Shared deck
Hedkrakka's Madmob
Destruction
Card sets (7)
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.
Play formats
Cards: 6 | 16 non-Rivals card/s | Primacy
Valid:
Relic Open
Not valid:
Championship Nemesis Rivals
Objectives (12)
Total glory - 18
6 |
5 |
1
3 | 5
Gambits (10)
10 | 0
Upgrades (10)
10 | 0
# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
1 | - | - | - | ||||||
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. |
1 | - | - | - | ||||||
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. |
3 | - | - | - | ||||||
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 | - | - | - | ||||||
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. |
2 | - | - | - | ||||||
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. | - | - | - | - | ||||||
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. | - | - | ? | - | ||||||
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. |
- | - | - | - | ||||||
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. | - | - | - | - | ||||||
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. |
- | - | - | - | ||||||
DC271 | Dominant Display | Dual: Score this in an end phase if: Each surviving friendly fighter is in enemy territory And: You have the Primacy token. |
2 | - | - | - | ||||||
DC326 | Surge of Aggression | Surge, Hybrid: Score this immediately after: You gain the Primacy token Or: A friendly fighter's successful Attack action with a Damage characteristic of 4+. |
1 | - | - | - | ||||||
DC327 | Swelling Pride | Surge: Score this immediately if you would gain the Primacy token, but you already have the Primacy token. | 1 | - | - | - | ||||||
DC333 | Unafraid | Score this in an end phase if each surviving friendly fighter is within 2 hexes of one or more enemy fighters. | 2 | - | - | - | ||||||
DC334 | Unassailable | Hybrid: Score this in an end phase if: Your leader is the only surviving leader Or: You have the Primacy token. |
1 | - | - | - | ||||||
DC335 | Unassailable Primacy | Dual: Score this in an end phase if: You had the Primacy token in the previous end phase And: You have the Primacy token. |
2 | - | - | - | ||||||
DC342 | Acidic Strike | Reaction: Play this after a friendly fighter's successful Attack action. Pick one of the target's upgrades and discard that card. | - | - | - | - | ||||||
DC348 | Claim to Domination | At the end of the next activation, the player with the highest number of surviving fighters in enemy territory gains the Primacy token. | - | - | - | - | ||||||
DC377 | Hypnotic Buzz | Choose one enemy fighter within 2 hexes of one or more friendly fighters. Push the chosen fighter 1 hex. | - | - | - | - | ||||||
DC388 | Membranous Wings | +2 Move to the next friendly fighter to make a Charge action. This effect persists until after the next friendly fighter's Charge action. | - | - | - | - | ||||||
DC392 | Outrun Death | Choose one fighter. That fighter is a Quarry. If that fighter is a Quarry, that fighter has +2 Move. This effect persists until the end of the round or until that fighter is taken out of action. | - | - | - | - | ||||||
DC445 | Feral Symbiote | +1 Damage to this fighter's Range 1 Attack actions. After this fighter's activation, give this fighter 1 Hunger counter. Then, if this fighter has 3 or more Hunger counters, deal 1 damage to this fighter. | - | - | - | - | ||||||
DC469 | Proud Runner | +1 Move Each time this fighter finishes a Move action 5 or more hexes from where the Move action began, gain the Primacy token. At the end of the action phase, if this fighter has no Move or Charge tokens, discard the Primacy token. |
- | - | ? | - | ||||||
DC480 | Scavenged Armour | You cannot give this upgrade to a fighter in your territory. When you give this upgrade to a fighter, give that fighter one Guard token. +1 Wounds. |
- | - | - | - | ||||||
DC484 | Silent Ring | Silent Relic This fighter is a Quarry. If this fighter is a Quarry, this fighter has the following reaction. Reaction: After this fighter's activation, if you have three or fewer power cards in your hand, draw one power card. +1 Dice to this fighter's Range 1 Attack actions if this fighter has two or more Silent Relics. |
- | - | - | - | ||||||
DC486 | Silent Sword | Silent Relic This fighter is a Quarry. 1 Smash 3 2 If this fighter is a Quarry and in no one's territory, +1 Damage to this Attack action.This Attack action has Ensnare if this fighter has two or more Silent Relics. |
- | - | - | - |