Card sets (11)
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: 6 | 20 non-Rivals card/s | Primacy
Championship Nemesis Rivals
Total glory - 19
6 | 6 | 0
3 | 3
10 | 0
10 | 1
|B282||Hidden Purpose||Surge: Score this immediately after an activation if your warband holds two or more objectives.||1||-||-||-|
|B307||Team Effort||Dual: Score this in an end phase
If: There are two or more surviving friendly fighters
And: Each surviving friendly fighter made one or more actions in the previous phase.
|B308||Temporary Victory||Surge: Score this immediately after an activation if your warband holds three or more objectives.||2||-||-||-|
|B317||Uncontested||Dual: Score this in an end phase
If: Your warband holds two or more objectives
And: No enemy fighters hold objectives.
|B324||Buried Instinct||Reaction: Play this during an Attack action, that targets a friendly fighter, before the attack roll. Give that friendly fighter one Guard token. If that friendly fighter is Quarry, you can also re-roll 1 dice in the defence roll for that Attack action.||-||-||-||-|
|B363||Restless Prize||Pick one objective token and move it into an adjacent hex up to two times. You cannot move it into a lethal hex or a hex that includes a feature token.||-||-||-||-|
|G14||Distraction||Choose one enemy fighter and push them 1 hex.||-||-||?||NewestDuplicate|
|G17||Jealous Defence||Choose one friendly fighter with no Charge tokens holding an objective. The chosen fighter makes one Attack action.||-||-||-||-|
|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||-||-||-|
|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||-||-||-|
|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.
|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.||-||-||-||-|
|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.
|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.||-||-||-||-|
|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.
|DC272||Dominant Position||Score this in an end phase if your warband holds more objectives than any other warband.||2||-||-||-||11/40 (27.5%)|
|DC273||Everything to Prove||Surge, Hybrid: Score this immediately after an activation if:
An opponent has the Primacy token
Or: There is one or more surviving friendly Quarry and you have the Primacy token.
|DC333||Unafraid||Score this in an end phase if each surviving friendly fighter is within 2 hexes of one or more enemy fighters.||2||-||-||-||9/40 (22.5%)|
|DC366||Heeded Instinct||Choose one friendly fighter. Push the chosen fighter 1 hex, or up to 2 hexes if that fighter is a Quarry.||-||-||-||-||18/40 (45%)|
|DC434||Dominant Defender||If this fighter is holding an objective, this fighter is on Guard.
If this fighter's defence roll includes no successes, discard the Primacy token.
Reaction: After an Attack action in which this fighter's defence roll included one or more Critical success, gain the Primacy token.
|DC447||Formidable Defence||This fighter is a Quarry. If this fighter is a Quarry:
-1 Dice from this fighter's Attack actions (to a minimum of 1).
|DC483||Silent Helm||Silent Relic
This fighter is a Quarry. If this fighter is a Quarry, each time this fighter is the target of an Attack action, one Critical success in the attack roll is considered to be a success instead.
If this fighter has three or more Silent Relics, you can re-roll one dice in this fighter's defence rolls.
|E27||Duel of Wits||Reaction: Play this after an opponent plays a ploy. Draw two power cards.
|E30||Healing Potion||Choose one friendly fighter and roll one defence dice. On a roll of Block or Critical success Heal (2) that fighter. Otherwise Heal (1) that fighter.
|E49||Great Fortitude||+1 Wounds.||-||-||-||NewestDuplicate||21/40 (52.5%)|
|E51||Great Strength||+1 Damage to this fighter's Range 1 and Range 2 Attack actions.||-||-||-||NewestDuplicate||36/40 (90%)|
|E57||Quickening Greaves||In each round, you can do one of the following: push this fighter 1 hex before the roll to determine who has the first activation. or push this fighter 1 hex after the final power step.||-||-||?||NewestDuplicate|