chromaticdragon's heroes v2

20
RAVIEL Aasimar Ninja Brought up in a secret monastery as an orphan, you are now a Ninjutsu master and seek to learn of your parent’s killers. AC HP Speed Surge Add Lvl1 15 8 6 4 Lvl2 16 10 6 5 +1D Lvl3 17 12 6 6 +1U Lvl4 18 14 6 7 +1A AT-WILL POWER WALL-RUNNING SLASH You slash out at your foes as you run along the wall. If you used your innate ability this turn, attack AT-WILL POWER ACROBATIC STRIKE You use your agility to gain an advantage over your foe. Attack an adjacent monster. +1 ATK for AT-WILL POWER SHURIKEN THROW You flick a shuriken at your foe. Attack a monster within 1 tile. UTILITY POWER POISONED EDGE You smear deadly poison onto your weapon. Use at the start of your hero phase. Gain +1 DMG until end of your next Hero phase. Flip after use. UTILITY POWER REFLECT INTO EYES The monster is blinded by the reflection from your blade. When an adjacent monster attacks you, it RACIAL POWER AASIMAR SENSES Descended from Angels, Aasimarare unusually perceptive. If a hero on your tile draws an Encounter card, you may choose to discard it. Flip after use. CRITICAL HIT: At Level 2+, if you attack and INNATE ABILITY RUN ON WALLS The ninja arts allow you to move speedily along walls. You may move up to double your speed if every space is adjacent to a wall-face. Flip after use. UTILITY POWER SMOKE BOMB You disappear in a cloud of smoke… When you are attacked, take no damage and remove yourself from the board. At the start of your next Hero phase, place yourself anywhere. Flip after use. Select the following Power Cards: Aasimar Senses (Racial) 2 At-Will powers 1 Utility power 1 Daily power Add the indicated power when you level up each monster that was adjacent to your path. +6 ATK / 1 DMG. each movement point not used this turn. +6 ATK / 1 DMG. +7 ATK / 1 DMG. DAILY POWER COUNTER-STRIKE You dodge with a double-flip and attack your foe’s back. If you are adjacent to a wall-face and an adjacent monster misses you, attack that monster. +8 ATK / 3 DMG. (miss 1 damage) Flip after use. DAILY POWER HIDDEN BLADE Your prepare a nasty surprise as you slide out your carefully hidden blade. Before an adjacent monster attacks you, attack that monster. +8 ATK / 2 DMG. Flip after use. DAILY POWER SHURIKEN STORM Your unleash a hail of shurikens at your foes. Attack each monster within 1 tile. +8 ATK / 1 DMG. Flip after use. misses. The monster suffers -2 AC until end of your next Hero phase. Flip after use. CRITICAL HIT: At Level 2+, if you attack and roll a natural 20, you deal +1 damage if you did not level up.

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RAVIEL

Aasimar Ninja

Brought up in a secret monastery as an

orphan, you are now a Ninjutsu master and

seek to learn of your parent’s killers.

AC HP Speed Surge Add

Lvl 1 15 8 6 4

Lvl 2 16 10 6 5 +1D

Lvl 3 17 12 6 6 +1U

Lvl 4 18 14 6 7 +1A

AT-WILL POWER

WALL-RUNNING SLASHYou slash out at your foes as

you run along the wall.

If you used your innate

ability this turn, attack

AT-WILL POWER

ACROBATIC STRIKEYou use your agility to gain an

advantage over your foe.

Attack an adjacent

monster. +1 ATK for

AT-WILL POWER

SHURIKEN THROWYou flick a shuriken at your

foe.

Attack a monster

within 1 tile.

UTILITY POWER

POISONED EDGEYou smear deadly poison onto

your weapon.

Use at the start of your

hero phase. Gain +1

DMG until end of your

next Hero phase.

Flip after use.

UTILITY POWER

REFLECT INTO EYESThe monster is blinded by the

reflection from your blade.

When an adjacent

monster attacks you, it

RACIAL POWER

AASIMAR SENSESDescended from Angels,

Aasimar are unusually

perceptive.

If a hero on your tile

draws an Encounter

card, you may choose

to discard it.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

INNATE ABILITY

RUN ON WALLSThe ninja arts allow you to

move speedily along walls.

You may move up to

double your speed if

every space is adjacent

to a wall-face.

Flip after use.

UTILITY POWER

SMOKE BOMBYou disappear in a cloud of

smoke…

When you are attacked,

take no damage and

remove yourself from

the board. At the start

of your next Hero

phase, place yourself

anywhere.

Flip after use.

Select the following Power Cards:

Aasimar Senses (Racial)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

ability this turn, attack

each monster that was

adjacent to your path.

+6 ATK / 1 DMG.

monster. +1 ATK for

each movement point

not used this turn.

+6 ATK / 1 DMG.

within 1 tile.

+7 ATK / 1 DMG.

DAILY POWER

COUNTER-STRIKEYou dodge with a double-flip

and attack your foe’s back.

If you are adjacent to a

wall-face and an

adjacent monster

misses you, attack that

monster.

+8 ATK / 3 DMG.

(miss 1 damage)

Flip after use.

DAILY POWER

HIDDEN BLADEYour prepare a nasty surprise

as you slide out your carefully

hidden blade.

Before an adjacent

monster attacks you,

attack that monster.

+8 ATK / 2 DMG.

Flip after use.

DAILY POWER

SHURIKEN STORMYour unleash a hail of

shurikens at your foes.

Attack each monster

within 1 tile.

+8 ATK / 1 DMG.

Flip after use.

monster attacks you, it

misses. The monster

suffers -2 AC until end

of your next Hero

phase.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

AT-WILL POWER

LEAPING STRIKEThe will of the Raven Queen

gives you strength as you leap

towards your foe.

Move up to 1 tile away

and attack an adjacent

AT-WILL POWER

ISOLATING STRIKEYou trick your opponent into

following you as you suddenly

turn and strike.

Your hero and a

monster on your tile

UTILITY POWER

OATH OF ENMITYYou make an oath to the

Raven Queen.

If no Monsters are

marked at the start of

your Hero phase, place

a token on a Monster

worth 2XP or more.

You may re-roll your

die once per attack on

this monster.

MAK’IL

Drow Avenger

A renegade Drow and holy agent of the

Raven Queen, you have been sent forth to

exterminate her enemies.

AC HP Speed Surge Add

Lvl 1 15 8 6 4

Lvl 2 16 10 6 5 +1D

Lvl 3 17 12 6 6 +1U

Lvl 4 18 14 6 7 +1A

AT-WILL POWER

DIVINE ALACRITYThe will of the Raven Queen

guides your strikes against

overwhelming foes.

Attack up to 2 adjacent

monsters.

UTILITY POWER

ASTRAL CLOAKWith a glimmer of silvery mist,

you fade from view and re-

appear a short distance away.

When a monster is

revealed within 1 tile of

you, place your hero up

to 2 tiles away.

Flip after use.

UTILITY POWER

DIVINE RESOLVEThe power of your Queen

sustains you, allowing you to

ignore an injury.

When hit by an attack,

take no damage. Other CRITICAL HIT: At Level 2+, if you attack and

INNATE ABILITY

SHADOW HARVESTYou chant a prayer of harvest

to the Raven Queen as your

foe takes his last breath.

If you attack and kill

the Monster having

your Oath of Enmity

token, you regain 1 HP.

UTILITY POWER

RAVEN QUEEN’S WILLThe Raven Queen shows her

approval as you slay a minion

of her hated foe.

When you kill a

Monster, you may heal

up to it’s XP worth of

HP amongst any heroes

within 1 tile.

Flip after use.

and attack an adjacent

monster.

+7 ATK / 1 DMG.

monster on your tile

moves 1 tile away to

adjacent squares.

Attack the monster.

+7 ATK / 1 DMG.Select the following Power Cards:

Oath of Enmity (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

monsters.

+6 ATK / 1 DMG.

DAILY POWER

DEATH’S DOORThe Raven Queen, God of

Death, calls upon those who

are near their end.

All monsters within 1

tile of you that only

have 1 HP remaining

are killed.

Flip after use.

DAILY POWER

FATE OF RETRIBUTIONThe Raven Queen spins a fate

of retribution upon your foes.

Attack an adjacent

monster. Until your

next hero phase, any

monster that hits you

takes 1 damage.

+8 ATK / 2 DMG.

Flip after use.

DAILY POWER

WINTER’S FURYThe Raven Queen bestows

her power as Patron God of

Winter.

Attack all monsters on

a tile within 1 tile of

you.

+7 ATK / 2 DMG

(miss 1 damage)

Flip after use.

take no damage. Other

effects still apply.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

SILVARA

Elf Bard

With charming wit, a pure heart and songs

of legend, you are the soul of your party.

AC HP Speed Surge Add

Lvl 1 14 7 6 4

Lvl 2 15 9 6 5 +1D

Lvl 3 16 11 6 6 +1U

Lvl 4 17 13 6 7 +1A

AT-WILL POWER

SONG OF SEEKINGYour magical melody guides

your arrow to it’s target.

Attack a monster

within 2 tiles. Gain +1

AT-WILL POWER

LURE THE ENEMYAn enemy is drawn to your

song as an ally waits in

ambush.

Move a monster within

2 tiles of you 1 tile

AT-WILL POWER

DEFT STRIKEYour allies distract your foe as

you move in for a quick strike.

Attack an adjacent

monster. Before or

UTILITY POWER

AURAL MASTERYYou focus on a sound you

heard, filtering out all other

noise.

During your exploration

phase, draw a tile and

place it next to any

unexplored edge. Do

not draw an Encounter

card.

Flip after use.

UTILITY POWER

SPIRITED SONGYou sing a high-spirited song,

boosting your allies’ resolve.

Instead of attacking,

each other hero within

UTILITY POWER

LUCKY CHARMYou knew that four leaf clover

would bring luck!

Ignore the damage

from 1 attack.

If you attack and roll a

natural 20, you may

unflip this card instead.

Flip after use.

CRITICAL HIT: At Level 2, if you attack and

INNATE ABILITY

PARTY MUSEYour suffering increases your

friend’s resolve.

When a hit does 2 or

more damage to you,

an ally regains 1 HP.

Select the following Power Cards:

Lucky Charm (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

within 2 tiles. Gain +1

ATK for each tile the

monster is away from

you.

+6 ATK / 1 DMG.

2 tiles of you 1 tile

nearer. Another hero

may attack it with an

At-Will power if

possible.

monster. Before or

after your attack, you

may move 2 squares.

+1 ATK for each other

hero on your tile.

+6 ATK / 1 DMG.

DAILY POWER

SONATA OF WARDrawing your bowstring, you

sing an aria of war before

unleashing your arrow.

Attack a monster

within 2 tiles. All other

heroes may move up to

2 squares.

+7 ATK / 3 DMG

(miss 1 damage).

Flip after use.

DAILY POWER

LUCK OF THE GODSYou sing praises to the gods as

you get a lucky break.

Deal 2 damage to an

adjacent monster.

If you kill it, draw 3

Treasure cards and

keep 1.

Flip after use.

DAILY POWER

POETIC JUSTICEYou dance with your blade

amidst the horde of monsters,

impressing your allies.

Attack each adjacent

monsters. For each hit,

a hero within 1 tile

regains 1 HP.

+7 ATK / 1 DMG.

Flip after use.

UTILITY POWER

TUNE OF DISSOLUTIONYou play a sweet and innocent

tune, dispersing evil magic.

Instead of attacking,

discard a permanent

card in play.

Flip after use.

each other hero within

1 tile rolls a die. If the

result is 11-20, that

hero may unflip 1

power or regain 1 HP.

Flip after use.

CRITICAL HIT: At Level 2, if you attack and

roll a natural 20. you deal +1 damage if you

did not level up.

TELERI

Elf Druid

Nature has been defiled by the encroaching

evil. You have prepared well and now is the

time for balance to be restored.

AC HP Speed Surge Add

Lvl 1 14 7 6 4

Lvl 2 15 9 6 5 +1D

Lvl 3 16 11 6 6 +1U

Lvl 4 17 13 6 7 +1A

AT-WILL POWER

FLESH-EATING SWARM(Insect Swarm) You crawl all

over your foes, attacking with

a multitude of bites.

Attack each monster on

your tile twice. If a

monster is hit by both

attacks, it takes 1

damage.

+7 ATK / SPECIAL.

AT-WILL POWER

EXPLODING SEED(Elf) You cast a large seed at

your foe which explodes upon

impact.

Attack a monster up to

1 tile away. If you hit,

attack each monster

that was adjacent to

the first target.

+6 ATK / 1 DMG.

AT-WILL POWER

FERAL CHARGE(Feline) You charge and

pounce at your foe with a

fierce roar.

Attack an adjacent

monster. If you hit and

the monster was not

adjacent to you at the

start of your Hero

phase, attack it

again.

+7 ATK / 1 DMG.

DAILY POWER

THORN BLIGHT(Elf) A Thorn Blight wraps

itself around your foe.

Deal 1 damage to a

monster within 1 tile.

DAILY POWER

FELINE FURY(Feline) You leap into a horde

of foes and savagely attack

with claws and fangs.

Place yourself onto any

square within 1 tile and

DAILY POWER

SMOTHERING ATTACK(Insect Swarm) You cover your

foe entirely, immobilizing it.

Attack a monster on

your tile. On its next

activation, the monster CRITICAL HIT: At Level 2+, if you attack and

INNATE ABILITY

SHAPECHANGERNature has bestowed on you

the power to change forms.

At the end of your Hero

phase, you may change

to another form:

UTILITY POWER

SCATTERING SWARM(Insect Swarm) You scatter

and regroup nearby.

Instead of attacking,

place a token here.

Remove the token

while in Insect form.

You take no damage

from an attack. Put

your hero on a

square within

1 tile.

Select the following Power Cards:

Focus on Form (Utility)

2 At-Will powers (include Exploding Seed)

1 Utility power

1 Daily power (different Form vs Utility)

Add the indicated power when you level up

monster within 1 tile.

At the start of your

Hero phase, attack this

monster again.

+7 ATK / 1 DMG.

Flip after use.

square within 1 tile and

attack each adjacent

monster.

+9 ATK / 1 DMG.

Flip after use.

activation, the monster

does nothing and deals

1 damage to you.

+7 ATK / 3 DMG.

(miss 1 damage)

Flip after use.

UTILITY POWER

SCENT OF HEALING(Elf) You create a herbal mix

that releases an invigorating

scent.

Instead of attacking,

place a token here.

Remove the token

while in Elf form. All

heroes on your

tile heal 1 HP.

UTILITY POWER

PREDATOR’S INSTINCT(Feline) Felines are capable

stalk-and-ambush predators.

Instead of attacking,

place a token here.

Remove the token

while in Feline form.

Attack a monster

revealed within

1 tile with Feral

Charge.

UTILITY POWER

FOCUS ON FORMYour dedication to a form

allows greater use of its

powers.

If you do not change

form at the end of your

Hero phase, you gain +1

ATK on all your attacks

until end of your next

Hero phase.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

to another form:

. Elf

. Feline

. Insect Swarm

You can only use

powers for your form.

LEGOLAS

Elf Seeker

You spoke your vow and forged a bond with

the primal spirits, swearing to safeguard

the land from harm.

AC HP Speed Surge Add

Lvl 1 15 8 6 4

Lvl 2 16 10 6 5 +1D

Lvl 3 17 12 6 6 +1U

Lvl 4 18 14 6 7 +1A

AT-WILL POWER

STINGING SWARMYour arrow bursts into a

swarm of stinging insects,

attacking nearby foes.

Attack a monster

within 2 tiles. If you hit,

AT-WILL POWER

SCREECHING SHOTYour arrow releases a

screeching hawk spirit,

drawing your foe’s attention.

Attack a monster

within 2 tiles. Hit or

AT-WILL POWER

BURROWING SHOTBeetle spirits bind with your

arrow, burrowing deep into

your foe’s flesh.

Attack a monster

within 2 tiles. If hit, the

UTILITY POWER

FEYJUMP SHOTYour arrow phases through

the Feywild, reappearing soon

after.

Your next At-Will

power can shoot

through walls.

Flip after use.

RACIAL POWER

ELVEN ACCURACYThe elves are renowned for

their accuracy.

Instead of attacking,

place a token on this

card.

Remove the token to

gain +2 ATK bonus for

an At-Will attack.

CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

HUNTER’S INSTINCTYears of hunting in the wild

have enhanced your ability to

sense danger.

When a monster is

revealed within 1 tile of

INNATE ABILITY

INEVITABLE SHOTOnce you’ve set your target,

its demise is inevitable.

When you attack and

miss, place a token

here.

Remove the token to

re-roll the die once

when you attack.

Select the following Power Cards:

Elven Accuracy (Racial)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

within 2 tiles. If you hit,

attack each monster

adjacent to the target.

+6 ATK / 1 DMG.

within 2 tiles. Hit or

miss, the hero closest

to your target may

move up to 2 squares.

+6 ATK / 1 DMG.

within 2 tiles. If hit, the

monster takes 1

damage at the end of

it’s next activation.

+6 ATK / 1 DMG.

DAILY POWER

SERPENT ARROWThe spirit of a great serpent

winds around and constricts

your foes.

Attack each 1-square

monster within 1 tile.

Move every monster

hit to a tile within 1 tile

of you.

+8 ATK / 1 DMG.

Flip after use.

DAILY POWER

SPIRIT RIDERA malformed spirit latches

onto your foe, slashing nearby

enemies.

Attack a monster

within 2 tiles. When

this monster hits a

hero, deal 1 damage to

an adjacent monster.

+8 ATK / 1 DMG.

Flip if you hit.

DAILY POWER

PRIMAL HUNTERThe spirit of the Primal Hunter

blazes ahead, lighting up the

dark and striking your foe.

Place a tile on an un-

explored edge within 1

tile. Attack a revealed

monster.

+8 ATK / 2 DMG.

Flip after use.

UTILITY POWER

RAPID SHOTYou unleash two shots in quick

succession, trading accuracy

for expediency.

You may attack with

two At-Will powers this

turn at different

targets. Both attacks

suffer -1 ATK.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

revealed within 1 tile of

you, immediately

attack it with an At-Will

power.

Flip after use.

ILIKAN

Goliath Barbarian

Exiled from your tribe and guided by primal

spirits, you have come to free the land from

the tainted grasp of those corrupting it.

AC HP Speed Surge Add

Lvl 1 13 12 6 6

Lvl 2 14 14 6 7 +1D

Lvl 3 15 16 6 8 +1U

Lvl 4 16 18 6 9 +1A

AT-WILL POWER

AVALANCHE STRIKEWith one outstretched hand

you swing your blade in an

overhead arc.

Attack a monster up to

2 squares away.

AT-WILL POWER

SKULLCRUSHERYou attempt a confidence

boosting head-bashing display

of strength.

Attack 2 adjacent

Monsters. If you hit

both, deal 1 damage to

INNATE ABILITY

RAGEYour wounds fuel your rage as

you plough into your foes.

If your HP is equal or

less than your Surge,

roll a die after you hit a

monster. If the result is

10 or less, you do +1

damage.

UTILITY POWER

INDOMITABLE STRIDEYou force your way through

any mental or physical

constraints.

If you are Immobilized,

Slowed or Dazed, you

may place the marker

UTILITY POWER

CRUSHING HUGIgnoring the painful strike, you

grab and crush your enemy in

a bear-hug.

When attacked by an

adjacent monster, it

automatically hits.

Deal 2 damage to the

monster.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

RAGEBLOOD VIGORAt the peak of your rage, you

shake off your injuries through

sheer force of will.

If you are reduced to 0

HP, roll a die. If the

result is 10 or less, you

gain 1 HP.

AT-WILL POWER

SWEEPING STRIKEYou swing your mighty blade

in a round-house strike.

Attack each adjacent

Select the following Power Cards:

Rageblood Vigor (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

Attack a monster up to

2 squares away.

+7 ATK / 1 DMG.

Monsters. If you hit

both, deal 1 damage to

each and you or

another hero within 1

tile regains 1 HP.

+7 ATK / SPECIAL.

DAILY POWER

RAGING BULLYou call upon the bull spirit as

you charge at your enemy.

Move up to your speed

and attack an adjacent

monster. Hit or miss,

move the monster 1

tile away.

+7 ATK / 3 DMG

(miss 1).

Flip after use.

DAILY POWER

CLEARING THE PATHShoving away the monsters

surrounding you, you lunge at

your target.

Move all adjacent

monsters up to 1 tile

away. Move up to your

speed and attack an

adjacent monster.

+8 ATK / 2 DMG

(miss 1).

Flip after use.

DAILY POWER

ALMIGHTY CLEAVEThe fury of your primal rage

strikes doubt into your foes.

Attack each monster on

your tile. For any

Monster within 1 tile,

you may move its card

to the left of its player.

+7 ATK / 2 DMG

(miss 1).

Flip after use.

UTILITY POWER

INTIMIDATING SHOUTYou unleash a ferocious

warcry at first sight of your

enemy.

When exploring a new

tile, the revealed

Monster or Monsters

do not activate this

turn.

Flip after use.

Slowed or Dazed, you

may place the marker

on this card instead.

Flip when there

are 2 Conditions

on this card.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

Attack each adjacent

monster.

+6 ATK / 1 DMG.

2

2

DAILY POWER

AUGMENTYou channel psionic energy

into a reservoir of power,

using it to boost your attacks.

Use this together with

another power and

JAREL

Half-Elf Ardent

The psionic energy of your emotions inspire

and empower your allies to greater deeds

of heroism.

AC HP Speed Surge Add

Lvl 1 16 8 6 4

Lvl 2 17 10 6 5 +1D

Lvl 3 18 12 6 6 +1U

Lvl 4 19 14 6 7 +1A

AT-WILL POWER

DISTRACTING STRIKEThe fury of your swordplay

demands your foe’s attention.

Attack an (all) adjacent

monster(s). Hit or miss,

AT-WILL POWER

ENERGIZING STRIKEThe energy and emotion of

your attack flows into your

allies.

Attack an adjacent

monster. If you hit, an

ally within 1 tile heals

UTILITY POWER

ARDENT SURGEYou send a surge of powerful

emotion that revives a

faltering ally.

Play during any hero

phase. An ally within 1

tile heals 1 HP and

gains +1 ATK for their

next attack.

Flip after use.

UTILITY POWER

MENTAL FURYThe fury of your emotions

lends strength to your ally’s

strike.

Until the start of your

next hero phase, any

UTILITY POWER

BEND SPACEYou bend the space between

an ally and a foe.

Play during any hero

phase. The active hero

may use an At-Will

power against a

monster anywhere on

the board.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

INNATE ABILITY

ARDENT OUTRAGEYour anger is felt by nearby

foes, causing them to stumble.

When a Healing Surge

is used, place it here.

All monsters on your

tile suffer -1 AC for

each Healing Surge

used.

another power and

gain the benefit of that

power’s Augment text.

Flip after use.Select the following Power Cards:

Ardent Surge (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

monster(s). Hit or miss,

a hero on your tile (all

heroes within 1 tile)

may move up to 2

squares.

+7 ATK / 1 DMG

DAILY POWER

AUGMENTYou channel psionic energy

into a reservoir of power,

using it to boost your attacks.

Use this together with

another power and

gain the benefit of that

power’s Augment text.

Flip after use.

AT-WILL POWER

FOCUSING STRIKEYou attack with a calm and

clear mind, helping your allies

overcome their problems.

Attack an adjacent

monster. If you hit, a

hero (all heroes) within

1 tile discards a

condition.

If miss, do not flip

Augment.

+6 ATK / 1(2) DMG

AT-WILL POWER

MINDLINK STRIKEYour anger empowers a

nearby ally to strike.

A hero on your tile

attacks with an At-Will

power.

Two heroes within 1

tile attack with an

At-Will power.

ally within 1 tile heals

1(2) HP.

If miss, do not flip

Augment.

+6 ATK / 1(2) DMG

next hero phase, any

other hero on your tile

deals +1 DMG.

Flip after use.

UTILITY POWER

SHARED VIGORYou create an expanse of

glittering energy to invigorate

your allies.

If a hero within 1 tile

uses a Healing Surge, all

allies within 1 tile of

the active hero heal 1

HP.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

XANTH

Half-Elf Demon Adept Sorceror

You seek more power in your desire to rid

the world of great evil, even to the extent of

binding the service of demons…

AC HP Speed Surge Add

Lvl 1 14 6 6 3

Lvl 2 15 8 6 4 +1D

Lvl 3 16 10 6 5 +1U

Lvl 4 17 12 6 6 +1A

INNATE ABILITY

DEMONSKINThe skin of the demon you

defeated serves as protection

and a magical conduit.

Each time you are hit

by an attack, roll a die.

If it’s even, reduce the

damage by 1.

AT-WILL POWER

CHAOS BOLTA wild prismatic bolt leaps

from your hand and screams

towards your enemy.

Attack a monster

within 1 tile. If you miss

AT-WILL POWER

DEMONIC TENTACLEWith a demonic shriek, a fiery

clawed tentacle lashes out

from the Abyss at your foe.

Attack a monster up to

2 tiles away. If you miss

UTILITY POWER

DEMONIC FAVORYour dire situation forces you

to accept a demonic favor.

Choose another hero

within 1 tile. That hero

loses 1 HP. You regain 2

HP.

Flip after use.

UTILITY POWER

FAVOR OF CHAOSYour innate connection to

arcane energy makes chance

your friend.

Use during any hero

phase.

UTILITY POWER

DEMONFIRE SHIELDUsing the demonskin as a

conduit, you form a shield of

hellfire.

Until the start of your

next hero phase, any

adjacent monster that

attacks and hits you

takes 1 damage.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

AT-WILL POWER

DEMON-SOUL BOLTSA volley of howling, demonic

souls torn from the Abyss

batters your foes.

Attack up to 3 monsters

within 1 tile. If all miss,

UTILITY POWER

TELEPORT STORMA vortex of multi-colored

lights swirl around allies and

foes alike.

Play during your hero

phase. You may swap

the position of any

monsters and heroes

within 1 tile of you.

Flip after use.

Select the following Power Cards:

Demonfire Shield (Utility power)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

Attack a monster

within 1 tile. If you miss

and the die roll is even,

another monster on the

tile takes 1 damage.

+6 ATK / 1 DMG.

Attack a monster up to

2 tiles away. If you miss

and the die roll is odd,

take 1 damage.

+7 ATK / 2 DMG.

DAILY POWER

BLADES OF MARILITHA Marilith answers your call,

slashing swords surround you.

Attack up to 6 times

against monsters on

your tile. Each time you

miss, you take 1

damage.

+8 ATK / 1 DMG.

Flip after use.

DAILY POWER

CHAOS ORBYou hurl an orb of chromatic

arcane energy into the midst

of your foes.

Each monster on a tile

within 1 tile of you

takes damage. Roll a

die for each monster:

1-5: 0 DMG

6-15: 1 DMG

16-20: 3 DMG

Flip after use.

DAILY POWER

WILD MAGIC BLASTYou become a conduit as raw

arcane energy explodes

outward from you.

Attack each monster

and other hero within 1

tile.

+6 ATK / 2 DMG.

Flip after use.

Use during any hero

phase.

Re-roll any die up to 2

times.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

Attack up to 3 monsters

within 1 tile. If all miss,

take 1 damage. An un-

used attack is counted

as a miss.

+6 ATK / 1 DMG.

INNATE ABILITY

STALK PREYYour stalk your prey and

position for the kill.

If there are no

monsters within 1 tile

at the start of your

Hero phase, you gain +2

ATK when making

adjacent attacks this

turn.

NAK’TOR

Half-Orc Assassin

Having completed your training in the

Shadowfells, you are ready to take on any

quest that will challenge your skills.

AC HP Speed Surge Add

Lvl 1 15 8 6 4

Lvl 2 16 10 6 5 +1D

Lvl 3 17 12 6 6 +1U

Lvl 4 18 14 6 6 +1A

AT-WILL POWER

SHADOW STRIKEYou lunge at your foe from the

shadows, taking them by

surprise.

Attack an adjacent

monster. If you are

AT-WILL POWER

EXECUTIONER’S CHAINYou use your chain to pull your

foe next to you.

Choose a monster

AT-WILL POWER

SHADOW DARTSYou launch a volley of

shadowy darts at your foe.

Attack a monster

within 1 tile. If the

UTILITY POWER

SHADOW STEPYou traverse the shadow

paths from one creature to

another.

Play during your Hero

phase if you are

adjacent to a monster

UTILITY POWER

MELT INTO SHADOWSYou melt into the shadows

evading your foe’s attack .

If you are adjacent to a

wall-face and get hit by

a monster, it misses

instead. Until the start

of your next Hero

phase, you gain

+2 AC.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

SHADOW FORMYour assume a shadowy form,

imperceptible to your foes.

Instead of attacking,

place a token here.

The next attack that

targets you is an

automatic miss.

Discard the token.

Select the following Power Cards:

Shadow Form (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

monster. If you are

adjacent to a wall-face,

you may re-roll your die

once.

+6 ATK / 1 DMG.

Choose a monster

within 1 tile. Place the

monster adjacent to

you and attack it.

+6 ATK / 1 DMG.

within 1 tile. If the

monster is adjacent to

a wall-face, you may re-

roll your die once.

+6 ATK / 1 DMG.

DAILY POWER

TREACHEROUS SHADESYou seize control of the

shadows and turn them

against your enemies.

Attack each monster on

a tile within 1 tile of

you.

+7 ATK / 2 DMG.

(miss 1 damage)

Flip after use.

DAILY POWER

ENGULFING SHADOWThe shadows converge and

engulf your foe.

Attack a monster

within 1 tile. X is equal

to 2x the number of

heroes and monsters

on its tile.

+X ATK / 3 DMG.

Flip after use.

DAILY POWER

SHADOW ASSASSINYour shadow leaps from you,

attacking foes as you do.

Use an At-Will attack

twice this turn. Each

does +1 DMG. You may

attack a different

monster with each

attack.

Flip after use.

UTILITY POWER

WHISPERING SHADOWThe shadows speak to you

revealing what lies in the

darkness ahead.

Play at the end of your

Hero phase. You may

explore an unexplored

edge up to 1 tile away.

Do not draw an

Encounter card.

Flip after use.

adjacent to a monster

or hero. Place yourself

adjacent to any other

monster or hero.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

RED SONJA

Human Barbarian

The last survivor of an annihilated tribe,

you roam the savage lands in search of

vengeance and redemption.

AC HP Speed Surge Add

Lvl 1 14 9 6 5

Lvl 2 15 11 6 6 +1D

Lvl 3 16 13 6 7 +1U

Lvl 4 17 15 6 8 +1A

AT-WILL POWER

WHIRLWIND CLEAVEYou twirl your blade to strike

at your numerous foes.

Attack up to 2 adjacent

AT-WILL POWER

DETERMINED STRIKEBeing outnumbered steels

your determination.

Attack an adjacent

AT-WILL POWER

UNBALANCED BLOWYou turn your body off-

balance to swing your blade

with greater strength.

Attack an adjacent

monster. You suffer -1

UTILITY POWER

SURGE OF WRATHThe wrath of your lost tribe

flows in your veins.

You may attack twice

using At-Will powers

this turn.

Flip after use.

UTILITY POWER

PANTHER’S AGILITYYour muscles tense as you

heighten your awareness of

your surroundings.

If you are attacked, the

attack misses. Gain +2

UTILITY POWER

DEADLY REVERSALYou dodge with your sword

ready and use your foe’s

weight to your advantage.

If an adjacent monster

attacks and misses you,

deal it 2 DMG.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

INNATE ABILITY

TRIBAL VENGEANCEAdversity fuels your desire to

avenge your ill-fated tribe.

If you take 3 or more

damage from a single

attack, unflip a Utility

power.

Flip after use.

Select the following Power Cards:

Surge of Wrath (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

Attack up to 2 adjacent

monsters.

+6 ATK / 1 DMG.

Attack an adjacent

monster. You gain +1

ATK for each other

monster on your tile.

+7 ATK / 1 DMG.

monster. You suffer -1

AC until the start of

your next Hero phase.

+5 ATK / 2 DMG.

DAILY POWER

RAGE OF REDEMPTIONYou attack furiously, seeking

to redeem yourself.

Attack all adjacent

monsters. Until your

next Hero phase, any

adjacent monster that

hits you takes 1

damage.

+8 ATK / 1 DMG.

Flip after use.

DAILY POWER

CRIMSON FURYYou direct all your pain at your

enemy.

Attack an adjacent

monster.

+X ATK / 4 DMG

(miss 2).

X is your number of

wounds.

Flip after use.

DAILY POWER

BLOOD OF THE TRIBECalling upon your ancestors,

you leap upon your enemies

with unnatural ferocity .

When you use a

Healing Surge, do not

attack or move this

turn. Deal 2 damage to

each monster on your

tile.

Flip after use.

attack misses. Gain +2

AC until end of your

next Hero phase.

Flip after use.

UTILITY POWER

SAVAGE PAYBACKPain only strengthens your

resolve.

If you are hit by a

monster, you gain +3

ATK until the end of

your next Hero phase.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

2

UTILITY POWER

FOGYou condense the air and

create a heavy fog.

Place Freezing Cloud

token within 1 tile of

STRATACUS

Human Windrider Elementalist

A master controller of wind and air, you

have been sent to help contain the growing

threat to your kingdom.

AC HP Speed Surge Add

Lvl 1 14 6 6 3

Lvl 2 15 8 6 4 +1D

Lvl 3 16 10 6 5 +1U

Lvl 4 17 12 6 6 +1A

AT-WILL POWER

WIND BLASTA tornado strikes your foes,

tossing them away from you.

Attack each monster on

your tile. After the

AT-WILL POWER

STONE FLYYou levitate a fist-sized rock

and send it hurtling towards

your foe.

Attack a monster

within 2 tiles.

AT-WILL POWER

RAGDOLL SPECIALA strong gust of wind violently

flings your foe into another.

Move a non-Large

monster on your tile

adjacent to another

INNATE ABILITY

WALK ON AIRClouds form under your feet

as you ride the wind.

You may move up to

double your normal

speed if moving along a

straight section of tiles.

UTILITY POWER

BUFFETING WINDSA forceful wind prevents your

foes from advancing.

Choose up to 2

adjacent tiles in the

same direction. Until

your next Hero phase,

all monsters on these 2

tiles skip any tactic that

needs them to

move.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

DEFLECTING WINDYou surround yourself with a

cone of wind.

Instead of attacking,

place a token here.

Remove the token to

gain +3 AC until

your next Hero

phase.

UTILITY POWER

DEFLECTING WINDYou surround yourself with a

cone of wind.

Instead of attacking,

place a token here.

Remove the token to

gain +3 AC until

your next Hero

phase.

token within 1 tile of

you. Until start of your

next Hero phase, all

heroes on this tile gain

+2 AC.

Flip after use.Select the following Power Cards:

Deflecting Wind (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

your tile. After the

attack, move each

monster up to 1 tile

away.

+5 ATK / 1 DMG.

Attack a monster

within 2 tiles.

+6 ATK / 1 DMG.

adjacent to another

monster within 1 tile.

Attack both. +1 ATK per

square between

them.

+4 ATK / 1 DMG.

DAILY POWER

STORM RIDERYou ride a lightning storm

over your foes, leaving a trail

of destruction.

Instead of moving,

move your hero up to 2

tiles away. Attack each

monster on a tile along

your path.

+6 ATK / 1 DMG.

Flip after use.

DAILY POWER

AIR ELEMENTALYou summon an Air Elemental

to attack your foes.

Place Air Elemental

token adjacent to a

monster within 1 tile of

you and attack it.

+7 ATK / 2 DMG and Air

Elemental can be used

again next turn.

Flip after it misses

or does not attack.

DAILY POWER

SLICING WINDWith a wave, intense winds

whip towards your foes, each

as sharp as a knife edge.

Make 3 attacks against

any monster or

monsters within 2 tiles.

+8 ATK / 1 DMG.

Flip after use.

UTILITY POWER

LEVITATEYour levitate your allies along

with yourself.

Instead of moving,

move all heroes on

your tile 2 tiles away to

the same tile.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

UTILITY POWER

ANGEL OF VICTORYDivine music inspires your

party to attack relentlessly

with only victory in mind.

Play during your Hero

phase. Any hero may

re-roll their attack,

once per attack.

Flip if a hero

misses an attack.

THERESA

Human Preserving Invoker

As a flame of hope, you wield powers of

divine radiance that heal and inspire your

allies while burning and blinding your foes.

AC HP Speed Surge Add

Lvl 1 14 6 6 3

Lvl 2 15 8 6 4 +1D

Lvl 3 16 10 6 5 +1U

Lvl 4 17 12 6 6 +1A

AT-WILL POWER

VANGUARD LIGHTNINGDivine lightning arcs radiate

ahead of you, ready to scorch

any approaching foes.

Do not attack. Until

start of your next Hero

AT-WILL POWER

SUN STRIKEA beam of radiant energy

bathes your foes in searing

light and forces them to move.

Attack each monster on

your tile. Move each

AT-WILL POWER

LUMINOUS CASCADEBrilliant fire burns your foe

and cascades all around.

Attack a monster

within 1 tile. Until the

UTILITY POWER

SHIELD OF DIVINITYA brilliant shield of light

appears, blinding the foe who

sought to harm your ally.

When a monster within

1 tile hits an ally, it

misses instead and

INNATE ABILITY

SPIRITUAL HEALINGThe spirit soars as victory is

achieved in battle.

Instead of attacking,

you may spend 5XP to

let a hero within 1 tile

heal 2 HP.

CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

DIVINE RESURGENCEThe gods enervate their

champion and punish her foes.

When you use a

Healing Surge, each

monster within 1 tile

takes 1 damage and

each ally on your tile

heals 1 HP.

Flip after use.

Select the following Power Cards:

Divine Resurgence (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

start of your next Hero

phase, attack each

monster revealed

within 1 tile of you.

+5 ATK / 1 DMG.

your tile. Move each

monster on your tile 1

tile away.

+6 ATK / 1 DMG.

within 1 tile. Until the

end of your next Hero

phase, allies gain +1

ATK when attacking

monsters on this tile.

+6 ATK / 1 DMG.

DAILY POWER

ANGEL OF BLADESAn angel appears wielding

blades of vengeance and pain.

Place 3 tokens on this

card. After a hero

within 1 tile of you is

attacked, you may

remove a token to

attack that monster.

+8 ATK / 2 DMG.

(miss 1 damage)

Flip after use.

DAILY POWER

CASCADE OF FIVE SUNSThe many suns of the Astral

Sea sear your foes with waves

of radiant energy.

Each monster on a tile

within 2 tiles is

attacked thrice. Each

roll applies to all

affected monsters.

+6 ATK / 1 DMG.

Flip after use.

DAILY POWER

RADIANT SUNBURSTRadiant sunlight sears your

foes and brings respite to your

allies.

Attack each monster

within 1 tile.

+7 ATK / 1 DMG and a

hero within 1 tile heals

1 HP.

Flip after use.

UTILITY POWER

WARD OF DIVINE LIGHTA column of blinding light

sustains your life and shields

you from harm.

When you are reduced

to 0 HP, ignore the

damage instead. You

gain +3 AC until the

start of your next Hero

phase.

Flip after use.

misses instead and

suffers -2 AC until the

end of your next Hero

phase.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

INNATE ABILITY

UNARMED COMBATWearing armor only hinders

your style of fighting.

If you are hit, roll a die.

If you roll higher than

the attack die, the

attack misses.

KATO

Human Monk

Hailing from a mysterious land, your body is

a living weapon and you possess incredible

mental discipline.

AC HP Speed Surge Add

Lvl 1 13 9 6 5

Lvl 2 14 11 6 6 +1D

Lvl 3 15 13 6 7 +1U

Lvl 4 16 15 6 8 +1A

AT-WILL POWER

WHIRLING MANTISWith a swift flowing move,

you attack two foes with quick

jabs.

Attack two monsters

that were adjacent to

AT-WILL POWER

COBRA STRIKEYour body coils back like a

snake as you prepare to strike

with superhuman speed.

You may only move 2

squares this turn.

Attack an adjacent

AT-WILL POWER

CRANE KICKYou launch a flying kick at

your foe and propel yourself

to a better position.

Attack a monster on

your tile. If you hit, put

your hero on a square

UTILITY POWER

JUDO THROWAs your foe lunges forward,

you grab and use it’s

momentum to throw it.

Play when an adjacent

monster attacking you

UTILITY POWER

DRUNKEN STAGGERTaking a swig of wine, your

drunken movement confuses

your foes.

Play during your Hero

phase. Until the start of

your next Hero phase,

you gain +3 to your

Unarmed Combat

roll.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

MIND OVER BODYYou have incredible mental

and physical discipline.

Instead of attacking,

place a token here.

Remove the token to

discard a Condition

marker on you.

Select the following Power Cards:

Mind Over Body (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

that were adjacent to

you during your

movement.

+6 ATK / 1 DMG.

Attack an adjacent

monster. If you do not

move, this attack

automatically hits.

+9 ATK / 1 DMG.

your hero on a square

within 1 tile. If you

miss, place yourself

adjacent to the

monster.

+7 ATK / 1 DMG.

DAILY POWER

JAWBREAKER COMBOYou launch a series of blows

on your foe which culminates

in a jaw-breaking attack.

Attack an adjacent

monster up to 3 times

until you miss. If all hit,

deal 1 extra damage.

+9 ATK / 1 DMG.

Flip after use.

DAILY POWER

FOUR-ARMED DEITYYour fists become a blur as

you strike all around you.

Make a total of 4

attacks against

adjacent monsters. Any

monster hit twice is

moved 1 tile away.

+8 ATK / 1 DMG.

Flip after use.

DAILY POWER

IRON DRAGONSteeling your body, you grab

your foe and head-butt it.

Attack an adjacent

monster. Until start of

your next Hero phase,

reduce any damage you

take by 1.

+8 ATK / 2 DMG.

Flip after use.

UTILITY POWER

TAI-CHI DEFLECTIONYou deflect your foe’s attack

and use the energy to hit with

a counter-attack.

Play when an adjacent

monster hits you. You

take no damage and

deal 1 damage to it

instead.

Flip after use.

monster attacking you

misses. Place it 1 tile

away and deal it 1

damage.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

2

DUKUN

Human Shaman

Aroused from your peaceful commune with

spirits, you seek to purge the disturbance

that is threatening both worlds.

AC HP Speed Surge Add

Lvl 1 15 8 6 4

Lvl 2 16 10 6 5 +1D

Lvl 3 17 12 6 6 +1U

Lvl 4 18 14 6 7 +1A

AT-WILL POWER

SPIRIT BONDYou bond with your spirit as

both strike in unison at your

foes.

Attack an adjacent

monster and another

AT-WILL POWER

SAVAGE BLOWPrimitive but deadly, you

swing your club at your foe.

Attack an adjacent

AT-WILL POWER

ANGRY BIRDSA flock of blood-red avian

spirits appears, ravaging your

foes with their claws.

Attack all monsters on

your tile or your Spirit’s

UTILITY POWER

SHAMANIC HEALINGYou send forth spirits of light

to nurse your ally’s wounded

soul.

Play after any Villain

phase. An ally at

UTILITY POWER

CLEANSING SPIRITSRadiant spirits negate the evil

magic permeating the air.

Play during your Hero

phase. Discard an

Environment or Curse

card in play.

Flip after use.

INNATE ABILITY

SUMMON SPIRITSensing impending danger,

you send your Spirit to aid

your allies.

Your Daily lets you

summon a spirit. Place

its token on your tile.

At the start of your

Hero phase, you may

move it 1 tile. Summon

and Discard count as

attack actions.

CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

CALL TO SPIRITSensing impending danger,

you call to your Spirit for help.

Play after any

exploration phase.

Move your Spirit to any

tile.

Flip after use.

UTILITY POWER

SPIRIT DIVINITYYou pray for a departing spirit,

gaining a favor of divinity.

Instead of drawing a

Treasure card, look at

the top 3 cards of any

deck. Place the cards

back on top of the deck

in the same order.

Flip after use.

Select the following Power Cards:

Call to Spirit (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

monster and another

monster on your

Spirit’s tile. If both hit,

you regain 1 HP.

+6 ATK / 1 DMG.

Attack an adjacent

monster. If your spirit is

on your tile, the attack

does +1 DMG.

+7 ATK / 1 DMG.

your tile or your Spirit’s

tile. If attacking with

your Spirit, do not draw

a Treasure card.

+5 ATK / 1 DMG.

DAILY POWER

WORLD SERPENTYou summon World Serpent,

keeper of the natural order.

All heroes on World

Serpent’s tile gain +1

ATK and may re-roll

adjacent attacks, once

per attack. Discard to

deal 1 damage to all

monsters within

1 tile.

Flip upon discard.

DAILY POWER

GHOST PANTHERYou summon Ghost Panther,

the primal stalker.

All heroes on Ghost

Panther’s tile can

explore an unexplored

edge on its tile. Discard

for all monsters on its

tile to skip their next

activation phase.

Flip upon discard.

DAILY POWER

GREAT BEARYou summon Great Bear,

protector of the world.

All heroes on Great

Bear’s tile gain +1 AC

and can re-roll the die

when attacked, once

per attack. Discard for

all heroes on the same

tile to regain 2 HP.

Flip upon discard.

phase. An ally at

0 HP regains 2 HP.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

WARDUKE

Human Warlord

The mystery of your purpose keeps your

allies wary but nobody questions your

mastery of the battlefield.

AC HP Speed Surge Add

Lvl 1 16 10 6 5

Lvl 2 17 12 6 6 +1D

Lvl 3 18 14 6 7 +1U

Lvl 4 19 16 6 8 +1A

AT-WILL POWER

HORNED SHIELDYou raise your horned shield,

ready to bash your opponents

if they fumble.

Instead of attacking,

you gain +1 AC until the

start of your next Hero

AT-WILL POWER

BELLIGERENT BLOWYou attack your foe with a

backhand swipe, showing

your disdain for the weak.

At any time during your

movement, attack an

AT-WILL POWER

EXPLOITING STRIKEYour combat experience

exposes a weakness in the

enemy’s defenses.

Attack an adjacent

monster. Until end of

your next Hero phase,

INNATE ABILITY

BATTLE EXPERIENCEYou are quick to grasp the

weakness of your foes.

When attacking a

monster type that is in

the XP pile, you gain +1

ATK.

UTILITY POWER

BATTLEFIELD MASTERYYou shout orders to your

allies, bringing order to chaos.

Play during your Hero

phase. Each hero within

1 tile may choose to

regain 1 HP or move

their speed.

Flip after use.

UTILITY POWER

DUNGEON EXPERIENCEYou recognize the signs of a

foe you previously defeated.

Use if a monster type

revealed within 1 tile is CRITICAL HIT: At Level 2+, if you attack and

UTILITY POWER

TACTICAL BRILLIANCEWary as they may be, your

allies trust your battlefield

experience.

Instead of attacking,

place a token here.

Remove the token to

have a hero within 1

tile roll the attack die

before choosing a

target.

Select the following Power Cards:

Tactical Brilliance (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

start of your next Hero

phase.

Any adjacent monster

that misses you

takes 1 damage.

movement, attack an

adjacent monster. You

automatically hit 1XP

monsters.

+5 ATK / 1 DMG.

your next Hero phase,

any hero attacking this

monster gains

+2 ATK.

+6 ATK / 1 DMG.

DAILY POWER

VICIOUS SETUPYour cunning strike creates an

opening for your ally.

Attack an adjacent

monster. After the

attack, an ally adjacent

to this monster can use

an At-Will power.

+8 ATK / 2 DMG

Flip after use.

DAILY POWER

LEAD THE ATTACKTaking the lead, you show

your allies the path to victory.

Move your speed and

attack an adjacent

monster. Until the start

of your next Hero

phase, all heroes gain

+2 ATK.

+7 ATK / 3 DMG

(miss 1 damage)

Flip after use.

DAILY POWER

SCORNFUL RAGEFilled with scorn, you put an

end to the weak with ruthless

efficiency.

Do not move or attack

this turn. All 1XP and

2XP monsters on your

tile take 1 damage.

Flip after use.

UTILITY POWER

TACTICAL RETREATAccessing the new threat, you

warn your allies of the danger.

When a monster is

revealed within 2 tiles

of you, all heroes

within 1 tile of you may

choose to move 1 tile

away.

Flip after use.

revealed within 1 tile is

in the XP pile. It does

not activate this turn.

(tap the Monster card)

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

2

2

PRINCE DASTAN

Human Rogue

From a lowly street urchin, you have risen

to the ranks of royalty through heroic deeds

and now seek to defend your people.

AC HP Speed Surge Add

Lvl 1 15 8 6 4

Lvl 2 16 10 6 5 +1D

Lvl 3 17 12 6 6 +1U

Lvl 4 18 14 6 7 +1A

INNATE ABILITY

SURVIVAL INSTINCTYour survival instincts and

amazing agility serve you well.

You are immune to

miss damage and

effects.

AT-WILL POWER

BOLO THROWThis weapon can disable an

opponent but is difficult to

master.

Attack a monster

within 1 tile. If you hit,

the monster does

AT-WILL POWER

RISKY BLOWYou strike at your enemy’s

weak spot but leave yourself

open to an counter-attack.

Attack an adjacent

monster. If you miss,

UTILITY POWER

EVASIVE MANEUVERYou tuck in your knees and

launch into an evasive

maneuver.

Until your next hero

phase, ignore any

attack if you can roll

equal or less than the

attack roll.

Flip after use.

UTILITY POWER

PILFERLife in the palace has not

dulled your more questionable

skills.

Use when adjacent to a

monster. Instead of

UTILITY POWER

SKILLED ACROBATYou spent years traversing the

rooftops of your great city.

Instead of attacking,

place a shield token on

this card.

You may discard the

token to move 1 tile

away at the end of any

Exploration phase.

CRITICAL HIT: At Level 2+, if you attack and

AT-WILL POWER

GRAPPLING STRIKEThe grappling claws on your

gauntlet have gotten you out

of many dangerous situations.

Attack an adjacent

monster. Move

UTILITY POWER

ROGUE’S LUCKYour heroic deeds owe as

much to luck as to your skill in

combat.

Choose 1 of the below:

.Your hit does +1

damage.

.Your attack

automatically hits.

Flip after use.

Select the following Power Cards:

Skilled Acrobat (Utility power)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

within 1 tile. If you hit,

the monster does

nothing on its next

activation. Does not

affect large monsters.

+5 ATK / 1 DMG.

Attack an adjacent

monster. If you miss,

you take 1 damage.

+7 ATK / 2 DMG.

DAILY POWER

DAGGER OF TIMELegends speak of your ability

to manipulate past events.

Attack a monster

within 2 tiles. Until the

end of your next hero

phase, each die roll

may be re-rolled once.

+8 ATK / 2 DMG.

Flip after use.

DAILY POWER

GAUNTLET SPECIALAs your gauntlet latches onto

the far wall, you draw your

blade with a sly grin.

Choose a wall facing

you in a straight line.

Move adjacent to that

wall and attack each

monster on a tile along

the path.

+8 ATK / 1 DMG.

Flip after use.

DAILY POWER

GRAND TRICKERYSome of the stories about you

are more than mere fiction.

Take control of all

Monsters adjacent to

you. During the Villain

phase, each of these

Monsters attacks

another monster

adjacent to you.

+9 ATK / 1 DMG.

Flip after use.

Use when adjacent to a

monster. Instead of

attacking, draw a

Treasure card.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

Attack an adjacent

monster. Move

adjacent to a wall

directly facing you

within 1 tile.

+7 ATK / 1 DMG.

UTILITY POWER

TRIUMPHANT VIGOROne victory gives you strength

to achieve the next.

When you kill a

Monster, heal HP equal

THORN

Shifter Warden

Chosen by the spirits as champion of your

tribe, you have trained hard and now

prepare to unleash the beast within…

AC HP Speed Surge Add

Lvl 1 15 10 6 5

Lvl 2 16 12 6 6 +1D

Lvl 3 17 14 6 7 +1U

Lvl 4 18 16 6 8 +1A

AT-WILL POWER

WARDEN’S FURYYou lash out furiously to

protect your allies.

Attack an adjacent

AT-WILL POWER

CRIPPLING STRIKEYou deal a crippling blow to

your foe, impeding it’s next

attack.

Attack an adjacent

monster. If you hit, the

AT-WILL POWER

THORN WHIPA thorn whip sprouts from

your blade, grasping and

pulling your foe nearer.

Attack a monster

within 1 tile. Hit or

UTILITY POWER

FONT OF LIFEPrimal energy pulses from the

ground beneath your feet,

giving you strength.

When you are afflicted

with a Condition, you

may place the marker

on this card instead.

Flip when there are

2 markers on this

card.

RACIAL POWER

LONGTOOTH SHIFTINGYour unleash the beast within

you...

Instead of attacking,

place a token on this

card.

Discard this token on

your hero phase to

attack an adjacent

monster with Bite.

+6 ATK / 1 DMG.

CRITICAL HIT: At Level 2+, if you attack and

INNATE ABILITY

GUARDIAN MIGHTYour pain unleashes the beast

within and you take on a

savage countenance.

Any monster on your

tile that attacks

another hero suffers -1

ATK.

Monster, heal HP equal

to the monster’s XP.

Put the Monster card

into the discard pile.

Flip after use.Select the following Power Cards:

Longtooth Shifting (Racial)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

Attack an adjacent

monster. You gain +1

ATK for each monster

within 1 tile of you.

+6 ATK / 1 DMG.

monster. If you hit, the

monster’s next attack

deals -1 damage.

+6 ATK / 1 DMG.

within 1 tile. Hit or

miss, place the monster

anywhere on your tile.

+6 ATK / 1 DMG.

DAILY POWER

FORM OF THE THORN

GUARDIANThorns protrude from your

body and armor.

When an adjacent

monster attacks and

misses you, deal 1

damage to it. Discard to

attack each monster on

your tile twice.

+6 ATK / 1 DMG.

Flip upon discard.

DAILY POWER

FORM OF THE GOLD

DRAGONYour armor takes on the gold-

sheen of the fire-breathing

Gold Dragon.

You gain +1 ATK and +1

AC. Discard to attack

each monster on a tile

within 1 tile.

+7 ATK / 2 DMG

(miss 1).

Flip upon discard.

DAILY POWER

FORM OF SPRING

RENEWALRadiant light surrounds and

lifts you as you move speedily

towards your foes.

You gain +2 AC and +1

Speed. Discard to heal 2

HP and attack each

monster within 1 tile.

+6 ATK / 1 DMG.

Flip upon discard.

UTILITY POWER

WARDING VINESSpectral vines bloom around

you to shield you and your

allies.

Place 3 tokens on your

tile. Each time a hero

on this tile takes

damage, discard a

token to reduce the

damage by 1.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

2

2

LORD VADER

Tiefling Battlemind

You prepare to use the full force of your

potent physical and psionic powers to

avenge your family.

AC HP Speed Surge Add

Lvl 1 15 10 6 5

Lvl 2 16 12 6 6 +1D

Lvl 3 17 14 6 7 +1U

Lvl 4 18 16 6 8 +1A

DAILY POWER

AUGMENTYou channel psionic energy

into a reservoir of power,

using it to boost your attacks.

Use this together with

another power and

AT-WILL POWER

IMPERIOUS STRIDEYou dull your foe’s senses as

you stride past them.

At anytime during your

move, you may attack a

AT-WILL POWER

BRILLIANT RECOVERYUpon missing, you shift your

grip with incredible speed.

Attack an (all) adjacent

monster(s). If you miss,

UTILITY POWER

MIND SPIKEYou force your foe to feel the

pain that it inflicted on your

ally.

When a monster within

1 tile hits another hero,

deal the same damage

to the monster.

Flip after use.

UTILITY POWER

PSIONIC CADAVERYou use raw psionic energy to

push your body past it’s

normal limits.

If you drop to 0 HP, you

remain in play until end

UTILITY POWER

BLURRED STEPYou use your psionic powers

to confuse a foe.

Instead of attacking,

place a token on this

card.

Remove the token

during any Villain phase

to move 1 square.

CRITICAL HIT: At Level 2+, if you attack and

INNATE ABILITY

PSIONIC COMPULSIONYou create a psionic link with

your foe, drawing its attention

to you.

If there are no

monsters adjacent to

you, you may force a

Monster within 1 tile to

ignore other heroes.

AT-WILL POWER

TWISTED COMPULSIONYou trick the enemy into

mistaking friend for foe.

A Monster on your tile

(within 1 tile) attacks

another monster

adjacent to it and does

nothing on its next

activation (tap the

monster card).

+8 ATK / 1 DMG

DAILY POWER

AUGMENTYou channel psionic energy

into a reservoir of power,

using it to boost your attacks.

Use this together with

another power and

gain the benefit of that

power’s Augment text.

Flip after use.

Select the following Power Cards:

Blurred Step (Utility)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

AT-WILL POWER

PSIONIC REBUKEYour unleash an unrelenting

psionic assault upon your foes.

Attack a (all)

monster(s) within 1

tile. If hit, the monster

does nothing on its

next activation. (tap

the monster card)

+8 ATK / SPECIAL

another power and

gain the benefit of that

power’s Augment text.

Flip after use.

move, you may attack a

(each) monster that

was adjacent to your

path.

+6(7) ATK

/ 1(2) DMG

monster(s). If you miss,

attack one more time

with +1 ATK and -1

DMG.

+4 ATK / 2 DMG

remain in play until end

of your next hero

phase.

Flip after use.

UTILITY POWER

SPEED OF THOUGHTYou move in a blink of an eye,

reaching your foe before it

acts.

If you did not attack on

your turn, you may

immediately move 1

tile and attack after

your Exploration phase.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

2

2

EINSTEIN

Warforged Artificer

A master of magical artifice, you seek out

knowledge of your kind's arcane origins.

AC HP Speed Surge Add

Lvl 1 14 7 6 4

Lvl 2 15 9 6 5 +1D

Lvl 3 16 11 6 6 +1U

Lvl 4 17 13 6 7 +1A

AT-WILL POWER

WHIRLING STAFFUsing your ball-jointed wrist,

you twirl your staff as you

swing it around.

Attack all adjacent

monsters.

AT-WILL POWER

STATIC SHOCKA chain of electrical sparks

leap from your staff towards

your foes.

Attack a monster

within 1 tile. If it hits,

AT-WILL POWER

ELECTRICAL DISCHARGEA build-up of electricity

discharges from your staff and

sends your enemy flying.

Attack an adjacent

monster. After the

INNATE ABILITY

ARCANE

REJUVENATIONYou are a master at drawing

energy from artifices.

Instead of attacking, a

hero on your tile may

heal 2 HP if a hero on

your tile can discard a

Treasure item.

UTILITY POWER

REMOTE CONTROLYour staff flies from your

hands as if alive, controlled by

your artifices.

Until the end of your

next Hero phase, you

UTILITY POWER

IRON HIDE INFUSIONGrey metal dust fuses onto

skin, making it as tough as

plate armor.

Until the start of your

next Hero phase, all

heroes on your tile take

1 less damage from any

attacks.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

RACIAL POWER

WARFORGED RESOLVEWarforged are well-known for

their tenacity and hardiness.

Play during your Hero

phase. You regain 2 HP.

Flip after use.

Select the following Power Cards:

Warforged Resolve (Racial)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

monsters.

+5 ATK / 1 DMG.

within 1 tile. If it hits,

roll a 2nd attack against

another monster

adjacent to the first.

+6 ATK / 1 DMG.

monster. After the

attack, move the

monster 1 tile away.

+6 ATK / 1 DMG.

DAILY POWER

SCYTHEJAWYou summon a trapjaw

construct.

Place Scythejaw within

1 tile of you. Until the

start of your next hero

phase, any monster

entering this tile is

attacked.

+8 ATK / 1 DMG.

Flip after use.

DAILY POWER

GUARDIAN ARMORYou summon a defender

construct.

Place Guardian Armor

adjacent to you. It

follows you and is not

affected by Conditions.

When it is destroyed,

you lose 1 HP.

16 AC / 3 HP.

Flip after use.

DAILY POWER

HAMMERERYou summon an attacking

construct.

Place Hammerer

adjacent to you. Until

the start of your next

hero phase, any

adjacent monster that

targets you is attacked

first.

+7 ATK / 2 DMG.

Flip after use.

UTILITY POWER

VORPAL EDGEDChromatic dust fuses onto

your weapons, endowing

them with unusual sharpness.

Until the end of your

next Hero phase, each

hero on your tile deals

+1 damage on the first

monster they hit.

Flip after use.

next Hero phase, you

can make an At-Will

attack from a square up

to 2 tiles away.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

AEGIS

Warforged Paladin

You ally with noble friends to help free the

innocent from the oppression of evil.

AC HP Speed Surge Add

Lvl 1 17 10 5 5

Lvl 2 18 12 5 6 +1D

Lvl 3 19 14 5 7 +1U

Lvl 4 20 16 5 8 +1A

AT-WILL POWER

ZEALOUS STRIKEYou whisper a prayer to your

deity as you strike at your foe.

Attack an adjacent

AT-WILL POWER

STEADFAST BLOWThe odds against you fuel your

determination, adding

strength to your attack.

Attack an adjacent

monster. If there is

AT-WILL POWER

SHIELDING SMITEYou raise your shield, ready to

strike if the enemy breaches

your defense.

Do not attack. Until the

start of your next Hero

INNATE ABILITY

HOLY DEFENDERAs a paladin, you take it upon

yourself to defend your allies.

Instead of attacking,

place a token here.

Remove the token to

prevent damage from 1

attack to an adjacent

ally.

UTILITY POWER

MARTYR’S BLESSINGDespite your pain, you chant a

prayer of salvation for your

allies.

When you are hit, your

allies regain X HP. Total

UTILITY POWER

BEACON OF JUSTICEYour sword shines with a

radiant light, inspiring your

allies to strike the enemy.

Until the end of your

next Hero phase, all

heroes within 1 tile of

you gain +2 ATK.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

RACIAL POWER

WARFORGED RESOLVEWarforged are well-known for

their determination and

hardiness.

Play during your Hero

phase. Regain 2 HP.

Flip after use.

Select the following Power Cards:

Warforged Resolve (Racial)

2 At-Will powers

1 Utility power

1 Daily power

Add the indicated power when you level up

Attack an adjacent

monster. You gain +1

ATK for each XP the

monster is worth.

+6 ATK / 1 DMG.

monster. If there is

another monster

adjacent to you, this

attack does +1 DMG.

+6 ATK / 1 DMG.

start of your next Hero

phase, you gain +1 AC.

The first adjacent

monster that hits you

takes 1 damage.

DAILY POWER

MARTYR’S CHARGEYou eschew defense and

unleash an all-out attack on

your foe.

Move adjacent to a

monster within 1 tile

and attack it. You take

1 damage.

+6 ATK / 4 DMG

(miss 2 damage)

Flip after use.

DAILY POWER

HALLOWED CIRCLEA circle of glowing holy

symbols hover around you.

Attack each monster

within 1 tile. Until start

of your next Hero

phase, all allies within 1

tile gain +2 AC.

+7 ATK / 1 DMG

Flip after use.

DAILY POWER

HOLY JUDGEMENTHoly flames streak towards

your foe as you call upon your

deity to avenge an unjust.

Deal 3 damage to a

monster within 1 tile

that reduced an ally to

0 HP.

Flip after use.

allies regain X HP. Total

X may not exceed the

damage you took.

Flip after use.

UTILITY POWER

MARTYR’S SHIELDRadiant energy erupts from

your shield, blocking your

friends from harm.

When an attack targets

more than 1 hero on

your tile, you are hit

but the attack misses

your allies.

Flip after use.

CRITICAL HIT: At Level 2+, if you attack and

roll a natural 20, you deal +1 damage if you

did not level up.

2

2