Rarity: Common
Number: 6/264
Description: Action [Exhaust]: Give an Experience token to a unit. An opponent creates a Credit token.
Deployed Leader Unit:
On Attack: You may give an Experience...
Rarity: Legendary
Number: 72/264
Description: There is an additional regroup phase after the first regroup phase each round.
Aspect: Command;Cunning
Card Type: Unit
Traits: Underworld;M...
Rarity: Common
Number: 14/264
Description: When you use an "On Attack" ability: You may pay 2 and exhaust this leader. If you do, use that ability again.
Deployed Leader Unit:
When you use an...
Rarity: Uncommon
Number: 68/264
Description: On Attack: You may give a space unit -2/-0 for this phase. You may give a ground unit +2/+0 for this phase.
Aspect: Command;Cunning;Heroism
Ca...
Rarity: Uncommon
Number: 182/264
Description: On Attack: Another friendly unit gains Raid 2 for this phase. (It gets +2/+0 while attacking.)
Aspect: Aggression;Cunning
Card Type: Unit
T...
Rarity: Common
Number: 165/264
Description: Exhaust a friendly unit. If you do, give 2 Experience tokens to it.
Aspect: Command
Card Type: Event
Traits: Learned
Cost: 1
Rarity: Common
Number: 207/264
Description: Deal 3 damage to a unit. If there are 4 or more different aspects amoing friendly units, you may deal 5 damage to that unit instead.
Aspect: Aggr...
Rarity: Common
Number: 17/264
Description: Action [Exhaust, defeat a friendly token]: Deal 1 damage to a unit.
Deployed Leader Unit:
Saboteur (When this unit attacks, ignore sentinel and defe...
Rarity: Uncommon
Number: 75/264
Description: When Played: Exhaust an enemy unit. If you do and that unit costs 3 or less, its controller discards a card from their hand.
Aspect: Aggression;...
Rarity: Uncommon
Number: 73/264
Description: When the regroup phase starts: You may give an Experience token to a non-leader unit. If you do, that unit can't ready during this regroup phase.
...
Rarity: Common
Number: 16/264
Description: Action [Exhaust]: If you created a token this phase, exhaust an enemy unit.
Deployed Leader Unit:Shielded (When you deploy this leader, give him a s...
Rarity: Rare
Number: 8/264
Description: Action [Exhaust, defeat a friendly unit]: Create a Credit token.
Deployed Leader Unit:
When Deployed: Another friendly unit deals damage equal to its p...
Rarity: Rare
Number: 12/264
Description: Action [Exhaust, discard a card from your deck]: A friendly unit gains Raid 1 for this phase.
Deployed Leader Unit:Raid 1On Attack: Discard a card fro...
Rarity: Common
Number: 159/264
Description: When Defeated: You may resource this unit from its owner's discard pile.
Aspect: Command
Card Type: Unit
Traits: Bounty Hunter;Underworld
C...
Rarity: Legendary
Number: 219/264
Description: AmbushWhile attacking, if no other units have attacked this phase, this unit deals combat damage before the defending unit.
Aspect: Cunning;He...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '