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.

Picture133.png

Bleeding: The target receives 2 Bleeding Counters. The target, when attacking or defending, rolls a dice. If they get 3 or less, the target takes 2 wounds. Counter is removed at the end of the turn.

Picture133.png

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

Picture133.png

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

Picture133.png

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

Picture133.png

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

Picture133.png

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).