Each Hero has a unique skill set including an -value, Weapon bonuses and/or other abilities and weaknesses written on their Hero Board.
The number of cards drawn at the end of the turn (hand size) is increased by 1.
Heal of X Life Points at the beginning of each turn, after Monsters have attacked.
Inflicted damage dealt to you X. This ability is applied after any reduction from Defence cards.
This ability increases damage done when attacking Monsters of the indicated type.
The roll is increased by X only when the first attack target is a Monster of the indicated type.
Some Heroes activate this ability after having drunk the indicated number of Beers in a single turn.
Roll a die, and use the tracks at the top of the Market Board to track the remaining turns, moving the counter down at the end of each of the drunk player’s turns, including the turn Berserk was activated.
While this ability is active, add the indicated attack bonus to all Weapons played by the drunk player.
While active, the player is prohibited from visiting the Market. If any additional Beer is drunk when a Hero is already Berserk, it will only apply the primary effect noted and not prolong the Berserker duration.
All of your Monsters (played or summoned) deal +1 each attack and are considered Undead.
You may choose to use this ability once per turn before rolling the die for an attack with a non-Ranged Weapon. spend 1 for each damage point inflicted by this Weapon to one Monster or one of your opponents, after any reduction from Defence or Armor bonuses.
For each spent in this way you get one .
Any time during your turn remove up to one card from the Market. Access to the Market is required to use this ability.
In co-op mode you can replace a Loot card with another with the same type.
Roll a die for every Monster in front of you and attempt to dodge them to get to the Market. If you roll a 4,5 or 6 for every Monster you will gain access to the Market.
In co-op mode you can purchase loot cards in areas where the are Monsters. A roll is required for each Monster present in your area and in the area where you want to purchase cards. You can also sidestep Monsters in front of you to attack mosters in other areas again by rolling 4, 5 or 6.
You may choose to use this ability after Monster attacks by using your .
Other cards with this ability can also be played during this turn.
Monster cards can only be summoned when at least one of the requested Monster cards is available.
Summoned Monsters are placed in front of any opponent and act like normal Monsters.
When an opponent defeats a Summoned Monster they gain the XP on the back of the mini card.
Only in co-op mode: Summoned Monsters get Defensive ability but are discarded before drawing a new Adventure card.
This ability removes the restriction on only using a single Heavy Weapon each turn, and allows you to play any number of Weapons in the same turn.
When you attempt to tame certain wild monsters your roll is increased by X
Look at the first face down card in the Spell deck. You may place this card on the bottom of the Spell deck if you wish. This ability can be used one time at any point during your turn.