Fights in Tight Spaces

Fights in Tight Spaces

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The Expanded Compendium
By InVioVaid
This guide lists all available cards, upgrades, costs, available decks, enhancements and injuries. Now with all missions and enemy types!
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Introduction
I've always wanted the compendium in the pause menu with a search function. So, I made it into a guide. I would have also liked it to have a list of all enemies. So, I did that too.

There are 198 cards in the game. The Weapon of Choice DLC adds 33 cards, making it in total 231 cards. Injury cards are displayed separately. DLC cards can be disabled in the main menu.

If you did not reach max level and want to avoid spoiling the final card, I suggest avoiding anything marked with spoilers in this guide.

The mystery card is under the Attack category.

There are 51 enemies in the game (including the DLC), 30 of them are generic enemies, 15 of them are lieutenants, and 6 of them are bosses. Each faction has 3 lieutenants (excluding The Assassins) and 1 boss. They will all be displayed separately.
Shredding vs Upgrading
A quick list of all cards that are worth £60 or less (DLC included):
  • Absorb Attacks
  • Armoured Strike
  • Bank Combo
  • Block
  • Break the Limit
  • Chain Strike
  • Change of Heart
  • Close In
  • Counter
  • Counter Grapple
  • Counter Shot
  • Counter Stab
  • Counter Throw
  • Delayed Gratification
  • Disarm
  • Dual Shot
  • Dynamic Move
  • Enraging Blow
  • Exhausting Blow
  • Extra Reps
  • Flying Punch
  • Foresight
  • Grapple
  • Gut Shot
  • Heavy Strike
  • Holster
  • Improvisation
  • Jab
  • Jolt
  • Jumping Ground Punch
  • Left Spin Kick
  • Linking Move
  • Long Strike
  • Longshot
  • Near Miss
  • Nerve Strike
  • Option Play
  • Pep Talk
  • Ponder
  • Power Sink
  • Primer Move
  • Pull
  • Quick Block
  • Quick Draw
  • Quick Kick
  • Quick Shot
  • Quick Strike
  • Ready Up
  • Recall
  • Redirect
  • Reload
  • Rev Up
  • Right Spin Kick
  • Scratch
  • Set Self
  • Shimmy
  • Shock
  • Shove
  • Slip
  • Snap Strike
  • Step
  • Stun Dart
  • Surprise Attack
  • Swap
  • Tactical Retreat
  • Take Cover
  • Throwing Knife Counter
  • Vault
  • Virtuous Circle

You are better off buying the upgrades of these cards (if you wish to keep them) instead of shredding, unless you want a duplicate of it in your deck. It is not worth wasting an upgrade event on any of these (unless you have no choice, of course).

If you find an upgraded card that is not on this list, it is better to choose it and shred the un-upgraded one because shredding would cost less than upgrading in that situation.
Decks
Balanced
  • Dash
  • Step
  • Slip
  • Shift
  • Block
  • Quick Block
  • Counter
  • Quick Strike
  • Push
  • Front Kick
  • Long Strike
  • Combo Finisher
  • Quick Kick
  • Hammerfist
  • Head Smash

Counter Striker
  • Dash
  • Step
  • Slip
  • Block
  • Quick Block
  • Counter
  • Long Counter
  • Power Sink
  • Combo Counter
  • Quick Kick
  • Quick Strike
  • Jump Kick
  • Push
  • Snap Strike
  • Head Smash

Aggressive
  • Dash
  • Slip
  • Step
  • Surprise Attack
  • Quick Block
  • Quick Strike
  • Front Kick
  • Left Spin Kick
  • Jab
  • Jumping Back Kick
  • Pull
  • Hook Kick
  • 540 Kick
  • Wall Jump Punch
  • Steel Self

Slasher
  • Shift
  • Swap
  • Counter Stab
  • Quick Block
  • Slash
  • Jumping Stab
  • Scratch
  • Shove
  • Jab
  • Snap Strike
  • Front Kick
  • Three Punch Combo
  • Puncture
  • Heavy Strike
  • Caltrops
  • Hidden Blade

Grappler
  • Swap
  • Option Play
  • Dash
  • Counter Throw
  • Quick Block
  • Throw
  • Suplex
  • Headbutt
  • Jumping Twist Kick
  • Roll Throw
  • Tackle
  • Stomp
  • Shoulder Throw
  • Head Smash
  • Grapple
  • Ponder

Trickster
  • Dash
  • Shift
  • Swap
  • Hunker Down
  • Absorb Attacks
  • Push
  • Quick Kick
  • Break the Limit
  • Back Slam
  • Exhausting Blow
  • Chain Strike
  • Wall Kick
  • Broad Shoulders
  • Grapple
  • Ponder
  • Improvisation

Gunslinger
  • Slip
  • Vault
  • Shift
  • Counter Shot
  • Quick Block
  • Quick Shot
  • Quick Draw
  • Push
  • Quick Strike
  • Roll Throw
  • Combo Finisher
  • Gun Shot
  • Shove
  • Stagger Shot
  • Holster
  • Draw
Legend (Cards)



Card = The name of the card as displayed in-game.
Properties = Icons found next to the card's name, it will be listed as follows:
  • Ⓜ️(X)/🟡(X) = Momentum/Combo Cost
  • ⬆️X = Movement
  • 🏹(X-X) = Range
  • ✊(X*X) = Damage
  • 🚫 = Unplayable
  • 🛡️(X) = Block
  • 🔁 = Counter
  • 💪 = Conditioning
  • 🩸(X) = Bleed
  • ⚠️X = Push
  • ↪️ = Target will turn to face attacker
  • 🏃‍➡️ = Advancing Move/Movement
  • 🟩 = Ignore Auto-Attack
  • ⚖️ = Combo Scaling
  • ⭕ = Dodge
  • 🌀 = Stun
  • ⤵️ = Knockdown
  • 🗑️ = Remove on play
  • ❌ = End Combo
  • 🔒 = Retain card at the end of turn.
Details = Card descriptions as listed in-game.
Upgraded = Card changes after upgrading.
Cost = How much a card costs to upgrade.

Here's what the table would look like for 540 Kick in the example picture:
Card
Properties
Details
Upgraded
Cost
540 Kick
Ⓜ️(2)
🏹(1-1)
✊(8*3)
⚖️
Deal 8 Damage + 2 per Combo to each of the three tiles in front of you.
Deal 12 Damage + 2 per Combo to each of the three tiles in front of you.
£120
Attack Cards (Part 1)


Card
Properties
Details
Upgraded
Cost
540 Kick
Ⓜ️(2)
🏹(1-1)
✊(8*3)
⚖️
Deal 8 Damage + 2 per Combo to each of the three tiles in front of you.
Deal 12 Damage + 2 per Combo to each of the three tiles in front of you.
£120
Armoured Strike
Ⓜ️(1)
🏹(1-1)
🟩
Deal Damage equal to 2 x your current Block. Remove all Block
Deal Damage equal to your current Block. Remove all Block
£40
Back Slam
Ⓜ️(2)
🏹(1-1)
✊(10)
⚠️1
Swap places with an enemy, deal 10 Damage and 1 Push in the opposite direction. Cannot be dodged.
Swap places with an enemy, deal 15 Damage and 1 Push in the opposite direction. Cannot be dodged.
£80
Big Overhand
🟡(8)
🏹(2-2)
✊(32)
Deal 32 Damage.
Deal 50 Damage. Costs 6 Combo.
£100
Body Blow
Ⓜ️(1)
🏹(1-1)
✊(6)
Deal 6 Damage and an additional 10 Damage to Stunned enemies.
Deal 10 Damage and an additional 15 Damage to Stunned enemies.
£90
Break the Limit
Ⓜ️(0)
🏹(1-1)
✊(12)
Deal 12 Damage. Add a Slow Bleed card to your deck.
Deal 20 Damage. Add a Slow Bleed card to your deck.
£60
Chain Strike
Ⓜ️(1)
🏹(1-1)
✊(6)
Deal 6 Damage. If this Attack KOs an enemy gain 3 Momentum.
Deal 8 Damage. If this Attack KOs an enemy gain 3 Momentum. Costs 0 Momentum.
£60
Charge
Ⓜ️(2)
🏹(2-5)
✊(8)
🏃‍➡️
Charge 4 tiles. Deal 8 Damage. Min range 2.
Charge 4 tiles. Deal 14 Damage. Min range 2.
£90
Charge Strike
Ⓜ️(X)
🏹(1-1)
Spend X Momentum to deal 6 x Damage.
Spend X Momentum to deal 10 x Damage.
£180
Combo Finisher
🟡(3)
🏹(1-2)
✊(8)
⚖️
🏃‍➡️
Deal 8 Damage + 2 Damage per Combo to an enemy up to 2 tiles.
Deal 18 Damage + 2 Damage per Combo to an enemy up to 2 tiles.
£160
Double Jump Kick
Ⓜ️(2)
🏹(2-2)
✊(8*2)
🏃‍➡️
Deal 8 Damage two times.
Deal 12 Damage two times.
£110
Early Bird
Ⓜ️(1)
🏹(1-1)
Deal Damage equal to the number of cards in your Draw pile.
Deal Damage equal to the number of cards in your Draw pile, plus 8 Damage.
£60
Enraging Blow
Ⓜ️(1)
🏹(1-1)
✊(16)
↪️
Deal 16 Damage. Force target to turn and attack immediately.
Deal 20 Damage. Force target to turn and attack immediately.
£60
Exhausting Blow
Ⓜ️(0)
🏹(1-1)
✊(9)
Deal 9 Damage. Discard a random card.
Deal 15 Damage. Discard a random card.
£55
Flash Kick
Ⓜ️(1)
🏹(1-1)
✊(14)
Deal 14 Damage. Move 1 tile away from target. Cannot be countered.
Deal 21 Damage. Move 1 tile away from target. Cannot be countered.
£85
Flash Powder
Ⓜ️(2)
✊(3)
🟩
Deal 3 Damage to all standing enemies. Not affected by Damage Modifiers.
Deal 6 Damage to all standing enemies. Not affected by Damage Modifiers.
£120
Flying Punch
Ⓜ️(4)
🏹(2-2)
✊(24)
🏃‍➡️
Advance and deal 24 Damage. Range 2.
Advance and deal 30 Damage. Range 2.
£60
Follow Up Strike
Ⓜ️(1)
🏹(1-1)
✊(22)
Deal 22 Damage to Stunned enemies.
Deal 40 Damage to Stunned enemies.
£90
Front Kick
Ⓜ️(1)
🏹(1-2)
✊(12)
⚠️1
🏃‍➡️
Deal 6 Damage and 1 Push to adjacent enemy. OR Advance then deal 6 Damage and 1 Push.
Deal 12 Damage and 1 Push to adjacent enemy. OR Advance then deal 12 Damage and 1 Push.
£80
Ground Pound
Ⓜ️(2)
🏹(1-1)
⚠️1
Cause 1 Push in all directions.
Same effect. Costs 1 Momentum.
£120
Ground Punch
Ⓜ️(0)
🏹(1-1)
✊(10)
🔒
Deal 10 Damage to an adjacent Downed enemy.
-
-
Hammerfist
Ⓜ️(1)
🏹(1-2)
✊(4)
⚖️
Deal 4 Damage plus 1 Damage per Combo. Range 1-2. Maintain distance.
Deal 8 Damage plus 2 Damage per Combo. Range 1-2. Maintain distance.
£120
Head Smash
Ⓜ️(1)
✊(12)
⚖️
↪️
Slam target into an adjacent wall, edge, or object. Deal 12 Damage + 1 Damage per Combo.
Slam target into an adjacent wall, edge, or object. Deal 16 Damage + 2 Damage per Combo.
£90
Headbutt
Ⓜ️(2)
🏹(1-1)
✊(8)
⚖️
🌀
Deal 8 Damage + 1 Damage per Combo. Deal 1 Stun when the target has no Block.
Deal 14 Damage + 1 Damage per Combo. Deal 1 Stun when the target has no Block.
£120
Attack Cards (Part 2)
Card
Properties
Details
Upgraded
Cost
Heavy Strike
Ⓜ️(2)
🏹(1-2)
✊(14)
🏃‍➡️
Deal 14 Damage to target up to 2 tiles away
Same effect. Costs 1 Momentum.
£45
Hook Kick
Ⓜ️(1)
🏹(1-1)
✊(8)
Deal 8 Damage. Gain 2 Momentum next turn.
Deal 12 Damage. Gain 3 Momentum next turn.
£80
Jab
Ⓜ️(0)
🏹(1-1)
✊(3)
Deal 3 Damage and gain 1 Momentum.
Deal 5 Damage and gain 1 Momentum.
£45
Jump Kick
Ⓜ️(1)
🏹(2-2)
✊(12)
🏃‍➡️
Advance and deal 12 Damage. Range 2.
Advance and deal 20 Damage. Range 2.
£70
Jumping Back Kick
🟡(4)
🏹(1-1)
✊(18)
⚠️1
Deal 18 Damage and Push target back 1.
Deal 25 Damage and Push target back 1.
£140
Jumping Ground Punch
Ⓜ️(1)
🏹(2-2)
✊(15)
⚖️
🏃‍➡️
🔒
Deal 15 Damage plus 2 Damage per Combo to a Downed enemy 2 tiles away.
Deal 20 Damage plus 3 Damage per Combo to a Downed enemy 2 tiles away.
£60
Jumping Punch
🟡(5)
🏹(2-2)
✊(20)
🌀
🏃‍➡️
Advance and deal 20 Damage to a target 2 tiles away. Add 1 Stun when the target has no block.
Advance and deal 32 Damage to a target 2 tiles away. Add 1 Stun when the target has no block.
£150
Jumping Stab
🟡(3)
🏹(2-2)
✊(8)
🩸(3)
🏃‍➡️
Advance and deal 8 Damage to a target 2 tiles away. Add 3 Bleeding when the target has no Block.
Advance and deal 16 Damage to a target 2 tiles away. Add 6 Bleeding when the target has no Block.
£120
Jumping Twist Kick
Ⓜ️(1)
🏹(1-1)
✊(12)
Deal 12 Damage to an adjacent enemy. Deal double Damage to Heavy enemies.
Deal 16 Damage to an adjacent enemy. Deal double Damage to Heavy enemies.
£120
Left Spin Kick
🟡(2)
🏹(1-1)
✊(6)
⚠️1
Deal 6 Damage. Push target to the left.
Deal 12 Damage. Push target to the left.
£60
Long Strike
Ⓜ️(1)
🏹(1-2)
✊(6)
Deal 6 Damage up to 2 tiles away. Maintain distance.
Deal 9 Damage up to 2 tiles away. Maintain distance.
£20
Nerve Strike
Ⓜ️(1)
🏹(1-1)
✊(4)
🟩
Deal 4 Damage and apply -2 Damage Modifier to target.
Deal 8 Damage and apply -2 Damage Modifier to target.
£60
No Take Backs
Ⓜ️(2)
🏹(1-1)
✊(6)
Deal 6 Damage, add 1 Dodge.
Deal 12 Damage, add 1 Dodge.
£90
Obliterate
Ⓜ️(5)
🏹(1-1)
⚖️
🗑️
Deal 5 Damage per point of Combo.
Deal 8 Damage per point of Combo.
£200
One Inch Punch
Ⓜ️(0)
🏹(1-1)
✊(25)
⚠️1
🗑️
Deal 25 Damage and 1 Push. Discard if not played as the first card in a turn.
Deal 35 Damage and 1 Push. Discard if not played as the first card in a turn.
£150
One Last Thing
Ⓜ️(1)
🏹(1-1)
Deal Damage equal to the number of cards in your Discard pile.
Deal Damage equal to the number of cards in your Discard pile, plus 8 Damage.
£80
Palm Strike
🟡(3)
🏹(1-1)
✊(8)
Deal 8 Damage. Gain +2 Damage Modifier at the start of the next turn.
Deal 10 Damage. Gain +3 Damage Modifier at the start of the next turn.
£75
Pocket Sand
Ⓜ️(0)
🏹(1-1)
✊(1)
🌀
Deal 1 Damage and 1 Stun. Ignores Block.
-
-
Power Push
Ⓜ️(2)
🏹(1-2)
⚠️1
Push all enemies 1 tile, in a three-tile wide row.
Same effect. Costs 1 Momentum.
£150
Pressure Point
🟡(3)
🏹(1-1)
✊(10)
Deal 8 Damage to target. Ignores Block.
Deal 15 Damage to target. Ignores Block.
£70
Pull
Ⓜ️(1)
🏹(2-2)
⚠️1
↪️
Pull enemy 1 tile towards you.
Same effect. Retains at the end of turn.
£35
Punch-Kick Combo
Ⓜ️(2)
🏹(1-1)
✊(8*3)
Deal 8 Damage three times.
Deal 12 Damage three times.
£180
Puncture
Ⓜ️(1)
🏹(1-1)
✊(2)
🩸(2)
Deal 2 Damage and 2 Bleeding. Ignores Block.
Deal 4 Damage and 6 Bleeding. Ignores Block.
£120
Push
Ⓜ️(0)
🏹(1-1)
⚠️1
Push enemy 1 tile.
Push enemy 1 tile. Deal 6 Damage.
£80
Attack Cards (Part 3)
Card
Properties
Details
Upgraded
Cost
Quick Kick
Ⓜ️(0)
🏹(1-1)
⚠️1
Deal 4 Damage and 1 Push.
Deal 8 Damage and 1 Push. Costs 0 Momentum.
£45
Quick Strike
Ⓜ️(1)
🏹(1-1)
✊(8)
Deal 8 Damage.
Deal 14 Damage.
£30
Reflex Strike
Ⓜ️(1)
🏹(1-1)
✊(8)
💪
Deal 8 Damage, add 1 Conditioning.
Deal 16 Damage, add 1 Conditioning.
£80
Right Spin Kick
🟡(2)
🏹(1-1)
✊(6)
⚠️1
Deal 6 Damage. Push target to the right.
Deal 12 Damage. Push target to the right.
£60
Rising Knee
Ⓜ️(1)
🏹(1-1)
✊(8)
⚠️1
Deal 8 Damage and 1 Push. Move into vacated tile. The tile behind the target must be empty unless the attack will KO the target. Cannot be countered.
Deal 16 Damage and 1 Push. Move into vacated tile. The tile behind the target must be empty unless the attack will KO the target. Cannot be countered.
£85
Rising Upper
Ⓜ️(2)
🏹(1-1)
✊(10)
Deal 10 Damage. Next card costs 0 Momentum.
Deal 14 Damage. Next card costs 0 Momentum.
£60
Roll Throw
Ⓜ️(2)
🏹(1-1)
✊(12)
⤵️
🏃‍➡️
Roll over and enemy to end up on the tile behind them. Throw and deal 12 Damage.
Roll over and enemy to end up on the tile behind them. Throw and deal 18 Damage.
£120
Scratch
Ⓜ️(1)
🏹(1-1)
🩸(5)
Deal 5 Bleeding if the target has no Block.
Deal 8 Bleeding if the target has no Block.
£60
Seperate
Ⓜ️(1)
🏹(1-1)
✊(4*2)
⚠️1
Push enemies 1 tile in opposite directions and deal 4 Damage.
Push enemies 1 tile in opposite directions and deal 8 Damage.
£80
Shatter
Ⓜ️(2)
Remove all Block from target.
Same effect. Costs 1 Momentum.
£120
Shock
Ⓜ️(1)
✊(15)
🔒
Deal 10 Damage to all Down enemies. Not affected by Damage Modifiers.
Deal 15 Damage to all Down enemies. Not affected by Damage Modifiers.
£40
Shoulder Throw
Ⓜ️(1)
🏹(1-1)
✊(10)
⤵️
🏃‍➡️
Throw and swap places with an enemy. Deal 10 Damage.
Throw and swap places with an enemy. Deal 18 Damage.
£120
Shove
Ⓜ️(0)
⚠️1
Push target 1 tile to the left or right of their current position.
Push target 1 tile to the left or right of their current position. Deal 6 Damage.
£60
Scratch
Ⓜ️(1)
🏹(1-1)
✊(4)
🩸(2)
Deal 4 Damage. Add 2 Bleeding when the target has no Block.
Deal 8 Damage. Add 4 Bleeding when the target has no Block.
£80
Snap Strike
Ⓜ️(0)
🏹(1-1)
✊(4)
Deal 4 Damage. Gain +1 Damage Modifier this turn.
Deal 6 Damage. Gain +2 Damage Modifier this turn.
£50
Spartan Kick
Ⓜ️(4)
🏹(1-1)
✊(24)
⚠️1
Deal 24 Damage and 1 Push.
Deal 40 Damage and 1 Push.
£100
Spiked Stamp
Ⓜ️(1)
🩸(8)
🔒
Deal 8 Bleeding to an adjacent Down enemy.
Deal 12 Bleeding to an adjacent Down enemy.
£120
Spinning Back Fist
Ⓜ️(2)
🏹(2-2)
✊(10)
Deal 10 Damage and Draw 2 cards. Range 2. Maintain distance.
Deal 10 Damage and Draw 3 cards. Range 2. Maintain distance.
£90
Spinning Jump Kick
Ⓜ️(2)
🏹(1-1)
✊(10*4)
Deal 10 Damage in all directions.
Deal 16 Damage in all directions.
£180
Split Kick
Ⓜ️(1)
🏹(1-1)
✊(12*2)
Deal 12 Damage to enemies on either side Gain 1 Momentum.
Deal 16 Damage to enemies on either side Gain 1 Momentum.
£80
Stagger
🟡(4)
🏹(1-2)
✊(6)
⚠️1
Push enemy 1 tile. Deal 6 Damage. Range 1-2.
Same effect. Costs 3 Combo.
£65
Stomp
Ⓜ️(1)
🏹(1-1)
✊(20)
Deal 20 Damage to an adjacent Downed enemy.
Deal 30 Damage to an adjacent Downed enemy.
£120
Stun Dart
Ⓜ️(1)
🏹(2-8)
✊(6)
🌀
Deal 6 Damage. Deal 1 Stun when the target has no Block. Min range 2.
Deal 9 Damage. Deal 1 Stun when the target has no Block. Min range 2.
£60
Suplex
Ⓜ️(1)
🏹(1-1)
✊(10)
⤵️
Throw an enemy directly behind you. Deal 10 Damage.
Throw an enemy directly behind you. Deal 18 Damage.
£120
Attack Cards (Part 4)
Card
Properties
Details
Upgraded
Cost
Tackle
Ⓜ️(1)
🏹(1-1)
✊(12)
⤵️
🏃‍➡️
Push back enemy. Throw and deal 12 Damage. Move into vacated tile. The tile behind the target must be empty.
Push back enemy. Throw and deal 20 Damage. Move into vacated tile. The tile behind the target must be empty.
£120
Three Punch Combo
Ⓜ️(1)
🏹(1-1)
✊(3*3)
Deal 3 Damage three times.
Deal 5 Damage three times.
£75
Throat Punch
Ⓜ️(1)
🏹(1-1)
✊(4)
🌀
Deal 4 Damage. Deal 1 Stun when the target has no Block.
Deal 10 Damage. Deal 1 Stun when the target has no Block.
£80
Throw
Ⓜ️(0)
🏹(1-1)
✊(6)
⤵️
↪️
Throw and deal 6 Damage.
Throw and deal 12 Damage.
£80
Throwing Knife
Ⓜ️(2)
🏹(2-8)
✊(12)
Ranged Attack for 12 Damage. Min range 2.
Same effect. Costs 1 Momentum.
£80
Throwing Star
Ⓜ️(2)
🏹(2-8)
✊(6)
🩸(2)
Ranged Attack for 6 Damage. Add 2 Bleeding when the target has no Block. Min range 2.
Ranged Attack for 12 Damage. Add 4 Bleeding when the target has no Block. Min range 2.
£120
Uncontrolled Power
Ⓜ️(2)
🏹(1-2)
✊(30)
🏃‍➡️
Deal 30 Damage. Lose 8 Health if this card is unplayed at the end of your turn.
Same effect. Costs 1 Momentum.
£70
Unleash
Ⓜ️(3)
🏹(1-1)
⚖️
Deal 1 Damage per Combo three times.
Same effect. Costs 2 Momentum.
£90
Wall Jump Punch
Ⓜ️(1)
🏹(1-1)
✊(22)
⚠️1
Jump off a wall behind you to deal 22 Damage and Push back the target.
Jump off a wall behind you to deal 40 Damage and Push back the target.
£120
Wall Kick
Ⓜ️(1)
🏹(2-2)
✊(16)
⚖️
🏃‍➡️
🔒
Run along an adjacent wall or obstacle and unleash a kick for 16 Damage + 2 Damage per Combo.
Run along an adjacent wall or obstacle and unleash a kick for 22 Damage + 3 Damage per Combo.
£100
Weakening Strike
Ⓜ️(1)
🏹(1-1)
✊(8)
Deal 8 Damage. Apply a -2 Damage Modifier to target.
Deal 12 Damage. Apply a -4 Damage Modifier to target.
£90
Dim Mak
Ⓜ️(0)
🏹(1-1)
✊(10)
🗑️
The death touch. Deal 10 Damage each turn to target enemy.
The death touch. Deal 40 Damage each turn to target enemy.
£500
DLC Attack Cards
Card
Properties
Details
Upgraded
Cost
Advancing Shot
Ⓜ️(1)
🏹(2-10)
✊(10)
Shoot for 10 Damage and advance. Minimum range of 2.
Shoot for 16 Damage and advance. Minimum range of 2.
£70
Aimed Shot
Ⓜ️(2)
🏹(2-10)
✊(14)
Ranged attack that deals 14 Damage. Cannot be dodged.
Ranged attack that deals 26 Damage. Cannot be dodged.
£70
Chokeslam
🟡(4)
🏹(1-1)
✊(12)
⤵️
↪️
Throw and deal 12 Damage.
Throw and deal 18 Damage.
£80
Combat Roll
Ⓜ️(1)
🏹(1-10)
✊(12)
Move 2 spaces, then fire a shot for 12 Damage. Maintains Combo.
Move 2 spaces, then fire a shot for 20 Damage. Maintains Combo.
£60
Combo Execute
🟡(3)
🏹(1-10)
⚖️
Ranged attack that deals 3 Damage per Combo. Must kill the target.
-
-
Disarm
Ⓜ️(0)
🏹(1-1)
✊(24)
↪️
Steal a pistol from an enemy and deal 24 Damage. Must kill the target.
Steal a pistol from an enemy and deal 35 Damage. Must kill the target.
£45
Discombobulate
Ⓜ️(1)
🏹(1-1)
✊(8)
🌀
🗑️
Deal 8 Damage, stun target, and gain 1 rollback.
Deal 12 Damage, stun target, and gain 1 rollback. Retains at the end of turn.
£100
Double Tap
Ⓜ️(1)
🏹(1-10)
✊(8*2)
Deals 2 x 8 Damage.
Deals 2 x 12 Damage.
£75
Downed Shot
Ⓜ️(1)
🏹(1-1)
✊(20)
🔒
Deals 20 Damage to an adjacent Downed enemy.
Deals 28 Damage to an adjacent Downed enemy.
£80
Dual Shot
Ⓜ️(1)
🏹(1-1)
✊(10*2)
Fire two shots in opposite directions, each dealing 10 Damage.
Fire two shots in opposite directions, each dealing 14 Damage.
£60
Empty Magazine
🟡(3)
🏹(1-2)
⚖️
Deal 3 x your Combo level in Damage.
-
-
Gut Shot
Ⓜ️(1)
🏹(1-1)
✊(14)
↪️
A close-range shot that deals 14 Damage. Cannot be dodged.
A close-range shot that deals 24 Damage. Cannot be dodged.
£60
Hollow Points
Ⓜ️(1)
🏹(1-10)
✊(5)
🩸(4)
Ranged attack that deals 5 Damage and 4 Bleeding.
Ranged attack that deals 5 Damage and 5 Bleeding.
£90
Leg Kick
Ⓜ️(1)
🏹(1-1)
✊(4)
Deal 4 Damage and apply Pinned for 1 turn.
-
-
Longshot
Ⓜ️(2)
🏹(2-10)
✊(10)
Ranged attack that deals 14 Damage, plus 4 Damage for each tile between you and the target.
Ranged attack that deals 15 Damage, plus 4 Damage for each tile between you and the target.
£60
Near Miss
Ⓜ️(1)
🏹(1-10)
✊(8)
Fire a shot that misses the first target at the enemy behind. Deals 8 Damage. Stun enemies that Dodge.
Fire a shot that misses the first target at the enemy behind. Deals 15 Damage. Stun enemies that Dodge.
£45
Pin Down
Ⓜ️(1)
🏹(1-10)
✊(10)
Deal 10 Damage and pin down a target, preventing them from moving this turn.
Deal 18 Damage and pin down a target, preventing them from moving this turn.
£75
Quick Draw
Ⓜ️(1)
🏹(1-10)
✊(8)
⚖️
Draw your pistol and fire off a shot that deals 8 Damage, plus 2 extra damage for each point of combo.
Draw your pistol and fire off a shot that deals 8 Damage, plus 3 extra damage for each point of combo.
£45
Quick Shot
Ⓜ️(1)
🏹(1-10)
✊(8)
Ranged attack that deals 8 Damage.
Ranged attack that deals 12 Damage.
£40
Retreating Shot
Ⓜ️(1)
🏹(1-10)
✊(10)
Shoot for 10 Damage and move one tile away.
Shoot for 14 Damage and move one tile away.
£70
Stagger Shot
Ⓜ️(1)
🏹(1-10)
✊(6)
⚠️1
Fire a shot that deals 6 Damage and pushes the target 1.
Ranged attack that deals 12 Damage.
£65
Throw Gun
Ⓜ️(0)
🏹(2-8)
✊(6)
⚖️
Throw your gun at a target to deal 6 + 2 x Combo Damage. Exit Pistol Stance.
Throw your gun at a target to deal 6 + 3 x Combo Damage. Exit Pistol Stance.
£65
Defence Cards


Card
Properties
Details
Upgraded
Cost
Absorb Attacks
Ⓜ️(1)
🛡️(10)
Add 10 Block. Gain 1 Momentum for each incoming attacker.
Add 18 Block. Gain 1 Momentum for each incoming attacker.
£60
Big Block
Ⓜ️(2)
🛡️(22)
Add 22 Block.
Add 36 Block.
£120
Block
Ⓜ️(1)
🛡️(10)
Add 10 Block.
Add 18 Block.
£45
Combo Counter
Ⓜ️(1)
🛡️(6)
🔁
⚖️
Add 6 Block. Deal 2 Damage + 2 Damage per Combo to incoming attackers.
Add 10 Block. Deal 8 Damage + 2 Damage per Combo to incoming attackers.
£120
Counter
Ⓜ️(1)
🛡️(8)
🔁
Add 8 Block. Deal 10 Damage to incoming attackers.
Add 15 Block. Deal 12 Damage to incoming attackers.
£60
Counter Grapple
Ⓜ️(1)
🛡️(8)
🔁
Add 8 Block. Move incoming attacker to the opposite side, if the tile is empty.
Add 15 Block. Move incoming attacker to the opposite side, if the tile is empty. Costs 0 Momentum.
£50
Counter Stab
Ⓜ️(1)
🛡️(6)
🔁
Add 6 Block. Deal 4 Damage and 3 Bleeding if the target has no block.
Add 12 Block. Deal 4 Damage and 5 Bleeding if the target has no block.
£60
Counter Stun
Ⓜ️(1)
🛡️(8)
🔁
Add 8 Block. Stun all incoming attackers up to 1 tile. Ignores Block.
Add 12 Block. Stun all incoming attackers up to 1 tile, ignoring block. Deal 6 Damage.
£100
Counter Throw
Ⓜ️(1)
🛡️(6)
🔁
Add 6 Block. Throw all incoming attackers. Deal 8 Damage.
Add 10 Block. Throw all incoming attackers. Deal 10 Damage.
£60
Defensive Stance
Ⓜ️(1)
🛡️(0)
Convert 2 x Combo into Block.
Convert 3 x Combo into Block.
£80
Dodge
Ⓜ️(1)
🛡️(?)
Add 1 Dodge.
Same effect. Costs 0 Momentum.
£80
Dodge Counter
Ⓜ️(2)
🛡️(?)
🔁
Add 1 Dodge. Deal 10 Damage to incoming attackers.
Add 1 Dodge. Deal 12 Damage to incoming attackers. Costs 0 Momentum.
£80
Hunker Down
Ⓜ️(X)
🛡️(0)
Convert 4 x Momentum to Block. Remove all Momentum.
Convert 6 x Momentum to Block. Remove all Momentum.
£80
Iron Body
Ⓜ️(1)
🛡️(22)
Add 22 Block. Deal 2 Damage to self. Retain Block for a turn.
Add 40 Block. Deal 4 Damage to self. Retain Block for a turn.
£80
Juggernaut
Ⓜ️(2)
🛡️(0)
🗑️
Convert 2 x Combo to Block. Convert 1 x Combo to Damage Modifier. Remove Damage Modifier at the end of turn.
Convert 3 x Combo to Block. Convert 2 x Combo to Damage Modifier. Remove Damage Modifier at the end of turn.
£150
Long Counter
Ⓜ️(1)
🛡️(10)
🔁
Add 10 Block. Deal 8 Damage to any incoming attacker up to 2 tiles away.
Add 18 Block. Deal 15 Damage to any incoming attacker up to 2 tiles away.
£80
Power Sink
Ⓜ️(1)
🛡️(8)
🔁
Add 8 Block. Gain +1 Damage Modifier for each incoming attacker.
Add 15 Block. Gain +2 Damage Modifier for each incoming attacker.
£60
Preparation
Ⓜ️(2)
🛡️(15)
Add 1 Dodge, add 15 Block.
Same effect. Costs 1 Momentum.
£90
Quick Block
Ⓜ️(0)
🛡️(6)
Add 6 Block.
Add 12 Block.
£30
Root Down
Ⓜ️(1)
🛡️(8)
🔒
Add 8 Block. Cannot be Pushed this turn.
Add 12 Block. Cannot be Pushed this turn.
£95
Start Strong
Ⓜ️(1)
🛡️(6)
💪
Add 6 Block, add 1 Conditioning.
Add 12 Block, add 1 Conditioning.
£80
Surprise Attack
🟡(3)
🛡️(4)
🔁
Add 4 Block. Deal 15 Damage to all incoming attackers.
Add 15 Block. Deal 22 Damage to all incoming attackers.
£60
Throwing Knife Counter
Ⓜ️(1)
🛡️(6)
🔁
Add 6 Block. Throw a knife at all incoming attackers for 20 Damage. Min range 2.
Add 10 Block. Throw a knife at all incoming attackers for 20 Damage. Min range 2.
£60
DLC Defence Cards
Card
Properties
Details
Upgraded
Cost
Counter Shot
Ⓜ️(1)
🛡️(8)
🔁
Add 8 Block. Switch to Pistol stance, if not already in it. Deal 12 Damage to incoming attackers.
Add 12 Block. Switch to Pistol stance, if not already in it. Deal 18 Damage to incoming attackers.
£60
Take Cover
Ⓜ️(1)
🛡️(4)
Add 4 Block for each adjacent wall, edge or object.
Add 6 Block for each adjacent wall, edge or object.
£45
Movement Cards


Card
Properties
Details
Upgraded
Cost
Bob and Weave
Ⓜ️(2)
🏃‍➡️

⬆️1
Move 1 tile, add 1 Dodge.
Move 2 tiles, add 1 Dodge.
£80
Commit
Ⓜ️(0)
🏃‍➡️
⬆️2
Move up to 2 tiles. Lose all Block.
-
-
Dash
Ⓜ️(1)
🏃‍➡️
⬆️2
Move 2 tiles in any direction.
-
-
Dynamic Move
Ⓜ️(0)
🏃‍➡️
⬆️2
🟩
Move up to 2 tiles, Gain 2 Combo. You must play an attack card before the end of the turn or lose Health and Combo.
Move up to 2 tiles, Gain 4 Combo. You must play an attack card before the end of the turn or lose Health and Combo.
£60
Feel the Burn
Ⓜ️(0)
🏃‍➡️
⬆️2
Move up to 2 tiles. Lose 5 Health.
-
-
Flip
Ⓜ️(1)
🏃‍➡️
Vault over an adjacent obstacle, enemy or tile into an empty tile.
Same effect. Costs 0 Momentum.
-
Kinetic Move
Ⓜ️(2)
🏃‍➡️
⬆️2
Move up to 2 tiles. Gain 2 Damage Modifier this turn.
Move up to 2 tiles. Gain 4 Damage Modifier this turn.
£90
Option Play
Ⓜ️(1)
🏹(1-1)
✊(6)
⬆️2
Move 2 tiles. OR Deal 6 Damage.
Move 2 tiles. OR Deal 10 Damage.
£60
Panic Dash
Ⓜ️(0)
🏃‍➡️
⬆️3
Discard a random card. Move up to 3 tiles.
-
-
Positioning Move
Ⓜ️(0)
🏃‍➡️
⬆️2
Move up to 2 tiles. Discard if not played as the first card in a turn.
-
-
Primer Mover
Ⓜ️(0)
🏃‍➡️
⬆️2
💪
Move 1 tile, add 2 Conditioning.
Same effect. Costs 0 Momentum.
£60
Set Self
Ⓜ️(0)
🏃‍➡️
⬆️2
💪
Move up to 2 tiles, add 1 Conditioning.
Same effect. Costs 0 Momentum.
£60
Shift
Ⓜ️(1)
🏃‍➡️
⬆️2
Move to the other side of adjacent enemy. OR Move 2 tiles.
Move to the other side of adjacent enemy, and maintain Combo. OR Move 2 tiles.
£90
Shimmy
Ⓜ️(1)
🏃‍➡️

⬆️1
Move 1 tile in any direction. Add 1 Dodge. Force enemies who were targeting the player to attack immediately.
Move 2 tile in any direction. Add 1 Dodge. Force enemies who were targeting the player to attack immediately.
£40
Slip
Ⓜ️(1)
🏃‍➡️
⬆️1
Move to the either side of adjacent enemy. OR Move 1 tile.
Same effect. Costs 0 Momentum.
£60
Step
Ⓜ️(1)
🏃‍➡️
⬆️1
Move 1 tile in any direction.
Same effect. Costs 0 Momentum.
£20
Swap
Ⓜ️(1)
🏃‍➡️
⬆️1
↪️
Swap places with an adjacent enemy and gain 1 Combo. OR Move 1 tile.
Same effect. Costs 0 Momentum.
£25
Tactical Retreat
Ⓜ️(1)
🏃‍➡️
⬆️2
Move up to 2 tiles. Add 5 Block.
Move up to 2 tiles. Add 10 Block.
£40
Vault
Ⓜ️(1)
🏃‍➡️
⬆️2
Vault over an obstacle into an empty tile, gain 1 Momentum and 1 Combo. OR Move 2 tiles.
Same effect. Costs 0 Momentum.
-

There are no movement cards in the DLC.
Special Cards (Part 1)


Card
Properties
Details
Upgraded
Cost
All-Out Attack
Ⓜ️(1)
Discard all non-Attack cards. Draw as many cards.
-
-
Attacking Stance
Ⓜ️(1)
Convert 0.5 x Block to Combo.
Convert 1 x Block to Combo.
£120
Back Pocket
Ⓜ️(X)
Draw X cards. Remove all Momentum.
-
-
Bank Combo
Ⓜ️(1)
Convert 1/2 your Combo to Damage Modifier. Clear Damage Modifier at the start of next turn.
Convert 3/4 your Combo to Damage Modifier. Retain Damage Modifier for one turn.
£60
Bide Time
Ⓜ️(1)
Add 2 Momentum. Retain unused Momentum at the end of turn.
Add 4 Momentum. Retain unused Momentum at the end of turn.
£80
Blood Fury
Ⓜ️(1)
🗑️
Add 3 Bleeding and +3 Damage modifier to self.
Add 3 Bleeding and +6 Damage modifier to self.
£120
Bloody Roar
Ⓜ️(1)
🗑️
Double all current Bleeding values.
Same effect. Costs 1 Momentum.
£120
Body Hardening
Ⓜ️(0)
Lose 2 Health, gain +2 Damage modifier this turn.
Lose 2 Health, gain +4 Damage modifier this turn.
£80
Brass Knuckles
Ⓜ️(1)
Every time you deal Damage this turn, add 2 Bleeding when the target has no Block.
Every time you deal Damage this turn, add 4 Bleeding when the target has no Block.
£95
Broad Shoulders
Ⓜ️(2)
🗑️
Increase Push Collision Damage by 4.
Increase Push Collision Damage by 8.
£80
Caltrops
Ⓜ️(2)
🩸(2)
Add 2 Bleeding to all enemies. Ignores Block.
Add 3 Bleeding to all enemies. Ignores Block.
£85
Change of Heart
Ⓜ️(1)
Discard a random card from your hand. Draw 1 random card.
Discard a random card from your hand. Draw 2 random card.
£50
Change Tack
🟡(3)
⬆️2
Move up to 2 tiles
-
-
Clarity
Ⓜ️(1)
Discard 1 card. Retain 1 card.
-
-
Clear the Decks
Ⓜ️(1)
Add +1 Damage Modifier every time you Discard a card this turn.
Add +2 Damage Modifier every time you Discard a card this turn.
£160
Close In
Ⓜ️(1)
Advance towards a target up to 3 tiles away. Maintain Combo.
Same effect. Costs 1 Momentum.
£60
Combo Boost
Ⓜ️(1)
🗑️
Multiply Combo by 2.
Multiply Combo by 3.
£100
Deft
Ⓜ️(1)
🗑️
Add a random Movement card to your hand. The drawn card costs 0 Momentum this turn.
Same effect. No longer removed on play.
£80
Delayed Gratification
Ⓜ️(1)
Gain 2 Momentum at the start of your next turn.
Gain 4 Momentum at the start of your next turn.
£50
Embolden
Ⓜ️(1)
🗑️
Convert all Combo to Health.
Convert 2 x Combo to Health.
£100
Energy Booster
Ⓜ️(2)
🗑️
Boost maximum Momentum by 2 for the duration of the fight.
Boost maximum Momentum by 3 for the duration of the fight. Costs 1 Momentum.
£100
Extra Reps
Ⓜ️(1)
💪
Lose 2 Health, add 2 Conditioning.
Lose 2 Health, add 3 Conditioning.
£40
False Surrender
Ⓜ️(0)
End turn immediately. Retain Momentum next turn.
-
-
Fancy Footwork
Ⓜ️(1)
Discard a random card, gain 2 Dodge.
Choose a card to discard, gain 2 Dodge.
£80
Field Promotion
Ⓜ️(1)
🗑️
Upgrade a random card in your hand for the duration of the fight.
Upgrade a selected card in your hand for the duration of the fight.
£120
Flow State
🚫
All cards cost -1 Momentum while this card is in your hand.
All cards cost -2 Momentum while this card is in your hand.
£160
Flurry
Ⓜ️(3)
Add 3 Jab cards to your hand.
Add 4 upgraded Jab cards to your hand.
£120
Focus
Ⓜ️(0)
Gain 1 Momentum.
-
-
Foresight
Ⓜ️(1)
Look at the next 3 cards in your Draw pile, add 1 to your hand and return the others to the Draw pile.
Look at the next 4 cards in your Draw pile, add 2 to your hand and return the others to the Draw pile.
£60
Forward Thinking
Ⓜ️(0)
Retain a selected card.
Retain 2 selected cards.
£80
Get Over Here
Ⓜ️(1)
Force a character to Move 2 tiles towards you.
Same effect. Costs 0 Momentum.
£90
Special Cards (Part 2)
Card
Properties
Details
Upgraded
Cost
Give and Get
Ⓜ️(1)
💪
Gain 1 Conditioning and +1 Damage Modifier.
Gain 2 Conditioning and +2 Damage Modifier.
£90
Grapple
Ⓜ️(1)
Move target to any adjacent tile within the board. No Combo gain. Target will turn to face away.
Same effect. Costs 0 Momentum.
£40
Heal Self
Ⓜ️(2)
🗑️
Restore 8 Health immediately.
Restore 15 Health immediately.
£115
Hidden Blade
Ⓜ️(1)
Next Attack deals 4 Bleeding when the target has no Block.
Next Attack deals 6 Bleeding when the target has no Block.
£90
Improvisation
Ⓜ️(1)
🗑️
Add a random Attack card to your hand. The drawn card costs 0 Momentum this turn.
Same effect. No longer removed on play.
£80
Intimidate
Ⓜ️(3)
🗑️
Stun all enemies. Ignores Block
Same effect. Retains at the end of turn.
£100
Jolt
Ⓜ️(0)
Increases Combo by 2.
Increases Combo by 4.
£100
Keep On Swinging
Ⓜ️(0)
Retain Damage Modifier at the end of turn.
Retain Damage Modifier for 2 turns.
£100
Last Ditch
Ⓜ️(1)
Remove a random card from your hand for the duration of the fight. All other cards deal double Damage this turn.
Remove a selected card from your deck for the duration of the fight. All other cards deal double Damage this turn.
£90
Linking Move
🟡(2)
Move one tile. Increases Combo by 1.
Same effect. Costs 1 Combo.
£60
Maintain Combo
Ⓜ️(1)
Combo is not lost with Movement this turn.
Combo is not lost with Movement this turn or next.
£120
Nifty
Ⓜ️(3)
Add 3 Dodge, immediately end turn.
-
-
On The Job Training
Ⓜ️(1)
Duplicate the next card played.
-
-
One-Two Punch
Ⓜ️(1)
Duplicate an Attack card in your hand.
Same effect. Costs 0 Momentum.
£70
Overdrive
Ⓜ️(0)
Combo is uncapped for the next 2 turns.
Combo is uncapped for the next 3 turns.
£180
Painkillers
Ⓜ️(X)
🗑️
Convert 3 x Momentum into Health.
Convert 4 x Momentum into Health.
£90
Pep Talk
Ⓜ️(1)
Add 8 Block to a chosen ally or self.
Add 16 Block to a chosen ally or self.
£60
Plan Man
Ⓜ️(2)
Retain all unused cards at the end of turn.
Same effect. Costs 1 Momentum.
£90
Plan of Action
Ⓜ️(1)
🗑️
Reduce all Combo requirements by 1.
-
-
Ponder
Ⓜ️(1)
Discard 1 card then draw 2 cards.
Discard 1 card then draw 3 cards.
£50
Power Through
Ⓜ️(1)
🗑️
Retain unused Block for 3 turns.
Retain unused Block for 4 turns.
£80
Pump Up
Ⓜ️(1)
Gain +3 Damage Modifier this turn.
Gain +5 Damage Modifier this turn.
£90
Extra Reps
Ⓜ️(1)
💪
Add 2 Conditioning.
Same effect. Costs 0 Momentum.
£60
Recall
Ⓜ️(1)
🗑️
Select a card from your Discard pile to add to your hand.
Select two cards from your Discard pile to add to your hand.
£60
Recycling
Ⓜ️(3)
🗑️
Add 4 Block every time you Discard a card.
Same effect. Costs 2 Momentum.
£120
Redirect
Ⓜ️(1)
Change a target enemy's facing, and force them to attack immediately.
Same effect. Costs 0 Momentum.
£40
Redraw
Ⓜ️(0)
Discard all cards in hand, and Draw the same amount.
-
-
Rev Up
Ⓜ️(0)
Deal -5 Damage to self. Gain 3 Combo.
Deal -5 Damage to self. Gain 5 Combo.
£60
Rewind
Ⓜ️(1)
🗑️
Immediately shuffle your Discard pile back into Draw pile.
Same effect. Costs 0 Momentum.
£80
Rising Strength
Ⓜ️(3)
🗑️
Gain +1 Damage Modifier every turn, for 5 turns.
Gain +2 Damage Modifier every turn, for 5 turns.
£300
Rush of Blood
Ⓜ️(0)
Player and all active enemies get +3 Damage Modifier.
Player and all active enemies get +5 Damage Modifier.
£80
Secret Weapon
🚫
Gain +2 Damage Modifier while this card is in your hand.
-
-
Steel Self
Ⓜ️(1)
Next Attack deals 2 x Damage.
Next two Attacks deals 2 x Damage.
£100
Special Cards (Part 3)
Card
Properties
Details
Upgraded
Cost
Stem Flow
Ⓜ️(1)
Remove all Bleeding from self.
Same effect. Costs 0 Momentum.
£80
Syphon
Ⓜ️(2)
Convert all Bleeding to Combo.
Same effect. Costs 1 Momentum.
£120
Secret Weapon
Ⓜ️(0)
Force an enemy to attack immediately. The enemy will not attack on their turn.
-
-
This Is Personal
Ⓜ️(1)
Target receives an additional 4 Damage from Attacks this turn.
Target receives an additional 6 Damage from Attacks this turn.
£160
Tough it Out
🚫
Gain 100% extra Block while this card is in your hand.
Gain 150% extra Block while this card is in your hand.
£160
Undermine
Ⓜ️(2)
Apply a -2 Damage Modifier to all enemies.
Apply a -6 Damage Modifier to all enemies.
£160
Utility Pack
Ⓜ️(0)
Gain 1 extra Combo. If Discarded by another card, gain 5 Combo.
Gain 2 extra Combo. If Discarded by another card, gain 8 Combo.
£90
Virtuous Circle
🟡(5)
If Combo is over 5, gain 3 Combo.
If Combo is over 5, gain 6 Combo.
£50
DLC Special Cards
Card
Properties
Details
Upgraded
Cost
AP Rounds
🚫
All of your gun attacks ignore Block while this card is in your hand.
-
-
Draw
Ⓜ️(0)
🔒
Equip your gun and switch to Pistol stance. Draw the next card that requires Pistol stance from the deck.
-
-
Flourish
🟡(2)
-2 Combo to increase Pistol attack Damage by 2 this turn. Switch to Pistol stance, if not already in it.
-2 Combo to increase Pistol attack Damage by 4 this turn. Switch to Pistol stance, if not already in it.
£80
Holster
Ⓜ️(0)
Holster your gun and switch to the Melee stance. Draw 2 cards.
Holster your gun and switch to the Melee stance. Draw 3 cards.
£45
Reload
Ⓜ️(1)
Draw 2 Pistol Stance cards.
Draw 3 Pistol Stance cards.
£40
Rethink
Ⓜ️(1)
Force an enemy to use a different ability in its arsenal, if one is available.
-
-
Holster
Ⓜ️(0)
Discard your gun and switch to the Melee stance. Gain 2 Momentum.
-
-
Warning Shot
Ⓜ️(2)
🌀
Stun any enemy for 1 turn.
-
-
Enhancements


Enhancements are buffs you receive after every successful boss fight or after succeeding in certain events. A single run can have up to 4 enhancements or 5 + Versatility. You will be forced to remove an enhancement if you have reached the maximum limit.

Icon
Name
Effect
Apprenticeship
Reward cards are automatically upgraded (if an upgrade is available).
Bonus Combo
Gain 6 Combo every 5 turns.
Bonus Move
Gain a Free Movement card each turn.
Bounty Hunter
Gain an additional £5 at the end of a fight for every enemy knocked out (except enemy spawned characters).
Card Sharp
Choose from one extra card reward at the end of each fight.
Card Shredder
Reduce the cost of card removal by £20.
Combo Captain
Increase maximum Combo by 5.
Deadly Deal
Lose 3 Health every turn BUT restore Health to maximum at the end of each fight.
Deep Pockets
Gain an extra %15 on currency rewards.
Distraction
Reduce incoming Damage from attacks by 3.
Emergency Move
Gain an Emergency Move card at the start of each fight.
Enhanced Facilities
Gain 25 extra Health when you heal at a Medical Facility.
Fast Heal
Recover 6 Health after completing a fight.
Fast Learner
All purchased cards are automatically upgraded (if an upgrade is available).
Firearm Enthusiast (DLC)
Increase appearance chance of card rewards that use Pistol Stance by %50.
First Turn Redraw
Gain Redraw card on first turn of each fight.
Impenetrable
Gain %25 extra Block when Block is added.
Increasing Strength
Gain +2 Damage Modifier every 3 turns.
Lean Decker
Gain £20 every time you skip a card reward.
Momentum Boost
Increase maximum and per turn Momentum by 1.
Momentum Mastery
Increase maximum and per turn Momentum by 2.
Peripheral Vision
Add 1 Block per enemy on turn start.
Resilience
Add 3 Block per turn.
Smooth Action (DLC)
Gain 1 Combo every time you switch stance.
Special Serum
Remove Combo cap. Lose all Combo if you play no Attacks in a turn.
Steel Body
Add 8 to max Health.
Stoic Shooter (DLC)
Stay in Pistol stance between turns.
Strength
Gain +2 Damage Modifier to Attacks.
Tactician
Increase card draw by1.
Toned Physique
Gain 5 Health every time you skip a card reward.
Triggerman (DLC)
Gain 1 Momentum for every gunshot kill.
Twitchy
Combo never drops below 1.
Versatility
Open up two additional enhancement slots.

Injury Cards


All injury cards are unplayable 🚫, take up space in your deck, and give you a minor or major de-buff based on the card you receive. They are acquired by getting damaged by certain enemies when you have no block or dodge OR by using Break the Limit. Injury cards can be discarded using cards such as Ponder, Fancy Footwork and Clarity. They are also temporary and do not stay in your deck after finishing fights.

Card
Penalty
Arm Injury
All Attack cards do -2 Damage while this card is in your hand.
Concussion
All cards cost +1 Momentum to play while this card is in your hand.
Gotta Act
Lose 10 Health and 8 Combo at the end of turn. Remove if an attack card is played.
Hemorrhage
Lose 6 Health at the end of turn. Removed at the end of turn.
Injury
-
Leg Injury
All Movement cards cost one extra Momentum to play while this card is in your hand.
Minor Injury
Removed at the end of turn.
Pinned
No Movement cards can be played while this card is in your hand.
Slow Bleed
Lose -1 Health every time you play a card while this card is in your hand.
Sprain
-
Winded
Take 2 extra Damage from each attack while this card is in your hand.

Major Injuries
Major injuries are de-buffs added to your run after failing events. They are severe and can kill runs quite easily. They also occupy an enhancement slot and can only be removed at a medical facility or by overwriting it with an enhancement when running out of enhancement slots.

Icon
Name
Penalty
Broken Rib
Increases Momentum cost of all Attack cards.
Fractured Arm
Reduces your Damage by 1.
Fractured Leg
Increases Momentum cost of all Move cards.
Internal Bleeding
Lose 1 Health at the start of every turn.

Missions


Excluding the training section, there are 5 missions in the base game. The DLC modifies some of the first 4 levels and adds a new final mission.

Icon
Mission Name
Description
Death's Head Biker Gang
With a network of clandestine clubhouses throughout Northern Europe, and thousands of members, the Death's Head Bike Gang have a built-in infrastructure for drug and weapon trafficking across borders, and limited scruples when it comes to arming terrorists the world over.
The Insiders
While originally a loosely connected set of gangs, the range of activities and the scope of relationships within the prison-system is too great to not constitute a single powerful entity, with members seeking specific sentences in specific territories just to convey orders from the group's powerful kingpins.
Jade Staff
A secretive ninja clan acting behind the scenes for over a thousand years, The Jade Staff is responsible for organised terror attacks throughout the world. With Communications exclusively conveyed via disposable human messengers, authorities around the world have so far been unable to track down any of the clan's leaders.
i Completi
Spun out of the Italian Mafia in the early 21st century, i Completi now has operations spanning the glove. These stylish Italian gangsters specialise in high-end trafficking and smuggling for even higher-end clients, and a sideline in virtually untraceable targeted assassinations has led to deeper attention.
Final Mission
A mysterious figure from Agent 11's part returns...
Final Mission (DLC)
The leader of The Assassins has been located. Be cautious. She will know you're coming.

Legend (Enemies)


Enemies usually deal damage and may have some special properties, those will be displayed as follows:
  • ⚠️ = Will auto attack
  • ↪️ = Will turn to face the player
  • 🪨 = Cannot be downed
  • 🔁 = Will counter incoming attacks
  • 🏃‍➡️ = Advances when player uses a Movement Card.
  • ⭕ = Dodges next incoming attack
  • ⛔ = Cannot be pushed
  • ⤴️ = Instantly stands up when downed

The stats in this list will be based on the first appearance of this enemy type in their own faction missions (Assassins excluded). Health, Block and Damage may increase with progress.

Here's an example of Chonk on the list:

Appearance
Name
Description
Stats
Abilities
Properties
Chonk
Heavy and enraged, attacks with a wide swing.
Health: 60
Block: 4
Sweep Strike: Deals 12 Damage in an arc.
Boost Block: Gives allies 4 Block at the start of each turn.
🪨

Death's Head Biker Gang
Generic Enemies
Appearance
Name
Description
Stats
Abilities
Properties
Biker
A biker with extra reach and push.
Health: 20
Push Kick: Deals 5 Damage and 1 Push up to 2 tiles away.
-
Goon
A biker Thug armed with a tire iron.
Health: 18
Tire Iron: Deals 6 Damage. If target has no Block, they receive a random Injury card. Range 1-2 tiles.
-
(Helmet) Biker
Low ranked but extra tough.
Health: 18
Block: 5
Punch: A short-range attack that deals 8 Damage.
Blockl: Gains 5 Block at the start of each turn.
-
Pistol Thug
A normal Thug, but has come armed.
Health: 20
Shoot: Ranged attack that deals 10 Damage.
-
Security
Bar security with a mean push.
Health: 30
Push: Pushes any target 1 tile. Deals 4 Damage.
⚠️
Thug
Lowly gang member.
Health: 20
Punch: A short-range attack that deals 6 Damage.
-

Lieutenants:
Appearance
Name
Description
Stats
Abilities
Properties
Chonk
Heavy and enraged, attacks with a wide swing.
Health: 60
Block: 4
Sweep Strike: Deals 12 Damage in an arc (5 tiles).
Boost Block: Gives allies 4 Block at the start of each turn.
🪨
Shotgun Biker
Watch out for this biker's mean shotgun.
Health: 50
Sawn-Off: Deals 10 Damage and Push back all targets (3 tiles).
-
Welder
Attacks from afar with their welding tools.
Health: 42
Block: 9
Charge: Charge up to 3 tiles to deal 10 Damage.
Welding Gear: Gains 9 Block at the start of each turn.
🪨

Boss:
Appearance
Name
Description
Stats
Abilities
Properties
Biker Boss
Boss of the Death's Head Biker Gang.
Health: 72
Big Strike: Deals 16 Damage up to 2 tiles away.
Summon: Summons two Thug reinforcements.
↪️

The Insiders
Generic Enemies
Appearance
Name
Description
Stats
Abilities
Properties
Armoured Prisoner
The prisoners have raided the prison armoury and have stolen a load of guard equipment.
Health: 28
Block: 6
Nightstick: Deals 6 Damage from 1 tile away.
Block: Gains 6 Block at the start of each turn.
Auto Attack: Can Auto-Attack once per turn.
⚠️
Brawler
The hulking muscle of the Insiders.
Health: 20
Punch: Deals 15 Damage and Pushes 1 tile.
-
Prisoner
Rank and file of the Insiders.
Health: 28
Punch: Deals 10 Damage.
Boost Damage: Gains +1 Damage Modifier for every turn alive.
-
Riot Shield Prisoner
Armoured enemy with a Riot Shield. Cannot be harmed from in front.
Health: 26
Shield Bash: Deals 4 Damage and 1 Push.
-
(Shiv) Prisoner
An Insider armed with a makeshift knife.
Health: 23
Shiv: Deals 10 Damage. Ignores Block.
-
Shotgun Prisoner
Prisoners have stolen Prison equipment, including riot shotguns.
Health: 28
Block: 6
Shotgun: Ranged attack that deals 8 Damage and 1 Push.
Block: Gains 6 Block at the start of each turn.
-
Tattoo Guy
A dangerous adversary who can move up to 3 tiles per turn.
Health: 35
Injure: Deals 12 Damage up to 2 tiles away. If target has no Block, they receive a random Injury card.
-

Lieutenants:
Appearance
Name
Description
Stats
Abilities
Properties
Enforcer
One of the Insiders' top lieutenants. Pushes you at every opportunity.
Health: 55
Push: Pushes every target one tile. Deals 8 Damage.
Counter: Counters incoming attacks within 1 tile range.
🔁 Deals 8 Damage and 1 Push.
🔁
🪨
Prison Chef
Joined the fight armed with a cleaver and supplies for their allies.
Health: 55
Cleaver: Deals 6 Damage 3 times.
Feed: All enemies gain 8 Health (every 4 turns).
🪨
↪️
Prison Doctor
Probably not a real doctor. Advances one tile whenever the Player moves.
Health: 60
Jab: Deals 8 Damage and 4 Bleeding.
Debilitate: Reduces Combo by 3 (every 4 turns).
🏃‍➡️

Boss:
Appearance
Name
Description
Stats
Abilities
Properties
Insiders Boss
Intimidating leader of the Insiders.
Health: 90
Headbutt: A brutal knocking of heads. Deals 15 Damage and 1 Push.
Auto Attack: Can Auto-Attack once per turn.
⚠️
↪️

Jade Staff
Generic Enemies
Appearance
Name
Description
Stats
Abilities
Properties
Armoured Ninja
This Ninja retains block between turns. Boosts enemy Damage every 4 turns.
Health: 30
Block: 8
Heavy Kick: Deals 18 Damage up to 1 tile away.
Block: Gains 8 Block at the start of each turn.
Boost Ally Damage: Gives allies +3 Damage Modifier.
🏃‍➡️
Armoured Swordsman
Armoured Ninja with a blade. Deals damage based on their current Block.
Health: 30
Block: 20
Armoured Strike: Deals Damage based on their current Block plus 6, plus 2 Bleeding if target has no Block, up to 2 tiles away.
Power Block: Gains 20 Block every three turns.
-
Dual Tonfa Ninja
A Ninja with a Dual Tonfa. Cannot be harmed from in front.
Health: 28
Combo Strike: Short range attack that deals 3 Damage twice.
-
Kendo Trainer
A master trainer. All enemies deal 4 additional Damage while the trainer is active.
Health: 38
Block: 8
Three-Way Strike: Attacks for 10 and 1 Push in front and to both sides (3 tiles).
Training Suit: Gains 8 Block at the start of each turn.
-
Mystical Ninja
A Ninja with seemingly mystical powers.
Health: 30
Mystic Strike: Deals 12 Damage and 1 Push up to 2 tiles away.
-
Ninja
Rank and file of the Jade Staff.
Health: 32
Kick: Deals 12 Damage up to 3 tiles away.
-
Sword Ninja
A Ninja armed with a deadly blade.
Health: 24
Swipe: Deals 10 Damage and 2 Bleeding in a line of 3 tiles in front of them.
Counter: Counters incoming attacks within 1 tile range.
🔁 Deals 8 Damage and 1 Bleeding.
🔁

Lieutenants:
Appearance
Name
Description
Stats
Abilities
Properties
Drunken Master
This Ninja master dodges the first attack each turn. Drinks to gain a random buff.
Health: 52
Five Fists: Deals 3 Damage 5 times.
Drink: Gains 10 Block.
Drink: Gains 10 Health.
Drink: Gains +1 Damage Modifier.
Ninja Enforcer
A heavy Ninja who absorbs attacks. Takes no damage from other enemies.
Health: 55
Strike: Heavy attack that deals 14 Damage.
Absorb: Gains 2 Damage Modifier for every hit received.
Weaken: Every 4 turns, give you a -2 Damage Modifier.
🪨
Ninja Master
This Ninja master can teleport to any position in the fight.
Health: 48
Throwing Knife: Ranged attack that deals that deals 12 Damage.
Apparition: Spawns a ghostly double every 3 turns.
-

Boss:
Appearance
Name
Description
Stats
Abilities
Properties
Jade Staff Boss
Heavily armoured and deadly Jade Staff boss.
Health: 66
Block: 16
Spiked Kick: Deals 15 Damage up to 3 tiles away.
Spiked Armour: Gains 16 Block at the start of each turn. deals 6 Damage for every incoming Attack while the enemy has Block.
-

i Completi
Generic Enemies
Appearance
Name
Description
Stats
Abilities
Properties
Batter
This gangster has brought a little something extra.
Health: 33
Weapon Strike: Ranged strike that deals 13 Damage. Range 1-2 tiles.
Boost Ally Damage: Gives other enemies +1 Damage Modifier.
↪️
Gangster Foot Soldier
A slippery gangster.
Health: 52
Punch: Deals 18 Damage (1 tile).
Boost Ally Damage: Gives other enemies +1 Damage Modifier.
Gangster Gunman
A henchman of the i Completi gang. This one's packing heat.
Health: 35
Targeted Shot: Deals 14 Damage. If the target has no Block, they receive a random Injury card.
-
Gangster
A henchman of the i Completi gang.
Health: 28
Strike: Close-range strike that deals 12 Damage (1 tile).
Counter: Counters incoming attacks within 1 tile range.
🔁 Deals 12 Damage.
🔁
Gentleman
Turns to you with two smoking barrels.
Health: 42
Sawn-Off: Deals 14 Damage and Push back all targets (3 tiles).
↪️
Hatchet Man
Aggressive Gangster. Comes at ya!
Health: 38
Hatchet Strike: Deals 10 Damage and 2 Bleeding if the target has no Block. Range 2 tiles.
🏃‍➡️

Lieutenants:
Appearance
Name
Description
Stats
Abilities
Properties
Assassin
An i Completi assassin. Watch out for their knife attack.
Health: 72
Stab: Deals 20 Damage and 4 Bleeding if the target has no Block, up to 2 tiles away.
Counter: Counters incoming attacks within 1 tile range.
🔁 Deals 20 Damage and 4 Bleeding.
🔁
Bartender
Provides a series of irritating distractions. Immune to friendly attacks.
Health: 52
Distraction: Reduces your Damage by 5 this turn. Damage Modifier is reset at the end of your turn.
Distraction: Reduces your Combo by 5.
Distraction: Summons one Security reinforcement.
Distraction: Reduces your Momentum by 2.
-
Rifleman
Well armed and eager to pull the trigger.
Health: 50
Health: 20
Rifle: Ranged attack that deals 8 Damage.
Rapid Auto Attack: Can Auto-Attack 3 times per turn.
⚠️
↪️

Boss:
Appearance
Name
Description
Stats
Abilities
Properties
i Completi Boss
The charismatic leader of the i Completi gang. Cannot be pushed.
Health: 120
Boss Strike: Strikes out hard for 20 Damage. Range 1-2 tiles.
🏃‍➡️

Strategies & Tips:
  • Moves such as Linking Move, Change Tack and Emergency Move will not cause the boss to move.

  • The Assassins present in the i Completi boss fight can deal up to 60 Damage if both of them hit the boss.

  • Despite being immune to push, he can still be thrown and grappled.
Final Mission
Grunts
Appearance
Name
Description
Stats
Abilities
Properties
Grunt
Aggressive grunt. Won't let you out of their sight.
Health: 35
Block: 6
Stun Baton: Deals 14 Damage. Reduces your Momentum by -1 (1 tile).
Block: Gains 6 Block at the start of each turn.
↪️
Infantryman
Aggressive, nimble and deadly from afar.
Health: 35
Block: 6
Shoot: Ranged attack that deals 16 Damage.
Block: Gains 6 Block at the start of each turn.
🏃‍➡️

Lieutenants:
Appearance
Name
Description
Stats
Abilities
Properties
Paramilitary
Big, mean and immovable.
Health: 90
Attack: Deals 20 Damage.
Rapid Auto Attack: Will always Auto-Attack.
⚠️
🪨
Sonic Ninja
This Ninja lieutenant has a nasty sonic attack.
Health: 65
Attack: Deals 12 Damage up to 3 tiles away.
Sonic Attack: Gives you a random Injury card from anywhere on the board (every 3 turns).
-

Boss:
Appearance
Name
Description
Phases
Renegade Agent
A former Section 11 agent.
4 Phases

Phases:
Phase
Stats
Abilities
Properties
1
Health: 240
Block: 18
Punch-Kick Combo: Deals 8 Damage three times (1 tile).
Armour: Gains 18 Block at the start of this turn.
Aggressive: Advances when player uses a Movement Card.
🏃‍➡️
↪️
2
Health: 240
Block: 18
Attack: Deals 25 up to 2 tiles away.
Armour: Gains 18 Block at the start of this turn.
↪️
3
Health: 240
Stamp: Pushes all standing characters 1 tile away.
Dodge: Dodge 1 Attack.
Heavy: Cannot be downed.
🪨
↪️
4
Health: 240
Spawn: Summons a Grunt reinforcement.
Counter: Counters incoming attacks.
🔁: Deals 25 Damage up to 2 tiles away.
🔁
↪️

Strategies & Tips:
  • The Renegade Agent always starts at Phase 2 and will progress through the phases in order. Phases can be skipped by throwing (Phase 1, 2 or 4) or stunning the agent at any Phase.

  • NOTE ABOUT PHASE 1: The Renegade Agent will not advance when moving directly in front of him on the same row of tiles even when moving backwards.

  • NOTE ABOUT PHASE 3 & 4: The Renegade Agent loses all armor in these two phases. That makes it the best time to attack. Be mindful of the dodge in Phase 3, and the counter attack in Phase 4. Attacks that stun work best here.

The Assassins
Generic Enemies
Appearance
Name
Description
Stats
Abilities
Properties
Bodyguard
Guns and armour for hire.
Health: 54
Block: 12
Shotgun: Ranged attack that deals 12 Damage and 1 Push.
Block: Gains 12 Block at the start of each turn.
⚠️

There are 2 lieutenants in the DLC. They appear throughout the missions until the end of the game and gradually gain new abilities after every mission. They reach their true form after the Jade Staff mission.

Cutthroat:
Appearance
Name
Description
Stats
Abilities
Properties
Cutthroat
Deceptively fast and with a dangerous looking blade. Other enemies do extra damage while active.
Health: 32
Dagger: Deals 10 Damage and 2 Bleeding if the target has no Block (1 tile).
-
Cutthroat
Deceptively fast and with a dangerous looking blade. Other enemies do extra damage while active.
Health: 42
Dagger: Deals 10 Damage and 2 Bleeding if the target has no Block (1 tile).
Cutthroat
Deceptively fast and with a dangerous looking blade. Other enemies do extra damage while active.
Health: 52
Envenomed Dagger: Deals 10 Damage and 2 Bleeding if the target has no Block and receive a random Injury card (1 tile).
Cutthroat
Deceptively fast and with a dangerous looking blade. Other enemies do extra damage while active.
Health: 62
Envenomed Dagger: Attacks three times, each dealing 8 Damage. If the target has no Block, they take 2 Bleeding and receive a random Injury card (1 tile).

Gas Masker Variants:
Appearance
Name
Description
Stats
Abilities
Properties
Gas Masker
You can't see his eyes, but still you know he doesn't blink when he pulls the trigger.
Health: 35
Block: 5
Rifle: Ranged attack that deals 10 Damage.
Block: Gains 5 Block at the start of each turn.
-
Gas Masker
You can't see his eyes, but still you know he doesn't blink when he pulls the trigger. Other enemies take no friendly damage while he is active.
Health: 45
Block: 5
Rifle: Ranged attack that deals 12 Damage.
Block: Gains 5 Block at the start of each turn.
↪️
Gas Masker
You can't see his eyes, but still you know he doesn't blink when he pulls the trigger. Other enemies take no friendly damage while he is active.
Health: 55
Block: 5
Rifle: Ranged attack that deals 10 Damage.
Block: Gains 5 Block at the start of each turn.
↪️
🏃‍➡️
Gas Masker
You can't see his eyes, but still you know he doesn't blink when he pulls the trigger. Other enemies take no friendly damage while he is active.
Health: 65
Block: 5
Rifle: Ranged attack that deals 10 Damage.
Block: Gains 5 Block at the start of each turn.
Counter Push: Melee counter that deals 6 Damage and 1 Push.
↪️
🔁
🏃‍➡️

Boss:
Appearance
Name
Description
Phases
Assassin Boss
The enigmatic leader of the assassins.
3 Phases

Phases:
Phase
Stats
Abilities
Properties
1
Health: 250
Block: 5
Triple Shot: Fires 3 shots, each dealing 6 Damage and inflicting an injury if unblocked.
Block: Gains 5 Block at the start of each turn.
Pistol Whip: Melee counter that deals 8 Damage.
🔁

↪️

⤴️
2
Health: 250
Block: 5
Armour Piercing Shot: Deals 20 Damage, ignores Block.
Block: Gains 5 Block at the start of each turn.
Pistol Whip: Melee counter that deals 8 Damage.
🔁

↪️

⤴️
3
Health: 250
Block: 5
Warning Shot: Damage all opposing characters for 8 Damage. Ignore Dodge.
Block: Gains 5 Block at the start of each turn.
Pistol Whip: Melee counter that deals 8 Damage.
🔁

↪️

⤴️

Strategies & Tips:
  • The Assassin Boss can move to any spot on the stage, but she will never advance when using movement cards. Use this to your advantage.

  • Any follow-up for throws, such as Ground Punch or Stomp, are completely useless against the Assassin Boss, but she can still be thrown into the one void tile on the stage using Tackle or Suplex.

  • Near Miss and Warning Shot are made to counter this boss.

  • NOTE ABOUT PHASE 1: You are most likely to receive the Pinned Injury card after being shot. Blocking, dodging or moving out of the way should be the priority.

  • NOTE ABOUT PHASE 2: This attack may ignore Block, but it can still be Dodged. You could also move out of its way.

  • NOTE ABOUT PHASE 3: This attack can only be blocked. Bringing a block/counter card is essential for avoiding damage in this fight.

2 Comments
InVioVaid  [author] 8 Mar @ 2:03pm 
You're welcome! :HatHealth:
LePrinceJordan 8 Mar @ 11:35am 
Impressive work, thank you !