Compendium
Cards
The full core set — four tribe decks and the Chaos deck.
Vampires — 25
Deal 1 damage. If you healed earlier this turn, heal 1 more.
Deal 1, heal 1. If the target is below 10 Life Points, heal 2 instead.
Deal 2 damage. If you healed from a drain effect this turn, you may heal 1 additional Life.
Drain 2 Life (deal 2 damage and heal 2 Life Points).
Drain 2 (deal 2 and heal 2). If this damage reduces the target's Life Points below yours, you heal 1 additional Life Point.
Drain 1 from up to two different players.
Deal 2 damage. Heal 1 Life, plus 1 additional Life if a Chaos card was drawn this round.
Drain 3 (one-card Chaos trigger if unprevented).
Deal 2 damage split between 1 or 2 players, then heal 1.
Drain 1. If this is your second action this turn, drain 2 instead.
Deal 2 damage. If the target healed since your last turn, drain 1 Life Point.
Drain 3.
Look at the top 3 cards of your deck, choose 1 and put it into your hand.
The next time you deal damage to a player this turn, that damage is increased by 2. (If the damage comes from a drain effect, the healing portion does not increase.)
Heal 2.
Heal 1 for each opponent below 10 Life Points.
Heal 2 and draw 1.
Heal 1, then drain 1 if an opponent has more Life Points.
Prevent 2 damage.
When you are dealt damage, deal 1 point back.
When targeted, prevent the effect and drain 1 instead of taking it.
The next time you heal, deal 1 to any target.
After Chaos resolves, drain 1.
Prevent healing on target player until end of turn.
If you healed this turn, draw 1 card.
Dwarves — 25
Deal 3. If this targets a Monster, deal 4 damage instead.
Deal 1 damage. If you prevented any damage since your last turn, this attack deals 2 damage instead.
Deal 1 and prevent 1 to you this turn.
Deal 2 (3 if you took damage since your last turn).
Play this on your turn. Before your next turn, the next time an opponent deals damage to you, immediately deal 1 damage back to that player (only once).
Deal 2. If you prevented or reflected damage since your last turn, deal 3 instead. Then heal 1 Life Point.
Put this on the board. Deal 2 damage. Until your next turn, the first time you are dealt damage, reflect it back to the source.
Deal 3 damage. If the target has more Life Points than you, deal 4 instead.
Deal 1 to each opponent.
Deal 3 to the highest Life Points. If you prevented damage since your last turn, deal 4 instead.
Until the start of your next turn, prevent up to 2 damage that would be dealt to you. If you prevent damage, you may draw 1 card.
Draw 2, discard 1.
Until the start of your next turn, the next 2 damage that would be dealt to you is prevented. If you prevent damage this way, draw a card.
Prevent the next 3 damage to you this round.
Prevent the next 1 damage that would be dealt to you this turn, then heal 2 Life.
If you prevented damage since your last turn, draw 1.
Play this card on your turn. Until the start of your next turn, the first time you prevent damage, deal 1 damage to any target.
Prevent 2 to any player.
Prevent 1 (or 2 if you took damage since your last turn).
Reflect the next 2 damage directed at you to another player.
When you are dealt damage, deal 2 damage to the source. If the source is a Monster, deal 3 instead.
When a Chaos card or Monster deals damage, reflect 1 damage to that source.
Reduce an attack that is 2 or more damage down to only 1 damage.
Ignore a forced discard. Then deal 1 to any player.
Deal 2 damage back, and reduce the original damage by 1.
Shamans — 25
Deal 2.
Deal 1 damage. If you played an Attack last turn, this deals 2 damage instead.
Deal 1 to any player. Then you may deal 1 to a different player.
Deal 3 if you have fewer cards than the target player.
Deal 2 damage to any player. If that player has more Life Points than you when this resolves, deal 1 more damage to them.
Deal 1 damage. If you played a Utility card this turn, deal 2 damage instead.
Deal 2. If Chaos was drawn since your last turn, deal 3 instead.
Deal 2 damage. If you dealt damage earlier, deal 3 damage instead.
Deal 2 damage. If that player healed since your last turn, deal 1 additional damage to them.
Deal 3 damage. If you choose to skip your next draw step, you may deal 4 damage instead.
Deal 2. If you play another Attack this turn, deal 3 damage instead.
Deal 1 damage to any player. Then you may choose one: deal 1 damage to a second player, OR increase this card's damage to 2 if a Chaos card was drawn this turn.
Deal 3 damage. You take 2 damage.
Deal 1 damage to two different opponents. If only one opponent exists, deal 2 damage to that player instead.
Look at the top 2 cards of your deck; you may reorder them if you wish.
Your next Attack this turn gains +1 damage.
Draw a card. Your next Attack this turn may target twice.
Heal 1 Life Point, then deal 1 damage.
Deal 1; if you played an Attack card this turn, deal 2 instead.
Prevent 1 and deal 1 back to the target that attacked you.
Cancel a Reaction card. Deal 1 damage to the opponent that played it.
Prevent 2 if Chaos was drawn this turn.
When targeted, deal 2 to a player instead of suffering the spell's effect.
After an opponent draws Chaos, deal 1 damage to them.
If attacked, deal 2 back.
Mystics — 25
Deal 2 damage. If this is the first action card you play during your turn, this deals 3 damage instead.
Deal 1 damage. Deal 2 damage instead if Chaos was drawn since your last turn.
Deal 2. If a Chaos card resolved since your last turn, target opponent discards a card at random.
Deal 2 damage. If that target has more cards in hand than you, they discard 1 card.
Deal 1 damage. If this targets a player, they discard 1.
Deal 2. Deal 3 damage instead if they have more cards in their hand than you.
Deal 2 damage. If a Chaos card resolved since your last turn, draw 1 card.
Deal 3 if any opponent played two or more cards since your last turn.
Deal 2. Look at the top card of the Chaos deck. You may put it on the bottom.
Deal 1 damage. If the target discarded a card since your last turn, deal 2 damage instead.
Look at the top card of your deck and the top card of the Chaos deck. You may put either on the bottom. If you do, draw a card.
You may draw 1 Chaos card. If you do, you cannot draw Chaos again until your next turn.
Draw 2, then put 1 of them back on top.
If you drew a Chaos card since your last turn, draw another Chaos card now. Then draw a card from your player deck.
Draw a card. Then look at the top card of the Chaos deck. You may put it on the bottom of the Chaos deck.
Until the start of your next turn, the first time an opponent would draw a Chaos card, that card is discarded instead of resolving.
Target opponent draws, then you draw Chaos.
Until the start of your next turn, the first time a player plays a Reaction card, they discard a card.
Prevent 1 damage. You may discard a card to prevent 2 instead.
When you take damage, prevent 1 of that damage and deal 1 damage.
After an opponent's Attack resolves, draw 1 card. If it dealt 3 or more damage, make that player discard a card.
Duplicate a Chaos effect that was just played, or deal 2 damage to target player instead.
Reflect and draw.
After an opponent draws a Chaos card, deal 1 damage to the source. If it's a Monster, deal 2 damage instead.
When a Chaos card would affect you, ignore that Chaos card's effects.
Chaos Deck — 29
Monster — 5 Life, strikes all for 1. Treasure: Water Idol — Once per turn, the first time you deal damage, you may heal 1 Life.
Deal 1 damage to every player.
Deal 3 damage to the player who currently has the highest Life Points. If tied, the two highest take the damage.
The player with the lowest Life Points may deal 2 damage to any player of their choice.
Monster — 7 Life, strikes all for 2. Treasure: Imp — Once per turn, when you would take damage, reduce that damage by 1.
Deal 2 damage to a player. If they have 10 or more Life Points after this damage is applied, they must discard 1 card.
Deal 3 damage to any player, then that player draws 1 card.
Choose one player. That player discards 1 card.
All players put a card from their hand onto the top of their deck.
The active player discards 1 card at random and then draws 1 card.
Choose one player. They discard 1 card at random. If the discarded card was an Attack card, that player also takes 1 damage.
Choose one player. That player cannot play Reaction cards until the end of this turn.
Each player discards their entire hand, and then draws 3 cards.
Choose one player. That player places their entire hand on the bottom of their deck in any order, then draws the same number of cards.
Draw 2 cards.
Every player draws 1 card.
Draw 1 card, then you may choose any other player. That player also draws 1 card.
Each player takes damage equal to the number of cards in their hand.
Draw 3 cards, then discard 1 card.
The player with the fewest cards in hand draws 2 cards.
Monster — 6 Life, strikes all for 1. Treasure: Sand Devil — Once per round, when you play an Attack card, you may deal 1 damage to a different target.
Until the end of this turn, whenever any player would take damage, they discard 1 card instead of losing Life Points.
The active player prevents the next 3 damage that would be dealt to them during this turn.
Choose two players. Swap their current Life Point totals.
You may take 2 damage. If you do, draw 2 cards.
Monster — 8 Life, strikes all for 2. Treasure: Tyrant's Crest — Once per turn, when you deal 2 or more damage with a single card, draw 1 card.
The next time damage would be dealt this turn, 1 damage is dealt to the player who controlled the source of that damage.
Select one player. They must choose one: take 3 damage, OR allow every other player to draw 1 card.
Until the start of your next turn, whenever any player draws a Chaos card, that player must discard 1 card.
Transcribed from the Final Core Rulebook v1.0. Card text lightly normalized; rulings live in the FAQ.