Compendium

Cards

The full core set — four tribe decks and the Chaos deck.


Vampires25

Blood NibbleAttack

Deal 1 damage. If you healed earlier this turn, heal 1 more.

Crimson BiteAttack

Deal 1, heal 1. If the target is below 10 Life Points, heal 2 instead.

Razor FeedAttack

Deal 2 damage. If you healed from a drain effect this turn, you may heal 1 additional Life.

Hunger PulseAttack

Drain 2 Life (deal 2 damage and heal 2 Life Points).

Sanguine CeremonyAttack

Drain 2 (deal 2 and heal 2). If this damage reduces the target's Life Points below yours, you heal 1 additional Life Point.

Vein LoopAttack

Drain 1 from up to two different players.

Nocturne SurgeAttack

Deal 2 damage. Heal 1 Life, plus 1 additional Life if a Chaos card was drawn this round.

Night EmissaryAttack

Drain 3 (one-card Chaos trigger if unprevented).

Vampiric RiteAttack

Deal 2 damage split between 1 or 2 players, then heal 1.

HemomancyAttack

Drain 1. If this is your second action this turn, drain 2 instead.

Blood ReaverAttack

Deal 2 damage. If the target healed since your last turn, drain 1 Life Point.

Shred the SpiritAttack

Drain 3.

Sinister SenseUtility

Look at the top 3 cards of your deck, choose 1 and put it into your hand.

Marked PreyUtility

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.)

Vitae PactUtility

Heal 2.

Life FunnelUtility

Heal 1 for each opponent below 10 Life Points.

Night FeastUtility

Heal 2 and draw 1.

Ritual of ThirstUtility

Heal 1, then drain 1 if an opponent has more Life Points.

Blood ShieldReaction

Prevent 2 damage.

Dark ReprisalReaction

When you are dealt damage, deal 1 point back.

Crimson MirrorReaction

When targeted, prevent the effect and drain 1 instead of taking it.

Harness Your HealthReaction

The next time you heal, deal 1 to any target.

GravepullReaction

After Chaos resolves, drain 1.

Life LockReaction

Prevent healing on target player until end of turn.

Summon the AncientReaction

If you healed this turn, draw 1 card.

Dwarves25

Hammer StrikeAttack

Deal 3. If this targets a Monster, deal 4 damage instead.

Iron BlastAttack

Deal 1 damage. If you prevented any damage since your last turn, this attack deals 2 damage instead.

Shield BashAttack

Deal 1 and prevent 1 to you this turn.

Stone CrackAttack

Deal 2 (3 if you took damage since your last turn).

Retaliation SwingAttack

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).

Bedrock BurstAttack

Deal 2. If you prevented or reflected damage since your last turn, deal 3 instead. Then heal 1 Life Point.

Blade of BaragothAttack

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.

Anvil of FateAttack

Deal 3 damage. If the target has more Life Points than you, deal 4 instead.

Forged TremorAttack

Deal 1 to each opponent.

WallbreakerAttack

Deal 3 to the highest Life Points. If you prevented damage since your last turn, deal 4 instead.

Stone GuardUtility

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.

Battle FocusUtility

Draw 2, discard 1.

Iron BarrierUtility

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.

Fortify the RealmUtility

Prevent the next 3 damage to you this round.

Sentinel MeditationUtility

Prevent the next 1 damage that would be dealt to you this turn, then heal 2 Life.

Shield ResonanceUtility

If you prevented damage since your last turn, draw 1.

Elemental RageUtility

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.

Rock WallReaction

Prevent 2 to any player.

Hardened SkinReaction

Prevent 1 (or 2 if you took damage since your last turn).

Redirect the ImpactReaction

Reflect the next 2 damage directed at you to another player.

Axe DefenseReaction

When you are dealt damage, deal 2 damage to the source. If the source is a Monster, deal 3 instead.

Resonant BashReaction

When a Chaos card or Monster deals damage, reflect 1 damage to that source.

Will of IronbeardReaction

Reduce an attack that is 2 or more damage down to only 1 damage.

Unyielding PositionReaction

Ignore a forced discard. Then deal 1 to any player.

Reflective ArmorReaction

Deal 2 damage back, and reduce the original damage by 1.

Shamans25

Thorn VolleyAttack

Deal 2.

Chain BarkAttack

Deal 1 damage. If you played an Attack last turn, this deals 2 damage instead.

Totem CrashAttack

Deal 1 to any player. Then you may deal 1 to a different player.

Savage ClawsAttack

Deal 3 if you have fewer cards than the target player.

Rally the RootsAttack

Deal 2 damage to any player. If that player has more Life Points than you when this resolves, deal 1 more damage to them.

Storm RushAttack

Deal 1 damage. If you played a Utility card this turn, deal 2 damage instead.

Bite of the Wild SurgeAttack

Deal 2. If Chaos was drawn since your last turn, deal 3 instead.

Totem TrampleAttack

Deal 2 damage. If you dealt damage earlier, deal 3 damage instead.

Bear MaulAttack

Deal 2 damage. If that player healed since your last turn, deal 1 additional damage to them.

Feral RoarAttack

Deal 3 damage. If you choose to skip your next draw step, you may deal 4 damage instead.

Ferocious FangAttack

Deal 2. If you play another Attack this turn, deal 3 damage instead.

Hail StormAttack

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.

Primal TuskAttack

Deal 3 damage. You take 2 damage.

Vine ExplosionAttack

Deal 1 damage to two different opponents. If only one opponent exists, deal 2 damage to that player instead.

Spirit SightUtility

Look at the top 2 cards of your deck; you may reorder them if you wish.

Primal EchoUtility

Your next Attack this turn gains +1 damage.

Wild MomentumUtility

Draw a card. Your next Attack this turn may target twice.

Nature's RhythmUtility

Heal 1 Life Point, then deal 1 damage.

Hungry SporesUtility

Deal 1; if you played an Attack card this turn, deal 2 instead.

Rabid DefianceReaction

Prevent 1 and deal 1 back to the target that attacked you.

Root SnapReaction

Cancel a Reaction card. Deal 1 damage to the opponent that played it.

VineshieldReaction

Prevent 2 if Chaos was drawn this turn.

Wrath of TreesReaction

When targeted, deal 2 to a player instead of suffering the spell's effect.

Chaos UnleashedReaction

After an opponent draws Chaos, deal 1 damage to them.

Hunter's StrikeReaction

If attacked, deal 2 back.

Mystics25

Mystic LanceAttack

Deal 2 damage. If this is the first action card you play during your turn, this deals 3 damage instead.

Aether FlareAttack

Deal 1 damage. Deal 2 damage instead if Chaos was drawn since your last turn.

Rift ShockAttack

Deal 2. If a Chaos card resolved since your last turn, target opponent discards a card at random.

Radiant SingeAttack

Deal 2 damage. If that target has more cards in hand than you, they discard 1 card.

Distortion PulseAttack

Deal 1 damage. If this targets a player, they discard 1.

Contain the RuptureAttack

Deal 2. Deal 3 damage instead if they have more cards in their hand than you.

Surge SpikeAttack

Deal 2 damage. If a Chaos card resolved since your last turn, draw 1 card.

Chrono StormAttack

Deal 3 if any opponent played two or more cards since your last turn.

Chaos BoltAttack

Deal 2. Look at the top card of the Chaos deck. You may put it on the bottom.

Tap the EchoAttack

Deal 1 damage. If the target discarded a card since your last turn, deal 2 damage instead.

Future GlimpseUtility

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.

Chaos AlignmentUtility

You may draw 1 Chaos card. If you do, you cannot draw Chaos again until your next turn.

Reorder the MindUtility

Draw 2, then put 1 of them back on top.

Channel Your ArcanaUtility

If you drew a Chaos card since your last turn, draw another Chaos card now. Then draw a card from your player deck.

Peek Through the PortalUtility

Draw a card. Then look at the top card of the Chaos deck. You may put it on the bottom of the Chaos deck.

Distort the TerrainUtility

Until the start of your next turn, the first time an opponent would draw a Chaos card, that card is discarded instead of resolving.

Fate of FortuneUtility

Target opponent draws, then you draw Chaos.

Shimmer SpiralUtility

Until the start of your next turn, the first time a player plays a Reaction card, they discard a card.

Reality ShearReaction

Prevent 1 damage. You may discard a card to prevent 2 instead.

Calamity FieldReaction

When you take damage, prevent 1 of that damage and deal 1 damage.

Combat ResourcesReaction

After an opponent's Attack resolves, draw 1 card. If it dealt 3 or more damage, make that player discard a card.

Ravage the RippleReaction

Duplicate a Chaos effect that was just played, or deal 2 damage to target player instead.

Warp ShiftReaction

Reflect and draw.

Entropy RatchetReaction

After an opponent draws a Chaos card, deal 1 damage to the source. If it's a Monster, deal 2 damage instead.

Time FractureReaction

When a Chaos card would affect you, ignore that Chaos card's effects.

Chaos Deck29

Water ElementalMonster

Monster — 5 Life, strikes all for 1. Treasure: Water Idol — Once per turn, the first time you deal damage, you may heal 1 Life.

Chain DetonationAttack

Deal 1 damage to every player.

RuinAttack

Deal 3 damage to the player who currently has the highest Life Points. If tied, the two highest take the damage.

Blood BargainAttack

The player with the lowest Life Points may deal 2 damage to any player of their choice.

Storm ImpMonster

Monster — 7 Life, strikes all for 2. Treasure: Imp — Once per turn, when you would take damage, reduce that damage by 1.

Cracked BarrierAttack

Deal 2 damage to a player. If they have 10 or more Life Points after this damage is applied, they must discard 1 card.

Chaos LanceAttack

Deal 3 damage to any player, then that player draws 1 card.

Mind FrayUtility

Choose one player. That player discards 1 card.

Sudden PortalUtility

All players put a card from their hand onto the top of their deck.

Soul ShiverUtility

The active player discards 1 card at random and then draws 1 card.

Blood SiphonUtility

Choose one player. They discard 1 card at random. If the discarded card was an Attack card, that player also takes 1 damage.

ParalysisUtility

Choose one player. That player cannot play Reaction cards until the end of this turn.

Scavenge for TreasureUtility

Each player discards their entire hand, and then draws 3 cards.

Time TwistUtility

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.

Chaotic InsightUtility

Draw 2 cards.

Shamanic GiftUtility

Every player draws 1 card.

Rift FountainUtility

Draw 1 card, then you may choose any other player. That player also draws 1 card.

Doublecast SpiralAttack

Each player takes damage equal to the number of cards in their hand.

Hand BloomUtility

Draw 3 cards, then discard 1 card.

Shifted OpportunityUtility

The player with the fewest cards in hand draws 2 cards.

Sand DevilMonster

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.

Inversion FieldUtility

Until the end of this turn, whenever any player would take damage, they discard 1 card instead of losing Life Points.

Magic AuraUtility

The active player prevents the next 3 damage that would be dealt to them during this turn.

Swap the SoulsUtility

Choose two players. Swap their current Life Point totals.

Dark BargainUtility

You may take 2 damage. If you do, draw 2 cards.

Azul WitchMonster

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.

Living ForgeUtility

The next time damage would be dealt this turn, 1 damage is dealt to the player who controlled the source of that damage.

Decrepit ChoiceUtility

Select one player. They must choose one: take 3 damage, OR allow every other player to draw 1 card.

Field DistortionUtility

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.