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CONDITIONS

Usually, The result of an ability. Corresponds to a continuous negative effect that is tracked in the form of counters and can target Champions, Allies, and Minions.

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Bleeding: The target receives 2 Bleeding Counters. Whenever the bleeding target attacks or defends, its owner rolls a dice. If they get 3 or less, the bleeding target takes 2 wounds. A Bleeding Counter is removed at the end of the turn.

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Poisoned: The target receives 2 poison Counters. At the beginning of the turn, the poisoned target takes 1 wound. A Poison Counter is removed at the end of the turn.

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Stunned: The target receives 2 stun Counters. All abilities from the stunned target are disabled. A Stun Counter is removed at the end of the turn.​

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Confused: The target receives 2 confusion Counters. At the end of the turn, its owner dumps 2 cards and a Confusion Counter is removed.

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Terrified: The target receives 2 terror Counters. The target cannot attack or defend. A Terror Counter is removed at the end of the turn.

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Taunted: The target must attack on the next turn.

All the Counters are not accumulable but renewable, always having a maximum of 2 Counters at a time.

 

A successful roll to put a condition on a target is usually a 1 or a 6 from a 6-sided die (unless a card indicates otherwise).

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