# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
RB1 | Blood-soaked Ice | Score this in an end phase if each enemy fighter is out of action and/or has one or more wound counters. | 2 | - | - | - | ||||||
RB2 | Corralled Like Sheep | Score this in an end phase if each surviving enemy fighter is in the same territory. | 2 | - | - | - | ||||||
RB3 | Deadly to All | Surge: Score this immediately after an activation step or power step in which two or more fighters were each dealt damage. | 1 | - | - | - | ||||||
RB4 | Get Moving | Surge, Hybrid: Score this immediately after an activation step if: Each friendly fighter has one or more Move tokens Or: Each friendly fighter has one or more Charge tokens. |
1 | - | - | - | ||||||
RB5 | Get Out of The Way | Score this in an end phase if there are more friendly fighters in enemy territory than enemy fighters. | 2 | - | - | - | ||||||
RB6 | Gone Without a Trace | Surge: Score this immediately after a fighter was taken out of action by damage dealt by your warband's power card. If that fighter was an enemy fighter and the damage was dealt by a friendly Domain card, gain 1 additional spent glory point. |
1 | - | - | - | ||||||
RB7 | Never Punished | Score this in an end phase if there are fewer friendly fighters that have one or more wound counters than there are enemy fighters that have one or more wound counters. | 2 | - | - | - | ||||||
RB8 | Nowhere to Run | Score this in an end phase if two or more surviving enemy fighters are each within 1 hex of one or more lethal hexes and/or one or more snare hexes. | 2 | - | - | - | ||||||
RB9 | Ruinous Aftermath | Surge: Score this immediately after a friendly Domain card was discarded as a result of another Domain card being played. | 1 | - | - | - | ||||||
RB10 | Spread Out | Score this in an end phase if there are no adjacent fighters. If each friendly fighter is not in friendly territory when you score this card, gain 1 additional glory point. | 1 | - | - | - | ||||||
RB11 | Subterranean Threat | Surge, Dual: Score this immediately after an activation step if: One or more enemy fighters were taken out of action in that step And: Those enemy fighters had no Move or Charge tokens. |
1 | - | - | - | ||||||
RB12 | Threatening Rumbles | Surge: Score this immediately after a fighter on an objective token in enemy territory was dealt damage by your warband's power card. | 1 | - | - | - | ||||||
RB13 | Brief Emergence | Choose a fighter. Stagger the chosen fighter and push the chosen fighter 1 hex. Then pick an opponent. That opponent can choose another fighter. Push the chosen fighter 1 hex, and then deal that fighter 1 damage. | - | - | - | - | ||||||
RB14 | Deadly Wards | Domain Starting hexes and hexes that contain objective tokens are lethal hexes in addition to other hex types. This effect persists until a lethal hex deals damage to a fighter, until the end of the round or until another Domain gambit is played. |
- | - | - | - | ||||||
RB15 | Engulfing Swallow | Pick an empty hex. Scatter 2 from that hex. Roll a magic dice for each fighter within 1 hex of the hex at the end of that chain. On a roll of Focus, deal 1 damage to that fighter, otherwise stagger that fighter. | - | - | - | - | ||||||
RB16 | Heaving Ground | Domain After an activation step in which one or more staggered fighters are driven back, deal 1 damage to each of those staggered fighters. This effect persists until the end of the round or until another Domain gambit is played. |
- | - | - | - | ||||||
RB17 | Here it Comes! | Domain After the last power step in the next round, the players roll off. The winner picks one territory. Deal 1 damage to each fighter in that territory. This effect persists until the end of the next round or until another Domain gambit is played. |
- | - | - | - | ||||||
RB18 | Just Pure Luck | Pick one: Reaction: Play this after the attack dice are rolled to resolve a Scatter. Change one result to Smash. Or: Reaction: Play this after a friendly fighter is dealt precisely 1 damage. That fighter is not dealt that damage, unless that damage would take that fighter out of action. |
- | - | - | - | ||||||
RB19 | Puncturing Ice Shards | Domain Choose a fighter within 1 hex of a hazard hex. Deal 1 damage to that chosen fighter. Then pick an opponent. That opponent chooses a fighter within 1 hex of a hazard hex and/or feature token. Deal 1 damage to that chosen fighter. |
- | - | - | - | ||||||
RB20 | Re-emergence | Pick a friendly Rimewyrm's Bite Domain card that is persisting and/or in your power discard pile. Return that card to your hand. If you return a persisting Domain card to your hand in this way, it no longer persists. | - | - | - | - | ||||||
RB21 | The Right Bait | Choose a friendly fighter and an enemy fighter, each of which is adjacent to the other chosen fighter. Deal 1 damage to the chosen enemy fighter. If either chosen fighter is within 1 hex of a hazard hex, stagger the chosen enemy fighter. | - | - | - | - | ||||||
RB22 | Unstable Footing | Domain After a fighter makes a superaction, stagger that fighter. If that fighter is already staggered, deal 1 damage to that fighter. This effect persists until the end of the round or until another Domain gambit is played. |
- | - | - | - | ||||||
RB23 | Advancing Juggernaut | This fighter cannot be staggered. Reaction: Use this after this fighter end a Move action in enemy territory. That Move action cannot be part of a superaction. Give this fighter one Guard token. |
- | - | - | - | ||||||
RB24 | Boots of Warding | This fighter cannot be dealt damage by power cards or lethal hexes. | - | - | - | - | ||||||
RB25 | Earth-shattering Tread | While this fighter has one or more Charge and/or Move tokens, other fighters treat hexes adjacent to this fighter as lethal hexes, in addition to other hex types. | - | - | - | - | ||||||
RB26 | Inured to Hardship | When you give this upgrade to a fighter, Heal (1) that fighter. If that fighter is Large, give that fighter a Guard token instead. Reaction: At the start of a round, Heal (1) this fighter, unless this fighter is Large. |
- | - | - | - | ||||||
RB27 | Like an Avalanche | This cannot be given to a Large fighter. Reaction: Use this after a Domain card is discarded. Remove this fighter's Move and/or Charge tokens. |
- | - | - | - | ||||||
RB28 | Master of Disaster | Reaction: Use this after a Domain card is discarded. Pick one: Push this fighter 1 hex Or: Choose an enemy fighter. Stagger the chosen fighter. |
- | - | - | - | ||||||
RB29 | Sprinting Fiend | This fighter can make the following superaction: Full Sprint (Superaction): This fighter makes two Move actions. Then stagger this fighter and give this fighter one Charge token. |
- | - | - | - | ||||||
RB30 | Thunderstomp | This cannot be given to a Large fighter. Action: Scatter X, where X is this fighter's Wounds characteristic. Deal 1 damage to each fighter in the chain, then break this card. |
- | - | - | - | ||||||
RB31 | Tough Enough | This cannot be given to a Large fighter. This fighter cannot be dealt precisely 1 damage, unless that damage would take this fighter out of action. |
- | - | - | - | ||||||
RB32 | Up for a Fight | +1 Dice to this fighter's Attack actions if there is a persisting Domain card. | - | - | - | - |