if you have not shifted this turn, you may shift [<<<]. If you shifted [<<<] this way, you may play a card.

Imposed Synchronization

Hero · One-shot · Qty 2

Draw a card. [PAST] Select a target. Reduce damage dealt to that target by 1 until the start of your next turn. Shift [<]. [FTR] Select a target. Increase damage dealt by that target by 1 until the start of your next turn. Shift [>].

Destroyer's Adagio

Hero · One-shot · Qty 3

[PAST] You may play an Ongoing card from your trash, or one player may play a card now. Shift [>]. [FTR] Drift deals 1 target 2 radiant damage. Shift [<<].

Dance of the Dragons

Hero · One-shot · Qty 3

[FTR] Drift deals up to 3 targets 2 radiant damage each. Increase damage dealt this way by 1 to targets that entered play since the end of your last turn. Shift [<]. [PAST] Draw a card. Drift regains 1HP. Shift [>>].

Drift Step

Hero · One-shot · Qty 4

Shift [<] or [>]. If you shifted [<] this way, Drift regains 1HP. If you shifted [>] this way, Drift deals 1 target 1 radiant damage. Draw a card. You may play a card.

Borrowed Time

Hero · One-shot · Qty 3

Select [<] or [>]. Shift that direction up to 3 times. X is the number of times you shifted this way. If you shifted at least [<] this way, X targets regain 2HP each. If you shifted at least [>] this way, Drift deals X targets 3 radiant damage each.

Resourceful Daydreamer

Hero · One-shot · Qty 4

Draw 2 cards. Discard a card. [PAST] You may play a card. [FTR] You may use a power.

Attenuation Field

Hero · One-shot · Qty 2

Draw a card. [PAST] Destroy 1 environment card. [FTR] Destroy 1 ongoing card.

Throwing Shard

Hero · Ongoing · Qty 3

Power: [PAST] 1 target regains 2HP. Shift [>>]. Power: [FTR] Drift deals each non-hero target 1 radiant damage. Shift [<<].

Sabershard

Hero · Ongoing · Qty 3

Power: [PAST] Draw a card. Shift [>]. Power: [FTR] Drift deals 1 target 2 radiant damage. Shift [<].

Knight's Heritage

Hero · Ongoing · Qty 3

When this card enters play, destroy all other copies of Knight's Heritage and play up to 2 ongoing cards from your hand. The first time Drift is dealt damage each turn, you may shift [<] or [>].

Terminus

Immortal Coils

Hero · Equipment · Qty 3

Power: Terminus deals 1 target 3 cold damage. Add 1 or remove 3 tokens from your Wrath pool. If you removed 3 tokens this way, reduce damage dealt by that target by 1 until the start of your next turn.

Jailbreaker

Hero · Equipment · Qty 2

When this card enters play, add 3 tokens to your Wrath pool and destroy all other copies of Jailbreaker. Power: Terminus deals herself 1 cold damage and any number of other targets 2 projectile damage each.

Stained Badge

Hero · Memento · Qty 1

This card and Terminus are indestructible unless all other heroes are incapacitated. If another Memento would enter play, instead remove it from the game. At the end of your turn, add 1 token to your Wrath pool if Terminus has 1 or more HP.

Graven Shell

Hero · Memento · Qty 1

This card is indestructible. If another Memento would enter play, instead remove it from the game and increase damage dealt by Terminus by 1. Whenever Terminus destroys a card, add 2 tokens to your Wrath pool and she regains 1HP.

Railway Spike

Hero · Memento · Qty 1

This card is indestructible. If another Memento would enter play, instead remove it from the game and draw 4 cards. Whenever Terminus is dealt damage, add 1 token or remove 3 tokens from your Wrath pool. If you removed 3 tokens this way, Terminus deals the source of that damage 3 cold damage.

The Chain Conductor

Hero · One-shot · Qty 3

Reveal cards from the top of your deck until you reveal a Memento or Equipment card. Put it into play or into your hand. Shuffle the rest of the revealed cards into your deck. If no card entered play this way, add 3 tokens to your Wrath pool and Terminus deals 1 target 2 cold damage.

Full Moon Express

Hero · Ghost · Qty 2

Whenever Terminus is dealt damage by a non-hero target, she deals that target 2 melee damage. If Stained Badge is not in play, redirect damage dealt by non-hero targets to Terminus. At the start of your turn, remove this card from the game.

Searing Gaze

Hero · One-shot · Qty 2

Terminus deals 6 cold damage to a target that dealt her damage since your last turn. If a non-character target is destroyed this way, you may remove it and this card from the game.

Ethereal Armory

Hero · One-shot · Qty 2

Each player may play an ongoing or equipment card now. At the start of your next turn, return each of those cards that is still in play to its player's hand.

Unusual Suspects

Hero · One-shot · Qty 2

Add 2 tokens to your Wrath pool. Terminus deals up to 2 targets 2 cold damage each. If Terminus deals damage this way to a target that shares a keyword with a card in any trash pile, increase that damage by 2.

No Rest For The Wicked

Hero · One-shot · Qty 2

You may put a target from the villain trash into play. If that target has more than 5HP, reduce its current HP to 5. That target deals up to 2 other targets 5 infernal damage each. If no target enters play this way, add 5 tokens to your Wrath pool.

Return Fire

Hero · One-shot · Qty 3

Select a non-hero target. That target deals Terminus 1 projectile damage, then Terminus deals it 2 projectile damage. You may draw a card. You may play a card.

Soul Ignition

Hero · One-shot · Qty 3

Add 3 tokens to your Wrath pool. You may use a power now. You may discard a card. If you do, add 3 tokens to your Wrath pool or use a power now.

Guilty Verdict

Hero · Ongoing, Limited · Qty 2

Whenever a hero target is dealt 3 or more damage, add 1 token or remove 3 tokens from your Wrath pool. If you removed 3 tokens this way, increase damage dealt by that hero target by 1 until the start of the next environment turn.

Bone-Chilling Touch

Hero · Ongoing · Qty 2

A non-character target next to this card cannot have its current HP increased and cannot deal damage to Terminus. Power: Terminus deals 1 target 2 cold damage. You may move this card next to that target.

Stoke the Furnace

Hero · One-shot · Qty 3

Draw 2 cards. Increase damage dealt by Terminus by 1 until the start of your next turn. Add or remove 3 tokens from your Wrath pool. If you removed 3 tokens this way, you may play a card.

The Light at the End

Hero · Ongoing · Qty 2

When this card enters play, put a one-shot from your trash into play. At the end of your turn, you may remove 3 tokens from your Wrath pool. If you do, Terminus regains 2HP or destroys 1 ongoing card.

Covenant of Wrath

Hero · Ongoing · Qty 2

When this card would be destroyed, you may remove 3 tokens from your Wrath pool. If you removed 3 tokens this way, prevent that destruction. Power: Terminus deals 1 target 6 cold damage. Destroy this card.

Flash Before Your Eyes

Hero · Ongoing, Limited · Qty 2

At the end of your turn, select a trash pile and put a card from it on top of its associated deck. You cannot select that trash pile again for this effect until this card leaves play.

Pyre

Gamma Burst

Hero · One-shot · Qty 4

Select up to 2 non-@ cards in 1 player's hand. @ those cards until they leave that player's hand. Pyre deals that hero and each non-hero target X energy damage, where X is the number of cards @ this way.

Half-life

Hero · One-shot · Qty 3

Search your deck for an equipment card and put it into your hand. @ that card until it leaves your hand. Shuffle your deck. You may play an equipment card. Pyre deals each non-hero target 0 energy damage.

Rogue Fission Cascade

Hero · One-shot, Cascade · Qty 2

When this card enters your hand, put it into play. Pyre deals each hero with @ cards in their hand X energy damage, where X is the number of @ cards in all hands. Reveal the top card of your deck and draw or discard it.

Atomic Punch

Hero · One-shot · Qty 3

Select 2 non-@ cards in 1 player's hand. @ those cards until they leave that player's hand. If 2 of your cards were @ this way, increase energy damage dealt by Pyre by 1 until the end of your turn. Pyre deals 1 target 2 energy damage.

Cellular Irradiation

Hero · One-shot · Qty 3

Select a hero. They activate each of the following in order if they have at least that many @ cards in their hand: { 1: Use a power. { 2: Draw a card. { 3: Deal themselves 2 energy damage. { 4: Play a card.

Ion Trace

Hero · One-shot · Qty 2

Two players may each select a non-@ card in their hand and move a card that shares a keyword with it from their trash to their hand. @ any cards selected or moved this way until they leave their hands. Pyre deals each non-hero target 0 energy damage.

Chromodynamics

Hero · Ongoing, Limited · Qty 3

Whenever a player plays a @ card, Pyre deals 1 target 1 energy damage. Power: Discard a card. Pyre deals 2 targets 2 lightning damage each.

Containment Breach

Hero · Ongoing, Limited · Qty 3

Whenever a player plays a @ card, increase energy damage dealt by Pyre by 1 until the end of your turn. Then shuffle a Cascade card from your trash into your deck. Power: Pyre deals himself and each non-hero target 1 energy damage.

Fractured Control Rod

Hero · Equipment · Qty 3

If this card is @ when you play it, Pyre deals 1 target 3 toxic damage. Whenever a player discards a @ card, they may destroy this card to play the discarded card.

Atmosphere Scrubbers

Hero · Equipment · Qty 2

When this card enters play, you may use a power. Power: 2 heroes may each discard a card to regain 2 HP. Each hero who discards a @ card this way may draw a card.

Hull Cladding

Hero · Equipment, Limited · Qty 2

Reduce damage dealt to and by Pyre by 1. If Containment Breach is ever in play, destroy it or destroy this card. Power: Draw 2 cards. Destroy this card.

Particle Collider

Hero · Equipment, Limited · Qty 2

Power: 1 player may play a @ card now. Pyre deals 1 target 1 energy damage. You may destroy a copy of Thermonuclear Core. If you do, increase this damage by 3.

Cherenkov Drive

Hero · Equipment · Qty 2

At the end of your turn, 1 player may select 1 non-@ card in their hand. @ that card it until it leaves their hand. Then, they may use a power on that card. If that power destroys that card, discard it instead.

Neutron Forcefield

Hero · Equipment, Limited · Qty 2

If this card is @ when you play it, it becomes indestructible until the end of your turn. Power: Select a hero target. Until the start of your next turn, that target is immune to damage. Destroy this card.

Thermonuclear Core

Hero · Equipment, Limited · Qty 2

When this card enters your hand, select 1 non-@ card in your hand. @ that card until it leaves your hand. At the end of your turn, 1 player with no @ cards in their hand draws a card. @ that card until it leaves their hand.

Fission Regulator

Hero · Equipment, Limited · Qty 2

When Rogue Fission Cascade would enter play, instead discard it and draw a card. Then put a Cascade card from your trash on top of your deck and destroy this card. Power: Each player selects 1 non-@ card in their hand. @ those cards until they leave their hands.

Gargoyle

Absorb and Unleash

Hero · One-shot · Qty 3

Gargoyle may deal 1 target 0 toxic damage. Gargoyle deals 1 hero target 2 toxic damage. Gargoyle deals up to X targets 3 toxic damage each, where X is the amount of damage that was dealt to that hero target.

Grim Herald

Hero · One-shot · Qty 3

Gargoyle deals 1 target 3 toxic damage. One other player may discard a card. If they do, you may play a card or draw a card now.

Dreamcatcher

Hero · One-shot · Qty 3

Draw 2 cards. Reduce the next damage dealt by Gargoyle by X, where X is up to 3. Gargoyle deals 1 target 1 toxic damage. If that target takes damage this way, Gargoyle deals X other targets 2 toxic damage each.

Ultimatum

Hero · One-shot · Qty 2

Destroy up to 3 hero ongoing or equipment cards belonging to other players. Gargoyle deals 1 target X toxic damage, where X is 3 times the number of cards destroyed this way.

Wither

Hero · One-shot · Qty 2

Destroy 1 ongoing or environment card. If a card is destroyed this way, increase the next damage dealt by Gargoyle by 2.

Essence Theft

Hero · One-shot · Qty 3

Gargoyle may deal 3 targets 1 toxic damage each or 1 target 3 melee damage. If any targets were dealt damage this way, Gargoyle regains 1HP.

Something to Fear

Hero · One-shot · Qty 4

Select a target. Reduce the next damage it deals by 1. Increase the next damage Gargoyle deals by 1. Search your deck and trash for a Hunter card and put it into play or into your hand. If you searched your deck, shuffle it.

Your Strength Is Mine

Hero · Ongoing · Qty 3

Play this card next to a target. You may destroy this card at any time. When this card is destroyed, reduce the next damage dealt by that target by 2 and increase the next damage dealt by Gargoyle by 2.

Bioenergy Pulse

Hero · Equipment · Qty 3

Whenever Gargoyle deals himself damage, he may also deal that damage to 1 other target. Power: Gargoyle deals each non-hero target 1 toxic damage. Increase the next damage Gargoyle deals by 1.

Agile Technique

Hero · Ongoing · Qty 3

Power: Gargoyle deals up to 2 targets 2 toxic damage each. If a hero was damaged this way, Gargoyle deals a third target X+1 melee damage, where X is the damage dealt to that hero.

Mark for Execution

Hero · Ongoing · Qty 3

Each hero gains the following power: Power: Gargoyle deals 1 target 2 toxic damage. Gargoyle may deal a second target 1 melee damage.

Leech Field

Hero · Equipment, Hunter, Limited · Qty 2

Once per turn, when Gargoyle deals or would be dealt damage, or when a non-hero target would be dealt damage, you may reduce that damage by 1 and increase the next damage dealt by Gargoyle by 1.

Preservation Engine

Hero · Equipment, Hunter, Limited · Qty 2

When Gargoyle destroys a target by reducing its HP below 0, increase the next damage dealt by Gargoyle by X, where X is the amount of negative HP it had. The first time this happens each turn, Gargoyle regains 1HP. Power: Discard 2 cards. Draw 2 cards.

Violent Assist

Hero · Ongoing, Hunter, Limited · Qty 2

Once per turn when Gargoyle would be dealt damage by another hero target, you may prevent that damage. If you do, increase the next damage dealt by Gargoyle by X, where X is the amount of damage prevented this way.

Terrorize

Hero · Ongoing, Hunter, Limited · Qty 2

At the end of each turn, each non-hero target damaged by Gargoyle during that turn deals itself 1 irreducible psychic damage. At the start of the villain turn, Gargoyle may deal 1 target 0 psychic damage.

The Mistress of Fate

The Timeline

Villain · Qty 1

This card is indestructible. Day cards cannot be affected by non-villain cards. Cards beneath villain cards are not considered in play. Immediately after the environment turn, flip the Mistress of Fate's villain character cards if one of these things occurs: { The players choose to flip her. { All heroes are incapacitated. { All Day cards are face up.

Day of Sinners

Villain · Day · Qty 1

When this card flips face up, put any cards beneath it into play. If there are none, reveal cards from the top of the villain deck until a One-shot is revealed, put it into play, and shuffle the other revealed cards into the villain deck. When that one-shot leaves play, put it beneath this card.

Day of Sorrows

Villain · Day · Qty 1

When this card flips face up, put any cards beneath it into play. If there are none, reveal cards from the top of the villain deck until an Anomaly is revealed, put it into play, and shuffle the other revealed cards into the villain deck. When the Mistress of Fate flips or that card leaves play, put it beneath this card.

Day of Swords

Villain · Day · Qty 1

When this card flips face up, put any cards beneath it into play. If there are none, reveal cards from the top of the villain deck until an Anomaly or One-shot is revealed, put it into play, and shuffle the other revealed cards into the villain deck. When the Mistress of Fate flips or that card leaves play, put it beneath this card.

Day of Saints

Villain · Day · Qty 1

When this card flips face up, increase damage dealt by villain targets by 2 until the start of the next villain turn. Then the Mistress of Fate deals the hero with the lowest HP (H) times 3 psychic damage.

Can't Fight Fate

Villain · One-shot · Qty 2

The hero with the highest HP may discard 3 cards that share a keyword. If they do not, the Mistress of Fate deals each target in that hero's play area 20 psychic damage.

Tangled Weft

Villain · One-shot · Qty 1

Each player may discard a card that shares a keyword with at least one of their cards in play. Then, the Mistress of Fate deals each hero that did not discard a card this way 5 infernal damage for each face up Day card.

To Dust

Villain · One-shot · Qty 2

The Mistress of Fate deals the hero target with the second highest HP 15 projectile damage. That hero may shuffle 10 cards from their trash into their deck. If they do, they may redirect that damage to another target.

Fading Realities

Villain · One-shot · Qty 2

The hero with the second lowest HP may select 1 card in their hand and 1 of their cards in play. Remove the selected cards from the game. If 2 cards were not removed from the game this way, the Mistress of Fate deals that hero 20 infernal damage.

Stolen Future

Villain · Ongoing · Qty 1

Play this card next to the hero with the highest HP. That hero may deal 1 target 5 radiant damage. Then, destroy this card. When this card is destroyed, destroy all hero characters in its play area.

Illusion of Free Will

Villain · Ongoing · Qty 1

Play this card next to the hero with the lowest HP. Destroy this card if the Mistress of Fate flips or there are ever less than 5 cards in the villain deck. Redirect damage dealt by this hero’s cards to the hero with the highest HP. At the end of this hero's turn, play the top 2 cards of their deck.

Same Time and Place

Villain · Ongoing · Qty 1

When this card enters play, the Mistress of Fate deals each hero 10 melee damage. If there is no card beneath this one and an environment card leaves play, put that card beneath this one. When a Day card flips face down, put any cards beneath this one on top of the environment deck.

Memory of Tomorrow

Villain · Ongoing · Qty 1

When this card enters play, move it next to the right-most face up Day card and the Mistress of Fate deals each hero 5 sonic damage and 5 cold damage. Each time the Day card next to this one is flipped face up, 1 hero may draw a card and play a card.

See the Pattern

Villain · Ongoing · Qty 2

When this card enters play, the Mistress of Fate deals each hero (H) psychic damage and (H) melee damage. When the Mistress of Fate flips, each player may move 1 card from their trash to their hand. If any cards were moved this way, destroy this card.

Necessary Correction

Villain · Ongoing · Qty 1

When this card enters play, the Mistress of Fate deals the (H)-1 hero targets with the highest HP 10 psychic damage each. At the end of the environment turn, if there are at least 5 cards remaining in the villain deck, destroy this card and flip the Mistress of Fate's villain character cards.

Hour Devourer

Villain · Anomaly · Qty 1 · HP 8

At the end of the villain turn, this card deals each non-villain target X sonic damage, where X is 3 times the number of Day cards face up. When damage dealt by a target destroys this card, that target becomes immune to damage until the start of its next turn.

Residual Malus

Villain · Anomaly · Qty 2 · HP 10

The first time a hero card is played each turn, this card deals that hero X melee damage, where X is the number of cards in the environment trash plus 1. When this card is destroyed, destroy 1 Warped Malus.

Warped Malus

Villain · Anomaly · Qty 2 · HP 6

Reduce damage dealt to this card by (H)-2. At the end of the villain turn, this card deals each non-villain target (H)+1 energy damage and regains 4 HP.

Chaos Butterfly

Villain · Creature · Qty 1 · HP 31

At the end of the villain turn, this card deals each hero target 3 projectile damage and 3 cold damage. When this card is destroyed, the players may swap the position of 2 face up Day cards. Cards under them move as well.

Mythos

Dangerous Investigation

Villain · Ongoing (CLUE) · Qty 1

[clue] At the end of the villain turn, the players may play the top card of the villain deck to add a token to this card. At the end of the villain turn, Mythos deals the X hero targets with the highest HP 3 infernal damage each, where X is (H) minus the number of villain cards the players chose to play this turn.

Ritual Site

Villain · Structure (CLUE) · Qty 1 · HP 10

[danger] Increase damage dealt by environment cards to hero targets by 1. [mad] At the end of the villain turn, this card deals each hero target 1 psychic damage.

Rusted Artifact

Villain · Relic (CLUE) · Qty 1 · HP 1

Increase damage dealt to hero targets by 1. [mad][danger] This card is indestructible and immune to damage.

Torn Page

Villain · Relic (CLUE) · Qty 2 · HP 1

The first time each turn that: [danger] a hero card is drawn... [mad] a hero card enters play... [clue] a power is used... ...this card deals that hero 2 infernal damage and 2 psychic damage.

Whispers and Lies

Villain · Ongoing (MAD) · Qty 2

At the end of the villain turn, the villain target with the lowest HP deals the hero target with the highest HP 2 sonic damage. [mad] Heroes gain the following power: Power: Shuffle 2 cards from the villain trash into the villain deck.

Doktor Von Faust

Villain · Mad Scientist (MAD) · Qty 1 · HP 12

At the end of the villain turn, search the villain deck for a Clockwork Revenant and put it into play. Shuffle the villain deck. If no card was put into play this way, this card deals each non-villain target 3 lightning damage. [clue] Reduce damage dealt to this card by 2.

Clockwork Revenant

Villain · Minion (MAD) · Qty 2 · HP 10

[danger] Increase damage dealt by this card by X, where X is 10 minus its current HP. At the end of the villain turn, this card deals the hero target with the highest HP 2 melee damage.

Faithful Proselyte

Villain · Minion (DANGER) · Qty 3 · HP 5

[mad] When this card enters play, destroy (H)-2 equipment cards. At the end of the villain turn, this card deals the hero target with the second highest HP (H)-1 lightning damage.

Hallucinated Horror

Villain · Distortion (MAD) · Qty 2 · HP 15

[mad][danger] When this card enters play, play the top card of the villain deck. At the end of the villain turn, this card deals each hero target 2 sonic damage. Destroy this card when a hero is dealt damage by another hero target.

Pallid Academic

Villain · Minion (CLUE) · Qty 2 · HP 3

When this card enters play, put all ongoing cards in the villain trash into play. When a hero target is dealt damage by another hero target: [danger] Play the top card of the villain deck. [mad] Move the bottom card of a deck to the top of that deck.

Revelations

Villain · One-shot (CLUE) · Qty 2

Mythos regains (H) HP for each environment card in play. Move 2 cards from the villain trash to the bottom of the villain deck. [clue] Reduce damage dealt by hero targets by 1 until the start of the villain turn. [mad] Each Minion regains (H) HP.

Prey Upon the Mind

Villain · One-shot (DANGER) · Qty 2

Destroy (H)-2 hero ongoing cards. [mad] Each player discards 1 card. [danger] Mythos deals each hero target 1 psychic damage.

Otherworldly Alignment

Villain · Ongoing (DANGER) · Qty 2

At the end of the villain turn: [danger] Mythos deals the hero target with the highest HP (H) infernal damage. [mad] Mythos deals each non-villain target 1 infernal damage. [clue] Mythos deals the hero target with the lowest HP (H) psychic damage.

"Your Darkest Secrets"

Villain · One-shot (MAD) · Qty 1

Discard the top card of each hero deck. Mythos deals each hero 1 infernal damage for each card in their hand that shares a keyword with the card discarded from their deck.

Aclastyph, Who Peers

Villain · Ancient Spawn (DANGER) · Qty 1 · HP 6

At the end of the villain turn: [danger] This card deals the hero target with the highest HP 2 melee damage. Discard the top card of the villain deck. [clue] This card regains 2HP. Discard the top card of the villain deck. [mad] This card deals each other target 1 psychic damage.

The Infernal Choir

Vagrant Heart

Villain · Soul · Qty 1

When this card is on top of a hero deck, put it into play, shuffle that deck, and flip The Infernal Choir's villain character cards. This card is indestructible. If a player would draw, play, or discard cards from an empty deck, nothing happens instead.

Red Sun Xu

Villain · Ghost · Qty 1 · HP 3

Each Equipment card in play now has a maximum HP of 1 and gains the keyword "Ghost." At the end of the villain turn, (H)-1 hero targets deal themselves 3 psychic damage each.

Kata Michi

Villain · Ghost · Qty 1 · HP 9

Increase damage dealt by hero characters whose deck contains Vagrant Heart by 1. Replace all powers on hero character cards with the following power: Power: Each hero target and each Ghost deals itself 2 cold damage.

Dancheng the Giant

Villain · Ghost · Qty 1 · HP 7

Whenever a hero draws a card, The Infernal Choir deals them 4 infernal damage. They may discard that card to reduce that damage by 3.

Bane of Embers

Villain · Ghost · Qty 2 · HP 4

Whenever this card is dealt damage, it becomes immune to damage until the end of the turn. At the end of the villain turn, this card deals the (H) hero targets with the highest HP X cold damage each, where X is the current HP of this card.

Bane of Iron

Villain · Ghost · Qty 2 · HP 3

Reduce damage dealt by hero characters whose deck does not contain Vagrant Heart by 1. When this card is destroyed, destroy (H) hero ongoing and/or equipment cards.

Haunting Nocturne

Villain · Charm · Qty 3 · HP 6

When this card enters play, if Eclipse is not in play, search the villain trash and deck for it and put it into play, then shuffle the villain deck. Increase damage dealt by The Infernal Choir by 1.

Wretched Symphony

Villain · Charm · Qty 1 · HP 7

Reduce damage dealt to The Infernal Choir by 1. At the end of the villain turn, if Vagrant Heart is in play, restore each Ghost to its maximum HP. Otherwise, the hero whose deck contains Vagrant Heart deals each other hero character 2 cold damage.

Infernal Elegy

Villain · Charm · Qty 1 · HP 11

When this card enters play, play the top card of the environment deck. The first time each turn that an environment card is destroyed, put a random Ghost card from the villain trash into play.

True Colors

Villain · One-shot · Qty 2

The Infernal Choir deals the hero target with the highest HP 6 infernal damage. If Vagrant Heart is in play, The Infernal Choir deals the hero target with the highest HP 6 cold damage.

The Voices Gather

Villain · One-shot · Qty 3

Reveal cards from the top of the villain deck until a target is revealed, put it into play, and discard the other revealed cards. That target deals the hero target with the highest HP (H)-1 psychic damage. If Vagrant Heart is in play, each player draws a card.

Moon Eater

Villain · One-shot · Qty 2

Each player puts the top 1, 2, or 3 cards of their deck into their trash, then each hero deals themself 5-X cold damage where X is the number of cards put into that hero's trash this way. If Vagrant Heart is in play, X is twice that number instead.

Beneath the Flesh

Villain · Ongoing · Qty 2

Whenever a hero character is dealt 3 or more damage at once, put the top 1, 2, or 3 cards of their deck into their trash. That hero may deal themselves X infernal damage and put one of those cards into play, where X is the number of cards that entered their trash this way. If they do, destroy this card.

Eclipse

Villain · Ongoing · Qty 1

At the end of the villain turn, The Infernal Choir deals the hero with the most cards in their trash 3 infernal damage.

No Witnesses

Villain · One-shot · Qty 2

The Infernal Choir deals the (H)-1 hero characters with the lowest HP 3 infernal damage each. 1 hero dealt damage this way draws a card. Each other hero dealt damage this way discards a card.

Dynamo

Bank Heist

Villain · Ongoing, Plot · Qty 1

At the end of the villain turn, each player may discard 1 card. If fewer than (H)-1 cards were discarded this way, discard the top card of the villain deck.

Crime Spree

Villain · Ongoing, Plot · Qty 1

At the end of the villain turn, the players may choose to play the top card of the environment deck. If they do not, discard the top card of the villain deck and Dynamo deals each hero target 1 energy damage.

Wanton Destruction

Villain · Ongoing, Plot · Qty 1

At the end of the villain turn, each player may destroy 1 of their non-character cards. If fewer than (H)-2 cards were destroyed this way, discard the top card of the villain deck.

"Here's the plan..."

Villain · One-shot · Qty 3

Reveal cards from the top of the villain deck until a Plot is revealed. Put it into play and shuffle the other revealed cards back into the villain deck. The villain target with the highest HP deals each hero target (H)-1 melee damage.

Copperhead

Villain · Rogue · Qty 1 · HP 18

If this card has 10 or fewer HP, increase damage it deals by 2. At the end of the villain turn, this card deals the 2 hero targets with the highest HP (H) melee damage each.

Python

Villain · Rogue · Qty 1 · HP 10

The first time a hero target deals damage to this card each turn, reduce damage dealt by that target by 1 until the start of the next villain turn. Whenever a One-shot enters the villain trash, this card deals the 2 hero targets with the lowest HP (H)-2 toxic damage each.

Hardened Criminals

Villain · Ongoing · Qty 1

Reduce damage dealt to villain targets by 1.

Helmeted Charge

Villain · One-shot · Qty 2

If Copperhead is in play, he deals each hero target 2 melee damage. Otherwise, seach the villain deck and trash for Copperhead and put him into play. If you searched the villain deck, shuffle it.

Stranglehold

Villain · One-shot · Qty 2

If Python is in play, destroy (H) hero ongoing and/or equipment cards. Otherwise, search the villain deck and trash for Python and put him into play. If you searched the villain deck, shuffle it.

Impervious Advance

Villain · One-shot · Qty 2

If Copperhead is in play, reduce damage dealt to villain targets by 1 until the start of the next villain turn. The villain target with the highest HP deals the hero target with the second highest HP (H) melee damage.

Slippery Thief

Villain · One-shot · Qty 2

If Python is in play, he deals each hero target 1 toxic damage, regains (H) HP, and discards the top card of the villain deck. The villain target with the lowest HP deals the hero target with the lowest HP (H)-2 melee damage.

Take It Outside

Villain · One-shot · Qty 2

Dynamo deals the hero target with the highest HP 5 energy damage. If a hero target takes damage this way, destroy 1 environment card. Dynamo deals each other hero target 1 sonic damage.

Cathartic Demolition

Villain · Ongoing · Qty 2

At the start of the villain turn, destroy all Plot cards and this card. When this card is destroyed, Dynamo deals each non-villain target X energy damage, where X is 2 times the number of villain cards destroyed this turn.

Energy Conversion

Villain · Ongoing · Qty 2

When this card enters play, discard the top card of the villain deck. When Dynamo is dealt 4 or more damage from a single source, discard the top card of the villain deck and Dynamo deals each hero target (H) energy damage. Then, destroy this card.

Kinetic Energy Beam

Villain · One-shot · Qty 2

Dynamo deals the hero target with the second highest HP (H) energy damage. Increase damage dealt to that target by environment cards by 1 until the start of the next villain turn.

Outlander

Crusader

Villain · Trace · Qty 1

Increase damage dealt by Outlander by 1. At the end of the villain turn, Outlander deals the 2 non-villain targets with the highest HP 2 irreducible melee damage each.

Dragonborn

Villain · Trace · Qty 1

The first time Outlander is dealt damage each turn, he deals the source of that damage 2 fire damage. At the end of the villain turn, Outlander deals each non-villain target 1 fire damage.

Warbrand

Villain · Trace · Qty 1

The first time Outlander deals damage each turn, he then deals the hero target with the highest HP 2 projectile damage. At the end of the villain turn, Outlander deals the 2 hero targets with the lowest HP 1 projectile damage each.

Magekiller

Villain · Trace · Qty 1

The first time a hero one-shot enters play each turn, Outlander deals the hero target with the highest HP 1 irreducible lightning damage. At the end of the villain turn, Outlander deals the hero target with the highest HP 3 melee damage.

Archangel

Villain · Trace · Qty 1

The first time Outlander is dealt 4 or more damage from a single source each turn, play the top card of the villain deck. At the end of the villain turn, Outlander deals each non-villain target irreducible 1 projectile damage.

Anchored Fragment

Villain · Ongoing · Qty 4

When this card enters play, Outlander deals the hero target with the highest HP 1 melee damage. At the start of the villain turn, if Outlander was not dealt at least (H) times 2 damage in the last round, destroy (H) hero ongoing and/or equipment cards.

Dimensional Insinuation

Villain · Ongoing · Qty 4

When this card enters play, Search the villain deck for a copy of Anchored Fragment and put it into play. Shuffle the villain deck and play its top card. Damage dealt by Outlander is irreducible. At the start of the villain turn, destroy this card.

Out of Touch

Villain · Ongoing · Qty 3

When this card enters play, Outlander deals the non-villain target with the highest HP X+3 melee damage, where X is the number of Trace cards in play. Reduce all HP recovery by 1. At the start of the villain turn, destroy this card.

Disarming Blow

Villain · One-shot · Qty 3

Outlander deals the 2 non-villain targets with the highest HP 3 melee damage each. Any hero damaged this way discards 1 card.

Riftblade Strikes

Villain · One-shot · Qty 2

Outlander deals the non-villain target with the second highest HP 2 fire damage. Outlander deals the non-villain target with the highest HP 4 melee damage.

Knight's Hatred

Villain · Ongoing · Qty 2

Increase damage dealt by Outlander by 1. Reduce damage dealt to Outlander by 1. At the start of the villain turn, destroy this card.

Transdimensional Onslaught

Villain · One-shot · Qty 2

Outlander deals each non-villain target X irreducible psychic damage, where X is the number of Trace cards in play.

Screamachine

Shred Zone

Villain · Guitarist · Qty 2

When this card enters play, if Slice is not in play, reveal the top card beneath the Set List. Slice deals the 2 hero targets with the lowest HP 1 irreducible sonic damage each.

Slice's Axe

Villain · Guitarist · Qty 1

When this card enters play, if Slice is not in play, reveal the top card beneath the Set List. Slice deals the hero with the most cards in hand (H)-1 melee damage.

Can't Stop the Music

Villain · Bassist · Qty 2

When this card enters play, if Bloodlace is not in play, reveal the top card beneath the Set List. If Bloodlace is in play, the villain target with the lowest HP regains 2HP.

Biosurge

Villain · Bassist · Qty 1

When this card enters play, if Bloodlace is not in play, reveal the top card beneath the Set List. Increase the next damage dealt by Bloodlace by 2.

Pounding Rhythm

Villain · Drummer · Qty 2

When this card enters play, if Ricky G is not in play, reveal the top card beneath the Set List. Ricky G deals the hero target with the highest HP 1 irreducible melee damage. Reduce the next damage dealt by a target damaged this way by 2.

Tectonic Beat

Villain · Drummer · Qty 1

When this card enters play, if Ricky G is not in play, reveal the top card beneath the Set List. Reduce damage dealt to Ricky G by 1 until the start of the next villain turn.

Mental Link

Villain · Vocalist · Qty 1

When this card enters play, if Valentine is not in play, reveal the top card beneath the Set List. If Valentine is in play, play the top card of the villain deck. That card does not activate any effects.

Irresistible Voice

  • Throwing Shard
  • Sabershard
  • Knight's Heritage
  • Soul Ignition
  • Guilty Verdict
  • Bone-Chilling Touch
  • Stoke the Furnace
  • The Light at the End
  • Covenant of Wrath
  • Flash Before Your Eyes
  • Cherenkov Drive
  • Neutron Forcefield
  • Thermonuclear Core
  • Fission Regulator
  • Violent Assist
  • Terrorize
  • Memory of Tomorrow
  • See the Pattern
  • Necessary Correction
  • Hour Devourer
  • Residual Malus
  • Warped Malus
  • Chaos Butterfly
  • Otherworldly Alignment
  • "Your Darkest Secrets"
  • Aclastyph, Who Peers
  • Eclipse
  • No Witnesses
  • Energy Conversion
  • Kinetic Energy Beam
  • Scream and Shout
  • Nothing But Hits
  • Live in Concert
  • Altering History
  • Radio Plaza
  • "This just in…"
  • Aethium Rage
  • Starlight of Oros (Starlight Nemesis)
  • Rogue Constellation
  • Phoebe Nelson
  • Shattered Display Case
  • The Ancients Stir
  • Crashed Tanker
  • Rain of Debris
  • Injured Worker
  • Ire of the Djinn
  • Crumbling Ruins
  • Villain · Vocalist · Qty 1

    When this card enters play, if Valentine is not in play, reveal the top card beneath the Set List. If Valentine is in play, the hero target with the lowest HP deals the hero target with the highest HP 2 melee damage.

    Hypnotize the Crowd

    Villain · Vocalist · Qty 1

    When this card enters play, if Valentine is not in play, reveal the top card beneath the Set List. Valentine is immune to damage dealt by environment cards. If Valentine is in play, 1 environment card in play deals the hero target with the highest HP 3 melee damage.

    Harsh Note

    Villain · One-shot · Qty 2

    Increase the next damage dealt by a villain target by (H). Activate all and effects.

    Up To Eleven

    Villain · One-shot · Qty 2

    The villain target with the lowest HP regains (H)-1 HP. Valentine deals each non-villain target 1 sonic damage. Activate all and effects. Reveal the top card beneath the Set List.

    Percussive Wave

    Villain · Ongoing · Qty 2

    When this card enters play, activate all and effects. At the start of the villain turn, destroy this card. Whenever a villain target would be dealt damage, reduce that damage by X. X is 2 if the damage is 4 or more, 1 if the damage is exactly 3, and 0 otherwise.

    Death Metal

    Villain · One-shot · Qty 2

    Each hero may destroy 1 of their ongoing or equipment cards. The villain target with the highest HP deals each hero that did not destroy a card this way 3 psychic damage. Activate all and effects.

    Scream and Shout

    Villain · One-shot · Qty 2

    Each villain target deals the hero target with the highest HP 2 sonic damage. Activate all and effects.

    Nothing But Hits

    Villain · One-shot · Qty 2

    Each villain target deals the hero target with the highest HP 2 projectile damage. Activate all and effects.

    Live in Concert

    Villain · One-shot · Qty 1

    The villain target with the highest HP deals the hero target with the highest HP (H) melee damage. Each player discards 1 card. Activate all , , , and effects.

    Catchwater Harbor 1929

    3:10 to Overbrook

    Environment · Transport · Qty 1

    When this card enters play, search the environment deck and trash for All Aboard and put it into play. Shuffle the environment deck and play its top card. Travel: play the top card of each other deck in turn order, starting with the villain deck.

    SS Escape

    Environment · Transport · Qty 1

    When this card enters play, search the environment deck and trash for All Aboard and put it into play. Shuffle the environment deck and each target regains 2HP. Travel: each player draws a card. Each villain target regains 3HP.

    Unmoored Zeppelin

    Environment · Transport · Qty 1

    When this card enters play, search the environment deck and trash for All Aboard and put it into play. Shuffle the environment deck and this card deals each target 2 projectile damage. Travel: increase all damage dealt by 1 until the start of the next environment turn.

    All Aboard

    Environment · Qty 1

    This card is indestructible. At the end of the environment turn, the players may activate the Travel text of a Transport card. If they do, destroy that card at the start of the next environment turn.

    Abandoned Factory

    Environment · Qty 1

    Whenever an ongoing or equipment card enters a hero trash pile, the villain character target with the lowest HP regains 2HP. When a Transport card would be destroyed, you may destroy this card instead.

    Ominous Loop

    Environment · Anomaly · Qty 1

    The first time a One-shot card enters the trash each turn, move it beneath this card. Cards beneath this one are not considered in play. At the start of the environment turn, destroy this card and put all cards beneath it into play in the order they were placed there.

    Left Behind

    Environment · Qty 1

    Play this card next to the hero with the second lowest HP. If the last villain character target is reduced to 0HP by a target other than that hero, or if that hero is incapacitated, they are stuck in the past and the heroes lose. Game over.

    Harkin Parish Jr.

    Environment · Gangster · Qty 1 · HP 8

    When this card enters play, the hero with the highest HP must discard a card. Each other player must discard a card that shares a keyword with that card. At the end of the environment turn, this card deals the hero target with the highest HP (H) melee damage.

    Smooth Criminal

    Environment · Gangster · Qty 1 · HP 4

    Reduce damage dealt to Gangsters by 1. At the end of the environment turn, this card deals each hero target X projectile damage, where X is 1 plus the number of Transports in play.

    Frightened Onlookers

    Environment · Civilian · Qty 1 · HP 3

    Whenever a target is dealt 4 or more damage from a single source, this card deals itself 1 projectile damage. At the start of the environment turn, 1 player may play a card.

    The Cervantes Club

    Environment · Qty 1

    At the end of the environment turn, 1 hero character regains X HP and discards the top X cards of their deck, where X is 1, 2, or 3. If any One-shots were discarded this way, that player discards 2 cards, then draws a card.

    Harbor Crane

    Environment · Structure · Qty 1 · HP 5

    Whenever this card is dealt damage by a target, move it next to that target. Increase damage dealt by the target next to this card by 1. When this card is destroyed, it deals the target next to it 5 melee damage.

    Altering History

    Environment · Qty 1

    Whenever this card or any other environment card is destroyed, this card deals the 2 non-environment targets with the lowest HP 2 psychic damage each.

    Radio Plaza

    Environment · Qty 1

    Play with the top card of each deck face up. Damage dealt to hero targets is irreducible. At the start of the environment turn, destroy this card.

    "This just in…"

    Environment · Qty 1

    When this card enters play, 1 player may discard 3 cards. If no cards are discarded this way, play the top card of the villain deck. At the end of the environment turn, destroy this card.

    Nightlore Citadel

    Talin Brosk

    Environment · Nightlore Trainer · Qty 1 · HP 7

    At the end of the environment turn, this card deals 1 other target 3 sonic damage. Increase damage dealt by a target damaged this way by 1 until the start of the next environment turn.

    Aethium Cannon

    Environment · Superweapon · Qty 1

    At the end of the environment turn, each player may put 1 card from their hand beneath this one. Cards beneath this one are not considered in play. If there are ever (H) times 3 cards beneath this one, this card deals 1 target 15 radiant damage and those cards are discarded.

    Artemis Vector

    Environment · Nightlore Councilor · Qty 1 · HP 3

    Increase damage dealt to villain targets with Constellations next to them by 1. When this card is destroyed, each hero target deals themselves 2 psychic damage and each player draws a card.

    Warp Bridge

    Environment · Qty 1

    At the end of the environment turn, select 1 non-character card in play other than this one and shuffle it back into its associated deck. If a card leaves play this way, play the top card of the associated deck. Then, if Rogue Constellation is in play, destroy this card.

    Starlight of Zzeck

    Environment · Nightlore Agent · Qty 1 · HP 6

    At the end of the environment turn, this card deals the villain target with the lowest HP 3 toxic damage. Then, if Aethium Cannon is in play, put the top card of 1 hero deck beneath it.

    Starlight of Noome

    Environment · Nightlore Agent · Qty 1 · HP 8

    At the end of the environment turn, select the 2 non-environment targets with the lowest HP. This card deals 1 of those targets 2 melee damage, and the other target regains 2HP.

    Gravity Fluctuation

    Environment · Qty 1

    When this card enters play, it deals each hero with more than 3 cards in their hand 2 irreducible melee damage. One hero that was dealt no damage this way may deal 1 target 3 melee damage. Reduce all damage dealt by 1. At the start of the environment turn, destroy this card.

    Citadel Garrison

    Environment · Ancient Automaton · Qty 1 · HP 9

    At the start of the environment turn, this card deals the hero target with the second highest HP (H)+1 radiant damage. Then, if Starlight of Oros and Aethium Cannon are in play, discard 2 cards from beneath Aethium Cannon.

    Lonely Calling

    Environment · Qty 1

    Players may not play cards that share a keyword with the last hero card that entered play. At the start of the environment turn, if no hero cards entered play this round, destroy this card.

    Assemble the Council

    Environment · Qty 1

    When this card enters play, reveal cards from the top of the environment deck until a target is revealed, put it into play, and discard the other revealed cards. If Starlight of Oros was put into play this way, she deals each other target 1 psychic damage. Then, destroy this card.

    Watched by the Stars

    Environment · Qty 1

    When this card enters play, it deals each villain target 2 radiant damage. If Starlight of Oros is in play, this card deals each hero target 2 cold damage instead. At the end of the environment turn, destroy this card.

    Urgent Mission

    Environment · Qty 1

    Play this card next to the hero with the highest HP. Targets in this play area cannot deal damage and are immune to damage dealt by environment cards. At the start of the environment turn, this player draws 2 cards. Then, destroy this card.

    Aethium Rage

    Environment · Qty 1

    When this card enters play, the villain target with the highest HP regains (H) HP and deals the 2 non-villain targets with the highest HP 3 radiant damage each. Then, destroy this card.

    Starlight of Oros (Starlight Nemesis)

    Environment · Nightlore Traitor · Qty 1 · HP 8

    At the end of the environment turn, this card deals each hero target 2 infernal damage and each other environment target 2 psychic damage. Then, each villain target next to a Constellation regains (H) HP.

    Rogue Constellation

    Environment · Constellation · Qty 1

    When this card enters play, move it next to the villain target with the highest HP. Then, play the top card of the environment deck. If the target next to this card leaves play, destroy this card.

    Vault Five

    B'yrg's Nail

    Environment · Artifact · Qty 1

    The first time this card enters play, select a player. Treat this card as part of their deck for the rest of the game. When this card enters play, a hero from its deck deals the 3 targets with the lowest HP 3 melee damage each. Then move this card beneath the top 2 cards of its deck face down.

    Map to Lost Choth

    Environment · Artifact · Qty 1

    The first time this card enters play, select a player. Treat this card as part of their deck for the rest of the game. When this card enters play, 1 player discards a card, a second player plays a card, and a third player’s hero uses a power. Then move this card beneath the top 2 cards of its deck face down.

    The Eye of Fomirhet

    Environment · Artifact · Qty 1

    The first time this card enters play, select a player. Treat this card as part of their deck for the rest of the game. When this card enters play, a hero from its deck regains 4HP and deals each other hero target 1 infernal damage. Then move this card beneath the top 2 cards of its deck face down.

    Sig-Quil's Sign

    Environment · Artifact · Qty 1

    The first time this card enters play, select a player. Treat this card as part of their deck for the rest of the game. When this card enters play, increase damage dealt to and by targets from its deck by 1 until the start of their next turn. Then move this card beneath the top 2 cards of its deck face down.

    The Coin That Strays

    Environment · Artifact · Qty 1

    The first time this card enters play, select a player. Treat this card as part of their deck for the rest of the game. When this card enters play, a hero from its deck deals themselves and 1 other target 1 psychic damage each and plays a card. Then move this card beneath the top 2 cards of its deck face down.

    The Rats in the Walls

    Environment · Qty 1

    When this card enters play, it deals each target 1 psychic damage. Whenever a player draws an Artifact card, they may draw a card. Increase damage dealt to heroes with Artifact cards in their hands by 1.

    Forbidden Knowledge

    Environment · Qty 1

    At the end of the environment turn, this card deals 1 hero 2 infernal damage. A hero dealt damage this way may draw 1 card. At the end of each hero's turn, if they have an Artifact card in their hand, this card deals that hero 2 psychic damage.

    Moment of Sanity

    Environment · Qty 1

    When this card enters play, destroy (H)-2 ongoing cards. Heroes gain the following power: Power: Discard 1 Artifact card. If you do, play a card or destroy 1 environment card. Then destroy this card.

    Pelaga

    Environment · Cryptid · Qty 1 · HP 6

    At the end of the environment turn, this card deals each target from the hero deck with the most Artifacts 3 toxic damage. Whenever this card is dealt damage by a hero target, that hero must discard 1 non-Artifact card.

    Director Wells

    Environment · Occult expert · Qty 1 · HP 3

    Play this next to the hero with the lowest HP. That hero is immune to psychic damage. Players with Artifact cards in their hand cannot draw cards.

    The Outer Music

    Environment · Qty 1

    At the end of the environment turn, each hero target deals itself 1 psychic damage. When a player plays an Artifact card from their hand, destroy this card.

    Deeper into the Vault

    Environment · Qty 1

    When this card enters play, reveal the top (H) cards of the environment deck. Put any Artifact cards revealed into play and discard the other revealed cards. Increase all psychic damage dealt by 1.

    Phoebe Nelson

    Environment · Talent · Qty 1 · HP 5

    At the end of the environment turn, this card deals each villain target 1 fire damage and each hero with an Artifact card in their hand 1 fire damage. Whenever an Artifact card enters play, this card deals itself 2 psychic damage.

    Shattered Display Case

    Environment · Qty 1

    Whenever a target is destroyed, discard the top card of the environment deck. If an Artifact card is discarded this way, put it into play and destroy this card. At the end of the environment turn, place all Artifact cards in all trash piles on top of their respective decks.

    The Ancients Stir

    Environment · Qty 1

    Whenever an Artifact card enters play, increase damage dealt by this card by 1. At the end of the environment turn, this card deals the target with the second-highest HP 1 infernal damage.

    Windmill City

    Detective Sedrick

    Environment · Responder · Qty 1 · HP 6

    When this card enters play, it deals 1 target 3 projectile damage. At the start of the environment turn, the players may destroy 1 Emergency card. If a card is destroyed this way, 1 hero target regains 2HP.

    Intrepid Reporter

    Environment · Responder · Qty 1 · HP 6

    When this card enters play, 2 players may each draw a card. At the start of the environment turn, the players may destroy 1 Emergency card. If a card is destroyed this way, 1 player may draw a card.

    W.C.P.D. Squad

    Environment · Responder · Qty 1 · HP 6

    When this card enters play, it deals each villain target 1 projectile damage. At the start of the environment turn, the players may destroy 1 Emergency card. If a card is destroyed this way, this card deals 1 target 3 projectile damage.

    Iron Wasp

    Environment · Supercriminal · Qty 1 · HP 8

    At the start of the environment turn, this card deals each hero target X melee damage, where X is the current HP of this card.

    Gearlock

    Environment · Supercriminal · Qty 1 · HP 6

    Reduce damage dealt to this card by (H)-1. Whenever this card is dealt damage, it deals the source of that damage 3 lightning damage. When this card is reduced to 0 HP, play the top card of each hero deck in turn order.

    W.C.P.D. "Chariot"

    Environment · Device, Drone · Qty 1 · HP 5

    At the end of the environment turn, this card deals the non-environment target with the second lowest HP (H)-1 projectile damage. If a hero target would be dealt damage this way, that hero may discard 2 cards to redirect that damage to a non-environment target.

    Gray Pharmaceutical Building

    Environment · Qty 1

    Whenever a hero uses a power that deals damage, increase that damage by 2. After a hero uses a power on a non-character card, destroy that card. At the start of the environment turn, destroy this card.

    Frame Job

    Environment · Qty 1

    When this card enters play, reveal cards from the top of the environment deck until a Responder is revealed, put it into play, and discard the other revealed cards. Redirect all damage dealt by Responders to the hero target with the highest HP. At the start of the environment turn, destroy this card.

    Save the day

    Environment · Qty 1

    When this card enters play, play the top card of the environment deck. Whenever a hero card destroys a villain target, 1 Responder regains 1HP.

    Citywide Carnage

    Environment · Emergency · Qty 1

    When this card enters play, it deals each Responder 2 energy damage. At the end of the environment turn, this card deals each hero target 1 toxic damage and each villain target 1 energy damage.

    Bridge Disaster

    Environment · Emergency · Qty 1

    When this card enters play, it deals the Responder with the lowest HP 2 projectile damage. At the end of the environment turn, this card deals the (H)-1 hero targets with the highest HP 2 cold damage each.

    Cracked Water Main

    Environment · Emergency · Qty 1

    When this card enters play, it deals 1 Responder 2 cold damage. Reduce all damage dealt by non-environment cards by 1.

    Crashed Tanker

    Environment · Emergency · Qty 1

    When this card enters play, it deals the Responder with the lowest HP 2 fire damage. At the end of the environment turn, this card deals the target with the second highest HP (H)-1 fire damage.

    Rain of Debris

    Environment · Emergency · Qty 1

    When this card enters play, it deals the Responder wth the lowest HP 2 melee damage. At the end of the environment turn, each hero may discard a card. This card deals any hero that did not discard a card this way 2 melee damage.

    Injured Worker

    Environment · Emergency · Qty 1

    When this card enters play, it deals the Responder wth the lowest HP 2 melee damage. Then move this card next to the hero with the highest HP. Increase the first damage dealt to that hero each turn by 1.

    The Chasm of a Thousand Nights

    Noxious

    Environment · Nature · Qty 1

    At the end of the environment turn, the target next to this card deals each hero target 1 toxic damage.

    Vicious

    Environment · Nature · Qty 1

    Increase damage dealt by the target next to this card by 1.

    Surprisingly Agile

    Environment · Nature · Qty 1

    Reduce damage dealt to the target next to this card by 1.

    Thieving

    Environment · Nature · Qty 1

    Whenever the target next to this card deals damage to a hero, that hero must discard a card.

    Rather Friendly

    Environment · Nature · Qty 1

    Redirect all damage dealt by the target next to this card to the villain target with the highest HP.

    Malevolent

    Environment · Nature · Qty 1

    Redirect all damage dealt by the target next to this card to the hero target with the highest HP.

    Grand Amaraqiel

    Environment · Djinn · Qty 1 · HP 12

    At the end of the environment turn, this card deals the 2 non-environment targets with the highest HP 3 cold damage each.

    High Mhegas

    Environment · Djinn · Qty 1 · HP 8

    At the end of the environment turn, this card deals the 3 hero targets with the highest HP 2 melee damage each.

    High Temoq

    Environment · Djinn · Qty 1 · HP 8

    At the end of the environment turn, this card deals the 2 non-environment targets with the lowest HP 2 fire damage each.

    Axion

    Environment · Djinn · Qty 1 · HP 4

    At the end of the environment turn, this card deals each villain target 1 melee damage.

    Tevael

    Environment · Djinn · Qty 1 · HP 4

    At the end of the environment turn, this card deals the non-environment target with the third highest HP 4 projectile damage. This card is indestructible while it has more than 0 HP.

    Gul

    Environment · Djinn · Qty 1 · HP 4

    At the end of the environment turn, this card deals the non-environment target with the lowest HP 3 infernal damage. Whenever this card destroys a target, it deals each target other than itself 1 cold damage.

    Beyond the Veil

    Environment · Qty 1

    When this card enters play, shuffle all targets from the environment trash into the environment deck. The first time a hero card is discarded each turn, that hero deals themselves 1 psychic damage.

    Ire of the Djinn

    Environment · Qty 1

    When this card enters play, 3 players each draw 1 card. Redirect all damage dealt by environment targets to the hero target with the highest HP. Nature cards cannot redirect this damage. At the start of the environment turn, destroy this card.

    Crumbling Ruins

    Environment · Qty 1

    At the end of the environment turn, this card deals each non-environment target X melee damage, where X is the number of environment targets in play.

    Notes on printed text

    Kept as printed in the creators' spreadsheet, not corrected:

    • Starlight of Oros: the spreadsheet prints the name on one line and the subtitle "(Starlight Nemesis)" on the line with the type, keywords and HP. It is shown here as one heading, "Starlight of Oros (Starlight Nemesis)".
    • Quote lines are omitted from every card.
    • Keywords and Qty are the spreadsheet's own columns. Cards with an empty keyword column are shown without a keyword entry.