ADVANCED DWARF TOSSING - 1

If your attack is successful, select any of the 8 compass directions. Then roll 1d4 and add that to your melee strength. Move defender in that direction that many spaces or until he hits a wall, an unusable space, or another player. If he hits another player, both of those players receives an additional 1d10 damage.

Use: START OF YOUR MELEE ATTACK, 1 Move, 2 damage
TO THE PAIN - 2

If your attack is successful, add 1d6 to damage dealt. After combat, the defender may -immediately- choose to attack you, adding 2d6 to damage if successful. You may immediately choose to attack him, adding 3d6 damage if successful. Repeat this process, adding 1d6 each time until either player choose not to attack back.

Use: START OF YOUR MELEE ATTACK, 2x Game (do not count if initial attack fails)
AT THE READY - 3

If a player enters your melee and it is not your turn, you may immediately melee atack that person. If successful, the damage dealt is 2+your melee strength.

Activate: ANY TIME
HAND GRENADES - 4

If you successfully hit with a ranged attack, all players in defenders melee range get 1d4 damage. (You must target spaces occupied by players.)

Activate: YOUR TURN, 2 damage

WINGS OF MORGOTH - 5

Add +4 to speed until end of turn.
Add +2 to melee damage until end of turn.
You may only move in one of the 8 compass directions.

Use: START OF YOUR TURN, 2 damage
TRAPSETTING - 6

Choose an unoccupied space, and mark it. Any player who enters that space gets 1d4+1 damage.

Use: YOUR TURN, 1x Turn, 2 Moves
TIME WAVE - 7 Opposing player must reroll the last die he rolled and add one to the result. If the player rolled 1d10, and his reroll is a 10, treat the final result as 1.

Use: OPPONENT'S ROLL, 4x Game
PANDORA'S FLAME - 8

At the beginning of your turn, choose a random space. If a player not owned by you is in that space, he gets 1d10 damage and you gain that much life. If it hits you or your teammate, that player gets 2d10 damage.

Activate: YOUR TURN
ENERGY SYPHON - 9

If you successfully hit, deal no damage and choose one of defender's non-speed stats. If his stat is above 0, reduced it by 1. Whether it is or not, add 1 to the same stat of yours.

Use: START OF YOUR MELEE ATTACK, 3x Game, 1x Turn, 2 Damage
HEAT SEEKING MISSILE - 10

Place a missile token on a random, unoccupied space that is not in your melee range. At the start of your turn, move missile one space towards the player closest to the missile. If two players are equidistant, you may choose who it moves towards. If the missile hits a player, remove the missile, the player gets 2d8 damage, and deactivate this card.

Activate: YOUR TURN, 1x Game, 2 Moves
JOY BUZZER - 11

If you successfully hit, deal 2 damage instead of normal, and gain 2 life. That player can not attack you on his next turn.

Use: START OF YOUR MELEE ATTACK, 1x Turn, 1 Damage
BONETTI'S DEFENSE - 12

Add X to either defense stat until end of turn

Use: BEFORE ROLLING FOR DEFENSE, X Damage

Remove this card and add +1 to melee offense

Use: YOUR TURN, 2 Damage
BIG ASS SWORD - 13

For combat purposes only, your melee range extends up to two spaces away. You must be at least 3 spaces away from a target to perform a ranged attack.

Active: YOUR TURN
TELEPORT (NIGHTCRAWLER VERSION) - 14

Move to an unoccupied space.

Use: YOUR TURN, 1 Move, 3 Damage
TELEPORT (FEDERATION VERSION) - 15

Move to an unoccupied space. You may not attack this turn.

Use: YOUR TURN, 3 Moves, 1 Damage
CHAOTIC MUTATION - 16

Until the start of your next turn, this card is replaced is replaced by a random unchosen card.

Use: YOUR TURN, 2x Game
MOTION DAMPENER - 17

While activated, any player who has a speed stat greater than 1 reduces that ability by 1.

Activate: YOUR TURN, 1x Game
Retain: START OF YOUR TURN, 1 Damage
Deactivate: END OF YOUR TURN
TELEPORT (SCORPION VERSION) - 18

Move to an unoccupied space.

Use: YOUR TURN, 3x Game, 1 Move
CLOAK OF NOT VISIBILITY - 19

You are invisible. If you attack, your position is revealed for that turn. If you receive damage, this ability is deactivated.

Activate: YOUR TURN, 2x Game, 2 Damage
Retain: START OF YOUR TURN, 2 Damage
Deactivate: ANYTIME
ADRENALINE RUSH -20

Gain +3 on any stat until end of turn.

Use: ANY TIME, 1x Turn, 5x Game, 1 Move, 3 Damage
MJOLNIR, THE THUNDERBOLT - 21

+1 to all offense and strength stats

Activate: YOUR TURN
Retain: YOUR TURN, 1 Damage
NITRO BOOST - 22

Your speed is increased by X for 1d6 turns (including this one)

Use: YOUR TURN, X Damage
FREE KARATE LESSON - 23

Gain +1 in any non-speed stat

Activate: YOUR TURN, 1x Game
TRADE SECRETS - 24

Trade this card with a card of your other player. The number of times the card has already been used this turn and this game are still counted.

Use: ANY TIME, 2 damage
SCHIZOPHRENIA - 25

Switch your ranged stats with your melee stats.

Use: ANY TIME, 3 Damage

If you haven't used the above ability, remove this card and gain 5 life.

Use: YOUR TURN, 1x Game
ONE MAN GANG (AKA RAMPAGE) - 26

As long as you have more than opponent in melee range, gain +2 in melee strength and melee offense for every opponent beyond the first.

Activate: ANY TIME
LAND MINE (Random version) - 27

Write a random, unoccupied space on paper. If any player enters that space, that player and all players in his melee range get 3d6 damage and the land mine is removed.

Use: YOUR TURN, 1x Game, 1 Move
FOCUSED TRAINING - 28

Remove Focused Training and draw 2 unchosen cards, keep one.

Use: START OF GAME, 1x Game

Remove Focused Training and gain 5 life.

Use: ANY TIME, 1x Game
GRAVITY WALL - 29

Choose one of the 4 main compass directions. At the start of your turns, all players move one space in that direction. Ignore this for any player who would be moving into an unusable space. If Gravity Wall would cause a player to go off the board, he gets 2d8 damage and this card is removed.

Active: YOUR TURN, 1x Game
"IT" - 30

At the beginning of your turn, reduce one of your above zero stats by 1. If you succeed in attacking another player, this card is given to defender and your stats reduced by "It" are returned to normal.

Activate: YOUR TURN, NOT DURING ATTACK; 1x Game
CONCENTRATION - 31

Reduce your stats by a total of 3. Increase your stats by a total of 2. This may not be used to reduce a stat below one but can be used to increase a stat above 4.

Use: ANYTIME
COSMIC OOPS - 32

All characters are moved to random unoccupied, usable spaces.

Use: YOUR TURN, 3x Game. 2 Moves
SCORCHED EARTH - 33

Make an unoccupied space unusable.

YOUR TURN, 2 Moves
RAY OF WEAKNESS - 34

Target stat of opponent is 1 until end of turn.

Use: ANYTIME, Reduce one of your above-zero stats by 1
MACGYVERISM - 35

Remove this card. Look at 5 random unchosen cards and take one. Remove that card at end of turn and gain 2 life.

Use: ANY TIME, 1x Game
HOLISTIC LOCKJAW - 36

Roll a 6-sider. If it is a 5 or 6, target player loses his next turn.

Use: YOUR TURN, 5x Game, 1 Move
WIDESPREAD PANIC - 37

At the start of your turn, choose a random player. That player and all players in his melee range get 1d8 damage. Remove this card if it damages you twice.

Activate: ANY TURN, 1x Game
ESSENCE OF BRUCE LEE - 38

Add +2 to your melee fighting stat. Players may not move in a direction away from you (i.e. a player can't move if it means increasing the number of spaces he's away from you)

Activate: YOUR TURN
Retain: START OF YOUR TURN, 1 Damage
Deactivate: YOUR TURN

Remove this card and gain 5 life.

Use: START OF GAME, 1x Game
GAMMA SHIELD - 39

All damage dealt to you is instead dealt to Gamma Shield. If Gamma Shield receives a total of 15 damage or more, this card is removed and you get 2d10 damage.

Activate: YOUR TURN, 1x Game
RING OF ROOTS - 40

Put a root token on all unoccupied spaces in your melee range. Those spaces are unusable as long as they have a root on them. Any player may use an attack to remove a root counter in there melee range.

Use: YOUR TURN, 1x Game, 1 Move

Remove this card and gain 2 life. If you haven't used the first ability on this card, gain another 3 life.

Use: ANY TIME, 1x Game
MAGNETIC SHIELD - 41

If a player within 2 spaces from you is the target of a ranged attack, you may change the target to any player within 2 spaces of the original target.

Use: ANY RANGED ATTACK BEFORE ANY ROLLS, 1x Turn, 3x Game, 1 Damage
QUICK ESCAPE - 42

Move to a random unoccupied space. If you were being attacked, you receive no damage, and gain +2 on melee and ranged offense if you attack your attacker on your next turn.

Use: ANY TIME (EXCEPT AFTER ATTACKER ROLLS FOR DAMAGE), 2x Game
NIMBLENESS - 43

You may move after you have attacked.

Activate: YOUR TURN

Gain 5 life. Use this ability only if you have not used the first ability on this card.

Use: ANY TIME, 1x Game, Remove this card.
SELF-DESTRUCT (early version) - 44

You die. All players in your melee range get 2d20 damage.

Use: YOUR TURN, 1x Game
STRATEGIC REFOCUS - 45

Switch your melee stats with your ranged stats.

Use: YOUR TURN, 2x Game

Gain 5 life. Use this ability only if you have not used the first ability on this card.

Use: ANY TIME, 1x Game, Remove this card
EARTHQUAKE - 46

Roll 1d6 for each non-flying character.
1: Move him 1 space North
2: Move him 1 space West
3: Move him 1 space East
4: Move him 1 space South
5 or 6: He gets 2 damage.
Ignore this for any player set to move to an unusable.

Use: YOUR TURN, 2x Game, 2 Moves
ENERGY ABSORPTION - 47

Add 1 to your ranged strength stat.

Use: AFTER TAKING RANGED DAMAGE, 1 Damage, 1x Turn
TECTONIC SHIFTING - 48

Move a player 1 space.

Use: YOUR TURN, 2 Moves
TRADING PLACES - 49

Switch places with your teammate.

Use: ANY TIME, 3x Game, 1 Damage to you and teammate
EAT THE DEAD - 50

Remove dead body in your melee range. Gain +1 in all stats until the end of your next turn.

Use: YOUR TURN
HE'S NOT DEAD YET - 51

You control a dead body as though it were a player. Its stats are all 0, except for speed which is 2. Its melee damage is 1d6. Its hit points are 15, and if they reach 0 it is removed from game. It may not use any cards on it. Both you and the dead body can not move on the same turn.

Activate: YOUR TURN
MULTIWHACK - 52

You may perform 2 melee attacks this turn. You may not attack next turn.

Use: YOUR TURN, 3x Game
SELF-DESTRUCT (recent version) - 53

You die. You and all players in your melee range must roll 1d6. Add your melee offense stat to your roll, and they add their melee defense stats to their rolls. You and anyone whose total does not exceed yours takes 3d6 damage. All else takes half that damage.

Use: YOUR TURN, 1x Game
TELEPORT (Defender version) - 54

Move to a random unoccupied space.

Use: YOUR TURN, 3x Game
MUCKY TERRAIN - 55

Choose 10 unoccupied spaces. Those squares are unusable. A player who is in melee range of those squares can spend 1 movement to render it usable.

Use: YOUR TURN, 2x Game, 1x Turn, 1 Move, 2 Damage
TRACTOR BEAM - 56

Choose another player, and roll 1d6 to see if you can reach this player (same as checking for distance on a range attack). If successful, roll 1d6 again and move that player that many spaces towards you.

Use: YOUR TURN, 3x Game
HEALING TOUCH - 57

Target player in your melee range gains 1d6 hit points. You may not attack this turn.

Use: YOUR TURN BEFORE ATTACK, 5x Game, 1x Turn
LAND MINE (Pyro version) - 58

Choose an unoccupied square. If a player enters that square, that player gets 1d10+1d6 damage. All those in his melee range get 1d6 damage.

Use: YOUR TURN, 2x Game, 1x Turn
UNDEATH - 59

You remain alive even if your life total is 0 or below. If your life total reaches -10 or less, you die. At the end of the turn after your next turn, you die.

Activate: ANY TIME, 1x Game
CORSICAN BROTHERS - 60

All damage dealt to one player this turn to you or your teammate may be redirected to the other.

Use: YOUR TURN
PAC MAN SIDE DOOR - 61

If you are on the edge of any row or column on the board, move to the opposite end of that row or column.

Use: YOUR TURN, 5x Game, 1 Move
BERZERKER BARRAGE - 62

Gain +2 on your speed stat until end of turn. You get an additional 2 attacks this turn. You may not attack the same player more than twice.

Use: YOUR TURN, 5 Damage
DUDLEY DEATH DROP - 63

If you and your teammate successfully melee attack a single player, that player receives an additional 1d8 damage.

Activate: ANY TIME
JUMP - 64

Move to a space two squares away.

Use: 5x Game, 1 Move
VEZZINI SAID GO BACK TO THE BEGINNING - 65

Move all players to their starting positions.

Use: YOUR TURN, 1x Game
BINDING BEAM - 66

Choose a player and check for distance (as if performing a ranged attack). If successful, player moves in the same direction as you for the rest of the turn.

Use: YOUR TURN, 3x Game
REGENERATION - 67

Gain 1d4-1 life. If you rolled a 1, gain 1 life.

Use: YOUR TURN, 5x Game, 1 Move
FASTBALL SPECIAL - 68

If distance check is successful, deal 1d8 damage and move teammate to defender's melee range HeLp I cAnT fIgUrE tHiS oNe OuT...Do YoU hAvE tO rOlL fOr A sUcCeSsFul MeLeE?

NOVA FLAME - 69

All players get 1d20. Reduce all your stats by 1. You can't use this ability if you have any stat at -1 or below.

Use: ANY TIME
LUCKILY IT LANDED IN THAT LARGE CRATER - 70

Choose a random space. You may choose that space or one that is one square away. That square takes 1d10 damage and is unusable. Any player in that square is move to a random unused square. Until end of game, if a player enters a square in the target's melee range he gets 2 damage.

Use: YOUR TURN, 1x Game
BANISHMENT - 71

If attack is successful, defender is removed from the game until the start of your next turn.

Use: START OF YOUR MELEE ATTACK, 3x Game
ROGUE - 72

If attack is successful, Rogue becomes a copy of a card of defender. If the card is not revealed the defender reveals it only to you.

Use: START OF YOUR MELEE ATTACK
FLY - 73

You can not be the target of a melee attack. You may fly over (but not land on) players or otherwise occupied spaces. If your speed is 0, deactivate this card and get 1d6 damage.

Activate: YOUR TURN, 1 Move, 5x Game, 1x Turn
Retain: START OF YOUR TURN, Reduce your speed stat by 1
Deactivate: YOUR TURN, 1 Movement, At end of turn return your speed stat to normal.
METEOR STORM (The version Bill hates) - 74

Choose 10 random spaces. Any players in those squares get 1d10 damage.

Use: YOUR TURN, 2x Game, 1x Turn
DERRINGER - 75

You may ranged attack players in your melee range. On a successful ranged hit of a player one square away, defender gets an extra 2 damage, and if he's 2 spaces away it's an additional 1. When checking for range distance for players over 1 space away, divide the 1d6 roll in half (rounding down) and subtract one.

Activate: YOUR TURN NOT DURING ATTACK, 1x Game
HUGE ASS SWORD - 76

For combat purposes only, your melee range extends to two spaces away.

Activate: YOUR TURN NOT DURING ATTACK, 1x Game
SCATTERSHOT MORTAR - 77

Choose a direction and roll 1d6. Mark the square that is that many spaces away from you in that direction. Roll 1d6 and half the result (rounding down). Count that many spaces away form the marked square in the same direction. Any players on or between those two squares get 1d8 damage. All those in melee range of those squares get 1d4-1 damage.

Use: YOUR TURN IN PLACE OF ATTACK, 1x every other turn
VOCATIONAL SCHOOL - 78

Look at 3 unchosen cards, and replace this card with one of them.

Use: START OF GAME, 1x Game
NEARLY UNBREAKABLE DEATHGRIP - 79

If successful, deal no damage and activate the second ability on this card.

Use: START OF MELEE ATTACK, 1x Turn, 1 Move, 1 Damage

Neither you or defender may move or attack. Defender may in place of an attack can have you and he roll 1d8 and add your melee strength stats. If his total exceeds yours, deactivate this ability. If another player successfully attacks you, deactivate this ability.

Retain: YOUR TURN, deal 1d8+melee strength damage to defender
Deactivate: START OF YOUR TURN
RADIOACTIVE LAND MINE - 80

Put a "radioactive" counter on the spaces in your melee range. Any player entering any of those squares get 1d4+1 damage.

Use: YOUR TURN, 1x Game
BENDING FATE - 81

Add or subtract 1 from any die roll. If the die roll is for finding a random space on the board, 0 becomes 10 and 11 becomes 1.

Use: AFTER ANY ROLL, 4x Game, 1x Turn, 2 Damage
CHAOTIC MUTATION - 82

Until the start of your next turn, you get a random unchosen card.

Use: YOUR TURN, 2x Game
OTHER EYE OF CYTTORAK - 83

Choose of the 8 compass directions. You can only move in that direction until end of turn. Double your speed stat until end of turn. There is no limit to the number of melee attacks you may make per turn, but only one per defender. After each attack, move the defender one space.

Use: YOUR TURN, 1x Game
SHIELD OF THE AEGIS - 84

Roll 1d10. IF that number is higher than the damage you are receiving, prevent the damage and gain life equal to that amount of damage.

Use: DURING ATTACK IMMEDIATELY AFTER DAMAGE HAS BEEN DETERMINED, 1x Game