Hedkrakka's Madmob Rivals deck
Card sets (1)
Hedkrakka's Madmob Rivals Deck
When a player gains or is given the Primacy token, they take the Primacy token and place it with their fighter cards. If another player has the Primacy token when a player gains it, they take the token from that player.
A player gains the Primacy token after an activation:
- in which a friendly fighter's Attack action targeted a fighter with no wound counters and took that fighter out of action.
- in which a friendly fighter's Attack action took an enemy leader out of action.
- if their warband holds four or more objectives.
If a player has the Primacy token at the end of the round, they gain one spent glory point and then discard the Primacy token.
Cards: 5 | Primacy
Championship Nemesis Rivals Relic Open
Total glory - 17
5 | 6 | 1
3 | 5
8 | 2
8 | 2
|DC161||Biggest and Meanest||Score this in an end phase if a surviving friendly fighter has a higher Wounds characteristic than each other surviving fighter.||1||-||-||-|
|DC162||Bring It On||Surge, Dual: Score this immediately after an activation if:
An enemy fighter made an Attack action in that activation that targeted a friendly fighter as part of a Charge action
And: that friendly fighter is not out of action.
|DC163||Dead Sneaky||Surge: Score this immediately after resolving your warband's second or subsequent reaction in the same phase.||1||-||-||-|
|DC164||Ere We Go!||Surge, Hybrid: Score this immediately after an activation if:
Each surviving friendly fighter is in enemy territory
Or: Each surviving friendly fighter has one or more Charge tokens.
|DC165||Eye of Gorkamorka||Dual: Score this in an end phase if:
You have the Primacy token
And: Your leader holds an objective.
|DC166||Great Hunters||Hybrid: Score this in the third end phase if:
Each surviving friendly fighter is in enemy territory and you have the Primacy token
Or: There is no more than one surviving enemy fighter.
|DC167||Green Fury||Surge: Score this immediately after an activation in which a friendly fighter with one or more wound counters made one or more successful Attack actions.||1||-||-||-|
|DC168||Heralds of the Waaagh!||Score this in an end phase if each surviving friendly fighter is Inspired.||1||-||-||-|
|DC169||Hunt the World Spirit||Hybrid: Score this in an end phase if:
Your warband holds two or more objectives and you have the Primacy token
Or: Your warband holds three or more objectives.
|DC170||Smash 'Em||Hybrid: Score this in an end phase if:
Two or more enemy fighters are out of action and you have the Primacy token
Or: Three or more enemy fighters are out of action.
|DC171||Stab! Stab! Stab!||Surge, Hybrid: Score this immediately after an activation in which a friendly fighter:
Made a successful Attack action with Cleave that targeted a fighter who was on Guard or had a Block Defence characteristic
Or: Made an Attack action that took an enemy fighter with a higher wounds characteristic than that friendly fighter out of action.
|DC172||Weird Omens||Dual: Score this in an end phase if:
There are one or more friendly fighters in your territory, in no one's territory and in enemy territory
And: You have the Primacy token.
|DC173||Brutal Beast Spirits||Gambit Spell (Focus): If cast, +1 Move to friendly fighters in the next activation when they make a Charge action, and +1 Dice to friendly fighters' Attack actions in the next activation made as part of a Charge action.||-||-||-||-|
|DC174||Da Big Waaagh!||+1 Dice to friendly fighters' Range 1 Attack actions in the next activation. If you have the Primacy token when you play this card, this effect persists until you lose the Primacy token, or until the end of the round.||-||-||-||-|
|DC175||Da Great Stomp||Push each friendly fighter up to 1 hex towards the nearest enemy fighter.||-||-||-||-|
|DC176||Kunnin' Beast Spirits||Gambit Spell (Channel): If cast +1 Defence to friendly fighters in the next activation.||-||-||-||-|
|DC177||Never Tiring||+1 Move to friendly fighters in the next activation. If you have the Primacy token when you play this card, this effect persists until you lose the Primacy token, or until the end of the round.||-||-||-||-|
|DC178||Primal Brutality||Pick one: Gain the Primacy token, or discard the Primacy token. If you discard the Primacy token, choose one friendly fighter with no Charge tokens. The chosen fighter makes one Range 1 or Range 2 Attack action. Then give the chosen fighter one Charge token.||-||-||?||-|
|DC179||Primal Kunnin'||Choose one friendly fighter. Then, if you have the Primacy token, you can give the Primacy token to an opponent. Push the chosen fighter 1 hex, or up to 3 hexes if you gave the Primacy token to an opponent.||-||-||-||-|
|DC180||Strange Portents||In the next activation:
Fury characteristics are Smash characteristics and vice versa
Dodge characteristics are Block characteristics and vice versa
Focus characteristics are Channel characteristics and vice versa
|DC181||Unhinged Ferocity||Reaction: Use this after a friendly fighter's activation in which that fighter made one or more failed Attack actions.
If you have the Primacy token, discard the Primacy token, then that fighter makes one Attack action. Otherwise, Inspire that fighter.
|DC182||Warpaint Ward||Reaction: Use this during an Attack action that targets a friendly fighter, before the deal damage step. Roll one magic dice: on a roll of Critical success, the combat sequence ends; on a roll of Focus, instead reduce the damage dealt by 1, to a minimum of 1.||-||-||-||-|
|DC183||Berserk Might||This fighter's Range 1 and Range 2 Attack actions have Knockback 1.
+1 Damage to this fighter's Range 1 and Range 2 Attack actions while you have the Primacy token.
|DC184||Green God's Glare||You can re-roll once dice in this fighter's attack rolls for Range 3+ Attack actions.||-||-||-||-|
|DC185||Killa Instinkt||This fighter's Range 1 Attack actions have Cleave and Ensnare.||-||Toofdagga||-||-|
|DC186||Lucky Bone||Reaction: After this fighter's attack roll, defence roll or casting roll, discard this card. If you do, you can re-roll any number of dice in that roll.||-||-||-||-|
|DC187||Morkish Familiar||You can re-roll one dice in this fighter's casting rolls.||-||Hedkrakka Gob of Gork||-||-|
|DC188||Power of the Beast||+1 Wounds
+2 Wounds instead while you have the Primacy token.
|DC189||Spirit of Gorkamorka||You can re-roll one dice in this fighter's attack rolls for Range 1 and Range 2 Attack actions.||-||-||-||-|
|DC190||Spirit of the Beast||If you have the Primacy token when you give this upgrade to a fighter, that fighter is Inspired.
When you gain the Primacy token, this fighter is Inspired.
This fighter is on Guard while you have the Primacy token.
|DC191||Stamina Reserves||Reaction: After this fighter's Move action, discard this card. If you do, remove one Move token from this fighter.
Reaction: After this fighter's Charge action, discard this card. If you do, give this fighter one Move token and remove one Charge token from this fighter.
|DC192||Thick Hide||If this fighter would be dealt precisely 1 damage, this fighter is not dealt that damage.||-||-||-||-|