Keywords

Keywords

These are the Keywords available in Super Dungeon.

Version
PlayMode
Keyword
Definition
1.0
Default
9 Lives
When a model with 9 Lives takes their last wound, immediately roll +1r . Remove one wound for every star rolled. If no stars are rolled the model is destroyed.
FK
Default
9 Lives
One Use Only. When a model with 9 lives is destroyed, immediately roll 1r. Remove one wound token for each star rolled If no stars are rolled the model is destroyed as normal.
2.0
Default
9 Lives
One Use Only. When a model with 9 Lives is destroyed, immediately roll 1R. Remove one wound token for each star rolled. If no stars are rolled, the model is destroyed as normal.
2.0
Default
Active Spawn
Spawning points with Active Spawn may activate during the Consul Turn in the same manner as 16-Bit Monsters. When destroyed they grant loot as normal for spawning points.
2.0
Explore
Active Spawn
Spawning points with Active Spawn may activate during the Consul Turn in the same manner as 16-Bit Monsters.
2.0
Default
Afflict
A model with Afflict X causes its target to suffer the listed status effect(s) when it achieves a critical success.
2.0
Explore
Afflict
POISON, IMMOBILE
2.0
Explore
Afflict
FIRE, KNOCKDOWN
2.0
Explore
Afflict X
A model with Afflict X causes its target to suffer the listed status effect(s) when it achieves a critical.
2.0
Explore
Afflict X
A model with Afflict X causes its target to suffer the listed status effect(s) when it achieves a critical success.
1.0
Default
Alchemy
Turn any hearts rolled into potions.
FK
Default
Alchemy
When a model with Alchemy rolls a heart they may choose to gain a potion instead.
2.0
Explore
Alchemy
When a model with Alchemy rolls a heart, it may choose to gain a potion instead.
FK
Default
All-Seeing
This Pet's Master gains Hookshot on its basic Magic attack if it has one, so long as it begins its activation within 2 squares of this Pet.
2.0
Explore
All-Seeing
This Pet's Master gains Hookshot on its basic Magic attack if it has one and it began its activation within two squares of this Pet.
2.0
Explore
Alone Forever
Other friendly models within three squares of a model with Alone Forever must discard the highest result rolled anytime they make a defense roll.
FK
Default
Ambush
When this model spawns or enters play using a Princess Coin, it may be placed on any open square in the dungeon.
2.0
Explore
Ambush
When this model spawns or enters play using a Princess Coin, it may be placed on any open square in the dungeon.
2.0
Default
Ambush Predator
After an enemy model enters a square adjacent to a model with Ambush Predator, the model with Ambush Predator may make a basic attack action against it.
2.0
Default
Ammo Dump
The Consul places six crystal shell tokens anywhere in the dungeon. These tokens may not be placed within three squares of another crystal shell token.

All Heroes gain the following action for the duration of this Boss Fight: Firing Pin
FK
Default
Angry Walrus
At the end of the Consul's power-up phase, the Consul rolls 1B. If no stars are rolled, nothing happens. If any stars are rolled, the Consul may move the model with Angry Walrus up to one square for each star rolled and then make a basic melee offensive action against any other member of the party in range. Arcade: the Hero's controller rolls and must move towards and attack the closest other friendly model if stars are rolled.
2.0
Explore
Angry Walrus
At the end of the Consul's power-up phase, the Consul rolls 1B. If no stars are rolled, nothing happens. If any stars are rolled, the Consul may move the model with Angry Walrus up to one square for each star rolled and then make a basic melee offensive action against any other member of the party in range (Arcade: the Hero's controller rolls and must move towards and attack the closest other friendly model if stars are rolled).
FK
Default
Animate Soul
Place a crystal token on target Hero. When the Hero is destroyed, if the model that placed the crystal is not in play, remove the crystal token to spawn the model that placed the crystal adjacent to the Hero. The model spawned in this way suffers three wounds after being placed.
2.0
Default
Animate Soul
Place a crystal token on target Hero. When the Hero is destroyed, if the model that placed the crystal is not in play, remove the crystal adjacent to the Hero. The model spawned in this way suffers three wounds after being placed.
2.0
Explore
Animate Soul
Place a crystal token on target Hero. When the Hero is destroyed, if the model that placed the crystal is not in play, remove the crystal token to spawn the model that placed the crystsal adjacent to the Hero. The model spawned in this way suffers three wounds after being placed.
2.0
Default
Another Round
During upkeep roll 1B. For every start rolled Deodric gains one potion.
2.0
Default
Apprenticeships
Spawn six Forge Gnomes; one within two squares of each dungeon exit in the first tile and one within two squares of each dungeon exit in the last tile.
2.0
Default
Arc
After resolving an action with Arc, choose another model within two squares of the last model targeted and which has not already been targeted. Resolve the action again, rolling one less dice of the player's choice against the new target. Continue choosing new targets in this manner until Arc fails to inflict a wound, no dice remain, or there is no new target in range.
FK
Default
Area
When an area is drawn place the appropriate template anywhere within the tile.\r\n\r\nTrap templates may not be placed across walls, structures, or chasms. They may be placed in the same square as a friendly or enemy models.
1.0
Default
Area Effects
Some abilities can hit multiple models all at the same time.
These are called, area effects. Area effects have a special set of
rules to govern how they function:
* First determine which models are in the squares that will be
affected by the area effect. This will vary depending on the
type of area effect being used.
• Burst X requires that you select a single model, in line of sight
to the model using the effect, as the action’s target. The area
effect is centered on that target.
• Cross X, Wave X, and Aura X are centered on the user. In this
case the user is considered the target but it is not affected by
its own area effect unless the effect states otherwise (such as
in the case of Augment).
•Lance X, Spray X, and Sweep X require that you choose one
square that is adjacent (but not diagonal) to the model using
the effect. Then determine the remaining squares affected
from the initial square chosen, using the area effect’s rules
and diagrams as a guide. Unlike other effects the initial square
chosen may be empty.
• If the area effect is part of an attack, make a single attack roll
and apply it to every model affected. Each model affected
makes their own defense roll, comparing their result to the
attack roll separately.
• All models affects by an area effect are considered to be hit
simultaneously.
• Friendly models, including the user, are not affected by area
effects unless the area effect specifies otherwise (such as in
the case of Augment).
• Area effects do not affect squares that the user cannot draw
line of sight to unless the area effect specifies otherwise.
• Some area effects cover a different area if the model using
them is on a large base. When this is the case, use the example
diagram as a guide.
• If a model is affected by two area effects simultaneously the
effects are cumaltive as long as the abilities are different --
even if their effects are the same.
• Some area effects replace the distance portion of a model’s
special ability ie Magic X, Missile X, or Range X. In this case
ignore the ‘X’ portion of the ability that allows them to target
distant models and replace it with the area effect. The model
may still use the attribute specified by that ability when
making an attack roll.
2.0
Default
Area Effects
Some actions can hit multiple models all at the same time. These actions are called area effects. To use an area effect, first determine which models are in squares that will be affected. Squares that the user cannot draw line of sight to are not affected. All models that are within the area are considered to be affected simultaneously.\r\n\r\nWith the exception of Burst X, area effects replace the range of an action. If the area effect action requires an offense roll the model using the action makes a single roll. Every model within the area is allowed to make a defense roll. Friendly models, including the user, are not affected by area effects unless they are Augment or Dangerous actions. If a model is affected by two area effects simultaneously the effects are cumulative as long as the actions’ names are different, even if their effects are the same.
2.0
Default
Armory
Equip three Relic Items (in addition to any equipped due to remaining spawning points).
1.0 Custom
Default
Armour Piercing Blades
One hero model, of the Consul player's choice is cursed by the Wizard, and immediately turns into The Wolf. All equipment and potions are kept by the hero.
1.0 Custom
Default
Armoured Piercing
When the Chaos Warrior enters play place a Fragile counter on every hero. The Chaos Warrior starts off mounted.
1.0 Custom
Default
Armoured Plating
Heroes in a tile containing a spawn point are considered to be suffering from STUN. They lose this status effect immediately upon leaving the tile.
2.0
Default
Artillery
An action with Artillery may target any square within range, even if no model occupies the square.
2.0
Explore
As You Wish
After a treasure with As You Wish is equipped the party must immediately draw two treasure cards and equip them both. While an item with As You Wish is in play, all Heroes with at least one treasure suffer a wound when they achieve a critical success.
1.0
Default
Augment
Abilities with Augment may only target or affect friendly models that are hit, including the user.
FK
Default
Augment
May only target or affect friendly models.
2.0
Default
Augment
May only target or affect friendly models.
1.0
Default
Aura
An Aura effect follows the same rules as Wave X with one important difference -- Auras remain in play, centered on and moving with the user, until the beginning of their next activation.
FK
Default
Aura
An Aura effect is centered on the user's base and every square within X squares of the user. Auras remain in play, centered on and moving with the user, until their next upkeep.
2.0
Default
Autosave
One Use Only. When this model or a friendly model within 2 squares would be destroyed, immediately roll 1G. Remove one wound token for each star rolled. If no stars are rolled, the model is destroyed as normal.
FK
Default
Back Strike
+1ST STR if the gang's target did not activate during the previous Hero Turn.
2.0
Arcade
Back Strike
+1ST STR If the gang's target did not activate during the previous Hero Turn.
1.0
Default
Backlash
If a model with Backlash exceeds an attack roll with their defense roll the attacker takes one wound. Wounds caused by Backlash do not advance the Power Gauge.
FK
Default
Backlash
If a model with Backlash exceeds an offense roll with their defense roll the attacker takes one wound.
FK
Default
Backlash
When a model with Backlash is targeted by an offensive action and wins the defense roll, the model making the Offense roll suffers one wound. A model may not draw a loot card for destroying a model due to Backlash.
2.0
Default
Backlash
When a model with Backlash is targeted by an offensive action and wins the defense roll, the model making the offense roll suffers one wound. A model may not draw a loot card for destroying a model due to Backlash.
2.0
Arcade
Backlash
If a model targeted by an offensive action and wins the defense roll, the model making the offense roll suffers one wound. A model may not draw a loot card for destroying a model due to Backlash.
2.0
Arcade
Backlash
If a model targeted by an offensive action possesses Backlash and wins the defense roll, the model making the offense roll suffers one wound. A model may not draw a loot card for destroying a model due to Backlash. (Arcade: A Hero may not inflict more than one wound to monsters in this way per Consul Turn.)
2.0
Explore
Backlash
If a model targeted by an offensive action and wins the defense roll, the model making the offense roll suffers one wound. A model may not draw a loot card for destroying a model due to Backlash.
2.0
Explore
Backlash
If a model targeted by an offensive action possesses Backlash and wins the defense roll, the model making the offense roll suffers one wound. A model may not draw a loot card for destroying a model due to Backlash.
FK
Default
Backstabber
Whenever the Model suffers a wound can place it on a friendly model adjacent instead.
FK
Default
Backstabber
When a model with Backstabber suffers a wound, they may place the wound token on an adjacent friendly model instead.
2.0
Default
Backstabber
When a model with Backstabber suffers a wound, place the wound token on a friendly minion model wihtin three squares instead.
2.0
Explore
Backstabber
When a model with Backstabber suffers a wound, it may place the wound token on an adjacent friendly model instead.
2.0
Default
Bacon!
Spawn four Truffle Hogs from any Dungeon Exit.
2.0
Default
Bacon!
Spawn four Truffle Hogs from any Dungeon Exit.
2.0
Explore
Bag of Crows
When a model with Bag of Crows succeeds on a defense roll, spawn one Underdead Crow adjacent to it for each heart rolled (up to a maximum of 4 Underdead Crows in play).
Custom
Default
Ball
See Ball Card for more information.
1.0
Default
Bane
A model suffering Bane discards the highest result rolled anytime it makes an offense roll.
FK
Explore
Bane
A model suffering Bane discards the highest result rolled anytime it makes a defense roll.
FK
Arcade
Bane
A monster suffering Bane reduces its ARM by 1st.
2.0
Default
Bane
A model suffering Bane discards the highest result rolled anytime it makes a defense roll.
2.0
Arcade
Bane
A monster suffering Bane reduces its ARM by 1ST.
2.0
Explore
Bane
A model suffering Bane discards the highest result rolled anytime it makes a defense roll. (Arcade: A monster suffering Bane reduces its ARM by 1ST.)
FK
Default
Bane Aura
Monsters with Ruby affinity that are within 2 squares of Shallow Grave gain Bane.
FK
Default
Baptized by Fire
King Starfire may remove one wound token fro every Hero suffering FIRE.
1.0 Custom
Default
Barry
Barry is 16-Bit, but can only come into play once.
2.0
Default
Battle Without End
If no mini-boss is in play, spawn a mini-boss selected for this game adjacent to target Hero. The mini-boss immediately suffers three wounds. Heroes do not draw treasure for destroying this mini-boss.
2.0
Default
Beat Up Some Ijin
In any scenario which has Ibaraki-doji, deal the last wound to Ibaraki-doji and destroy it.

When this quest is accomplished, equip the Lucky Peach equipment card on the reverse side of this card. It may remain equipped for the entire campaign, unless you choose to discard it.
1.0
Default
Berserk
During its activation a model with Berserk may make a single a single Melee Attack costing no action points.
FK
Default
Berserk
During its activation a model with Berserk may make a single Melee Attack costing no action points.
2.0
Default
Berserk
During its activation, a model with Berserk may make a single Melee Attack costing no action points.
2.0
Default
Bewitching Song
The Consul may move all Heroes 3 squares, using the rules for Compel.
1.0
Default
Bind
A model or effect with bind places a bind counter on any model it damages. A model suffering bind may not use any of its Special Actions.
2.0
Explore
Birds of a Feather
When a model with Birds of a Feather suffers a wound, spawn 2 Underdead Crows adjacent to it.
2.0
Default
Biting Wind
When a model with Biting Wind is destroyed, the model that destroyed it gains ICE at the end of its activation.
1.0
Default
Black Ice
Enemy models that end an activation within 2 squares of this model are moved two squares directly away from the model with Black Ice.
2.0
Default
Black Ice
Enemy models which end an activation within two squares of this model are moved two squares directly away from the model with Black Ice.
1.0 Custom
Default
Black Magic
Heroes in a tile containing a spawn point are considered to be suffering from STUN. They lose this status effect immediately upon leaving the tile.
2.0
Default
Black Parade
When a model with Black Parade enters play, the Consul spawns two Curse Ravens adjacent to the spawning point icon in the third tile and two adjacent to the spawning point icon in the second tile (four Curse Ravens total).
FK
Default
Bleed
When making an offense roll, a model with Bleed counts any Hearts rolled as both one star and one heart.
2.0
Default
Bleed
When making an offensive roll, a model with Bleed counts any Hearts rolled as both one star and one heart.
FK
Default
Blessed Strike
A model with Blessed Strike gains +1st to all offense rolls it makes for each spent Princess Coin on its card.
2.0
Explore
Blessed Strike
A model with Blessed Strike gains +1ST to all offense rolls it makes for each spent Princess Coin on its card.
1.0
Default
Blessing
A tile effect with Blessing bestows a positive effect, specified on the tile effect's card, to models within the tile. Blessings only effect Hero, elite and minion models.
FK
Default
Blessing
A tile effect with Blessing bestows a positive effect, specified on the tile effect's card, to models within the tile. Blessings only affect Hero, elite and minion models.
2.0
Explore
Blessing
A tile effect with Blessing bestows a positive effect, specified on the tile effect's card, to models within the tile. Blessings only affect Hero, elite and minion models.
1.0
Default
Blood Drinker
When a model with Blood Dinker rolls a heart they gain one heart in exactly the same manor as a Hero.
FK
Default
Blood Drinker
When a model with Blood Drinker inflicts a wound they may remove one wound or one status effect for every wound rolled.
2.0
Arcade
Blood Drinker
If a monster with Blood Drinker inflicts at least one wound during a Fight command, remove one wound token from its card.
2.0
Explore
Blood Drinker
When a model with Blood Drinker inflicts a wound, it may remove one wound or status effect token from its card for every heart rolled.
2.0
Default
Bluff
Models with Bluff gain +1ST to offensive actions taken during another model's activation.
2.0
Default
Bob-omb
If another Hero activates after this Hero, during the same turn, that Hero gains +1R to the first offense roll it makes that activation.
2.0
Explore
Bodyguard
Mini-Bosses and Dungeon Bosses that are adjacent to a monster with Bodyguard may not be targeted with offensive actions which can legally target the monster with Bodyguard.
2.0
Default
Bonded Creep
This Creep may not be used unless the listed Dungeon Boss is selected for this game.
FK
Default
Bone Collector
A model with Bone Collector may use Hearts it rolls during successful offensive actions on Pets as well as Heroes.
2.0
Explore
Bone Collector
A model with Bone Collector may use hearts it rolls during successful offensive actions on Pets as well as Heroes.
1.0
Default
Bone Pile
When this model is destroyed leave a Bone Pile counter in the same square it occupied. This counter is ignored for purposes of movement and line of sight. A model may spend two points of speed to stomp on a Bone Pile counter in their square to remove it from play.
FK
Default
Bone Pile
When a model with Bone Pile is destroyed replace it with a Bone Pile Token. If all Bone Piles are already on the dungeon map move the Bone Pile furthest from the Heroes to the new square. Enemy models may spend 2 movement points to remove an adjacent Bone Pile from play.
1.0
Default
Boo Booty
Boo Booty cannot by spawned, instead they enter play when their treasure card is drawn.
FK
Default
Boo Booty
Boo Booty cannot be spawned, instead they enter play when their treasure card is drawn.
2.0
Default
Boo Booty
Boo Booty cannot be spawned, instead they enter play when their treasure card is drawn.
1.0
Default
Boo!
You may not spawn Boo Booty. Boo Booty may only enter play when the Boo Booty relic card is drawn from the Treasure Deck.
2.0
Explore
Born Lucky
A model with Born Lucky may reroll one heart when it rolls dice.
1.0
Default
Born of Fire
Heroes that move into a square adjacent to any spawning point on the dungeon map immediately suffer Fire.
Custom
Default
Bouncing
Whenever this model is moved by other models, when it ends its movement, roll 1G.

Number of Stars:

1: 1 space left.
2: 1 space forward-left
3: 1 space forward.
4: 1 space forward-right.
5: 1 space right.
else: 1 space backwards.
2.0
Explore
Bouncing Betty
A model with Bouncing Betty may enter squares occupied by other models (and other models may enter squares containing a model with Bouncing Betty). As soon as a model with Bouncing Betty shares a square with an enemy model, destroy it and trigger Volatile. When a model with Bouncing Betty activates, roll 1R and move it a number of squares equal to the number of stars rolled towards the closest Hero. If there are ever 12 models with Bouncing Betty in play, immediately destroy all of them (this triggers Volatile).
2.0
Arcade
Bouncing Betty
A model with Bouncing Betty may enter squares occupied by other models (and other models may enter squares containing a model with Bouncing Betty). As soon as a model with Bouncing Betty shares a square with an enemy model, destroy it and trigger Volatile. When a model with Bouncing Betty receives a Move command, roll 1R and move it a number of squares equal to the number of stars rolled towards the closest Hero. If there are ever 12 models with Bouncing Betty in play, immediately destroy all of them (this triggers Volatile).
2.0
Default
Bound
When a monster with Bound is destroyed, a SUPER on the same tile may instead choose to suffer one wound and prevent the monster from being destroyed.
2.0
Explore
Bound
When a monster with Bound is destroyed, a SUPER on the same tile may instead choose to suffer one damage and prevent the monster from being destroyed; remove all wound tokens from the monster with Bound.
FK
Default
Bramble Growth
Heroes that do not have Emerald affinity count squares within 2 squares of Bramble Knight as difficult terrain.
2.0
Default
Brew a Special Potion
During his activation, Black-Handed Henry may discard a potion token and place it on this card. Have 4 potion tokens on this card during the Power-Up Phase to accomplish this quest.

When this quest is accomplished, equip the Invulnerabilty Potion equipment card on the reverse side of this card. It may remain equipped for the entire campaign, unless you choose to discard it.
2.0
Explore
Broken Heart
When a model with Broken Heart rolls hearts during a successful attack, it may not use them to heal friendly models. Instead, it must choose one friendly model to suffer a wound for each heart rolled.
FK
Arcade
Bruiser
+1st STR if a model with Bruiser is in the gang.
2.0
Arcade
Bruiser
+1ST STR if a model with Bruiser is in the gang.
2.0
Default
Brutal Strike
When this model wins an offense roll, add three stars to its total.
2.0
Default
Brutal Strike
When this model wins an offense roll, add +3ST to its total.
2.0
Explore
Brutal Strike
When this model wins an offense roll, it gains +3ST to its total.
2.0
Explore
Brutal Strike
When this model wins an offense roll, add +3ST to its total.
2.0
Default
Brutality Aura
All models, friendly or enemy, within 2 squares gain +1st STR.
2.0
Default
Brutality Aura
All models, friendly or enemy, within two squares of a model with Brutality Aura gain +1ST STR.
2.0
Explore
Brutality Aura
All models, friendly or enemy, that are within two squares of a model with Brutality Aura gain +1ST STR.
2.0
Explore
Brutality Aura
All models, friendly or enemy, that are within two squares of a model with Brutality Aura gain +1ST ARM.
FK
Explore
Bulldozer
A model with Bulldozer may move through enemy models, and treats difficult terrain and structure squares as open squares. All non-blessing tile effects in those squares are ignored.
2.0
Default
Bulldozer
A model with Bulldozer may move through enemy models, and treats difficult terrain and structure squares as open squares. All non-blessing tile effects in those squares are ignored.
2.0
Default
Bully
A monster with Bully always targets the Hero with the least wrath with its commands.
2.0
Default
Bumper Shell
Make a Melee Attack against every Hero in the dungeon, regardless of its location. Any model which is wounded must discard one equipped equipment card.
2.0
Explore
Burn, Insects!
Enemy models within two squares that resolve Fire during their upkeep must discard two equipment cards from the backpack or suffer an additional wound.
1.0
Default
Burning Blades
All minions and denizens gain the Fire ability as though it were printed on their stat card.
FK
Default
Burning Blades
A Hero with a Citrine Slime on its card may not benefit from Citrine equipment.
2.0
Default
Burning Blades
All elite and minion monsters gain the ability FIRE.
1.0
Default
Burrow
Instead of moving normally this model may choose to Burrow. Remove all status effect counters. Place the model with Burrow in any empty square within six squares of its current square.
FK
Default
Burrow
A model with Burrow ignores structures and walls when moving.
FK
Default
Burrow
A model with Burrow may move through walls, and treats difficult terrain and structure squares as open squares. All non-blessing tile effects in squares are ignored.
2.0
Default
Burrow
A monster with Burrow may move through walls, and treats difficult terrain and structure squares as open squares. All non-blessing tile effects in those squares are ignored.
2.0
Explore
Burrow
A model with Burrow may move through walls, and treats difficult terrain and structure squares as open squares. All non-blessing tile effects in those squares are ignored.
2.0
Arcade
Burrow
A model with Burrow may move through walls, and treats difficult terrain and structure squares as open squares. All non-blessing tile effects in those squares are ignored.
1.0
Default
Burst
A Burst effect occurs as part of a ranged attack or ability. When a target is hit by a ranged effect with Burst X,the effect hits the target and every model within X squares of the target.
1.0
Default
Burst
Determine a Burst effect’s target as normal using the model’s
inherent distance ability ( Magic X, Range X, Missile X) or the
one listed in the area effect action. After the target has been
selected it and every model within X squares of the target and
in the target’s line of sight are hit by the effect.
If a large model is targeted by a Burst effect choose one square
occupied by its base as the square targeted and determine who
is hit from it as normal.
FK
Default
Burst
Determine a Burst effect's target as normal using the action's Range. After the target has been selected, it and every model within X squares of the target are affected. Squares that the target cannot draw line of sight to are not affected. If a large based model is targeted by a Burst area effect choose one square occupied by its base as the square targeted and determine the area effect as normal.
2.0
Default
Call Of The Deep
When a model with Call Of The Deep succeeds with an attack, it may spawn one Skull Point worth of 8-Bit monsters per heart rolled within 3 squares of it.
2.0
Default
Cannons On Dack!
Spawn Loose Cannons anywhere in the dungeon until there are four in play.
2.0
Default
Catastrophic Failure
When a model with Catastrophic Failure suffers more than one wound from a single attack, it immediately takes its Vent Steam action. If the model with Catastrophic Failure would be destroyed by the attack, it takes Vent Steam before being removed.
2.0
Default
Caught Red Handed
The Consul selects one Hero that is not on Kringle's Nice List. The selected Hero shapeshifts into a Naughty of the Consul's choice.
2.0
Default
Cave-In
Each Hero must choose to suffer either two wounds or Immobile.
2.0
Default
Chained to Me
Enemy models that make an attack controlled by this model gain +1G to the roll.
2.0
Arcade
Challenge
A model with Challenge may not suffer wounds from actions, unless the action was taken by the Hero with the most wrath (it still suffers effects such as Push and status effects normally).
2.0
Explore
Challenge
When a boss with Challenge spawns, the Party must choose one Hero as their Champion. No model except the Champion may deal damage to the boss, though the boss may suffer other effects (such as Push or status effects) caused by other models. The boss gains +1R to all offensive actions it takes that target the Champion. If the Champion is destroyed, the Party must select another Hero to become the Champion.
2.0
Explore
Challenge
When a boss with Challenge spawns, the party must choose one Hero as their Champion. No model except the Champion may deal wounds to the boss with actions, though the boss may suffer other effects (such as Push or status effects) caused by other models. If the Champion is destroyed, the Party must select another Hero to become the Champion.
FK
Default
Champion
Models that are adjacent to a Champion structure add +1st to all offense rolls.
FK
Default
Charge
When a model with Charge uses a Lance area effect, after resolving all other effects of the Lance, the model may be placed in any unoccupied square that was affected by the Lance.
2.0
Arcade
Charge
When a model with Charge uses a Lance area effect, after resolving all other effects of the Lance, place the model in an unoccupied square that was affected by the Lance, and which is as close as possible to the Hero with the most wrath.
2.0
Explore
Charge
When a model with Charge uses a Lance area effect, after resolving all other effects of the Lance, the model may be placed in any unoccupied square that was affected by the Lance for free.
2.0
Default
Charge Through
All Heroes immediately suffer a melee attack with 5R STR, regardless of range and LOS.
FK
Default
Chasm
Models cannot move through chasms. Models can draw line of sight through chasms.
2.0
Explore
Chasm
Models cannot move through chasms. Models can draw line of sight through chasms.
2.0
Default
Children of Decay
The Consul selects a Hero and spawns a Kodead adjacent to it. Repeat this until a Kodead has spawned adjacent to each Hero or there are six Kodeads in play.
2.0
Default
Chip Off The Block
When a model with Chip Off The Block suffers a critical from an enemy's offensive action, spawn a Frost Imp within three squares of it (up to a maximum of six Frost Imps in play).
1.0
Default
Choke
A model or effect with choke places a choke counter on any model it damages. A model suffering Choke may not use or benefit from the effect of Potions.
1.0
Default
Choke
A model or effect with Choke places a Choke counter
on any model it damages. A model suffering Choke
may not drink potions.
FK
Arcade
Citrine Goop
All elite and minon monsters gain the ability FIRE.
2.0
Explore
Clever
When a Boss Sighting space is reached, a model with Clever may suffer a wound to cancel the Boss Sighting.
2.0
Arcade
Clever
When a Challenge card is drawn with a Trap effect, a model with Clever may suffer a wound to cancel the Trap effect.
2.0
Explore
Coghammer
When a model with Coghammer rolls a heart, it may suffer a wound to turn one die that rolled a heart to any facing of its choice.
1.0
Default
Cola
Once per activation roll 1b. For every star rolled place a potion counter on Candy’s card.
FK
Default
Cola
During upkeep roll 1B. For every star rolled Candy gains one potion.
1.0
Default
Cold
A model or effect with Cold places a Cold counter on any model it damages. A model suffering Cold discards the highest result rolled anytime it makes a roll using its DEX attribute.
2.0
Default
Cold Fury
After any Waystone Creep suffers damage during the Hero turn, a model with Cold Fury may immediately take the Stinging Wind action.
2.0
Default
Come Hither
All Heroes suffer Compel 2.
2.0
Default
Come, My Loves
Spawn Spiteful Cherubs anywhere in the dungeon until there are four in play.
FK
Default
Compel
A model targeted by Compel may be moved a number of squares up to the value of X in any direction.
2.0
Explore
Consul's Wrath, The
This model gains +1R to all offense rolls.
2.0
Default
Consuming Greed
Whenever the party draws treasure, a model with Consuming Greed must equip the treasure, unless it would cause the Black Pearl to be discarded.
FK
Default
Control Effects
Control Effects allow one model to move another model. A model that is moved as a result of a control effect does not count as having been activated and may still activate and move as normal during their own turn. A model may never be moved in a manner that would not be legal for them to move on their own. Difficult terrain and other tile effects are treated as normal.
2.0
Default
Convergence With The Goddess
If the party contains one or more Heroes with Convergence With The Goddess, during the Hero Power-Up phase, the party may discard four loot from the backpack to select a Princess Coin that was not used for this game and spend it to permanently place it on any one Hero's card, this Princess Coin grants the Hero +1ST to defense rolls.
FK
Default
Corpse Stench
When a model with Corpse Stench suffers damage, all adjacent enemy models suffer Slow.
2.0
Explore
Corpse Stench
When a model with Corpse Stench suffers damage, all adjacent enemy models suffer Slow.
2.0
Default
Count of Seven
When Onryo spawns, begin tracking the number of Hero activations that occur during the Boss Fight. At the end of the seventh activation, remove one Princess Coin from the backpack. Then begin the count again.
2.0
Arcade
Counterstrike
When a model with Counterstrike suffers a wound, it may immediately make a single Melee Attack targeting the model which inflicted the wound, so long as the model is within range.
2.0
Arcade
Counterstrike
When a model with Counterstrike suffers a wound, it may immediately make a single Basic Attack targeting the model which inflicted the wound, so long as the model is within range.
2.0
Explore
Counterstrike
When a model with Counterstrike suffers a wound, it may immediately make a single Melee Attack targeting the model which inflicted the wound, so long as the model is within range.
1.0
Default
Cross
A Cross effect is centered on the user’s square and hits the user
and every model within X squares of the user, but does not affect
any diagonal squares. Crosses replace the distance portion (X) of a
distance effect, but do not replace any other aspect of the ability.
FK
Default
Cross
A Cross effect is centered on the user's base and every square within X squares of the user, but does not affect any diagonal squares.
2.0
Default
Crush
A model with Crush gains Massive Damage if its target was suffering Ice when it was targeted.
2.0
Explore
Crystal Curse
When a model with Crystal Curse succeeds with an offensive action, apply one random status effect token to the target for each heart the model with Crystal Curse rolled.
1.0 Custom
Default
Crystal Form
Varies depending on whether the targeted square is occupied or not.

Unoccupied Square - Place a large crystal model in the targeted square. The crystal counts as a wall and blocks LOS.

Occupied Square - Place the Crystal Form status effect on the targetted model.
FK
Default
Crystal Heart
When a model with Crystal Heart enters play, place one crystal token on it's card. The model gains the abilities of the corresponding crystal until it is destroyed:
Amethyst - Dark Radiance: All offense rolls and defense rolls made against a model with Dark Radiance reduce the result by 1.
Citrine - Predator: When an enemy model moves out of a square that is adjacent to a model with Predator, the model with Predator may immediately make a Melee Attack against that model.
Emerald - Charge: When a model with Charge uses a Lance, the model may be placed in any unoccupied square that was affected by the Lance for free.
Ruby - Fire, Fueled by Fire: A model with Fueled by Fire adds 1R to all offensive rolls for each model suffering fire.
Sapphire - Defender: Models without Defender that are adjacent to a friendly model with Defender cannot be targeted by offensive actions.
2.0
Default
Crystal Shaping
At the start of this model's activation it may discard one equipment card from the backpack in order to gain one of the following until the start of its next activation, depending on the equipment's slot:
Citrine: +1AC
Emerald: +2MV
Ruby: +1R WILL
Sapphire: +1R ARM.
FK
Default
Curse
A model suffering Curse discards the highest result rolled anytime it makes a defense roll.
1.0 Custom
Default
Curse
One hero model, of the Consul player's choice is cursed by the Wizard, and immediately turns into The Wolf. All equipment and potions are kept by the hero.
2.0
Default
Curse On You!, A
When a model with A Curse On You! is destroyed, place a crystal token on the model that destroyed it. When the model with the crystal token is destroyed, spawn a Walking Curse model in the square it had occupied.
1.0
Default
Cursed
[Equipment with Cursed] must be immediately equipped when drawn and cannote be discarded.
FK
Default
Cursed
Equipment with Cursed must be equipped during Power-Up if any Hero has an available slot, and cannot be removed or discarded unless the model is destroyed.
FK
Default
Cursed
Anytime this model makes a defense roll discard the highest result rolled.
FK
Default
Cursed
Anytime this model makes a defense roll discard the highest result rolled.
2.0
Default
Cursed
Equipment with Cursed must be equipped during Power-Up if any Hero has an available slot, and cannot be removed or discarded unless the model is destroyed.
FK
Default
Cursed
Anytime this model makes a roll reduce the result by 1ST.
2.0
Default
Cursed Crown
When a model with Cursed Crown is destroyed, spawn a The Walking Curse in the square it had occupied.
FK
Default
Cursed, Luck
A model with Luck may gain a Potion instead of a Heart when rolled on the dice and vice versa. Anytime this model makes a roll reduce the result by 1 STAR.
2.0
Default
Daemonus
If Daemonus is not in play, spawn Daemonus within six squares of the Midnight Queen.
2.0
Default
Dance Party
If another Hero activates after the equipped hero during the same turn, that hero gains: +2 Movement Points, +1 Action Point, +1R DEX, +1R WILL, during that activation.
2.0
Explore
Dance Party
If another Hero activates after this Hero, during the same turn, that Hero gains: +2 Movement Points, +1 Action Point, +1R DEX, +1R WILL, during that activation.
1.0
Default
Dangerous
Abilities with Dangerous damage both enemy and friendly models that are hit.
2.0
Default
Dangerous
May target and will affect friendly and enemy models.
2.0
Default
Dark Defender
The dungeon boss may not be targeted with offensive actions while a model with Dark Defender is in play.
2.0
Default
Dark Legion Spawn
This elite is also a spawning point, and it may not be placed on the first tile during setup. After placing it during setup, spawn five Undead Legionaires bonded to it. When this elite receives the spawn command, roll 1B1R and spawn one Necromutant Solo for each star rolled. When this elite receives the reinforce command, spawn Undead Legionaires until it has five bonded Undead Legionaires.
2.0
Explore
Dark Nexus
This spawning point may not begin on the first or the second tile.
FK
Default
Dark Radiance
All offense rolls and defense rolls made against a model with Dark Radiance reduce the result by 1ST.
2.0
Default
Dark Radiance
All offense rolls and defense rolls made against a model with Dark Radiance reduce the result by 1ST.
2.0
Default
Dark Reflection
Boss sightings always affect the tile this Hero is on, in addition to any tiles listed by the Mighty Monster Chart.
(Arcade: During Consul Power-Up, look at the top card of the challenge deck. If it has a Trap effect, resolve it immediately, then discard it with no further effect.)
2.0
Explore
Dark Reflection
Boss sightings always affect the tile this Hero is on, in addition to any tiles listed by the Mighty Monster Chart.
(Arcade: During Consul Power-Up, look at the top card of the challenge deck. If it has a Trap effect, resolve it immediately. Then discard it with no further effect.)
2.0
Default
Deadly Defense
This model may score critical successes on defense rolls. If it does, the attacker suffers a wound.
2.0
Explore
Deadly Defense
This model may score criticals on defense rolls. If it does, the attacker suffers a wound.
2.0
Default
Death Curse
Roll 1B. The Consul may inflict a number of wounds on the Heroes equal to the number of stars rolled. The wounds must be distributed as evenly as possible.
2.0
Arcade
Death Curse
When one or more models in this gang ends a move adjacent to a Hero, the party must select one model in the gang with Death Curse. The selected model is destroyed and the party rolls 1G. Apply one of the below status effects to the adjacent Hero depending on the roll:
Heart/Potion: Bane
1ST: Hex
2ST: Ice
3ST: Poison
4ST: Immobile
2.0
Explore
Death Curse
When a model with Death Curse is destroyed, roll 1G and place the corresponding status effect token on the square the model had occupied. If a Hero enters the square with the status effect token, remove the token and the Hero gains the status effect at the end of the current activation:
Heart/Potion: Bane
1ST: Hex
2ST: Ice
3ST: Poison
4ST: Immobile
2.0
Arcade
Death Lord
All other Undead models in play gain +2ST STR.
2.0
Arcade
Death Lord
When a model with Death Lord spawns, randomly select a spawning point that was destroyed this game and spawn all gangs listed on it within 3 squares of the model with Death Lord.
2.0
Explore
Death Lord
While a model with Death Lord is in play, all Undead monsters without the Death Lord ability gain +1G to all rolls.
2.0
Explore
Death Lord
While a model with Death Lord is in play, all Undead monsters without the Death Lord ability gain +1G to all offensive rolls. When a model with Death Lord activates, spawn one Kodead withint two squares of it.
2.0
Explore
Death Lord
All Undead models within four squares of a model with Death Lord gain +1B to all offense rolls.
FK
Default
Defender
Models without Defender that are adjacent to a friendly model with Defender cannot be targeted by offensive actions.
2.0
Default
Defender
Models without Defender that are adjacent to a friendly model with Defender cannot be targeted by offensive actions.
2.0
Explore
Defender
When enemy models declare a basic attack action if the action can target a model with Defender, it must target a model with Defender.
2.0
Default
Defenseless
When a model with Defenseless is wounded, a friendly adjacent model may choose to be wounded instead.
2.0
Explore
Delicious
When adjacent to this model, The Guth may discard this equipment (ignoring Cursed) as if it were a friendly Goblin Creep to activate Pig Feed.
2.0
Default
Demonic Possession
The Consul selects a Hero to be possessed. The possessed Hero is controlled by the Consul and counts as an 8-Bit monster worth three skull points for all purposes. It activates on the Consul turn and may not use other Heroes' potions or equipment. If the possessed Hero is destroyed it permanently returns to the control of the party. The Hero's original controller brings it back into play during the turn's power-up adjacent to any other Hero without spending a Princess Coin.
FK
Explore
Deranged Alchemist
Deranged Alchemist begins the game with 3 potion tokens, may earn tokens in the same manner as Heroes, and may have up to a maximum of 3 tokens on its card. Only Deranged Alchemist may use or benefit its potions.
FK
Default
Despair
Enemy models within two squares of a model with Despair reduce the result of all defense rolls by 1ST.
2.0
Default
Despair
Enemy models within two squares of a model with Despair reduce the result of all defense rolls by 1ST.
2.0
Arcade
Dibs
When a Hero on this tile discards a loot card due to Yoink!, place a crystal token on this model. This model gains +1ST STR for each crystal token on it.
2.0
Arcade
Dibs
When a Hero on this tile discards a loot card due to Piracy, place a crystal token on this model. This model gains +1ST STR for each crystal token on it.
2.0
Explore
Dibs
When a Hero on this tile discards a loot card due to the Yoink! ability, a model with Dibs may choose to equip the discarded loot as if it were a Hero. Equipped loot is discarded when this model is destroyed.
2.0
Explore
Dibs
When a Hero on this tile discards a loot card due to the Piracy ability, a model with Dibs may choose to equip the discarded loot as if it were a Hero.
1.0
Default
Difficult Terrain
Each square of difficult terrain a model enters costs two points of speed. If a model does not have enough speed remaining to move into a square with difficult terrain it may not do so.
FK
Default
Difficult Terrain
Each square of difficult terrain a model enters costs two movement points. If a model does not have enough movement points to move into a square with difficult terrain, it may not do so.
If any part of a large based model enters a square of difficult terrain, the move costs two movement points. Do not count squares a large model already occupies.
2.0
Explore
Difficult Terrain
Each square of difficult terrain a model enters costs two movement points. If a model does not have enough movement points to move into a square with difficult terrain, it may not do so.

Large based models are only considered to enter a square of difficult terrain if one of the squares counted along the path they are moving is difficult terrain. Remember, large based models can "squeeze" through single-square lanes.
1.0 Custom
Default
Difficult Terrain
Place a marker to indicate that the affected square now counts as difficult terrain.
2.0
Default
Difficulty Rating
If the party is unable to beat this boss with the usual number of Princess Coins, they may add X addtional Princess Coins the next time they face this boss.
2.0
Default
Difficulty Rating 1
If the party is unable to beat this boss with the usual number of Princess Coins, they may add 1 addtional Princess Coins the next time they face this boss.
2.0
Default
Difficulty Rating 2
If the party is unable to beat this boss with the usual number of Princess Coins, they may add 2 addtional Princess Coins the next time they face this boss.
2.0
Default
Difficulty Rating 3
If the party is unable to beat this boss with the usual number of Princess Coins, they may add 3 addtional Princess Coins the next time they face this boss.
2.0
Arcade
Discipline
While on the same tile as another gang or solo monster, a monster with Discipline giains +1ST STR and +1ST ARM.
2.0
Explore
Discipline
A model with Discipline gains +1B to all rolls while it is adjacent to at least one other friendly model.
1.0
Default
Distance Effects
The abilities Magic X, Missile X, and Range X are called distance
effects. A model with a distance effect may target another
model up to X squares away with any of its actions. If a distance
effect is part of an attack it will specify an attribute you must
use when making your attack roll.
A model with a distance effect listed in its special abilities may
use the listed distance effect in combination with any actions it
makes, unless specified otherwise. For example: If a model has
a distance effect listed on their card (e.g. Missile) and an action
listed on their card uses a different distance effect (e.g. Magic),
then “Magic” (i.e. WILL) would be used for that action instead
of “Missile” (i.e. DEX).
2.0
Default
Divine Guidance
When a challenge card with a Trap effect is drawn, this model may discard this treasure to prevent the Trap effect from happening.
2.0
Explore
Do It For Me
When a Hero within four squares of a model with Do It For Me activates, the Hero must roll its WILL. On a roll of 0 stars, the Consul controls the Hero's first action and first three moves of the activation. The remainder of the activation is taken normally.
2.0
Arcade
Do It For Me
When a Hero within six squares of a model with Do It For Me? activates, the Hero must roll its WILL. On a roll of 0 stars, the Hero must take its first three moves to move as close to the closest other Hero as possible and then use its first action to target that Hero with a basic attack action. The rest of the activation is taken normally.
2.0
Default
Do Not Fight
All Heroes suffer HEX.
1.0
Default
Dodge
A model with Dodge may use their Dex when making defense rolls unless they are suffering from Knockdown, Immobile, Slow.
FK
Default
Dodge
A model with Dodge may use their Dex when making defense rolls unless they are suffering from Knockdown, Immobile, Slow.
2.0
Default
Dragged To The Depths
When a model with Dragged To The Depths is destroyed, the model that destroyed it must roll 1R. If no stars are rolled, it suffers one wound.
FK
Default
Dragon Blessing
Dragons, Drakes, and Kobolds within 2 squares of Claw Shrine gain +1ST STR
FK
Default
Dragon Spite
A model with Dragon Spite may reroll a single dice when making offensive actions against dragon, drake, or kobold models.
2.0
Default
Dread
A model with Dread gains +1ST to all offense rolls if it is currently benefitting from Stealth.
2.0
Explore
Dungeon Map
During setup, after all dungeon tiles have been selected, Star Princess Candy may determine each tile's order and orientation.
1.0
Default
Each Egg Clutch comes with
1 Egg Clutch (Spawning Point)
2 Hatchlings
2 Whelps
2 Wyrmlings
FK
Default
Earthquake
All Heroes suffer KNOCKDOWN.
2.0
Default
Eat All The Dumplings!
At the end of Scenario 3: Food Fight or Scenario 4: Rescue Lily, have at least two dumpling tokens on Adzuki's card.

When this quest is accomplished, equip the Obaa-San Dumpling equipment card on the reverse side of this card. It may remain equipped for the entire campaign, unless you choose to discard it.
2.0
Explore
Eat Crow
When a model with Eat Crow is destroyed, all adjacent enemy models must roll their WILL. If they roll 2 or fewer stars, they suffer BANE.
FK
Default
Elemental Affinity
For each model with Elemental Affinity choose one element from the Elemental Affinity card at the beginning of the game. That model gains the chosen element's abilities. If the model is a spawning point, all models spawned from that point gain the chosen elements abilities. Paired spawning points must choose the same element.
2.0
Default
Elemental Affinity
For each model with Elemental Affinity choose one element from the Elemental Affinity card at the beginning of the game. That model gains the chosen element's abilities. If the model is a spawning point, all models spawned from that point gain the chosen elements abilities. Paired spawning points must choose the same element.
2.0
Default
Elemental Affinity
At the beginning of the game, a model with Elemental Affinity must choose one element from the Elemental Affinity card. That model gains the chosen element's abilities. If the model is a spawning point, all models spawned from that spawning point gain the chosen element's abilities. Paired spawning points must choose the same element.
FK
Arcade
Emerald Glop
A Hero with an Emerald Slime on its card may not benefit from Emerald equipment.
2.0
Default
Emergency Supply
A Pet with Emergency Supply may equip one loot card as if it were a Hero.
2.0
Default
Enthralled
A Pet with Enthralled may only be brought into play with the Enthralling Elixir potion action. Only one Enthralled Minion may be in play at a time. While this monster is being used as an Enthralled Minion it may not be spawned, but if the Enthralled Minion is destroyed the monster may be spawned normally again.
2.0
Default
Eternal Flame
Enemy models within 2 squares and LOS of a model with Eternal Flame do not remove the Fire status effect at the end of their activation.
2.0
Explore
Eternal Flame
Enemy models on the same tile as a model with Eternal Flame may only remove the Fire status effect when a heart is rolled (not at the end of their activation or through any other effect).
2.0
Explore
Excess Ammo
When a model with Excess Ammo discards a crystal shell token as part of an action, roll 1R on a roll of two or more stars, the token is not discarded.
2.0
Default
Excessive Armor
When this boss spawns, starting with the last tile and working backwards, place on crystal token adjacent to each SPAWNPOINT square. Repeat this until there are a number of crystal tokens equal to the number of Heros. A Hero may place an adjacent crystal token onto its card by taking an Interact action. Heroes without a crystal token may not cause the dungeon boss to suffer wounds with offensive actions.
2.0
Default
Exorcist
A model with Exorcist may equip one Prayer Slip treasure to each slot for free (the slot may still be used to equip other loot or treasure). A model with Exorcist begins the game with four Prayer Slips equipped: one in each slot.
2.0
Default
Experimental Calculations
Nikolai Ten draws two treasure cards. Choose one card and shuffle the other back into the deck. Nikolai Ten gains the effects listed on the chosen card until the beginning of the next activation, then discards the card. Only Nikolai Ten may use Experimental Calculations.
FK
Default
Experimental Concoction
Fae Alchemist draws two treasure cards. Choose one card and shuffle the other back into the deck. Fae Alchemist gains the effects listed on the chosen card until the beginning of her next activation, then discards the card. Note, Fae Alchemist gains this effect even if she has a treasure card equipped as normal. Only Fae Alchemist may drink Experimental Concoction.
1.0 Custom
Default
Explosion
All heroes suffer KNOCKDOWN and models adjacent to the Warrior suffer Fragile. The Chaos Warrior is dismounted.
FK
Arcade
Extra Scared
A Hero with a Ghost on its card may not remove status effect tokens from its card at the end of its activation or when a heart is rolled.
2.0
Default
Extra Sparkly
When a model with Extra Sparkly ends its activation, it may gain two wrath.
2.0
Explore
Eye is Open, The
After an enemy model moves, a model with The Eye is Open may roll 1B. If any stars are rolled, the model with The Eye is Open may make a basic magic attack against it (so long as the enemy is within range and LOS as normal).
2.0
Arcade
Eye is Open, The
Each time a Hero enters a square within range of LOS of a model with The Eye is Open, roll 1B. If any stars are rolled, the model with The Eye is Open makes a STR 4ST attack against the Hero.
2.0
Explore
False Security
The model equipped with Cursed Remains suffers Bane, which can only be removed when the model dies. The model does not gain a Princess Coin.
2.0
Default
Familiar
A model with Familiar includes a familiar card. The familiar card is equipped at the beginning of the game following normal equipment rules. A familiar card may not be discarded.
2.0
Default
Favors of the Goddess
Princess Coins on this model's card grant it +1R to defensive rolls instead of +1ST.
FK
Explore
Feed Me
Eat one friendly model within melee range to heal one wound.
FK
Explore
Feed Me
Once per activation a model with Feed Me may remove one friendly model within melee range from play to heal one wound or remove a single a status effect.
FK
Arcade
Feed Me
During upkeep, if a model with Feed Me is suffering any wounds, destroy one minion within two squares of the model and remove one wound token.
2.0
Arcade
Feed Me
During upkeep, if a monster with Feed Me is suffering any wounds, destroy one minion within two squares of the model and remove one would token.
2.0
Explore
Feed Me
Once per activation, a model with Feed Me may remove one friendly model within melee range from play to remove one wound or one status effect token.
FK
Default
Feint
Force the target to reroll one of its defense dice.
FK
Explore
Feint
When a model with Feint makes an offensive action, they may choose one dice from their target's defense roll and force them to reroll the result.
FK
Arcade
Feint
When a model with Feint makes an offensive action, decrease ARM of target model by 1ST.
2.0
Default
Feint
When a model with Feint makes an offensive action they may choose one dice from their target's defense roll and force them to reroll the result. (Arcade: Decrease ARM of target model by +1ST.)
2.0
Arcade
Feint
When a model with Feint makes an offensive action decrease the ARM of target model by 1ST.
2.0
Explore
Feint
When a model with Feint makes an offensive action they may choose one dice from their target's defense roll and force them to reroll the result.
2.0
Explore
Feint
When a model with Feint makes an offensive action, it may choose one dice from the target's defense roll and force them to reroll the result.
2.0
Explore
Feint
When a model with Feint makes an offensive action, it may choose one dice from the target's defense roll and force them to reroll the result. (Arcade: Decrease ARM of target model by 1ST.)
2.0
Default
Ferocious Hoot
At the end of this model's activation, spawn two Yowlings within four squares of this model, up to a maximum of six Yowlings in play.
2.0
Default
Fertilizer
This model immediately shapeshifts back into its original form if a friendly model in an adjacent square takes the Interact action and discards two loot from the Backpack.
1.0
Default
Fiery Escape
All models in a square adjacent to Starfire suffer Fire.
1.0
Default
Fire
A model or effect with Fire places a Fire counter on any model it damages. A model suffering Fire takes one wound at the beginning of its activation every round until the Fire counter is removed. Wounds caused by Fire do not advance the Power Gauge.
FK
Default
Fire
A model suffering Fire suffers one wound during its upkeep.
2.0
Default
Fire
A model suffering Fire suffers one wound during its upkeep.
2.0
Explore
Fire
A model which enters one or more Fire squares suffers FIRE at the end of the current activation.
1.0
Default
Fire Aura
Monsters with Citrine affinity that are within 2 squares of Lava Whirl gain Fire.
FK
Default
Fire Aura
Monsters with CITRINE affinity that are within 2 squares of Lava Whirl gain FIRE.
2.0
Default
Fire Aura
Monsters with CITRINEAFFINITY that are within two squares of a model with Fire Aura gain FIRE.
FK
Default
Fire Storm
All Heroes suffer FIRE.
2.0
Default
Fire Storm
All Heroes suffer FIRE.
1.0
Default
First Stone, The
A model with The First Stone gains +1b to all offensive rolls for each wound it is suffering, to a maximum of +3b.
2.0
Explore
First Stone, The
A model with The First Stone gains +1B to all offensive rolls for each wound it is suffering, to a maximum of +3B.
FK
Default
Fixable
When a model successfully use the Bandage basic action on a model with Fixable, remove two wound tokens instead of one.
1.0
Default
Fixed Form
Once shapeshifted into X form it may not shapeshift back to its original form.
FK
Default
Fixed Form
A shapeshift with Fixed Form may not shapeshift into its original form during its upkeep.
2.0
Arcade
Fixed Form
A shapeshift with Fixed Form may not shapeshift into its original form during a unique command.
2.0
Explore
Fixed Form
A shapeshift with Fixed Form may not shapeshift into its original form during its upkeep.
2.0
Default
Flaming
When a model with Flaming ends its activation, all adjacent enemies suffer Fire.
FK
Default
Flammable
When a model with Flammable is targeted by an action that causes Fire, the Flammable model suffers Fire even if it wins the defense roll.
2.0
Default
Flammable
When a model with Flammable is targeted by an action that causes FIRE, the Flammable model suffers FIRE even if it wins the defense roll.
1.0 Custom
Default
Flee
Metaly enters the dungeon from any entrance when 16 bit is reached. it is moved first on every Consul turn and MUST move across every tie in play. Once it reaches the final tile it exits from any entrance on that tile.
1.0
Default
Fly
A model with Fly may ignore and move through squares containing enemy models, difficult terrain, and tile effects.
FK
Default
Fly
A model with Fly treats difficult terrain, chasm, and structure squares as open squares. All non-blessing tile effects in those squares are ignored. Structure squares do not block line of sight to or from models with Fly.
2.0
Default
Fly
A model with Fly treats difficult terrain, chasm, and structure squares as open squares. All non-blessing tile effects in those squares are ignored. Structure squares do not block line of sight to or from models with Fly.
2.0
Arcade
Fodder
When an Elite within 2 squares, that has no bonded minions, suffers a wound, apply the wound to this model instead as if it were one of the Elite's bonded minions.
2.0
Default
For The Crown
When a model with For The Crown is destroyed it makes two basic 0MI attacks before being removed from play.
2.0
Default
For The Pirate Queen!
Ijin Oni gain Frenzy for the remainder of the game. (A model with Frenzy gains +1R on offensive rolls against any model that is suffering a wound.)
2.0
Default
For Unlawful Carnal Knowledge
All Spiteful Cherubs in play gain 1SW to their strength (they may now make basic melee attacks normally).
1.0
Default
Forced Shift
Instead of being destroyed as normal it instead automatically Shapeshifts into its X Form.
FK
Default
Forced Shift
When a model with Forced Shift is destroyed, instead of being removed from play it immediately Shapeshifts.
2.0
Default
Forced Shift
When a model with Forced Shift is destroyed, instead of being removed from play it immediately Shapeshifts.
2.0
Default
Forest Awakens, The
The Consul may spawn up to 4 skull points of monsters from the spawning pool anywhere in the dungeon.
2.0
Default
Forest Blessings
All other monsters on the same tile as a model with Forest Blessings gain +1ST STR.
2.0
Default
Forest's Vengeance The
This effect does not occur during Boss Sightings. For the remainder of the game, all monsters except for Mother Noctua gain +1R to all rolls.
2.0
Arcade
Forge Master
When a model with Forge Master spawns, draw and equip two treasure cards to it. The model gains any ARM bonuses. Any other stat bonuses are considered to be applied to the model's STR. When a model with Forge Master needs to roll due to the dice bonuses on its treasure, the player to the active player's left rolls. The model with Forge Master ignores all abilities and actions on the treasure.
2.0
Explore
Forge Master
This dungeon boss may equip up to two Relic Items per slot.
2.0
Default
Formless
At the beginning of this model's activation it may increase one attribute by +1B. This bonus lasts until it is activated again.
2.0
Default
Fortify
A model with Fortify gains +1B ARM for each enemy adjacent to them, to a maximum of +3B ARM.
2.0
Default
Found a Shiny
When a model with Found A Shiny rolls a critical success, draw one loot and place it into the backpack!
1.0
Default
Fragile
A model or effect with Fragile places a Fragile counter on any model it damages. A model suffering fragile discards the highest result rolled anytime it makes a roll using its ARM attribute.
2.0
Default
Free Coin
When a Hero with Free Coin suffers a wound that removes it from play, it is immediately returned to play as though a Princess Coin was spent.
(No Princesss Coin is used to activate Free Coin and no Princess Coin is placed on its card.)
2.0
Arcade
Freed In Death
When a model with Freed In Death is destroyed, the closest minion model is also destroyed.
2.0
Explore
Freed In Death
When a model with Freed In Death is destroyed, the party may choose one monster in range. The model with Freed In Death makes a melee attack against the chosen monster before being removed.
2.0
Arcade
Frenzy
A monster or gang with Frenzy gains +1ST STR against any model that is suffering a wound.
2.0
Arcade
Frenzy
A monster or gang with Frenzy gains +1ST against any model that is suffering a wound.
2.0
Explore
Frenzy
A Model with Frenzy gains +1R on offensive rolls against any model that is suffering one or more wounds.
2.0
Explore
Frenzy
A model with Frenzy gains +1R on offensive rolls against any model that is suffering a wound.
FK
Default
Fresh Grave
When creeps are spawned for this tile, also spawn one Rattlebone in each fresh grave square.
2.0
Explore
Fresh Grave
Kodeads may be spawned from Fresh Grave Tile Effects instead of Rattlebones.
2.0
Explore
Frostfang
A model with Frostfang gains +1G to offensive rolls while targeting a model suffering ICE.
2.0
Default
Frosty Imps
Spawn Frost Imps within three squares of the dungeon boss until there are six Frost Imps in play.
2.0
Arcade
Frosty Imps
When a model with Frosty Imps spawns, spawn Frost Imps within three squres of it until there are six Frost Imps in play.
2.0
Default
Frozen Prison
While this Relic is attached to a Hero, the Hero must roll 1B before taking an action. If no stars are rolled, the action automatically fails. The Hero may choose to suffer one wound to reroll the die.
2.0
Default
Fueled by Fire
A model with Fueled by Fire adds 1R to all offensive rolls for each model suffering Fire.
2.0
Default
Fueled by Fire
A model with Fueled by Fire adds +1R to all offensive rolls for each enemy model suffering FIRE.
2.0
Default
Fungal Fury
Enemy models that end a Push within three squares and LoS of one or more models with Fungal Fury suffer one wound.
2.0
Default
Furious Bloom
This effect only occurs during Boss Sightings. The Consul may spawn up to 4 skull points of monsters from the spawning pool in each tile affected by the Boss Sighting. These monsters may spawn anywhere in the tile.
FK
Default
Fury
A model with Fury gains +1B to all offense rolls for each wound it is currently suffering.
2.0
Arcade
Fury
A model with Fury gains +1ST STR for each wound it is currently suffering.
2.0
Explore
Fury
A model with Fury gains +1B to all offense rolls for each wound it is currently suffering.
2.0
Explore
Fury
A model with Fury gains +1B STR to all offense rolls for each wound it is currently suffering.
2.0
Explore
Gatekeeper
When a model with Gatekeeper is spawned, select the closest doorway to the spawning point that connects two tiles. The model with Gatekeeper is spawned in the selected doorway. Move any models in the way up to one space. Then, the model with Gatekeeper immediately makes one basic melee attack against all adjacent enemy models.
2.0
Arcade
Gatekeeper
When a model with Gatekeeper is spawned, select the closest doorway to the spawning point that connects two tiles. The model with Gatekeeper is spawned in the selected doorway. Move any models in the way up to one space. Then, all Heroes adjacent to the Gatekeeper suffer a STR +4ST attack.
2.0
Default
Get 'em Boys
Spawn four Spikers. Starting with the Player(s), the Consul and the Party alternate placing Spikers in the dungeon until all four are placed. Spikers may not be placed within three squares of another Spiker or in the first tile.
FK
Default
Ghost
A model with Ghost ignores walls for the purposes of line of sight and movement.
2.0
Default
Ghost
A model with Ghost ignores walls for the purpose of line of sight and movement.
2.0
Default
Ghost
A model with Ghost ignores walls and structures for the purpose of line of sight and movement.
2.0
Explore
Ghost
A model with Ghost ignores walls and structures for the purpose of line of sight and movement.
2.0
Default
Ghost Charge
When this treasure is equipped place 4R on it. Whenever this model makes a roll, it may remove any number of dice from this treasure and add them to the roll. Once the dice have been used they are removed from this card permanently.
FK
Default
Ghost Town
Spawn one Ghost for every destroyed mini-boss, Skull Token on the dungeon, and spent Princess Coin.
FK
Default
Ghostmancer
Whenever a model with Ghostmancer inflicts a wound, place a Ghost model adjacent to the wounded model.
2.0
Default
Ghostmancer
Whenever a model with Ghostmancer inflicts a wound, place a Ghost model adjacent to the wounded model.
2.0
Default
Giddyup
TBD.
2.0
Arcade
Gifts of Darkness
TBD.
FK
Default
Giri Swarm
Spawn six Giri within two squares of Goro.
2.0
Explore
Glimpse The Future
While a model with Glimpse the Future is in play, immediately discard and redraw any cards drawn from the Treasure Deck which are not Treasure.
FK
Default
Gloom Aura
While within 2 squares of Pumpkin Patch, Heroes that do not have Ruby affinity discard the highest rolled when making offense rolls.
2.0
Default
Go For The Eyes!
Spawn 1 Underdead Crow adjacent to each Hero, until there is a maximum of 4 Underdead Crows in play.
FK
Default
Goddess
Models that end their activation adjacent to a Goddess structure may remove one wound token.
2.0
Explore
Goddess
Models that end their activation adjacent to a Goddess structure may remove one wound token.
1.0 Custom
Default
GooBody
When attacked, if the attack misses, then this model may immediately move 1 space.
2.0
Default
Good Head On My Shoulders, A
This model ignores the Headless Curse ability.
FK
Default
Grabby
A model that is adjacent to an enemy model with Grabby may not move.
2.0
Default
Grabby
A model that is adjacent to an enemy model with Grabby may not move.
FK
Default
Grabby Hands
Grants every monster with Sapphire affinity within 2 squares the Grabby ability.
FK
Default
Grabby Hands
Monsters with Sapphire affinity that are within 2 squares of Grabby House gain Grabby.
2.0
Default
Grave Spawn
This Pet may not be brought into play with the Summon Pet action. Instead, if this Pet was selected by a Hero, the Hero may suffer one damage to spawn one Pet Ghost adjacent to any other Hero before that Hero is destroyed.
2.0
Explore
Grave Spawn
This Pet may not be brought into play with Summon Pet. Instead, when another Hero is destroyed, this Pet's Master may suffer one wound to spawn one Ghost adjacent to the Hero before it is removed.
2.0
Default
Grave Visions
When this model is destroyed, place three red dice on this treasure. This model may discard 1R from the Crimson Watcher when it makes any roll to add 1R to the roll.
2.0
Explore
Greed
When a model with Greed makes an attack, it gains +1R to its offense roll for each Princess Coin on its target's card.
2.0
Arcade
Greed
When a model with Greed makes an attack, it gains +1ST for each Princess Coin the Heroes have used this game.
FK
Default
Grind
Models wounded by a model with Grind must discard one piece of equipment of their choice.
FK
Explore
Gross
When Pudge is destroyed, before removing the model resolve the following offensive action:
0AC: SW, Wave 1, +1R STR.
FK
Arcade
Gross
When Pudge is destroyed, before removing the model resolve the following offensive action:
0AC: Wave 3.
2.0
Default
Guardian
Adjacent Heroes double their Defense bonuses from Princess Coins.
1.0
Default
Halloween
When Von Drakk enters play, replace all Bone Pile counters in the dungeon with Rattle-Bones as though they have been targeted by the Raise ability. You may only Raise as many Rattle-Bones as you have models available, regardless of the number of Bone Pile counters in the dungeon.
FK
Default
Halloween
Replace all Bone Pile tokens with models with the Bone Pile ability from the spawning pool.
FK
Default
Hammer Brooch
A model with Bulldozer may move through enemy models, and treats difficult terrain and structure squares as open squares. All non-blessing tile effects in those squares are ignored.
FK
Default
Hatchery
When a non-Egg Clutch spawning point spawns it may place its monsters within 2 squares of Egg Clutch in addition to its own model.
FK
Default
Have a Heart
A model with Have a Heart benefits from hearts it rolls on failed actions, as well as successful actions.
2.0
Explore
Have A Heart
A model with Have A Heart benefits from hearts it rolls on failed actions as well as successful actions.
2.0
Default
Headless Curse
During the activation of a model with Headless Curse, it must make at least one basic offenseive action against another Hero. If it does not, discard a Princess Coin. If a model with Headless Curse destroys another Hero with a basic offensive action, search the Loot Deck for the "My Beautiful Skull" Loot and automatically equip it, then shuffle the deck.
1.0
Default
Heal
A model affected by Heal may remove a number of wound counters or a number of status effect counters equal to the value of X.
FK
Default
Heal
A model affected by Heal may remove a number of wound tokens or a number of status effect tokens equal to the value of X.
2.0
Default
Heal
A model affected by Heal may remove a number of wound tokens or a number of status effect tokens, in any combination, equal to the value of X.
1.0
Default
Healer
When a model with Healer rolls a Heart on an attack roll they gain two Hearts instead of one if they successfully inflict a wound.
FK
Default
Healer
When a model with Healer rolls a potion they may choose to gain a heart instead.
2.0
Explore
Healer
When a model with Healer rolls a potion, it may choose to gain a heart instead.
FK
Default
Heart Attack
When making an offense roll, a model with Heart Attack counts any hearts rolled as two hearts.
2.0
Explore
Heart Attack
When making an offense roll, a model with Heart Attack counts any hearts rolled as two hearts.
2.0
Default
Heart Attack
When making an offense roll, a model with Heart Attack counts any hearts rolled as two hearts.
2.0
Explore
Heart of the Forge
When this Relic item is equipped, this model may Heal 3. Then all enemy models in Wave 4 suffer 1 wound and FIRE.
2.0
Default
Heart Strike
When making an offense roll, any hearts rolled count as both a heart and a star.
2.0
Default
Help Meeeee!
TBD.
2.0
Default
Helpful Gifts
TBD.
2.0
Default
Here Polly
Spawn a Potion Parrot within 3 squares of the dungeon boss. Then spawn Loose Cannons anywhere in the dungeon until there are four in play.
2.0
Default
Here Polly
When a model with Here Polly spawns, spawn a Potion Parrot within 3 squares of it.
2.0
Explore
Hero's Bane
A model with Hero's Bane gains +1ST STR while making a basic melee attack for each Ghostflame adjacent to the target.
2.0
Default
Heroic Mob
Friendly models within two squares and Line of Sight gain Mob.
FK
Default
Hex
A model suffering Hex discards the highest result rolled anytime it makes a defense roll.
FK
Explore
Hex
A model suffering Hex discards the highest result rolled anytime it makes an offense roll.
FK
Arcade
Hex
A monster suffering Hex reduces its STR by 1ST.
2.0
Default
Hex
A model suffering Hex discards the highest result rolled anytime it makes an offense roll.
2.0
Arcade
Hex
A monster suffering Hex reduces its STR by 1ST.
2.0
Explore
Hex
A model suffering Hex discards the highest result rolled anytime it makes an offense roll. (Arcade: A monster suffering Hex reduces its STR by 1ST.)
2.0
Explore
Hex
A model suffering Hex discards the highest result rolled antime it makes an offense roll. After dice are rolled by any Hero for any reason, this model may discard the die to add it to the roll.
2.0
Default
Hex Aura
Monsters with RUBYAFFINITY that are within two squares of a model with Hex Aura gain Hex.
FK
Default
Hidden
Models Spawned from a spawning point with Hidden may be placed anywhere on the tile, instead of only within 2 squares.
FK
Default
Hidden
Models Spawned from a spawning point with Hidden may be placed anywhere on the tile, instead of only within 2 squares.
1.0
Default
Hidden Lever
When a spawning point is destroyed, the Heroes must rotate the tile 90 degrees in a direction of their choosing.
1.0 Custom
Default
Hired Hand
Hired Hands cannot equip items, carry potions, or open chests.

Up to two Hired Hands can be activated per turn instead of a single Hero. (The Hero still gets their own turn later in the round.)
FK
Default
Hoard
A model with Hoard may equip loot and treasure cards. When spawned, draw one treasure card and equip it on this model. When defeated heroes gain all equipment cards this model has equipped.
2.0
Default
Hold Them!
Spawn one Spiteful Cherub adjacent to each Hero in play.
2.0
Explore
Holiday Madness
After a model with Holiday Madness suffers wounds, roll 1R and apply one of the following effects:

0ST Potion: This model suffers an additional wound.

One Star: The closest other Hero suffers one wound.

Two stars, Three stars: The party draws one loot and places it in the Backpack.
1.0
Default
Holy
A model with Holy may reroll a single dice when making an attack roll versus undead or demons.
FK
Default
Holy
A model with Holy may reroll a single dice when making offensive actions against undead, demons, or nether models.
2.0
Explore
Holy
A model with Holy may reroll a single dice when making offensive actions against undead, demons, or nether models.
2.0
Explore
Holy
A model with Holy may reroll a single dice when making offensive actions which target undead, demons, or nether models.
1.0
Default
Hookshot
A Hookshot is a special type of ranged ability that allows the user to target a model it does not have line of sight to.
1.0
Default
Hookshot
Hookshot may be used in combination with any distance
effect. Hookshot allows the user to target a model it does not have line
of sight to.
FK
Default
Hookshot
Actions with Hookshot do not require line of sight to target a model. Range must still be counted around walls and structures.
2.0
Default
Hookshot
/* Actions with Hookshot do not require line of sight to target a model. Range must still be counted around spaces that block line of sight, such as walls and structures.*/
2.0
Explore
Hookshot
Actions with Hookshot do not require line of sight to target a model. Range must still be counted around walls and structures.
1.0
Default
Host
When a model with HOST is spawned you may immediately place an additional model with Host in an empty, adjacent square. You may activate two models with Host for every skull value. Each model must fully complete its activation before the second is activated.
2.0
Explore
Howling Vengeance
All other Ijin on this tile gain +1R on attack rolls for every three wounds on a model with Howling Vengeance.
1.0
Default
Hubris
Basic Melee Attack action against a Hero that is equipped with one or more pieces of equipment, and grants +1b STR per piece of equipment on the Hero.
FK
Default
Hubris
When making a Melee Attack, a model with Hubris gains +1B STR for every equipment card equipped on their target.
2.0
Arcade
Hubris
A model with Hubris gains +1ST STR for every equipment card equipped on its target.
2.0
Arcade
Hubris
When making a Melee Attack, a model with Hubris gains +1ST STR for every equipment card equipped on its target.
2.0
Explore
Hubris
When making a Melee Attack, a model with Hubris gains +1B STR for every equipment card equipped on its target.
FK
Default
Hunger
When a model with Hunger rolls a Heart, no other model may benefit from its effect unless the model with Hunger is not suffering any wounds.
2.0
Default
Hunger
When a model with Hunger rolls a Heart, no other model may benefit from its effect unless the model with Hunger is not suffering any wounds.
2.0
Default
Hunter
A model with Hunter may reroll a single die when making offensive actions which target spider, gnoll, or orc models.
2.0
Default
Hunter's Mark
Place a crystal token on the closest enemy model. Friendly models attacking the model with the crystal token gain +1ST STR. Only one frinedly Mark token may be in play at one time and it may not be removed until the target is destroyed or Mark is used again.
2.0
Explore
Hunter's Mark
Place a crystal token on the target. Friendly models attacking the target gain +1B to their offense rolls. Only one frinedly Mark token may be in play at one time and it may not be removed until the target is destroyed or Mark is used again.
2.0
Explore
I Know A Shortcut
You may discard the Devil Island Map at any time to select any one tile and rotate it up to 180 degrees.
2.0
Default
I Know Nothing
A model with this ability may not use the Open Chest action.
FK
Default
Ice
A model suffering Ice may not use unique actions.
2.0
Default
Ice
A model suffering Ice may not use unique actions.
2.0
Default
Ice Fiends
When this model achiees a critial success, summon one Frost Imp adjacent to it if there are fewer than six Frost Imps in play.
2.0
Default
Illumination
Models that target an enemy model within 3 squares of a friendly model with Illumination may reroll a single dice.
2.0
Explore
Illumination
Models that target an enemy model within 3 squares of a friendly model with Illumination may reroll a single dice.
2.0
Default
Illusionary Double
When a model with Illusionary Double suffers a wound, place one crystal token on its card. It may never have more than one crystal token. When the model is affected by an action that requires a defense roll, it may remove one crystal token to automatically win the roll.
1.0
Default
Immobile
A model or effect with Immobile places a Immobile counter on any model it damages. A model suffering Immobile may not move during its turn.
1.0
Default
Immobile
A model or ability with Immobile places an Immobile
counter on any model it damages. A model suffering
Immobile may not move during its turn. If a model
suffering from Immobile takes damage from any
source (even one that normally causes Immobile), it
gains Immune: Immobile until the beginning of it’s
next activation.
FK
Default
Immobile
A model affected by Immobile may not move during their next activation.
2.0
Default
Immobile
A model affected by Immobile may not move during its next activation.
Custom
Default
Immortal
This model is never destroyed, killed, or truly removed from the board.
1.0
Default
Immune
A model with immune ignores and imediately removes all counter or affects of the abilty listed as X.
FK
Default
Immune: Bane
A model with Immune: Bane ignores and immediately removes all counters and/or the affects of Bane.
2.0
Default
Immune: Bane
A model with Immune: Bane ignores and immediately removes all counters and/or the affects of Bane.
1.0
Default
Immune: Bind
A model with Immune: Bind ignores and immediately removes all counters and/or the affects of Bind.
1.0
Default
Immune: Choke
A model with Immune: Choke ignores and immediately removes all counters and/or the affects of Choke.
1.0
Default
Immune: Cold
A model with Immune: Cold ignores and immediately removes all counters and/or the affects of Cold.
1.0
Default
Immune: Fire
A model with Immune: Fire ignores and immediately removes all counters and/or the affects of Fire.
FK
Default
Immune: Fire
A model with Immune: Fire ignores and immediately removes all counters and/or the affects of Fire.
2.0
Default
Immune: Fire
A model with Immune: Fire ignores and immediately removes all counters and/or the affects of Fire.
1.0
Default
Immune: Fragile
A model with Immune: Fragile ignores and immediately removes all counters and/or the affects of Fragile.
FK
Default
Immune: Hex
A model with Immune: Hex ignores and immediately removes all counters and/or the affects of Hex.
2.0
Default
Immune: Hex
A model with Immune: Hex ignores and immediately removes all counters and/or the affects of Hex.
FK
Default
Immune: Ice
A model with Immune: Ice ignores and immediately removes all counters and/or the affects of Ice.
2.0
Default
Immune: Ice
A model with Immune: Ice ignores and immediately removes all counters and/or the affects of Ice.
1.0
Default
Immune: Immobile
A model with Immune: Immobile ignores and immediately removes all counters and/or the affects of Immobile.
2.0
Default
Immune: Immobile
A model with Immune: Immobile ignores and immediately removes all counters and/or the affects of Immobile.
1.0
Default
Immune: Knockdown
A model with Immune: Knockdown ignores and immediately removes all counters and/or the affects of Knockdown.
FK
Default
Immune: Knockdown
A model with Immune: Knockdown ignores and immediately removes all counters and/or the affects of Knockdown.
2.0
Default
Immune: Knockdown
A model with Immune: Knockdown ignores and immediately removes all counters and/or the affects of Knockdown.
1.0
Default
Immune: Pacify
A model with Immune: Pacify ignores and immediately removes all counters and/or the affects of Pacify.
1.0
Default
Immune: Poison
A model with Immune: Poison ignores and immediately removes all counters and/or the affects of Poison.
FK
Default
Immune: Poison
A model with Immune: Poison ignores and immediately removes all counters and/or the affects of Poison.
2.0
Default
Immune: Poison
A model with Immune: Poison ignores and immediately removes all counters and/or the affects of Poison.
1.0
Default
Immune: Slow
A model with Immune: Slow ignores and immediately removes all counters and/or the affects of Slow.
FK
Default
Immune: Slow
A model with Immune: Slow ignores and immediately removes all counters and/or the affects of Slow.
2.0
Default
Immune: Slow
A model with Immune: Slow ignores and immediately removes all counters and/or the affects of Slow.
1.0
Default
Immune: Status Effects
A model that is Immune: Status Effects can never suffer the negative effects of status effects. If a model that is suffering a status effect gains Immune: Status Effects remove all status effect tokens immediately.
FK
Default
Immune: Status Effects
A model that is Immune: Status Effects can never suffer the negative effects of status effects. If a model that is suffering a status effect gains Immune: Status Effects remove all status effect tokens immediately.
2.0
Default
Immune: Status Effects
A model that is Immune: Status Effects can never suffer the negative effects of status effects. If a model that is suffering a status effect gains Immune: Status Effects remove all status effect tokens immediately.
1.0
Default
Immune: Stun
A model with Immune: Stun ignores and immediately removes all counters and/or the affects of Stun.
1.0
Default
Immune: Weak
A model with Immune: Weak ignores and immediately removes all counters and/or the affects of Weak.
2.0
Default
Impale
When a model with Impale destroys a Hero, spawn two Nether Imps adjacent to the Hero before removing it.
2.0
Explore
Impale
When a model with Impale achieves a critical success, spawn a Nether Imp within three squares of it.
2.0
Default
Improved Critical
This model's Critical hits inflict an additional wound.
2.0
Default
Improved Critical
This model's critical successes inflict an additional wound.
2.0
Explore
Impulsive
When a model with Impulsive activates, roll 1R and apply the following depending on the number of stars rolled:
0ST: This model gains Brutal Strike this activation.
1ST: This model gains Improved Critical this activation.
2ST+: This model gains Brutal Strike and Improved Critical this activation.
FK
Arcade
In Your Pants
A Hero with a Rabid Squirrel on its card reduces all defense rolls by +ST.
1.0
Default
Inferno
When Starfire enters play place a Fire counter on every Hero.
2.0
Arcade
Infested
When a Spawning Point model with Infested is destroyed, spawn up to four Dirty Rats from it before removing it. These Dirty Rats form a Rat King Elite Gang.
2.0
Explore
Infested
When a model with Infested is destroyed, spawn up to 4 Skull Points worth of monsters with the Vermin ability within 3 squares of it before removing it.
FK
Default
Insight
When a model with Insight is targeted by an offensive action, it may force the attacker to reroll one die of its choice from the offense roll, before making a defense roll. (Arcade: A monster targeting a model with Insight reduces its STR by 1.)
2.0
Default
Insight
When a model with Insight is targeted by an offensive action, it may force the attacker to reroll one die of its choice from the offense roll, before making a defense roll.
(Arcade: A monster targeting a model with Insight reduces its STR by 1.)
2.0
Explore
Insight
When a model with Insight is targeted by an offensive action, it may force the attacker to reroll one die of its choice from the offense roll, before making a defense roll.
2.0
Explore
Insight
When a model with Insight is targeted by an offensive action, it may force the attacker to reroll one die of its choice from the offense roll, before making a defense roll. (Arcade: A monster targeting a model with Insight reduces its STR by 1.)
1.0
Default
Insignificant
When a model inflicts a wound in melee against a model with insignificant, that model may immediately make a free melee attack. Inflicting a wound on an insignificant model does not advance the Power Gauge.
FK
Default
Insignificant
If a Hero is on the same dungeon tile as a model with Insignificant it may be activated in addition to any other monsters that are activated during the Consul Turn. A model may not draw a loot card for destroying a model with Insignificant.
2.0
Default
Insignificant
If a Hero is on the same dungeon tile as a monster with Insignificant, the monster may be activated in addition to any other monsters that are activated during the Consul Turn. A model may not draw a loot card for destroying a model with Insginificant.
2.0
Arcade
Insignificant
Models with Insignificant are not counted when determining loot.
2.0
Explore
Insignificant
Models with Insignificant are not counted when determining loot.
FK
Default
Invader
When Invader is used the Invader model is removed from play and placed on the target Hero's card, essentially becoming a token. While a slime model is on the Hero's card, no model other than the Hero may target or affect the slime the Slime—not even area of effects.
FK
Default
Invader
When a model uses an action with Invader remove the model from play and place it on the target Hero's card. The Invader model may not voluntarily leave the Hero. The Hero suffers the effects of the Invader action as long as the Invader model remains on their card. Only the affected Hero may target or destroy Invader models on their card. The Invader is always considered in range. The Invader cannot be affected by area effects.
2.0
Default
Invader
When a model with Invader moves adjacent to a Hero immediately remove the model from play and place it on the Hero's card. The Invader model may not voluntarily leave the Hero. The Hero suffers the effects caused by the Invader as long as the Invader model remains on their card.

Only the affected Hero may target or destroy Invader models on their card. The Invader is always considered in range. The Invader cannot be affected by area effects.
2.0
Explore
Invader
When a model uses an action with Invader, remove the model from play and place it on the Hero's card. The Invader model may not voluntarily leave the Hero. The Hero suffers the effects caused by the Invader action as long as the Invader model remains on their card.

Only the affected Hero may target or destroy Invader models on their card. The Invader is always considered in range. The Invader cannot be affected by area effects.
1.0 Custom
Default
Invulnerable
Status effects only last until the end of the your next turn.
1.0
Default
Jagged Earth
All squares adjacent to spawning points are considered Difficult Terrain for Heroes.
2.0
Explore
Jealous Monkey
A Hero with Jealous Monkey may not equip any new equipment cards (those already on the Hero may stay).
2.0
Default
Jingle Jingle
After enemies spawn this Hero may move up to three squares.
2.0
Default
Journey, The
Dungeon bosses whose entire base is on the same tile as one or more models with The Journey gain one of the following, depending on which tile this model is on:
First Tile: Massive Damage
Second Tile: +2R DEX
Third Tile: +2R WILL.
2.0
Explore
Keep It On Ice
Whenever a model with Keep It On Ice would suffer a wound, instead place the wound on the backpack. At the end of the turn, roll 1R for each wound on the backpack. For each die that rolled no stars, place one of the wounds from the backpack onto the Hero with Keep It On Ice that suffered the wound then discard the rest of the wounds.
2.0
Default
Keep the Drinks Flowing
A model with Keep The Drinks Flowing may drink two potions per turn (both Hero and Consul), so long as the potions are different. During the party's power-up, if the model has no potion tokens, it suffers one wound.
2.0
Default
Keep the Rum Flowing
A model with Keep The Rum Flowing may drink two potions per turn (both Hero and Consul), so long as the potions are different. During the party's power-up, if the model has no potion tokens, it suffers one wound.
2.0
Default
Keep The Sake Flowing
A model with Keep The Sake Flowing may drink two potions per turn (both Hero and Consul), so long as the potions are different. During the party's power-up, if the model has no potion tokens, it suffers one wound.
2.0
Default
Killamari
When a model with Killamari is destroyed by another model, place a tentacles token on the model that destroyed it, for the remainder of the game (you can use a crystal token to represent the tentacles token). When calculating wrath, count this token as one wrath.
2.0
Arcade
Killamari
When a model with Killamari is destroyed by another model, place a tentacles token on the model that destroyed it for the remainder of the game. (You may use a crystal token to represent the tentacles token).
2.0
Explore
Killamari
When a model with Killamari is destroyed by another model, place a tentacles token on the model that destroyed it for the remainder of the game. (You may use a crystal token to represent the tentacles token).
2.0
Default
Kindling
A model adjacent to a model with Kindling cannot remove FIRE status effect tokens at the end of its activation.
FK
Default
King's Riches
Whenever The Forgotten King suffers a wound the party may draw one loot card.
FK
Default
Kitty Claws
Beatrix immediately makes one Melee Attack against any model that moves into a square adjacent to Beatrix During it's activation.
2.0
Default
Kitty Claws
Immediately make one Melee Attack against any enemy model that moves into a square adjacent to a model with Kitty Claws.
1.0
Default
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends all of its action points OR all of its movement points to remove the Knockdown counter.
1.0
Default
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends 1 action point or all of its movement points to remove the Knockdown token.
FK
Default
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends 1 action point or all of its movement points to remove the Knockdown token.
(Arcade: A monster suffering Knockdown may not perform commands until the next Move command. Instead of moving it must remove the Knockdown token.)
2.0
Default
Knockdown
A model or effect with Knockdown places a Knockdown counter on any model it damages. A model suffering Knockdown may not move or perform any other action until it spends one action point to remove the counter and stand up.
2.0
Arcade
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends one action point or all of its movement points to remove the Knockdown token.
2.0
Arcade
Knockdown
A monster suffering Knockdown may not perform commands until the next Move command. Instead of moving it must remove the Knockdown token.
2.0
Explore
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends one action point or all of its movement points to remove the Knockdown token.
2.0
Explore
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends one action point or all of its movement points to remove the Knockdown token.(Arcade: A monster suffering Knockdown may not perform commands until the next Move command. Instead of moving it must remove the Knockdown token.)
2.0
Arcade
Knockdown
A Hero Suffering Knockdown may not move or perform any other action until it spends one action point or all of its movement points to remove the Knockdown token.
2.0
Default
Knockdown
A model suffering Knockdown may not move or perform any other action until it spends one action point or all of its movement points to remove the Knockdown token.(Arcade: A monster suffering Knockdown may not perform commands until the next Move command. Instead of moving it must remove the Knockdown token.)
2.0
Explore
Knocked To My Senses
When a model with Knocked To My Senses suffers a wound, it rolls 1R. If it rolls no stars, it Shapeshifts to its original form.
2.0
Explore
Know Fate
One use only. When this model would be destroyed, discard Death's Notebook to immediately Heal 3 and remove all status effects.
1.0
Default
Kobold Warrens comes with
2 Kobold Warrens (Spawning Points)
1 Dragon Priest
2 Ironscales
2 Flingers
3 Knuckleheads
3 Gougers
1.0
Default
Lance
A Lance effect draws a straight line directly away from the user's square along a distance of X. Every model along this line is hit. Lance effects may not be used along diagonals.
1.0
Default
Lance
A Lance effect draws a straight line directly away from the user’s
square along a distance of X. Every model along this line is hit. Lance
effects may not be used along diagonals and replace the distance
portion (X) of a distance effect, but do not replace any other aspect
of the ability.
FK
Default
Lance
A Lance effect draws a straight line in any direction, directly away from the user's base along a distance of X. Every model along this line is hit. Lance effects may not be used along diagonals.
1.0
Default
Lance
A Lance effect draws a straight Line in any direction, directly away from the user's base along a distance of X. Every model along this Line is hit. Lance effects may not be used along diagonals.
2.0
Default
Lantern Curse
Spawn two Chochin-Obake in any open doorway.
FK
Default
Last Stand
Forgotten King, elite, and minion monsters gain IMMUNE: ALL.
1.0
Default
Lava
A model entering a Lava square suffers Fire. Difficult Terrain.
1.0
Default
Lava
A model which enters oen or more Lava squares suffers FIRE at the end of the current activation.
2.0
Explore
Lava
A model which enters one or more Lava squares suffers FIRE at the end of the current activation.
1.0
Default
Lava Whirl comes with
1 Lava Whirl (Spawning Point)
1 Blaze Beetle
2 Ember Hounds
3 Burning Gels
6 Fire Gels
2.0
Default
Leadership
If another Hero activates after this Hero, during the same turn, that Hero gains +1 action during the activation. This bonus action may only be used on support actions.
2.0
Default
Learn Lily's Secret
Be within three squares of the Lily token when Lily is rescued in Scenario 4: Rescue Lily or Scenario 5: Devil Child. When this quest is accomplished, equip the Devil Island Map equipment card on the reverse side of this card. It may remain equipped for the entire campaign, unless you choose to discard it.
2.0
Explore
Lifedrain
When a model with Lifedrain destroys a Hero, place a crystal token on the model with Lifedrain. When a model with Lifedrain would be destroyed, it may instead discard a crystal token to Heal 2.
FK
Default
Line
When a line is drawn place the appropriate template anywhere within the tile.\r\n\r\nTrap templates may not be placed across walls, structures, or chasms. They may be placed in the same square as a friendly or enemy models.
1.0
Default
Line of Sight
Models require line of sight to target a model with their actions
and abilities. Models are considered to have line of sight to any
squares they are adjacent to. A model has Line of Sight when it can
draw a straight line from any point of its square to any point on
the intended targets square. This line cannot contact walls. (This
includes where walls meet squares on a corner. See line of sight
diagram below). Models and counters do not block line of sight.
1.0
Default
Little Splurt
Fire Gels cannot be spawned. Instead they enter play as a result of the Burning Gel's Splurt ability.
Fire Gels are Insignificant.
FK
Default
Little Splurt
Fire Gels cannot be spawned, instead they enter play as a result of the Burning Gel's Splurt Ability.
2.0
Default
Liver of Steel
This Hero may not take potion actions.
2.0
Explore
Loot Pinata
2.0
Explore
Lost Hero
When this Hero is destroyed, its player must choose a new Hero. The new Hero retains all equipment except this Treasure. A Princess Coin is not used to bring the Hero into play.
1.0
Default
Luck
A model with Luck may gain a Potion instead of a Heart when rolled on the dice and vice versa. In addition when opening a treasure chest they may draw two cards from the treasure deck and equip one, discarding the other.
FK
Default
Luck
A model with Luck may gain a Potion instead of a Heart when rolled on the dice and vice versa.
FK
Default
Luck
When a model with Luck draws treasure cards, they may draw one additional card, then choose one of the cards drawn and shuffle it back into the deck.
2.0
Default
Luck
When a model with Luck draws treasure cards, it may draw one addtional card. Choose one of the cards drawn and shuffle it back into the deck.
2.0
Default
Lucky Cat
When a model with Lucky Cat rolls dice, it may choose to reroll any dice it wishes (dice may only be rerolled once).
1.0
Default
Lycanthropy
Wounded models that are not removed from play gain +1 red att and suffer Vulnerable Magic.
1.0
Default
Magic
This ability allows a the model to attack an enemy up to X squares away. In addition a model making a Magic attack must use their WILL attribute when attacking. A model may use any of its ability or special actions using Magic X, unless specified otherwise.
1.0
Default
Magic
A model with Magic X may target a model up to X squares
away. If a model is making an attack using Magic X they must use their
WILL attribute when making their attack roll, unless specified otherwise.
1.0 Custom
Default
Magic Sapping Blades
All Minions and denizens gain the Stun ability as if it were printed on their stat card.
2.0
Explore
Malice
During the Consul's power-up phase, all Heroes with Malice move two spaces towards the closest other Hero and then must take a basic offensive action against the closest other Hero, if able.
2.0
Default
Mamma Knows
Mother Noctua gains +1G STR while targeting this model with offensive actions.
2.0
Default
Mamma's Mad
After a model with Mamma's Mad is destroyed, all friendly dungeon bosses in play immediately take the first unique action listed on their card.
2.0
Explore
Mamma's Mad
After one or more Yowlings is destroyed by an action, a model with Mamma's Mad may immediately take the Deeproot Rage action without spending any actions points.
2.0
Default
Mark
Place a crystal token on the target. Friendly models attacking the target gain +1B to their offense rolls. Only one friendly Mark token may be in play at one time and it may not be removed until the target is destroyed or Mark is used again.
2.0
Default
Mark The Path
When the dungeon boss spawns, spawn six Waystone Creeps; two in the first tile, two in the second tile, and two in the third tile. In each tile one Waystone must be spawned within two squares of the SPAWNPOINT and the other must be spawned within two squares of any open doorway.
1.0
Default
Massive Damage
When an attack with Massive Damage inflicts a wound it instead inflicts two wounds.
FK
Default
Massive Damage
When an offensive action with Massive Damage inflicts a wound it instead inflicts two wounds.
2.0
Default
Massive Damage
When an offensive action with Massive Damage inflicts a wound, it inflicts two wounds instead.
2.0
Arcade
Massive Damage
When an offensive action with Massive Damage inflicts a wound it instead inflicts two wounds.
2.0
Explore
Massive Damage
When an offensive action with Massive Damage inflicts a wound, it inflicts one additional wound.
2.0
Explore
Massive Damage
When an offensive action with Massive Damage inflicts a wound, it inflicts two wounds instead.
1.0
Default
Massive Damage
When an offensive action with Massive Damage inflicts a wound it instead inflicts two wounds.
FK
Default
Master Gains Berserk
The model controlling this model gains the keyword "Berserk".
FK
Default
Master Gains Fire
The model controlling this model gains the keyword "Fire".
FK
Default
Master Gains Happy Cat
The model controlling this model gains the ability "Happy Cat".
FK
Default
Master Gains Knockdown
The model controlling this model gains the keyword "Knockdown".
FK
Default
Master Gains Luck
The model controlling this model gains the keyword "Luck".
FK
Default
Master Gains Poison
The model controlling this model gains the keyword "Poison".
FK
Default
Master Gains Soprano
The model controlling this model gains the ability "Soprano".
2.0
Default
Master Gains: Bane (X)
The model controlling this model gains the keyword "Bane" when they are within X spaces of one another.
2.0
Default
Master Gains: Berserk (X)
The model controlling this model gains the keyword "Berserk" when they are within X spaces of one another.
2.0
Default
Master Gains: Despair (X)
The model controlling this model gains the keyword "Despair" when they are within X spaces of one another.
2.0
Default
Master Gains: Fire (X)
The model controlling this model gains the keyword "Fire" when they are within X spaces of one another.
2.0
Default
Master Gains: Grabby (X)
The model controlling this model gains the ability "Grabby" when they are within X spaces of one another.
2.0
Default
Master Gains: Happy Cat
The model controlling this model gains the ability "Happy Cat" when they are within X spaces of one another.
2.0
Default
Master Gains: Ice (X)
The model controlling this model gains the keyword "Ice" when they are within X spaces of one another.
2.0
Default
Master Gains: Immobile (X)
The model controlling this model gains the keyword "Immobile" when they are within X spaces of one another.
2.0
Default
Master Gains: Immune Status Effects (X)
The model controlling this model gains the keyword "Immune Status Effects" when they are within X spaces of one another.
2.0
Default
Master Gains: Kindling (X)
The model controlling this model gains the keyword "Kindling" when they are within X spaces of one another.
2.0
Default
Master Gains: Knockdown (X)
The model controlling this model gains the keyword "Knockdown" when they are within X spaces of one another.
2.0
Default
Master Gains: Luck (X)
The model controlling this model gains the keyword "Luck" when they are within X spaces of one another.
2.0
Default
Master Gains: Oracle (X)
The model controlling this model gains the keyword "Oracle" when they are within X spaces of one another.
2.0
Default
Master Gains: Poison (X)
The model controlling this model gains the keyword "Poison" when they are within X spaces of one another.
2.0
Default
Master Gains: Potion Master (X)
The model controlling this model gains the keyword "Potion Master" when they are within X spaces of one another.
2.0
Default
Master Gains: Predator (X)
The model controlling this model gains the keyword "Predator" when they are within X spaces of one another.
2.0
Default
Master Gains: Proficient (X)
The model controlling this model gains the keyword "Proficient" when they are within X spaces of one another.
2.0
Default
Master Gains: Rage (X)
The model controlling this model gains the keyword "Rage" when they are within X spaces of one another.
2.0
Default
Master Gains: Slow (X)
The model controlling this model gains the ability "Slow" when they are within X spaces of one another.
2.0
Default
Master Gains: Soprano (X)
The model controlling this model gains the ability "Soprano" when they are within X spaces of one another.
2.0
Default
Master Gains: Surefoot (X)
The model controlling this model gains the ability "Surefoot" when they are within X spaces of one another.
2.0
Default
Master Gains: Volatile (X)
The model controlling this model gains the ability "Volatile" when they are within X spaces of one another.
2.0
Default
Master Gains: Winds of Blades (X)
The model controlling this model gains the ability "Wind of Blades" when they are within X spaces of one another.
2.0
Default
Mastery
Once per activation, this model may use a unique action listed on the card of an adjacent friendly model.
2.0
Default
Meager
Heroes do not benefit from rolls of hearts or potions when attacking a model with Meager.
FK
Arcade
Mend
A model using Mend targets the monster within range suffering the most wounds. Remove status effect tokens and then remove wound tokens until a number of tokens equal to X has been reomved or the monster has no wound tokens on it.
2.0
Default
Mighty
A model with Mighty double the bonuses granted by the chart.
2.0
Default
Mighty
This monster doubles all bonuses gained from the Mighty Monster Chart.
2.0
Default
Military Acumen
When a model with Military Acumen is in the dungeon, a friendly Hero may remove Princess Coins from its card to gain +1AC for each coin removed from the game until the end of its activation.
1.0
Default
Missile
This ability allows the model to attack an enemy up to X squares away, as long as the model is not adjacent to an enemy model. In addition, a model making a Missile attack must use their DEX attribute when attacking. A model may use any of its abilities or special actions using missile X, unless specified otherwise.
1.0
Default
Missile
A model with Missile X may target a model up to X squares
away. If a model is making an attack using Missile X they must use their
DEX attribute when making their attack roll, unless specified otherwise.
1.0
Default
Mob
Add +1b ATT to this model's melee attack for every other model with Mob in melee with the target, up to +3b ATT.
FK
Default
Mob
When making a Melee offensive action, a model with Mob adds +1B STR to their offense roll for every additional model with Mob that is in range of their target, up to +3B STR.
2.0
Default
Mob
When making a 0SW offensive action, a model with Mob adds +1B STR to its offense roll for every additional model with Mob that is in range of its target, up to +3B STR.
2.0
Arcade
Mob
When a gang with Mob numbers more than 3 models it gains +1ST STR.
FK
Default
Mob Mentality
Monsters with Citrine affinity that are within 2 squares of Kobold Warrens gain Mob.
2.0
Arcade
Mob Mentality
Monsters with CITRINEAFFINITY that are within 2 squares of Kobold Warrens gain Mob.
2.0
Explore
Mocking Laughter
When a model with Mocking Laughter rolls zero stars on any roll, it suffers one wound.
1.0
Default
Molten Core
Roxor enters play in Rock Form. At the beginning of every activation choose one form for Roxor to assume. Roxor gains the form's bonuses until the beginning of his next activation.
2.0
Explore
Monkey Tail
A Hero with Monkey Tail may equip one additional item in the Sapphire slot.
2.0
Default
Monstrous Size
A model with Monstrous Size occupies NINE squares, and uses the rules for moving large based models. They may move through walls and treat structure squares as open squares. Any wall or structure square a model with Monstrous Size moves through is considered difficult terrain for the rest of the game; you may want to mark it with a crystal token as a reminder.
2.0
Arcade
Monstrous Steed, A
When a model with A Monstrous Steed is spawned, the Heroes select one minion or other solo monster in play and destroy it. When the model with A Monstrous Steed is destroyed, spawn the model that was destroyed by this ability in the square the model with A Monstrous Steed had occupied.
2.0
Default
Moon's Blessing
A Hero with Moon's Blessing gains bonuses from the mighty monster chart as if it were an 8-Bit monster.
2.0
Default
My Beautiful Skull
When a Hero with My Beautiful Skull is selected at the start of the game, take the "My Beautiful Skull" Loot card along with the top nineteen cards of the Loot deck, shuffle them together, and place them on top of the Loot deck (so the My Beautiful Skull Loot card is somewhere in the top twenty Loot).
2.0
Default
My Beautiful Skull
When a Hero with My Beautiful Skull is selected at the start of the game, take the "My Beautiful Skull" Loot card along with the top nineteen cards of the Loot deck, shuffle them together, and place them on top of the Loot deck (so the My Beautiful Skull Loot card is somewhere in the top twenty Loot).
2.0
Default
My Brother!
When Ugg is spawned, also spawn Mugg adjacent to the SPAWNPOINT on the first tile (moving any models necessary to place him). Mugg also counts as a Dungeon Boss and the Heroes do not win until both Dungeon Bosses are destroyed. Time Out is reached when one of the Dungeon Bosses is destroyed.
2.0
Default
My Pet
A model with My Pet may not be targeted with offensive actions while Daemonus is in play.
2.0
Default
My Pretties
At the end of each Consul turn, spawn a Spiteful Cherub adjacent to this model.
2.0
Default
Naughty or Nice
If the Dungeon Boss is defending against an offensive action and wins the roll, the model making the offensive action suffers one wound.
2.0
Explore
Naugty Basket
Once per activation, Krampus may use its Into The Bag action without spending action points.
FK
Default
Never-Lost
When drawing explore cards, the party may draw two cards and choose one.
2.0
Explore
Never-Lost
Boss Sightings do not affect friendly Heroes within three squares and LoS of this model. (Arcade: after drawing a Challenge Card but before resolving its effects, this Pet's Master may discard a potion to discard the Challenge Card and draw a new one.)
2.0
Default
New Brew
When a model with New Brew activates, roll 1R and apply one of the following effects depending on the roll:
0 Stars: +1MO
1 Star: +1R STR
2+ Stars: This model's attacks gain BANE
2.0
Default
New Skull
When a model with New Skull achieves a critical hit during an offensive action, spawn a Ghostflame adjacent to any Spawning Point if there are fewer than six Ghostflames in play.
1.0
Default
Nice List
At the beginning of the game, shuffle all Hero cards except Kringle and draw one card. The Hero drawn gains +1b on offensive rolls for the entire game.
2.0
Explore
Nice List
At the beginning of the game, shuffle all Hero cards except Kringle and draw one card. The Hero drawn gains +1B on offensive rolls for the entire game.
2.0
Default
Nip the Heels
Other friendly monsters within three squares and LoS gain Ravage.
2.0
Arcade
Nom Nom Nom!
After a model with Nom Nom Nom! destroys a Naughtie, the model with Nom Nom Nom! Heals 2. If one or more Naughties are in play, a model with Nom Nom Nom! will ignore all non-Naughtie Heroes when determining the target for a command, unless the only targets in range of an attack are non-Naughtie Heroes.
2.0
Explore
Nom Nom Nom!
After a model with Nom Nom Nom! destroys a Naughtie, the model with Nom Nom Nom! Heals 2.
2.0
Default
Numerous
A Hero may bring a Pet with Numerous into play even if a Pet of the same name is already in play. All Pets with the same name and Numerous activate consecutively.
2.0
Explore
Numerous
A Hero may bring a Pet with Numerous into play even if a Pet of the same name is already in play. All Pets with the same name and Numerous activate consecutively.
1.0
Default
Offensive Potion
Offensive Potions are indicated by a (Green Potion icon).\n\nAn Offensive Potion provides a model with a single use special action (Blue Action Icon) or special attack (Red Action Icon). These effects follow all normal rules for resolving special actions and attacks, including being able to target enemies and requiring attack and defense rolls (is the potion provides a special attack). They require no action points to use and are instead used by spending a potion token in the same manner as a normal potion, but may only be used during a models activation.
2.0
Default
Oiled With The Blood of Heroes
After dealing a wound due to Run Down, this model Heals 1.
2.0
Default
On The Move
If this model began its activation completely blocking a doorway, it may not end its activation completely blocking a doorway.
2.0
Default
One Rich Little Lich
When this Hero is chosen, replace all Princess Coins with Lich Artifacts (use Crystal Tokens, place the box side up and draw randomly so you do not know what color they are). These work like Princess Coins for bringing back Heroes, losing the game, and abilities that trigger off of Princess Coins. When a Hero is brought back using a Lich Artifact, draw a random Crystal Token and place it on the Hero's card; it will remain there for the remainder of the game (in both Explore and Arcade). The Lich Artifact will have an effect dependent on its color:
RUBY:+1HE,+1R WILL
SAPPHIRE:+1R ARM
EMERALD:+2MO,+1R DEX
CITRINE:+1HE,+1R STR
AMETHYST:-1HE.
2.0
Default
One Use Only
An action with One Use Only may only be used a single time during the game, once it has been used it may not be used again.
2.0
Default
Oni Guards
When Bomechan is the Dungeon Boss, add one Ijin Oni to the Spawning Pool for the duration of the game.
2.0
Default
Oracle
When this model wins an offense roll, if it rolled no potions or hearts, it may choose to count as having rolled one potion or one heart.
2.0
Default
Out of Your Shell
Replace each Turtle Shell model on the dungeon with a Rocktop model from the spawning pool with a skull value of 2 or less.
2.0
Default
Overly Prepared
At the start of the game draw six treasure cards (any Boo Booties or non-treasures drawn are shuffled back into the deck and a new card is drawn). Place these cards in a place the party may easily reach them. Whenever a member of the party is affected by Equip Gadget, they may chooose and equip one of these treasures. At the beginning of that Hero's next activation, they msut place the treasure equipped in this way in the discard pile.
1.0
Default
Pacify
A model or effect with Pacify places a Pacify counter on any model it damages. A model suffering Pacify may not use any special Attacks.
2.0
Explore
Pack Hunter
When a model with Pack Hunter wounds an enmey model, one model with Pack Hunter which is on the same tile as the wounded model may move up to two dquares towards the wounded model.
2.0
Explore
Pack Mentality
Monsters within two squares of a model with Pack Mentality may move two squares after a model on the same tile finishes moving due to Pack Hunter.
2.0
Default
Pack Strength
When another friendly monster within three squares and LoS Heals one or more wounds, a model with Pack Strength may Heal 1.
2.0
Default
Pain is Scary
This Pet's master gains Brutal Strike on its basic Missile Attack if it has one, and if it began its activation within two squares of this Pet.
2.0
Default
Paired Hero
When a Hero with Paired Hero (X) activates, the other Hero listed also activates simultaneously. These two Heroes may alternate moving and taking actions as if they were one Hero, and both of their activations together only count as a single Hero activation (allowing three total Heroes to activate on the Hero turn). At the end of the turn, if one of the paired Heroes is destroyed and the other is in play, their controller may CHOOSE whether or not to bring the destroyed Hero back with a princess coin. At the end of the turn if both Heroes are destroyed, their controller MUST spend one princess coin to bring them both back into play (a single coin is spent, even though both Heroes are brought back).
2.0
Default
Parade Marches On, The
Spawn two Curse Ravens adjacent to the spawning point icon on the second tile.
2.0
Arcade
Parade of Death
Whenever a model with Parade of Death receives the Move command, it moves towards the closest dungeon exit that is not already being targeted by another model with Parade of Death, rather than a Hero (each model will move towards a different exit). A model with Parade of Death may leave the dungeon in this manner by moving off of the dungeon exit. If it does, it is destroyed and the Party must discard one Princess Coin (the Party may lose the game in this way if it has no Princess Coins).
2.0
Explore
Parade of Death
A model with Parade of Death may not use the basic Dash action. A model with Parade of Death may use its movement to leave the dungeon by moving off of a dungeon exit. If it leaves the dungeon in this way, it is destroyed and the Party must immediately discard one Princess Coin (the Party may lose the game in this way if it has no Princess Coins).
2.0
Default
Parry
After a model with Parry suffers damage due to a critical success, it may immediately make a basic melee attack against the model that caused the critical, if able.
(Arcade: After a model with Parry suffers damage, it may discard one wrath token.)
2.0
Explore
Parry
After a model with Parry suffers damage due to a critical success, it may immediately make a basic attack against the model that caused the critical, if able.
(Arcade: After a model with Parry suffers damage, it may discard one wrath token.)
2.0
Explore
Parry
After a model with Parry suffers damage due to a critical success, it may immediately make a basic attack against the model that caused the critical, if able.
(Arcade: After a model with Parry suffers a wound, it may discard one wrath token.)
2.0
Default
Past Life
All monsters within 2 squares of a model with Past Life gain +1ST STR.
2.0
Explore
Pep Talk
Heroes gain +1ST WILL for each model with Pep Talk adjacent to them.
2.0
Default
Pest Control
This model may target Invader models on a Hero's card using its basic attacks so long as the affected Hero is in range of the attack.
FK
Default
Pet
A model with Pet X is the master of the pet listed as X. A model with Pet X may never be a different pet's master. The listed pet begins the game within two squares of its master.
2.0
Explore
Pet X
A model with pet X is the master of the pet listed as X. A model with Pet X may never be a different pet's master. The listed pet begins the game within two squares of its master.
FK
Default
Pet: Never-Lost Cola
A model with Pet: Never-Lost Cola is the master of Never-Lost Cola. A model with Pet: Never-Lost Cola may never be a different pet's master. Never-Lost Cola begins the game within two squares of its master.
2.0
Default
Pig Feed
Once per turn, when a model with Pig Feed ends a move adjacent to a Goblin Creep, it may deal one wound to the Goblin Creep to roll 1R and gain one of the following until the end of its next Upkeep, depending on the number of stars rolled:

Zero: Tough and Rage

One: +1MO

Two: Massive Damage

Three: +1R STR
2.0
Arcade
Pig Feed
When a model with Pig Feed enters play, spawn one Spiker within three squares of each spawning point icon (four total).
1.0
Default
Pile-On
+1r ATT if target is suffering Knockdown.
FK
Default
Pile-On
+1B STR if target is suffering Knockdown.
FK
Default
Pile-On
A model with Pile-On gains +1B STR if its target is suffering Knockdown.
FK
Arcade
Pile-On
A model with Pile-On gains +1ST STR if its target is suffering Knockdown.
2.0
Arcade
Pile-On
A model with Pile-on gains +1ST STR if its target is suffering Knockdown.
2.0
Explore
Pile-On
A model with Pile-on gains +1B STR if its target is suffering Knockdown.
2.0
Explore
Pile-On
A model with Pile-on gains +1R STR if its target is suffering Knockdown.
2.0
Default
Pinata of Death
When a model with Pinata of Death is destroyed, roll 1R. Spawn one KaBomb for each star rolled. The first KaBomb must be spawned in the square the model with Pinata of Death occupied. Subsequent KaBombs are spawned into adjacent squares. These KaBombs may be spawned into squares that contain other models, and must be spawned in the same square as a Hero if possible.
2.0
Arcade
Piracy
When a monster with Piracy attacks a Hero and the Hero rolls zero stars for defense, the Hero must discard one equipped loot card at random, if able.
2.0
Explore
Piracy
When a monster with Piracy achieves a critical success, its target must discard one equipped loot card at random, if able.
2.0
Explore
Piracy
When a model with Piracy achieves a critical success, its target must discard one equipped loot card at random, if able.
1.0
Default
Pirate Hoard
This model may equip Loot and Treasure cards. When spawned, draw one Treasure card and equip it on this model. When defeated, Heroes gain all Loot and Treasure cards this model has equipped.
2.0
Default
Plunder Twins, The
1.0
Default
Poison
A model or effect with Poison places a Poison counter on any model it damages. A model suffering Poison loses one action point its activation.
FK
Default
Poison
A model suffering Poison reduces its total number of action points by one.
FK
Default
Poison
A model suffering Poison reduces its total number of action points by 1, to a minimum of 1.
2.0
Default
Poison
A model suffering Poison reduces its total number of action points by 1, to a minimum of 1.
FK
Default
Poison Aura
Monsters with Citrine affinity that are within 2 squares of Old-Growth Hollow gain Poison.
2.0
Default
Poisonous Mist
All Heroes suffer POISON.
2.0
Arcade
POP
When a model with POP is destroyed, all adjacent enemies suffer one damage, and all friendly Creeps in Line of Sight perform the Move command.
2.0
Explore
POP
When a model with POP is destroyed, all adjacent enemies suffer one damage, and all friendly Creeps in Line of Sight may immediately move four squares.
2.0
Arcade
Pork and Giftst
TBD.
1.0
Default
Potion
When a model with Potion X enters play place a number of bonus potion counters on their card equal to X. The model may spend these counters in the same manner as normal potion counters, but once they have been spent they can not be regained by dice rolls.
FK
Default
Potion Master
Use two potions during her activation instead of the standard one.
FK
Default
Potion Master
A model with Potion Master may use one additional potion during their activation.
2.0
Default
Potion Master
Use two potions during her activation instead of the standard one.
2.0
Explore
Potion Master
A model with Potion Master may use one additional potion during their activation.
2.0
Explore
Potion Master
A model with Potion Master may drink one additional potion during its activation.
2.0
Default
Potion Pirate
A monster with Potion Pirate may use potions as if it were a Hero. (It drinks blue and red potions during its own turn and green potions during the Hero turn.)
FK
Default
Potion Stash
A monster with Potion Stash may gain potion tokens when rolled, in the same manner as Heroes, up to the number indicated by X. The monster may spend potion tokens on abilities indicated on its card.
2.0
Explore
Potion Stash X
A monster with Potion Stash may gain potion tokens when rolled, in the same manner as Heroes, up to the number indicated by X. The monster may spend potion tokens on abilities indicated on its card.
1.0
Default
Pounce
Choose an enemy model anywhere within 5 squares, and line of sight. Place the model with Pounce adjacent to this target, then roll to attack as normal.
FK
Default
Pounce
Choose an enemy model anywhere within 5 squares, and line of sight. Place the model with pounce adjacent to this target, then make the offense roll as normal.
2.0
Default
Pounce
Choose an enemy model anywhere within five squares and line of sight. Place the model with Pounce adjacent to this target, then make the offense roll as normal.
FK
Default
Poxes
All Heroes suffer one random status effect. (Close your eyes and pick one.)
1.0
Default
Precious Metals
Once per round Heroes may discard two unequipped loot cards and immediately draw another.
FK
Default
Predator
When an enemy model moves out of a square that is adjacent to a model with Predator, the model with Predator may immediately make a Melee Attack against that model.
2.0
Arcade
Predator
When an enemy model moves out of a square that is adjacent to a non-minion model with Predator, the model with Predator must immediately make a Basic Attack against that model.
2.0
Explore
Predator
When an enemy model moves out of a square that is adjacent to a model with Predator, the model with Predator may immediately make a basic offensive action against that model.
2.0
Explore
Predator
When an enemy model moves out of a square that is adjacent to a model with Predator, the model with Predator may immediately make a Melee Attack against that model.
2.0
Arcade
Predatory Aura
Monsters with RUBYAFFINITY that are within two squares of a model with Predatory Aura gain Predator.
FK
Default
Primal Aura
Monsters with Sapphire Affinity that are within 2 squares of Tribal Stone gain +1ST ARM.
2.0
Default
Prince's Due, A
Remove all spent Princess Coins from all Heroes' cards.
2.0
Arcade
Priority
Solo monsters with Priority must act before solo monsters without priority in every phase.
2.0
Default
Prismatic Armory
A Hero with Prismatic Armory may equip up to two pieces of equipment to each slot, instead of one.
1.0
Default
Privateer
If a Hero with Privateer destroys one or more enemies during its activation, the party draws one additional loot during power-up.
2.0
Explore
Privateer
If a Hero with Privateer destroys one or more enemies during its activation, the party draws one additional loot during power-up.
2.0
Default
Proficient
Models with Proficient may take the basic Interact or Open Chest action without spending action points, once per turn.
2.0
Default
Properly Punished
When this model is destroyed, it Shapeshifts to its original form.
2.0
Default
Protector
Enemy monsters that have LoS to this Hero may not target other Heroes which are adjacent to this Hero with offensive actions.
1.0
Default
Pull
A model targeted by Pull may be moved a number of squares up to the value of X toward the attacker. A model moved by pull must end its move closer to the attacker than it began.
1.0
Default
Pull
A model targeted by Pull may be moved a number of squares up
to the value of X towards the attacker. A model moved by Pull
must, after each square moved, be closer to the attacker than it
began. Once the two models are adjacent, the target model may
then be moved the remainder of X squares so to be still adjacent
to the attacker.
FK
Default
Pull
A model targeted by Pull may be moved a number of squares up to the value of X towards the model using Pull. Each square moved must decrease the distance between the two models. Once the two models are adjacent, the target model immediately stops.
2.0
Default
Pumpkin Patch
When a model with Pumpkin Patch spawns, spawn two Rotten Pumpkins adjacent to it. Whenever a model with Pumpkin Patch is wounded by a Critical Hit, spawn a Rotten Pumpkin adjacent to it.
1.0
Default
Pumpkin Patch comes with
1 Pumpkin Patch (Spawning Point)
1 Crypt Spider
2 Curse Coven Witches
6 Skullbats
1.0
Default
Push
A model targeted by Push may be moved a number of squares up to the value of X away from the attacker. A model moved by Push must end its move farther away from the attacker than it began.
1.0
Default
Push
A model targeted by Push may be moved a number of squares up
to the value of X away from the attacker. A model moved by Push
must, after each square moved, be further away from the attacker
than it began.
1.0
Default
Push
A model targeted by Push may be moved a number of squares up to the value of X away from the model using Push. Each square moved must increase the distance between the two models. If the target model cannot be moved further away, such as from contact with a wall, the model immediately stops.
FK
Arcade
Quick Hatch
After Egg Clutch performs a Spawn command, all monsters it just spawned immediately perform a Move command.
2.0
Default
Quick Hatch
After Egg Clutch performs a Spawn command, all monsters it just spawned immediately perform a Move command.
2.0
Default
Quick Strike
After a model with Quick Strike destroys an enemy, its controller rolls 1g. On a roll of Heart+Potion, the model may immediately make a basic offensive action without spending an action point.
FK
Default
Rabid
When this model activates roll 1R and consult the following: No stars: this model moves as close as it can to, and attacks, the closest friendly model. In the case two models are equally close, this model’s controller chooses. One star: this model may activate normally. Two or more stars: this model may activate normally and gains +1R STR.
2.0
Explore
Rabid
When this model activates roll 1R and consult the following:

No stars: this model moves as close as it can to, and attacks, the closest friendly model. In the case two models are equally close, this model's controller chooses.

One star: this model may activate normally.

Two or more stars: this model may activate normally and gains +1R STR and +1AC during this activation.
2.0
Explore
Rage
When a model with Rage achieves a critical success, give it a Battle Frenzy token if it does not already have one. When a model would take one or more damage, it may discard a Battle Frenzy token to reduce the damage to zero.
FK
Default
Rage Musk
If this potion is used, the Consul roll 1r instead of 1B for Angry Walrus during the following Consul Turn.
2.0
Explore
Rage Musk
If this potion is used, the Consul rolls 1R instead of 1B for Angry Walrus during the following Consul Turn.
1.0
Default
Raise
Replace target Bone Pile counter with a model with the Risen ability. The counter is then removed from play. If a model is in the same square as target counter Raise has no effect.
FK
Default
Raise
Replace target Bone Pile with a model with the Bone Pile ability. If a model is in the same square as the Bone Pile token, Raise has no effect.
2.0
Default
Raise
Replace target Bone Pile token with a model with the Bone Pile ability. If a model is in the same square as the Bone Pile token, Raise has no effect.
2.0
Arcade
Rampage
A model with Rampage gains +1ST whie making offensive actions for each spawning point that was destroyed this game.
2.0
Explore
Rampage
A model with Rampage gains +1B while making offensive actions for each spawning point that was destroyed this game.
1.0
Default
Range
This ability allows the model to attack an enemy up to X squares away.
1.0
Default
Range
A model with Range X may target a model up to X squares
away. If a model is making an attack using Range X they must use their
ATT attribute when making their attack roll, unless specified otherwise.
2.0
Default
Rat Pack
Spawn four Dirty Rats within three squares of the Pauper Prince.
2.0
Default
Rat Swarm
Spawn four Dirty Rats in any open doorway.
2.0
Default
Ravage
When a model with Ravage inflicts damage on a single target with an offensive action, it may choose to suffer one damage to inflict an additional damage to the target.
2.0
Default
Ravage
When a model with Ravage inflicts wounds on a single target with an offensive action, it may choose to suffer one wound to inflict an additional wound to the target. A model with only one wound remaining may not use this ability.
1.0
Default
Reach
This ability allows the model to target an enemy with a melee attack up to X squares away. A model may use any of its abilities or special actions using Reach X, unless specified otherwise.
FK
Explore
Reach
This ability allows the model to target an enemy with a melee attack up to X squares away. A model may use any of its abilities or special actions using Reach X, unless specified otherwise.
FK
Arcade
Reach
+2ST RNG if a model with Reach is in the gang.
2.0
Arcade
Reach
RANGE2 if a model with Reach is in the gang.
2.0
Arcade
Reach
+2ST RNG if a model with Reach is in the gang.
2.0
Default
Read The Wind
A model with Read The Wind may roll 1G when the party clears all activation tokens. Keep this die on the Hero's card and discard it next time activation tokens are cleared. After dice are rolled by any Hero for any reason, this model may discard the die to add it to the roll.
2.0
Explore
Real Thing, The
You may discard The Lost Coin at any time in order to add one Princess Coin to the backpack.
2.0
Explore
Reckless
Should the enemy roll a critical defense, this model can wound himself due to Reckless.
2.0
Explore
Reckless
When a model with Reckless attacks, its target may score Criticals on their defending roll; if the enemy scores a Critical, this model suffers a wound.
2.0
Arcade
Reckless
When this model rolls 0 stars during an attack, it suffers a wound.
2.0
Default
Reclamation
When this dungeon boss spawns, place all spawning points that were destroyed this game back on their SPAWNPOINT squares. Move any models occupying those squares to adjacent squares. This dungeon boss does not heal due to spawning points in play, and Heroes do not draw loot for destroying these spawning points. Then spawn six Yowlings within three squares of this dungeon boss.
1.0
Default
Red Stuff, The
All Heroes gain the following potion type:
Dragon's Blood: Take one wound. +1R ATT, Fire
2.0
Default
Refuge
Models with Refuge may not suffer wounds while Waystone Creeps are in play (they may still suffer other effects such as Push and Status Effects.)
1.0
Default
Regenerate
Roll 1b dice for every wound token on the models card and remove one token for each star rolled.
FK
Default
Regenerate
Roll 1B for every wound token on the model using Regenerate. Remove one token for every star rolled.
2.0
Explore
Regenerate
Roll 1B for every wound token on the model affected by Regenerate. Remove one wound token for each star rolled.
1.0
Default
Remedy
A model affected by Remedy may immediately remove all status Effect counters.
1.0
Default
Remedy
A model affected by Remedy removes all status effect tokens.
2.0
Explore
Remedy
A model affected by Remedy removes all status effect tokens.
2.0
Arcade
Reposition
When a model with Reposition receives the move command, if it is already within range of the target Hero, it will move directly away from the Hero until it is as far from the Hero as it can be while still being within range and line of sight (up to its movement value).
2.0
Explore
Reserve
This spawning point may not be placed on this first tile.
2.0
Default
Resolve
Models with Resolve are immune to Control Effects.
2.0
Default
Resolve Aura
Monsters with SAPPHIREAFFINITY that are within two squares of a model with Resolve Aura are immune to control effects.
1.0
Default
Resurrect
Choose a model that has been destroyed. Roll 1b dice for every heart on its stat card. Remove one wound counter for every star rolled. After the roll, If the target model has more hearts than wound counters, return it to play adjacent to the start marker. The model retains any equipment and potions that it had when it was destroyed.
2.0
Default
Resurrection
When the party spends a Princess Coin, draw two Loot.
FK
Default
Retreat
After completing an action with Retreat, using the rules for Push, the model's player moves the model with Retreat five squares away from its target or the square which the target occupied.
2.0
Default
Retreat
After completing an action with Retreat, using the rules for Push, the model's player moves the model with Retreat five squares away from its target or the square which the target occupied.
2.0
Arcade
Retreat
After completing an action with Retreat, using the rules for Push, the model moves five squares away from its target or the square which the target occupied.
2.0
Arcade
Retribution
When a minion model with Retribution is destroyed, the gang's elite immediately performs the attack command.
2.0
Explore
Retribution
When a friendly model is destroyed, one other friendly model with Retribution may immediately make a basic offensive action against the model that destroyed it, if able.
2.0
Default
Retrieve The Lost Treasure
In any scenario, while Kiji is on a treasure pile square, trade four loot from the backpack in order to draw a treasure card.

When this quest is accomplished, equip the Lost Coin equipment card on the reverse side of this card. It may remain equipped for the entire campaign, unless you choose to discard it.
Custom
Default
Return Me
If this model is ever "removed" from the board, then determine the nearest outer wall section and roll WILL. For every star rolled, move the ball in 1 space, minimum of 1 space.
2.0
Default
Riches
When this boss spawns, it equips one additional relic item.
1.0
Default
Risen
Models with the Risen ability may not be spawned. They may only enter play as a result of the Raise ability.
FK
Default
Rock Aura
Monsters with Sapphire affinity that are within 2 squares of Rock Pile are Immune: Status Effects.
1.0
Default
Rock Pile comes with
2 Rock Piles (Spawning Points)
1 Crusher
2 Bombardiers
2 Rollers
6 Slowpokes
2.0
Default
Rock Up
All Rocktops gain Immune: Status Effects
FK
Arcade
Ruby Goo
A Hero with an Ruby Slime on its card may not benefit from Ruby equipment.
2.0
Default
Run Down
Once per activation, a model with Run Down may move onto the same square as an enemy model. The enemy model suffers Compel 2 and one wound.
2.0
Default
Run Free, Children!
Target Naughtie performs up to three moves and one basic attack action controlled by the Consul. If there are no Naughties in play, any Hero may be chosen instead.
2.0
Default
Saboteur
Models with Saboteur may achieve Critical Successes against Spawning Points.
2.0
Explore
Saboteur
Models with Saboteur may achieve criticals against Spawning Points.
2.0
Arcade
Salty
A model with Salty gains +1ST STR for each tentacles token on the target.
2.0
Arcade
Salty
A model with Salty gains +1R for each tentacles token on the target.
2.0
Explore
Salty
A model with Salty gains +1R STR for each tentacles token on the target.
2.0
Explore
Salty
A model with Salty gains +1R to all offensive rolls for each tentacles token on the target.
FK
Arcade
Sapphire Gloop
A Hero with an Sapphire Slime on its card may not benefit from Sapphire equipment.
FK
Default
Savage
All minions within 1 square of a model with Savage gain +1ST STR.
FK
Default
Scatter
When a scatter is drawn place four single square templates anywhere within the tile.\r\n\r\nTrap templates may not be placed across walls, structures, or chasms. They may be placed in the same square as a friendly or enemy models.
2.0
Default
Scavenger
If a monster with Scavenger discards equipment from a Hero, place the equipment next to the monster. The monster gains +1ST STR for each equipment discarded in this way.
2.0
Default
Scavenger
The Consul selects up to two loot from the discard pile or backpack and equips them to Onibaba.
2.0
Default
Scent
Models with Scent ignore Stealth
2.0
Default
Scrap Metal
All Heroes must randomly discard an equipped loot card, if able.
2.0
Default
Scuttle
The party draws one less loot for destroying a model with Scuttle.
2.0
Explore
Scuttle
After the party draws loot for destroying a model with Scuttle, the Consul chooses and discards one of the drawn loot.
2.0
Default
Secluded
When this Pet is summoned using the Summon Pet action, it may be placed on any open space in the dungeon.
2.0
Explore
Secluded
When this Pet enters play using the Summon Pet ability, it may be placed on any open space in the dungeon.
FK
Default
Secret Passage
When a model enters a Secret Passage square immediately place it in any other unoccupied Secret Passage square in the dungeon.\r\n\r\nA large model must be able to be placed in the new location or Secret Passage has no effect.
2.0
Default
Secret Passage
When a model enters a Secret Passage square immediately place it in any other unoccuipied Secret Passage square in the dungeon.

A large model must be able to be placed in the new location or Secret Passage has no effect.
1.0 Custom
Default
Seductress
Range 6. At the beginning of its activation a model with Seductress may prevent a single enemy model within range (worth one Skull Point) from being activated that turn. This is automatic and costs no AP.
2.0
Explore
Seeping Growth
When a model with Seeping Growth activates, it may be placed adjacent to any structure terrain or wall within 8 squares and line of sight.
2.0
Explore
Self Importance
During the Hero turn, if a model with Self Importance is able to activate, a model with Self Importance must activate.
2.0
Default
Selfless
Once per turn, when an adjacent friendly model suffers a wound, this model may suffer it, instead.
2.0
Arcade
Sense Weakness
A model with Sense Weakness gains +2ST STR while targeting a Hero with one or more status effects with an offensive action. While selecting the target of a Command, a model with Sense Weakness counts status effect tokens as Wrath tokens.
2.0
Explore
Sense Weakness
A model with Sense Weakness gains +1G to offensive actions targeting a model with one or more status effects.
1.0
Default
Sentinel
Models that are adjacent to a Sentinel structure add +1st to all defense rolls.
FK
Default
Sentinel
Models that are adjacent to a Sentinel structure add +1ST to all defense rolls.
2.0
Default
Sentinel
Models that are adjacent to a Sentinel structure add +1ST to all defense rolls.
2.0
Default
Serving Size
When equipped, place 6 tokens on this Treasure card, to represent 6 servings. When the last token is discarded, discard this Treasure.
1.0
Default
Shadows & Fog
All ranged attacks and effects targeting spawn points reduce their range by 2.
2.0
Default
Shake Down
Enemy Heroes with the Immobile status effect that are on the same tile as a model with Shake Down count as rolling zero stars for the purpose of the Yoink ability whenever they fail a defense roll.
2.0
Default
Shake If Off
When this Hero spends a Princess Coin to return to play, it shapeshifts into its original form.
FK
Default
Shallow Grave
Ghosts may be spawned from Fresh Grave Tile Effects instead of Rattlebones.
1.0
Default
Shallow Grave comes with
2 Shallow Graves (Spawning Points)
1 Dust Coven Necromancer
2 Dread Knights
2 Dust Mages
6 Boneheads
6 Rattle-Bones
2.0
Explore
Shame!
After a model with Shame! is destroyed, the model that destroyed it suffers Compel 6.
2.0
Arcade
Shame!
After a model with Shame! is destroyed, the model that destroyed it suffers Push 6.
1.0
Default
Shapeshift
Shapeshift basic action to transform into the X whenever it chooses.
FK
Default
Shapeshift
When the model is activated it may choose to shapeshift into its alternate form during its upkeep. Replace their card with the specified shapeshift card. Replace the model on the dungeon map with the new shapeshift model.
2.0
Arcade
Shapeshift X
The model may Shapeshift into the model listed. Shapeshift rules are detailed in the rulebook.
FK
Default
Shapeshift: Angry Bear
When the model is activated it may choose to shapeshift into Angry Bear during its upkeep. Replace the card with the Angry Bear card. Replace the model on the dungeon map with the Angry Bear model.
FK
Default
Shapeshift: Deeproot Druid
When the model is activated it may choose to shapeshift into Deeproot Druid during its upkeep. Replace the card with the Deeproot Druid card. Replace the model on the dungeon map with the Deeproot Druid model.
FK
Default
Shapeshift: King Sprout
When the model is activated it may choose to shapeshift into King Sprout during its upkeep. Replace the card with the King Sprout card. Replace the model on the dungeon map with the King Sprout model.
2.0
Default
Shapeshift: Naughtie
The model may Shapeshift into the model listed. Shapeshift rules are detailed in the rulebook.
FK
Default
Shapeshift: Nocturne
When the model is activated it may choose to shapeshift into Nocturne during its upkeep. Replace the card with the Nocturne card. Replace the model on the dungeon map with the Nocturne model.
FK
Default
Shapeshift: Ragin' Roxor
When the model is activated it may choose to shapeshift into Ragin' Roxor during its upkeep. Replace the card with the Ragin' Roxor card.
FK
Default
Shapeshift: Rockin' Roxor
When the model is activated it may choose to shapeshift into Rockin' Roxor during its upkeep. Replace the card with the Rockin' Roxor card.
2.0
Default
Shapeshift: Volcanic Sprout
The model may Shapeshift into the model listed. Shapeshift rules are detailed in the rulebook.
FK
Default
Shapeshift: Von Drakk
When the model is activated it may choose to shapeshift into Von Drakk during its upkeep. Replace the card with the Von Drakk card. Replace the model on the dungeon map with the Von Drakk model.
FK
Default
Shapeshift: Von Wilder
When the model is activated it may choose to shapeshift into Von Wilder during its upkeep. Replace the card with the Von Wilder card. Replace the model on the dungeon map with the Von Wilder model.
FK
Default
Shapeshift: Von Wildling
When the model is activated it may choose to shapeshift into Von Wildling during its upkeep. Replace the card with the Von Wildling card. Replace the model on the dungeon map with the Von Wildling model.
2.0
Default
Shapeshift: Wrath Sprout
The model may Shapeshift into the model listed. Shapeshift rules are detailed in the rulebook.
2.0
Default
Share a Sip
If another hero activates after this hero during the same turn, that hero gains +3 Movement Points during that activation.
2.0
Default
Sharp Tusks
All Truffle Hogs gain KNOCKDOWN.
2.0
Default
Shatter
A model with Shatter gains +1B STR if its target is suffering Ice.
1.0 Custom
Default
Shatter
The target must be either a large crystal or a model with the Crystal Form status effect. Resolve as you would for a normal burst effect.
FK
Default
Shell
When a model with Shell is destroyed replace it with a Turtle Shell model. If all Turtle Shells are already on the dungeon map, move the Turtle Shell furthest from the Heroes to the new square.
1.0 Custom
Default
Shinies
Heroes that kill a Metaly may draw from the Treasure deck.
2.0
Arcade
Shiny Bauble
When a plot card is drawn, roll 1R. All monsters with Shiny Bauble gain a permanent bonus, depending on the roll:

No Stars: +1ST ARM
One Star: +1ST STR
Two or more stars: +1AC
2.0
Explore
Shiny Bauble
When a boss sighting space is reached on the mighty monster chart, the Consul draws the top card of the loot deck and places it next to the mighty monster chart (discard loot that increases the number of potions that may be carried and redraw). For the remainder of the game, all monsters with Shiny Bauble gain all bonuses from loot drawn in this way as if they had it equipped. (Arena: This ability is triggered the first time you spawn a mini-boss.)
2.0
Default
Sidekick
While this Pet’s Master is within 8 squares, this Pet may use the basic Interact action to target tokens as if it were a Hero. When a token would be placed on this Pet’s card due to an Interact, place it on this Pet’s Master’s card instead.
1.0
Default
Sidestep
Move 1 square anytime the model successfully makes a defense roll.
FK
Default
Sidestep
When a model with Sidestep wins a defense roll they may immediately move one square.
2.0
Explore
Sidestep
When a model with Sidestep wins a defense roll, it may immediately move one square.
2.0
Explore
Silverware
All Spikers in play gain +1G STR.
2.0
Arcade
Skittish
When a monster with Skittish receives a Move command, it moves away from the closest Hero as far as it is able.
2.0
Default
Skulls of the Fallen
Spawn six Ghostflames: two adjacent to each SPAWNPOINT square on the first, second, and third tiles. Whenever a Hero is destroyed, spawn one Ghostflame adjacent to any SPAWNPOINT (up to a maximum of six Ghostflames in play).
2.0
Default
Sky Blackens, The
Spawn 2 Underdead Crows within 4 squares of The Thresher.
2.0
Default
Slayer
A model with Slayer may reroll a single die when making offensive actions which target dragon, kobold, or drake models.
2.0
Explore
Slayer
A model with Slayer may reroll a single dice when making offensive actions which target dragon, kobold, or drake models.
1.0
Default
Slow
A model or effect with Slow places a Slow counter on any model it damages. A model suffering Slow halves its speed (Rounding Up) during its activation.
1.0
Default
Slow
A model suffering Slow halves its Movement, rounding up.
FK
Default
Slow
A model suffering Slow halves its movement points, rounding up.
2.0
Default
Slow
A model suffering Slow halves its movement points, rounding up.
1.0
Default
Small
Small models may only be targeted by melee attacks.
FK
Default
Small
An enemy model may only target a small model if it is within 3 squares of the model.
2.0
Default
Small
An enemy model may only target a Small model if it is within three squares of the Small model.
2.0
Arcade
Smashing Pumpkins
If a model with Smashing Pumpkins ends a move command adjacent to one or more Heroes, destroy it and any adjacent Heroes suffer Bane.
1.0
Default
Smoke
Squares affected by Smoke block line of sight. Models within a square affected by Smoke are considered to have Stealth.
1.0
Default
Smoke
Models affected by Smoke gain Stealth.
2.0
Default
Smokebomb
When the dungeon boss spawns, spawn all monsters with Smokebomb that were previously destroyed this game, before resolving the Boss Fight card; these monsters may spawn on any open square in the dungeon.
2.0
Arcade
Smokebomb
When the dungeon boss spawns, spawn all monsters with Smokebomb that were previously destroyed this game within 3 squares of the dungeon boss.
1.0
Default
Smooches
This model may Shapeshift back to is original form if a friendly model moves into an adjacent square and spends 1 Action Point to give it a kiss.
FK
Default
Smooches
This model immediately shapeshifts back to its original form if a friendly model moves into an adjacent square and spends 1 Action to give it a kiss.
2.0
Default
Smuggler
At the beginning of the game, draw three loot cards and one treasure card without looking at what they are. Place them under the model's card. When this model is destroyed, you may discard all of the smuggled cards instead of spending a Princess Coin to return to play. When the dungeon boss spawns you may equip the smuggled cards during the next power up phase.
2.0
Default
Solo Paired Spawn
This solo is also a spawning point with the spawning pool listed below. It follows commands as if it were a solo, and spawns as if it were a spawning point. When this solo receives the move command, it moves directly away from the closest Hero.
2.0
Arcade
Solo Paired Spawn
This solo is also a spawning point with the spawning pool listed below. It follows commands as if it were a solo, and spawns as if it were a paired spawning point. When this solo receives the move command, it moves directly away from the closest Hero.
2.0
Arcade
Solo Spawn
This solo is also a spawning point with the spawning pool listed below. It follows commands as if it were a solo, and spawns as if it were a spawning point. When this solo receives the move command, it moves directly away from the closest Hero.
FK
Default
Soporific
When this model is destroyed inflicts the attacking model with the status effect Slow.
FK
Default
Soporific
When a model with Soporific is destroyed, the model that destroyed it suffers Slow.
2.0
Default
Soporific
When a model with Soporific is destroyed, the model that destroyed it suffers SLOW
FK
Default
Soporific Cloud
When a Hero that does not have Emerald affinity moves within 2 squares of Fungal Growth they suffer Slow.
2.0
Default
Soul Echo
The first time this Hero succeeds with an offensive action against a SUPER monster, it must discard this treasure and add one Princess Coin to the backpack.
2.0
Default
Soul Jar
Place three potion tokens on Elrik. Elrik gains potions when winning offense rolls AND defense rolls. For the remainder of the game, after making a roll, Elrik may spend one potion token to reroll one die. Only a single die per roll may be rerolled.
2.0
Default
Spawn Kill
When an enemy model spawns within range, this model may immediately make a melee attack against it.
FK
Default
Spawn Location
When playing Arcade Mode, spawning points are placed in Spawn Location squares.
2.0
Explore
Spawn Location
Spawning points are placed in spawn location squares.
FK
Explore
Spawning Pool
1x Bramble Knight (Spawning Point)
1x Grobbit Executioner
2x Frog Knights
4x Billmen
FK
Arcade
Spawning Pool
1x Bramble Knight (Spawning Point)
1x Grobbit Executioner
2x Frog Knights
4x Billmen

Cards:
Excutioners Gang
House of Frog Gang
FK
Explore
Spawning Pool
2x Claw Shrine (Spawning Point)
2x Black Claw Assassin
3x Claw Trainer
6x Drake Hound
FK
Arcade
Spawning Pool
2x Claw Shrine (Spawning Point)
2x Black Claw Assassin
3x Claw Trainer
6x Drake Hound

Cards:
Black Claws Gang
Blood Trackers Gang
FK
Explore
Spawning Pool
1x Egg Clutch (Spawning Point)
2x Wyrmling
2x Whelp
2x Hatchlings
FK
Arcade
Spawning Pool
1x Egg Clutch (Spawning Point)
2x Wyrmling
2x Whelp
2x Hatchlings

Cards:
Dragonborn Gang
FK
Explore
Spawning Pool
2x Elemental Shrine (Spawning Point)
1x Chunin
1x Madoushi
2x Kunoichi
2x Yajiri
3x Kaiken
FK
Arcade
Spawning Pool
2x Elemental Shrine (Spawning Point)
1x Chunin
1x Madoushi
2x Kunoichi
2x Yajiri
3x Kaiken

Cards:
Strike Tream
Scout Team
Mystic Team
FK
Explore
Spawning Pool
1x Fungal Growth (Spawning Point)
1x Okoshroom
2x Truffle Pig
4x Kinoshroom
FK
Arcade
Spawning Pool
1x Fungal Growth (Spawning Point)
1x Okoshroom
2x Truffle Pig
4x Kinoshroom

Cards:
Fungus Brigade Gang
Pig Patrol Gang
FK
Explore
Spawning Pool
2x Grabby House (Spawning Point)
1x Shamble Priest
2x Prowler
2x Pudge
6x Swampie
FK
Arcade
Spawning Pool
2x Grabby House (Spawning Point)
1x Shamble Priest
2x Prowler
2x Pudge
6x Swampie

Cards:
Grave Robbers Gang
Rotters Gang
FK
Explore
Spawning Pool
2x Kobold Warrens (Spawning Point)
1x Dragon Priest
2x Ironscales
2x Flingers
3x Knuckleheads
3x Gougers
FK
Arcade
Spawning Pool
2x Kobold Warrens (Spawning Point)
1x Dragon Priest
2x Ironscales
2x Flingers
3x Knuckleheads
3x Gougers

Cards:
Scale Wall Gang
Dragon Devotee Gang
Sneaks Gang
FK
Explore
Spawning Pool
1x Lava Whirl (Spawning Point)
1x Blaze Beetle
2x Ember Hound
3x Burning Gel
6x Fire Gel
FK
Arcade
Spawning Pool
1x Lava Whirl (Spawning Point)
1x Blaze Beetle
2x Ember Hound
3x Burning Gel
6x Fire Gel

Cards:
Blaze Beetle
Burning Pack Gang
Flaming Slime Gang
FK
Explore
Spawning Pool
2x Old Growth Hollow (Spawning Point)
1x Sprout
1x King Sprout
2x Wisp
2x Turniphead
6x Mook
FK
Arcade
Spawning Pool
2x Old Growth Hollow (Spawning Point)
1x Sprout
1x King Sprout
2x Wisp
2x Turniphead
6x Mook

Cards:
Lil' Sprouts Gang
Hungry Sprouts Gang
Wll-O-Wisps Gang
Herbalists Gang
FK
Explore
Spawning Pool
1x Pumpkin Patch (Spawning Point)
1x Crypt Spider
2x Curse Coven Witch
2x Miserable Toad
4x Skullbat
FK
Arcade
Spawning Pool
1x Pumpkin Patch (Spawning Point)
1x Crypt Spider
2x Curse Coven Witch
2x Miserable Toad
4x Skullbat

Cards:
Crypt Spider
Miserable Toad
Curse Coven Gang
FK
Explore
Spawning Pool
2x Rock Pile (Spawning Point)
1x Crusher
2x Roller
2x Bombardier
6x Slowpoke
6x Turtle Shell
FK
Arcade
Spawning Pool
2x Rock Pile (Spawning Point)
1x Crusher
2x Roller
2x Bombardier
6x Slowpoke

Cards:
Rockers Gang
Bully Foremen Gang
Shell Battery Gang
FK
Explore
Spawning Pool
1x Salt Pillar (Spawning Point)
2x Mist Hound
6x Sorrow
FK
Arcade
Spawning Pool
1x Salt Pillar (Spawning Point)
2x Mist Hound
6x Sorrow

Cards:
Predators Gang
Despair Shroud Gang
FK
Explore
Spawning Pool
2x Shallow Grave (Spawning Point)
1x Dust Coven Necromancer
2x Dread Knight
2x Dust Mage
6x Boneheads
FK
Arcade
Spawning Pool
2x Shallow Grave (Spawning Point)
1x Dust Coven Necromancer
2x Dread Knight
2x Dust Mage
6x Boneheads

Cards:
Dust Coven Gang
House of Ash Gang
Dust Acolytes Gang
FK
Explore
Spawning Pool
1x Tribal Stone (Spawning Point)
1x Mistmourn Chieftain
2x Spirit Walker
2x Ghostfire Warrior
FK
Arcade
Spawning Pool
1x Tribal Stone (Spawning Point)
1x Mistmourn Chieftain
2x Spirit Walker
2x Ghostfire Warrior

Cards:
Ghostfire Tribe Gang
Spirit Born Gang
2.0
Arcade
Spawning Pool
1x Arcadian Spider Nest (Spawning Point)
1x Duskweaver Acolyte
3x Leaping Spider
3x Trapdoor Spider

Cards:
Inescapable Swarm
Terrifying Leapers
2.0
Explore
Spawning Pool
1x Arcadian Spider Nest (Spawning Point)
1x Duskweaver Acolyte
3x Leaping Spider
3x Trapdoor Spider
2.0
Arcade
Spawning Pool
1x Bandit Knight (Spawning Point)
1x Grobbit Barbarian
2x Marauder Squawk
4x Billmen Bandit

Cards:
Barbaric Bandits
The Marauding Doom
2.0
Explore
Spawning Pool
1x Bandit Knight (Spawning Point)
1x Grobbit Barbarian
2x Marauder Squawk
4x Billmen Bandit
2.0
Arcade
Spawning Pool
1x Ijin Madoushi (Spawning Point)
1x Ijin Yajiri
2x Ijin Kaiken
2x Ijin Kunoichi
1x Ijin Oni

Cards:
1x A Crush of Ijin
1x Ijin Hunting party
2.0
Explore
Spawning Pool
1x Ijin Madoushi (Spawning Point)
1x Ijin Yajiri
2x Ijin Kaiken
2x Ijin Kunoichi
1x Ijin Oni
2.0
Arcade
Spawning Pool
1x Ika Madoushi (Spawning Point)
2x Ika Kaiken
1x Ika Yajiri
1x Ika Oni
1x Ika Kunoichi

Cards:
1x The Kraken's Jaws
1x Ika Oni
2.0
Explore
Spawning Pool
1x Ika Madoushi (Spawning Point)
2x Ika Kaiken
1x Ika Yajiri
1x Ika Oni
1x Ika Kunoichi
2.0
Arcade
Spawning Pool
2x Kitsune Madoushi (paired Spawning Point)
3x Kitsune Kaiken
3x Kitsune Yajiri
2x Kitsune Oni
2x Kitsune Kunoichi

Cards:
1x Kitsune Shuriken Storm
1x Claws of Kitsune
2.0
Explore
Spawning Pool
2x Kitsune Madoushi (paired Spawning Point)
3x Kitsune Kaiken
3x Kitsune Yajiri
2x Kitsune Oni
2x Kitsune Kunoichi
2.0
Arcade
Spawning Pool
1x Tanchyo Madoushi (Spawning Point)
1x Tanchyo Kaiken
1x Tanchyo Oni
1x Tanchyo Kunoichi
2x Tanchyo Yajiri

Cards:
1x Arrows and Blades
1x Tanchyo Kaiken
1x Tanchyo Oni
2.0
Explore
Spawning Pool
1x Tanchyo Madoushi (Spawning Point)
1x Tanchyo Kaiken
1x Tanchyo Oni
1x Tanchyo Kunoichi
2x Tanchyo Yajiri
2.0
Arcade
Spawning Pool
1x Tora Madoushi (Spawning Point)
2x Tora Kaiken
1x Tora Yajiri
1x Tora Oni
1x Tora Kunoichi

Cards:
1x Tirumphant Tora
1x Gunpowder Gala
2.0
Explore
Spawning Pool
1x Tora Madoushi (Spawning Point)
2x Tora Kaiken
1x Tora Yajiri
1x Tora Oni
1x Tora Kunoichi
2.0
Arcade
Spawning Pool
1x Yamazaru Madoushi (Spawning Point)
2x Yamazaru Kaiken
1x Yamazaru Yajiri
1x Yamazaru Oni
1x Yamazaru Kunoichi

Cards:
1x Monkey Mischief
1x Yamazaru Oni
1x Yamazaru Yajiri
2.0
Explore
Spawning Pool
1x Yamazaru Madoushi (Spawning Point)
2x Yamazaru Kaiken
1x Yamazaru Yajiri
1x Yamazaru Oni
1x Yamazaru Kunoichi
2.0
Arcade
Spawning Pool
1x Cold Eggs (Spawning Point)
2x Frostbyte Wyrmling
2x Frostbyte Whelp
2x Frostbyte Hatchling

Cards:
1x Hoarfang's Brood
2.0
Explore
Spawning Pool
1x Cold Eggs (Spawning Point)
2x Frostbyte Wyrmling
2x Frostbyte Whelp
2x Frostbyte Hatchlings
2.0
Arcade
Spawning Pool
1x Corrupted Harvest (Spawning Point)
1x Crow Eater
2x Harvest Socks
4x Harvest Goons
2x Rotten Pumpkins

Cards:
1x Out of the Cornfield
1x Reap The Harvest
1x Rotten Pumpkin
2.0
Explore
Spawning Pool
1x Corrupted Harvest (Spawning Point)
1x Crow Eater
2x Harvest Sacks
4x Harvest Goons
2x Rotten Pumpkins
2.0
Arcade
Spawning Pool
1x Cursed Barrow (Spawning Point)
1x Black Hand
4x Draugr

Cards:
1x Order of the Black Hand
1x Drauger Berserker
2.0
Arcade
Spawning Pool
1x Cursed Barrow (Spawning Point)
1x Black Hand
5x Draugr

Cards:
1x Order of the Black Hand
1x Drauger Berserker
2.0
Explore
Spawning Pool
1x Cursed Barrow (Spawning Point)
1x Black Hand
4x Draugr
2.0
Explore
Spawning Pool
1x Cursed Barrow (Spawning Point)
1x Black Hand
4x Draugrs

1x Draugr Bererker (Shapeshift)
2.0
Explore
Spawning Pool
1x Cursed Barrow (Spawning Point)
1x Black Hand
5x Draugr
2.0
Explore
Spawning Pool
1x Cursed Barrow (Spawning Point)
1x Black Hand
5x Draugrs

1x Draugr Bererker (Shapeshift)
2.0
Arcade
Spawning Pool
2x Cursed Hollow (Spawning Point)
1x Bad Seed
1x Wrath Sprout (Shapeshift)
2x Gloom Wisp
2x Spoiled Turnip
6x Rotten Cabbage

Cards:
1x Rotten Seeds
1x Vengeful Compost
1x Gloom Wisps
1x Spoiled Turnips
2.0
Explore
Spawning Pool
2x Cursed Hollow (Spawning Point)
1x Bad Seed
1x Wrath Sprout (Shapeshift)
2x Gloom Wisp
2x Spoiled Turnip
6x Rotten Cabbage
2.0
Arcade
Spawning Pool
1x Cursed Knight (Spawning Point)
1x Grobbit Deathlord
2x Skull Squawk
4x Moorland Militia

Cards:
1x Deathlord Militia
1x Skull Riders
2.0
Explore
Spawning Pool
1x Cursed Knight (Spawning Point)
1x Grobbit Deathlord
2x Skull Squawk
4x Moorland Militia
2.0
Arcade
Spawning Pool
1x Egg Clutch (Spawning Point)
2x Wyrmling
2x Whelp
2x Hatchling

Cards:
1x Dragonborn
2.0
Explore
Spawning Pool
1x Egg Clutch (Spawning Point)
2x Wyrmling
2x Whelp
2x Hatchlings
2.0
Arcade
Spawning Pool
2x Elemental Shrine (Spawning Point)
1x Chunin
1x Madoushi
2x Kunoichi

2x Yajiri

3x Kaiken

Cards:
Strike Team

Scout Team

Mystic Team
2.0
Explore
Spawning Pool
2x Elemental Shrine (Spawning Point)
1x Chunin
1x Madoushi
2x Kunoichi

2x Yajiri

3x Kaiken
2.0
Arcade
Spawning Pool
2x Fire Flow Hollow (Spawning Point)
1x Magma Seed
1x Volcanic Sprout (Shapeshift)
2x Flame Wisp
2x Spicy Turnip
6x Broiled Mook

Cards:
1x Sprouting Magma
1x Volcanic Growth
1x Flame Wisps
1x Spicy Turnips
2.0
Explore
Spawning Pool
2x Fire Flow Hollow (Spawning Point)
1x Magma Seed
1x Volcanic Sprout (Shapeshift)
2x Flame Wisp
2x Spicy Turnip
6x Broiled Mook
2.0
Arcade
Spawning Pool
1x Forgotten Stone (Spawning Point)
1x Midnight Mutineer
2x Blackblade Corsair
3x Corsair Arbalist

Cards:
1x Boarding Party
1x Corsair Arbalist
2.0
Explore
Spawning Pool
1x Forgotten Stone (Spawning Point)
1x Midnight Mutineer
2x Blackblade Corsair
3x Corsair Arbalist
2.0
Arcade
Spawning Pool
2x Frozen Warrens (Spawning Point)
1x Frozen Priest
2x Frostscales
2x Snowball Chucker
3x Blockhead
3x Ice Pick

Cards:
1x Cult of Frozen Spires
1x Frostfang Horde
1x Snowball Fight
2.0
Explore
Spawning Pool
2x Frozen Warrens (Spawning Point)
1x Frozen Priest
2x Frostscale
2x Snowball Chucker
3x Blockhead
3x Ice Pick
2.0
Arcade
Spawning Pool
1x Howler Stone (Spawning Point)
1x Pack Leader
1x Ranger
2x Hunter
2x Warrior

Cards:
1x The Grassy Gnolls
1x Gnoll With The Punches
2.0
Explore
Spawning Pool
1x Howler Stone (Spawning Point)
1x Pack Leader
1x Ranger
2x Hunter
2x Warrior
2.0
Explore
Spawning Pool
1x Howler Stone (Spawning Point)
1x Gnoll Pack Leader
1x Gnoll Ranger
2x Gnoll Warriors
2x Gnoll Hunters
2.0
Arcade
Spawning Pool
1x Junk Reaver Crystal (Spawning Point)
1x Rust Boss
4x Junker
3x Rusty Arrows

Cards:
Junkers Jamborie
Rusty Arrows
2.0
Explore
Spawning Pool
1x Junk Reaver Crystal (Spawning Point)
1x Rust Boss
4x Junker
3x Rusty Arrows
2.0
Arcade
Spawning Pool
2x Kobold Warrens (Spawning Point)
1x Dragon Priest
2x Ironscales
2x Flingers
3x Knuckleheads
3x Gougers

Cards:
1x Scale Wall
1x Dragon Devotee
1x Sneaks
2.0
Explore
Spawning Pool
2x Kobold Warrens (Spawning Point)
1x Dragon Priest
2x Ironscales
2x Flingers
3x Knuckleheads
3x Gougers
2.0
Arcade
Spawning Pool
1x Loot Stash (Spawning Point)
1x Shiny Boss
3x Polished Punk
4x Powder Lad

Cards:
Shinin' Shields
Powder Lad
2.0
Explore
Spawning Pool
1x Loot Stash (Spawning Point)
1x Shiny Boss
3x Polished Punk
4x Powder Lad
2.0
Arcade
Spawning Pool
1x Maleficent Idol (Spawning Point)
1x Master of Chains
2x Heartbound
4x Devout of Araphel

Cards:
1x Araphel's Heart
1x Cult of Araphel
2.0
Arcade
Spawning Pool
1x Maleficent Idol (Spawning Point)
1x Master of Chains
2x Heartbound
4x Devout of Araphel

Cards:
1x Cult of Araphel
1x Heartbound
2.0
Explore
Spawning Pool
1x Maleficent Idol (Spawning Point)
1x Master of Chains
1x Heartbound
4x Devout of Araphel
2.0
Explore
Spawning Pool
1x Maleficent Idol (Spawning Point)
1x Master of Chains
2x Heartbound
4x Devout of Araphel
2.0
Arcade
Spawning Pool
1x Nepharite Warlord (Spawning Point)
4x Undead Legionaires
4x Necromutants

Cards:
1x Dark Legion Horde
1x Necromutant
2.0
Explore
Spawning Pool
1x Nepharite Warlord (Spawning Point)
4x Necromutants
4x Undead Legionaires
2.0
Arcade
Spawning Pool
1x Nether Clutch (Spawning Point)
2x Nether Wyrmling
2x Nether Whelp
2x Nether Hatchling

Cards:
1x Demon Drakes
2.0
Explore
Spawning Pool
1x Nether Clutch (Spawning Point)
2x Nether Wyrmling
2x Nether Whelp
2x Nether Hatchlings
2.0
Arcade
Spawning Pool
1x Pinching Palace (Spawning Point)
1x Lord of the Crabs
3x Big Claw
3x Carapace Crawler

Cards:
1x Pinching Party
1x Carapace Crawler
2.0
Explore
Spawning Pool
1x Pinching Palace (Spawning Point)
1x Lord of the Crabs
3x Carapace Crawler
3x Big Claw
2.0
Arcade
Spawning Pool
1x Sand Spire (Spawning Point)
1x Silk Knife
2x Desert Blackblade
3x Dune Hunter

Cards:
1x Desert Raiders
1x Dune Hunter
2.0
Explore
Spawning Pool
1x Sand Spire (Spawning Point)
1x Silk Knife
2x Desert Blackblade
3x Dune Hunter
2.0
Arcade
Spawning Pool
1x Scrap Tower (Spawning Point)
1x Grim Oculus
1x Gate Crasher
4x Dunces
12x Kabomb

Cards:

1x Grim Occulus

1x Gate Crasher

1x Dunce

1x KaBomb
2.0
Explore
Spawning Pool
1x Scrap Tower (Spawning Point)
1x Grim Oculus
1x Gate Crasher
4x Dunces
12x Kabomb
2.0
Arcade
Spawning Pool
1x Sewer Pipe (Spawning Point)
1x Moffet
2x Fetch
4x Guttersnipe

Cards:
1x Sovereign Sewers
1x Goblin Fetches
2.0
Explore
Spawning Pool
1x Sewer Pipe (Spawning Point)
1x Moffet
2x Fetch
4x Guttersnipe
2.0
Arcade
Spawning Pool
1x Shadow Tower (Spawning Point)
1x Tower Stalker
2x Tower Blackblade
3x Tower Arbalist

Cards:
1x Shadow Guard
1x Tower Arbalist
2.0
Explore
Spawning Pool
1x Shadow Tower (Spawning Point)
1x Tower Stalker
2x Tower Blackblade
3x Tower Arbalist
2.0
Arcade
Spawning Pool
2x Shadow Warrens (Spawning Point)
1x Shadow Priest
2x Shadowscales
2x Dark Lobber
3x Dimwit
3x Skewer

Cards:
1x Cult of the Dark
1x Shadow Brigade
1x Squirrely Slingers
2.0
Explore
Spawning Pool
2x Shadow Warrens (Spawning Point)
1x Shadow Priest
2x Shadowscale
2x Dark Lobber
3x Dimwit
3x Skewer
2.0
Arcade
Spawning Pool
1x Skull Stone (Spawning Point)
2x Neck Splitters
2x Face Beaters
2x Knuckle Smashers

Cards:
1x Smasher Mob
1x Splitter Mob
2.0
Explore
Spawning Pool
1x Skull Stone (Spawning Point)
2x Neck Splitters
2x Face Beaters
2x Knuckle Smashers
2.0
Arcade
Spawning Pool
1x Spawn of Servitude (Spawning Point)
1x Head Nurse
2x Potion Mistress
4x Wretch

Cards:
1x The Night Shift
1x A Ratchet of Nurses
2.0
Explore
Spawning Pool
1x Spawn of Servitude (Spawning Point)
1x Head Nurse
2x Potion Mistress
4x Wretch
2.0
Arcade
Spawning Pool
1x Spider Nest (Spawning Point)
1x Spider Speaker
3x Crawler
3x Shadow Spinner

Cards:
1x Crawler Cluster
1x Spinner Spindle
2.0
Explore
Spawning Pool
1x Spider Nest (Spawning Point)
1x Spider Speaker
3x Crawler
3x Shadow Spinner
2.0
Arcade
Spawning Pool
1x Watchtower (Spawning Point)
1x Sergeant-at-Arms
2x Longbowmen
2x Swordsmen
2x Pikemen

Cards:
1x Crown Guard Patrol
1x Crown Guard Longbowmen
2.0
Explore
Spawning Pool
1x Watchtower (Spawning Point)
1x Sergeant-at-Arms
2x Longbowmen
2x Pikemen
2x Swordsmen
2.0
Arcade
Spawning Pool
1x Yurei Madoushi (Spawning Point)
3x Yurei Kaiken
2x Yurei Yajiri
2x Kunoichi

Cards:
1x Ghost Ship
1x Spirit Archers
2.0
Explore
Spawning Pool
1x Yurei Madoushi (Spawning Point)
3x Yurei Kaiken
2x Yurei Yajiri
2x Yurei Kunoichi
2.0
Explore
Spawning Pool
1x Sohei Madoushi (Spawning Point)
2x Sohei Kaiken
1x Sohei Yajiri
1x Sohei Oni
1x Sohei Kunoichi

Cards:
1x Tirumphant Tora
1x Gunpowder Gala
2.0
Explore
Spawning Pool
1x Crow's Nest (Spawning Point)
1x Bosun
2x Cursed Pirate
2x The Walking Cursed
2.0
Arcade
Spawning Pool
1x Crow's Nest (Spawning Point)
1x Bosun
2x Cursed Pirate
2x The Walking Cursed

Cards:
The Lost Souls
1.0 Custom
Explore
Spawning Pool
1x Slime Stack (Spawning Point)
1x Dukeslime
1x Healie
2x Blubblies
4x Slimes
1x Metaly
1.0 Custom
Explore
Spawning Pool
1x Warp Pipe (Spawning Point)
1x Bob-omb
2x Koopa Troopas
3x Goombas
2.0
Default
Spider's Trap, The
The dungeon boss immediately performs a full activation.
2.0
Default
Spirit Call
When a model with Spirit Call is in play, all Ghost models gain +1B to all rolls.
2.0
Default
Spirit Sentry
When a model with Spirit Sentry either deals or suffers a wound, all SUPER monsters in play may immediately make one basic attack action.
2.0
Arcade
Spiteful Whispers
A model with a Spiteful Cherub on its card suffers -1ST WILL to all WILL rolls. The Hero must also roll 1G at the end of every Consul turn and apply one of the below status effects, depending on the roll:
0ST: Bane
1ST: Hex
2ST: Ice
3ST: Poison
4ST: Immobile
2.0
Explore
Spiteful Whispers
Heroes suffer -1ST WILL for each model with Spiteful Whispers adjacent to them.
2.0
Default
Splinters
When a model with Splinters achieves a Critical Success, it suffers one damage.
2.0
Default
Splinters
When a model with Splinters achieves a critical hit, it suffers one damage.
1.0 Custom
Default
Split
The two boars share one set of wounds and action points, but can move 8 squares each.
1.0
Default
Splurt
When Burning Gel is destroyed, before removing the model, place two Fire Gels into play in any adjacent empty squares.
FK
Default
Splurt
When Burning Gel is destroyed, before removing the model, place two Fire Gels into play in any adjacent empty squares.
FK
Default
Spongy
Anytime a model makes an offensive action against the Kinoshroom. The model is pushed one square away.
FK
Default
Spongy
When a model with Spongy is targeted, Push the model that targeted them 1 square after the action has been resolved, even if the model with Spongy was destroyed.
2.0
Default
Spongy
When a model with Spongy is targeted by an action, after the action has been resolved, move the model that targeted it one square using the rules for Push. Resolve Spongy even if the model with Spongy was destroyed.
2.0
Default
Spooky Spooky!
At the end of this model’s activation, it may cause target adjacent Hero to Push 3.
1.0
Default
Spray
A spray effect hits multiple models in a \"V\" pattern up to X squares away.
1.0
Default
Spray
A Spray effect hits multiple models in a \"V\" pattern up to X
squares away. Spray effects may not be used along diagonals
and distance portion (X) of a distance effect, but do not replace
any other aspect of the ability.
2.0
Explore
Spread The Cheer
The first time per turn a model with Spread The Cheer suffers a wound, it may apply the wound to the closest enemy model instead.
2.0
Arcade
Spread The Love
After a monster with Spread The Love performs a Fight command that dealt one or more wounds, roll 1G for each Hero that suffered at least one wound and apply one of the following status effects depending on the roll:
HEART POTION: Bane
1ST: Hex
2ST: Ice
3ST: Poison
4ST: Immobile
2.0
Explore
Spread The Love
When a model with Spread The Love makes a successful offensive action, it may choose and apply one status effect on the target for each potion rolled. These status effects are applied after fully resolving the action.
2.0
Explore
Spread The Love
When a model with Spread The Love makes a successful offensive action, it may choose and apply one status effect on the target for each potion rolled.
1.0
Default
Squirrely
When a model with Squirrely makes a defense roll, it may choose one of its dice and reroll it.
2.0
Explore
Squirrely
When a model with Squirrely makes a defense roll, it may choose one of its dice and reroll it.
1.0
Default
Static Charge
Static Charge grants +1b dice to both STR and ARM for every wound token on card.
FK
Default
Static Charge
A model with Static Charge gains +1B STR and +1B ARM for every wound they are currently suffering.
1.0
Default
Status Effects
Some attacks or abilities in the game will cause the models hit to
suffer status effects if they successfully deal damage to a model.
When a model suffers a status effect, place the appropriate
counter on their card. A model with a status effect counter suffers
its effects at all times until the counter is removed.
Sometimes a special action will cause a status effect. Since
special actions do not typically deal damage, instead any model
hit by the special action suffers the status effect listed. Note that,
unlike a special attack, a special action must specifically say that
it causes a status effect.
When a model gains a heart, they may choose to remove a status
effect counter from their card instead of removing a wound counter.
Typically, a model may only have one status effect counter of
each type on their card at once, but may have multiple status
effect counters.
2.0
Default
Steady
A model with Stready may not be Pushed, Pulled, or Compelled by enemy models.
2.0
Explore
Steady
A model with Stready may not be Pushed, Pulled, or Compelled by enemy models.
1.0
Default
Steal
When a model with Steal inflicts a wound, it may discard one random card from the party’s backpack.
2.0
Default
Steal
When a model with Steal inflicts a wound, it may discard one random card from the party's backpack.
1.0
Default
Stealth
When a model with Stealth is targeted by a ranged affect they may immediately make a DEX roll. Subtract the number of stars rolled from the attacker's range. If the roll causes the attacker to be out of range the attack is considered to have failed.
FK
Default
Stealth
Reduces the range of all actions made against the model by 3 to a minimum of 1.
FK
Default
Stealth
Actions targeting a model with stealth reduce their Range by 3, to a minimum of 1.
2.0
Default
Stealth
Actions targeting a model with Stealth reduce their Range by 3, to a minimum of 1.
FK
Default
Stealth Aura
Monsters with Ruby Affinity that are within 2 squares of Salt Pillar gain Stealth.
2.0
Default
Stealth Aura
Monsters with RUBYAFFINITY that are within two squares of a model with Stealth Aura gain Stealth.
2.0
Default
Stingy
A model with Stingy may not share its potions with friendly Heroes.
1.0
Default
Stocked
A model with Stocked begins the game with its maximum number of potions.
2.0
Explore
Stocked
A model with Stocked begins the game with its maximum number of potions.
2.0
Default
Storm Of Rage And Grief, A
All Heroes must roll thier STR. Any Heroes that roll 3 or fewer stars suffer KNOCKDOWN. Then, if Ugg or Mugg is in play, the remaining Dungeon Boss immediately performs a full activation (this may interrupt the Heroes' turn).
2.0
Default
Strength of Virtue
When a model with Strength of Virtue would gain a status effect, it may roll 1B. If any stars are rolled, it does not gain the status effect.
2.0
Default
Strike
This Pet’s Master gains Pounce on its basic Melee attack if it has one and it began its activation within 2 squares of this Pet.
1.0
Default
Structure
Models cannot draw line of sight across or move through structures.
FK
Default
Structure
Models cannot draw line of sight across or move through structures.
2.0
Explore
Structure
Models cannot draw line of sight across or move through structures.
2.0
Default
Stubborn Goat
A Model with Stubborn Goat may not move during its activation unless the Heroes choose to discard one loot card from the backpack at the start of its activation.
FK
Default
Student
Once per game, a model with Student may use a single unique action listed on the card of any other Hero in the dungeon.
1.0
Default
Stun
A model or effect with Stun places a Stun counter on any model it damages. A model suffering Stun discards the highest result rolled anytime it makes a roll using its WILL attribute.
1.0
Default
Sturdy
A model with Sturdy may only be damaged by melee attacks. Wounds caused by Backlash do not advance the Power Gauge.
1.0
Default
Sturdy
A model with Sturdy may only be damaged by melee attacks.
FK
Default
Sturdy
A model with Sturdy never suffers more than a single wound from a single action, such as critical hits or Massive Damage.
2.0
Default
Sturdy
A model with Sturdy never suffers more than a single wound from a single action, such as critical hits or Massive Damage.
2.0
Arcade
Sturdy
A model with Sturdy never suffers more than a single wound from a single action, such as critical success or Massive Damage.
FK
Default
Succumb
All Heroes suffer Bane.
2.0
Default
Super Annoying
Heroes that begin their activation adjacent to this model gain 1 additional Movement during the activation.
1.0
Default
Surefoot
Each square of difficult terrain a made with Surefoot enters costs one speed instead of two.
FK
Default
Surefoot
A model with Surefoot treats difficult terrain squares as open squares. All non-blessing tile effects in those squares are ignored.
2.0
Default
Surefoot
A model with Surefoot treats difficult terrain squares as open squares. All non-blessing tile effects in those squares are ignored.
FK
Arcade
Surge
If a model with Surge is not in range of a Hero move it an additional 5 squares towards the Hero with the most wrath.
2.0
Arcade
Surge
If no Hero is in range of a model with Surge, move it an additional 5 squares towards the Hero with the most wrath.
1.0 Custom
Default
Swarm
TBD.
1.0
Default
Sweep
A Sweep effect hits every model within X squares of a single side of the users square, along a straight line.
1.0
Default
Sweep
A Sweep effect hits every model within X squares of a single
side of the user’s square, along a straight line. Sweep effects
may not be used along diagonals and replace the distance
portion (X) of a distance effect, but do not replace any other
aspect of the ability.
FK
Default
Sweep
A sweep effect hits every model within X squares of any single side of the user's base along a straight line. Sweep effects may not be used along diagonals.
2.0
Default
Tag Team
This Pet may activate immediately before its Master instead of immediately after it. After this Pet’s Master misses with a basic attack, this Pet may make a basic attack against the same target, if able.
1.0
Default
Tail Sweep
During his activation King Starfire may make a single attack, costing no action points with the following profile: Sweep 2, Knockdown, Tail Sweep does not cause Fire.
FK
Default
Tail Sweep
During his activation Starfire may make the following offensive action a single time for free: Attack Melee, Sweep 2, Knockdown.
2.0
Default
Tail Sweep
During its activation, a model with Tail Sweep may make the following offensive action a single time for free:
0AC 0SW, Sweep 2, KNOCKDOWN
2.0
Explore
Tainted Blood
Enemy models within three squares of a model with Tainted Blood do not remove the POISON status effect at the end of their activations.
1.0 Custom
Default
Tank
TBD.
2.0
Explore
Tasty
When The Guth rolls for Pig Feed, roll two dice and apply both results if they roll different numbers of stars.
1.0
Default
Teleport
A model that Teleports may move to any empty square within ten squares and line of sight of their current square.
FK
Default
Teleport
Choose an empty square anywhere within 10 squares, and line of sight. Place the model affected by Teleport in this square.
2.0
Explore
Teleport
Choose an empty square anywhere within 10 squares and line of sight. Place the model affected by Teleport in this square.
1.0 Custom
Default
Terrain
Crystal forms are considered terrain and do not contribute to the loot-o-meter or wound tracker.
2.0
Default
Territorial
A model with Territorial gains +1ST to offense rolls while on the first tile, +2ST while on the second, +3ST while on the third, and +4ST while on the fourth.
(Arena: A model with Territorial gains +2ST to offensive rolls while on the same tile as a friendly spawning point.)
2.0
Arcade
Territorial
A model with Territorial gains +1ST to offense rolls while on the first tile, +2ST while on the second, +3ST while on the third, and +4ST while on the fourth.
2.0
Explore
There Ya Are
When a Crit is rolled by any model, spawn a Spiker adjacent to that model (up to a maximum of four in play).
FK
Default
Thief
A model with Thief may reroll a single dice when using Pick Lock action.
2.0
Explore
Thief
A model with Thief may reroll a single dice when using Pick Lock action.
FK
Default
Throw
When using an action with Throw, choose one friendly adjacent model. Push that model a number of squares up to the value of X, as described in the rules for Push. If the model moves to a square that is adjacent to another model it immediately stops moving. Every model it stops adjacent to, friendly or enemy, suffers an offense roll of 1B per square the model moved.
2.0
Default
Throw Me a Fish
When another Hero begins its activation on the same tile as a model with Throw Me a Fish, the Hero may discard one loot from the backpack. If it does, the model with Throw Me a Fish may immediately take one basic offensive action.
2.0
Explore
Throw X
When using an action with Throw, choose one friendly adjacent model. Move that model a number of squares up to the value of X, using the rules for Push. If the model moves to a square that is adjacent to another model, it immediately stops moving. Every model it stops adjacent to, friendly or enemy, suffers an offense roll of +1B per square the model moved.
2.0
Explore
Thwomp
Enemy models may attempt to move through a space containing a model with THWOMP. If they do, the model with THWOMP immediately makes a melee attack against the enemy before the enemy moves through its space. If the attack is successful, the enemy may not move through the space. If the attack fails, the enemy model may move freely through all spaces containing the model with THWOMP (though it may not stop in the spaces).
2.0
Arcade
Thwomp
Enemy models may attempt to move through a space containing a model with THWOMP. If they do, the model with THWOMP immediately makes a STR 4ST attack against the enemy before the enemy moves through its space. If the attack is successful, the enemy may not move through the space. If the attack fails, the enemy model may move freely through all spaces containing the model with THWOMP (though it may not stop in the spaces).
2.0
Default
Tiny Cold Hands
Spawn one Frost Imp adjacent to each Hero, up to a maximum of six Frost Imps in play.
2.0
Default
Toss Me
If this model is targeted by an action with Throw, after resolving the results of the action, destroy this model. Volatile is triggered by Toss Me.
1.0
Default
Tough
At the beginning of their activation a model with tough may remove a single wound counter before status Effects are resolved.
FK
Default
Tough
During its upkeep, a model with Tough removes a single wound token.
2.0
Default
Tough
During its upkeep, a model with Tough removes a single wound token.
2.0
Default
Toughened Scars
This Hero gains +1HE for each Princess Coin on it, in addtion to any other benefit. (Arcade: When this model is brought into play using a Princess Coin, place the Princess Coin on its card in order to benefit from this ability.)
FK
Default
Toxic Blood
A model that inflicts a wound against a model with Toxic Blood suffers Poison.
1.0
Default
Transfixing Gaze
All Heroes within 3 squares of Von Drakk suffer Stun.
2.0
Explore
Treasure Pile
If there are one or more Heroes on a Treasure Pile Square during the Hero Power-Up phase, the party may trade four loot cards from the Backpack for a treasure instead of the usual six loot cards.
1.0 Custom
Default
Treasure Thief
Barry can open Treasure Chests in the same way as a Hero Character. Barry cannot use the Item but will carry it until he is killed. The heroes will then gain that item.
2.0
Default
Treeform
At the start of this model’s activation it may choose to forego all actions and movement to Heal 2. If it does, until the start of its next activation, it gains +1R ARM and all friendly models within Aura 2 gain +1R STR.
1.0
Default
Tremors
When Roxor enters play place a Slow counter on every Hero.
FK
Default
Tremors
All Heroes suffer SLOW.
2.0
Default
Tribute To Myself
When this model wins a defensive roll, it may heal itself using hearts as if it were an offensive roll.
2.0
Default
Troopa Shield
When a friendly model within two squares and Line of Sight is targeted with an attack, this model may suffer one wound. If it does, the friendly model gains +1G ARM for the duration of the attack.
1.0
Default
Trophies
A model with Trophies gains +1st ARM for each Ghostflame in play. Once per turn, if there are four or more Ghostflames adjacent to a model with Trophies, the model may immediately equip one Relic Item.
2.0
Default
Trophies
When a model with Trophies spawns, spawn six Ghostflames; two within three squares of each SPAWNPOINT. A model with Trophies gains +1ST ARM for each Ghostflame in play.
2.0
Explore
Trophies
A model with Trophies gains +1ST ARM for each Ghostflame in play. Once per turn, if there are four or more Ghostflames adjacent to a model with Trophies, the model may immediately equip one Relic Item.
1.0
Default
Turtle
When activated replace this model with a Shell, The Shell is considered the same model as the one it replaced for all purposes. The model gains +1 ARM and Immune: Status Effects. A Shell may not move, attack, or use special actions.

When a model with Turtle is require to make a defense roll it may immediately activate Turtle for free before making the roll.

If Turtle is active at the beginning of this model's activation replace the Shell with its original model. The model may then act normally during its turn which may include reactivating Turtle.
2.0
Default
Unapologetically Naughty
After a model with Unapologetically Naughty deals three wounds during a single activation, it shapeshifts back into its original form.
2.0
Default
Uncanny Awareness
Models with Uncanny Awareness ignore Stealth.
2.0
Default
Undead Horde
Spawn 4 Kodeads within four squares of Nightsong the Eternal
2.0
Default
Unpredictable
At the end of its activation, a model with Unpredictable must roll 1R. If it rolls no stars, the model must move three squares towards the closest other Hero and make a basic melee attack against it.
2.0
Default
Unstable Design
When a model with Unstable Design suffers a critical, it immediately takes its Vent Steam action. If the model with Unstable Design would be destroyed by the critical, it takes Vent Steam before being removed.
2.0
Default
Unwrapping, The
Spawn four Dark Presents within four squares of the Dungeon Boss.
2.0
Default
Unwrapping, The
Spawn four Dark Presents within four squares of the Dungeon Boss.
2.0
Arcade
Vengeful Storm
When a model with Vengeful Storm is killed, all monsters immediately receive the attack command.
2.0
Explore
Vengeful Storm
When a model with Vengeful Storm is destroyed, all models friendly to it may immediately make a basic offensive action.
2.0
Default
Vermin
This model may be spawned by the Infested ability.
2.0
Explore
Vile Stench
Enemy models may not end a move adjacent to this model unless they take a WILL check and roll one or more stars. (Arcade: At the end of each Hero turn, discard 1 Wrath from this model).
1.0
Default
Virulent
Adds +1b dice to any offense roll they make if their target is suffering Poison.
1.0
Default
Virulent
Add +1b to this model's offense rolls if its target is suffering from Poison.
FK
Default
Virulent
Add +1B to this model's offense rolls if its target is suffering from Poison.
2.0
Explore
Virulent
Add +1B to this model's offense rolls if its target is suffering from Poison.
2.0
Default
Volatile
When a model with Volatile is destroyed, before removing the model, resolve the following action: 2AC 0SW, +2R STR, Wave 1
2.0
Default
Volatile
When a model with Volatile is destroyed, before removing the model, resolve the following action: 1AC 0SW, Wave 1, +2R STR.
2.0
Arcade
Volatile
When a model with Volatile is destroyed, before removing the model, resolve the following action: 0AC Wave 1, +3ST STR. When Volatile is triggered, the model with Volatile is destroyed.
2.0
Explore
Volatile
When a model with Volatile is destroyed, before removing the model, resolve the following action: 0Melee, Wave 1, +2R STR.
2.0
Explore
Volatile
When a model with Volatile is destroyed, before removing the model, resolve the following action: 0AC 0SW, Wave 1, +2ST STR
2.0
Arcade
Volatile
When a model with Volatile is destroyed, before removing the model, resolve the following action: 0AC Wave 4, STR 4ST
1.0
Default
Vulnerable
If a model with vulnerable X is targeted by the ability listed as X, it immediately takes one wound in addition to any other effects of the ability.
1.0
Default
Vulnerable
Status Effect. If a model with Vulnerable X is targeted
by the ability listed as X, it must discard the highest result rolled of any
defense roll it makes against that ability.
1.0
Default
Vulnerable: Bind
A model with Vulnerable: Bind targeted by Bind must discard the highest result rolled of any defense roll it makes against an ability with Bind.
1.0
Default
Vulnerable: Choke
A model with Vulnerable: Choke targeted by Choke must discard the highest result rolled of any defense roll it makes against an ability with Choke.
1.0
Default
Vulnerable: Cold
A model with Vulnerable: Cold targeted by Cold must discard the highest result rolled of any defense roll it makes against an ability with Cold.
1.0
Default
Vulnerable: Fire
A model with Vulnerable: Fire targeted by Fire must discard the highest result rolled of any defense roll it makes against an ability with Fire.
FK
Default
Vulnerable: Fire
A model with Vulnerable: Fire targeted by Fire must discard the highest result rolled of any defense roll it makes against an ability with Fire.
1.0
Default
Vulnerable: Fragile
A model with Vulnerable: Fragile targeted by Fragile must discard the highest result rolled of any defense roll it makes against an ability with Fragile.
1.0
Default
Vulnerable: Immobile
A model with Vulnerable: Immobile targeted by Immobile must discard the highest result rolled of any defense roll it makes against an ability with Immobile.
1.0
Default
Vulnerable: Knockdown
A model with Vulnerable: Knockdown targeted by Knockdown must discard the highest result rolled of any defense roll it makes against an ability with Knockdown.
1.0
Default
Vulnerable: Magic
1.0
Default
Vulnerable: Pacify
A model with Vulnerable: Pacify targeted by Pacify must discard the highest result rolled of any defense roll it makes against an ability with Pacify.
1.0
Default
Vulnerable: Poison
A model with Vulnerable: Poison targeted by Poison must discard the highest result rolled of any defense roll it makes against an ability with Poison.
1.0
Default
Vulnerable: Slow
A model with Vulnerable: Slow targeted by Slow must discard the highest result rolled of any defense roll it makes against an ability with Slow.
1.0
Default
Vulnerable: Stun
A model with Vulnerable: Stun targeted by Stun must discard the highest result rolled of any defense roll it makes against an ability with Stun.
1.0
Default
Vulnerable: Weak
A model with Vulnerable: Weak targeted by Weak must discard the highest result rolled of any defense roll it makes against an ability with Weak.
2.0
Default
WAAAAAAAAAAAAAAAAAGGHHH!!!!
Place a Battle Frenzy token on every Orc, Goblin, and Gnoll except the dungeon boss. When a model would suffer one or more damage, it may discard a Battle Frenzy token to reduce the damage to zero.
2.0
Explore
Warcry
When a model with Warcry succeeds with an offensive action, spawn a number of Goblin Creeps adjacent to the target equal to the number of Potion icons rolled. This may not result in more than four Goblim Creeps being in play.
2.0
Default
Watch Out!
When a Boo Booty spawns on the same tile as this model, the Boo Booty suffers two wounds.
1.0
Default
Wave
A Wave effect is centered on the user's square and hits the user and every model within X squares of the user. Waves replace the ranged effect of an ability but do not replace any other aspect of the ability.
1.0
Default
Wave
A Wave effect is centered
on the user’s square and
hits the user and every
model within X squares of
the user. Waves replace the
distance portion (X) of a
distance effect, but do not
replace any other aspect of
the ability.
1.0
Default
Wave
A Wave effect is centered on the user’s base and every square within X squares of the user.
2.0
Default
Way Keeper
Friendly Waystone Creeps gain +1G ARM while on the same tile as a model with Way Keeper.
2.0
Explore
Wayfarer
A model with Wayfarer is affected by The Journey ability as if it were a dungeon boss.
1.0
Default
Weak
A model or effect with Weak places a Weak counter on any model it damages. A model suffering Weak discards the highest result rolled anytime it makes a roll using its ATT attribute.
2.0
Default
Webs
All squares within two squares of a model with Webs are difficult terrain.
2.0
Default
Welcome To The Black Parade
Spawn two Curse Ravens adjacent to the spawning point icon on the third tile.
2.0
Default
Well Wrapped
All Dark Presents gain +1ST ARM.
2.0
Explore
Werecursed (X)
When the Consul reaches a purple space on the Mighty Monster Chart, a model with Werecursed will Shapeshift into the listed model.
2.0
Default
Widow's Secret, The
Heroes within Aura 4 suffer -1ST WILL to all WILL rolls.
FK
Default
Wind of Blades
A model with Wind of Blades may spend all of its movement points to make a single Missile Attack basic offensive action.
2.0
Default
Wind of Blades
A model with Wind of Blades may spend all of its movement points to make a single Missile Attack basic offensive action.
2.0
Arcade
Wind of Blades
If a model with Wind of Blades didn't move in the turn before attacking, it (or its gang) gains +1ST STR for the remainder of the turn.
FK
Default
Wisdom
A model with Wisdom gains +1AC that may only be used to take support actions.
2.0
Explore
Wisdom
A model with Wisdom gains +1AC that may only be used to take support actions.
FK
Default
Wonder
Place pet model and game card in the Backpack. One Hero may become the pet's master during Power-Up.
2.0
Default
Yip's Wrath
During its activation, a model with Yip's Wrath may make the following offensive action a single time for free: 0AC: 4MI, Knockdown.
2.0
Arcade
Yoink!
When a monster with Yoink! attacks a Hero and the Hero rolls zero stars for defense, the Hero must discard one equipped loot card at random, if able.
2.0
Explore
Yoink!
When a model with Yoink! achieves a critical success, its target must discard one equipped loot card at random, if able.
2.0
Arcade
You're Alone
A model with You're Alone gains +2ST STR when targeting a model that has no other models friendly to it within two squares.
2.0
Explore
You're Alone
A model with You're Alone gains +2B to offensive actions that are targeting a model that has no other models friendly to it within two squares.
2.0
Arcade
You've Been Naughty
After an enemy model rolls a critical success against a model with You've Been Naughty, the enemy model Shapeshifts into a Naughtie (regardless of the number of wounds dealt by the critical). The controller of the model that is shapeshifting selects one Naughtie shapeshift card that is not already being used by a Hero. If all Naughtie shapeshift cards are in play, this ability has no effect. Heroes on Kringle's Nice List may not be shapeshifted in this way.
2.0
Explore
You've Been Naughty
After an enemy model rolls a critical success against a model with You've Been Naughty, the enemy model Shapeshifts into a Naughtie (regardless of the number of wounds dealt by the critical). The Consul selects one Naughtie shapeshift card that is not already being used by a Hero. If all Naughtie shapeshift cards are in play, this ability has no effect. Heroes on Kringle's Nice List may not be shapeshifted in this way.
2.0
Default
Your Goddess Has Forsaken You
All enemy Heroes discard all spent Princess Coins from their cards. All enemy Heroes without Princess Coins to discard suffer one wound.
FK
Default
Zealotry
All kobolds and drakes gain +1B STR.