Http Cards.expeditiongame

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The adventurer's guide to printing I. Download this PDF and take it to your local print shop. II. Have it printed on heavy white cardstock (usually 80- pound or heavier). Although the cards are black and white, you'll get nicer results on a color printer. III. Cut the cards using a paper cutter. The more precise you are, the easier they'll be to handle later. IV. Secure your cards with a small box or rubber band, and prepare to adventure!

description

Expedition card game

Transcript of Http Cards.expeditiongame

Page 1: Http Cards.expeditiongame

The adventurer's guide to printingI. Download this PDF and take it to your local print shop.

II. Have it printed on heavy white cardstock (usually 80-pound or heavier). Although the cards are black andwhite, you'll get nicer results on a color printer.

III. Cut the cards using a paper cutter. The more preciseyou are, the easier they'll be to handle later.

IV. Secure your cards with a small box or rubber band,and prepare to adventure!

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Blank page for printing purposes. Save paper by only printing pages 3+!

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Begin your adventure atExpeditionGame.com/begin

There, you'll find the mostup to date rules, as well asthe Expedition app.

Welcome!

1) Tap the app to begin around2) Draw 3 abilities3) Select your target(s)and play 1 ability4) Once everyone hasmade their move, tap theapp to end the round5) Resolve damage andabilities6) Repeat until dead!

Combat Cheat SheetRetired Guard Captain

Skills: Intimidation,military tactics,

navigation.

20__________

Explorer

Knowledgeable Human

Skills: Mathematics,history, translation.

20__________

Explorer

Woodland Elf

Skills: Firemaking,outdoor survival, hunting.

20__________

Explorer

Dark Elf

Skills: Soothsaying,scrying, magical lore.

20__________

Explorer

Stealthy Recluse

Skills: Low-light vision,stealth, listening.

20__________

Explorer

Pack Rat Dwarf

Skills: Bargaining,engineering, mining,

geology.

20__________

Explorer

Alcoholic Diplomat

Skills: Diplomacy, politicalconnections, blackmail.

20__________

Explorer

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Expedition

Intro

Expedition

Intro

Explorer

ExplorerExplorerExplorer

ExplorerExplorerExplorer

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Famished Hafling

Skills: Cooking, farming,medicine, brewing.

20__________

Explorer

Double Agent

Skills: Secrecy, ciphers,deception, underground

connections.

20__________

Explorer

Gem Wizard

Skills: Enchanting,appraising, alchemy.

20__________

Explorer

One Explorer loses 5gold (roll todetermine Explorer).

Surge: Blends into theshadows and becomesinvisible for one round.

10I

Thief

Definitely a shady character.

Bandit

Surge: Catches allExplorers by surprise- only draw 2 cards nextround.

12I

Brigand

Commonly seen ambushingtravellers between cities.

Bandit

Surge: Offers theExplorer with thelowest Health 5 gold ifthey attack the Explorerwith the highest Healthnext round.

10I

Bandit

Her weapon is kept polishedand in good repair.

Bandit

Takes double effectsfrom Ranged.

Surge: Takes careful aimat the farthest Explorer,dealing 2 Projectiledamage. +1 damage ifguarded by anotherExplorer.

8I

Bandit Archer

A bow-wielding scofflaw.

Bandit

Surge: Backstabs theExplorer with themost gold for 5 Meleedamage.

12II

Bandit Rogue

He seems uncannily fast on hisfeet.

Bandit

25II

Bandit Veteran

A wicked-looking scar runsacross this bandit's face.

Bandit

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ExplorerExplorerExplorer

Bandit

Encounter

Bandit

Encounter

Bandit

Encounter

Bandit

Encounter

Bandit

Encounter

Bandit

Encounter

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Cannot be stunned.

Surge: Calls forreinforcements. Add onebandit to encounter.

40III

Bandit Captain

Battle scars indicate hisposition was earned through

treachery.

Bandit

Any time Nightbladetakes damage, shebecomes invulnerable forone round.

Surge: The Nightbladestabs the nearest Explorer,dealing 1 Poison damageevery round.

14IV

Bandit Nightblade

Her hood obscures her face,and her dagger emits a soft,

pale glow.

Bandit

Takes double effectsfrom Music.

Surge: The party mustdiscard 1 Loot orEquipment permanently.

15II

Highwayman

Often seen riding away onhorseback, with your goods in

tow.

Bandit

20II

Outlaw

No law is going to stop him.

Bandit

40III

Giant Rat

A rodent of unusual size!

Beast

Any time Wolfmantakes Melee damage,he deals half back asMelee damage.

Surge: Emits a piercinghowl. All Explorers takeFear damage equal to thenumber of caninecreatures in play.

16II

Wolfman

Half warrior, half wolf. Not tobe taken lightly in combat.

Beast

+2 Health if with aHighwayman.

Surge: Barks loudly. If thehighwayman has notjoined battle yet, add himnow.

8I

Dog

A barking, slavering beast.

Beast

Immune to Poison.

Surge: Rears its legs,giving the nearestExplorer a permanent fearof spiders and deals 1 lessdamage to spiders.

20II

Giant Spider

A spider the size of a ridinghorse, and much less agreeable.

Beast

+1 Health for eachWolf in play.

Surge: All wolves in theEncounter let loose a howlthat summons oneadditional Wild Wolf.

10I

Wild Wolf

Wolves hardly ever travelalone...

Beast

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Bandit

Encounter

Bandit

Encounter

Bandit

Encounter

Bandit

Encounter

Beast

Encounter

Beast

Encounter

Beast

Encounter

Beast

Encounter

Beast

Encounter

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Surge: Mauls thenearest Explorer for 5damage. If target survivesthe encounter, they cannow boast about defeatinga bear.

10I

Wild Bear

A cave-dwelling beast withshaggy fur.

Beast

Immune to Fear. +1Health for each Wolfin play.

Surge: Bites the Explorerwith the most Health forMelee damage equal tothe number of wolves inplay.

20II

Dire Wolf

An apex predator, and leaderof its pack.

Beast

Immune to Fear,Stun.

Surge: Bashes nearestExplorer. Target isstunned for a round.

30III

Dire Bear

It won't hesitate to rip apartanything that might be edible.

Beast

Immune to Melee.

Surge: The troll calmlyreattaches its lost limb. Itgains 6 Health.

35III

Troll

A few chips on the tusks of thetroll are all that remains of past

explorers.

Beast

Immune to Poison.

Surge: The nearestExplorer is ensnared in aweb and stunned for oneround.

9I

Spider

A hairy black arachnid, roughlythe size of a buckler shield.

Beast

Surge: The next twoattacks on the WoodElf miss and do nodamage.

10I

Wood Elf

A fair-skinned elf whoseclothes blend with the

surroundings.

Fae

Surge: Blends in withthe surroundings andbecomes invisible for oneround.

7I

Imp

A little winged green man withvery sharp teeth.

Fae

Surge: Corrupts allExplorers usingmagic. For the rest of theencounter, using Arcaneabilities deals the caster 1Direct damage.

20II

Duergar

A Dwarf corrupted by darkenergies.

Fae

Surge: Slices at theExplorer with thelowest Health, dealing 1Melee damage.

8I

Korrigan Elf

A small creature with a hookednose and murderous intent.

Fae

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Beast

Encounter

Beast

Encounter

Beast

Encounter

Beast

Encounter

Beast

Encounter

Fae

Encounter

Fae

Encounter

Fae

Encounter

Fae

Encounter

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Immune to Fire

Surge: All Melee weaponsignite on fire and deal +1Fire damage for the rest ofthe Encounter.

6I

Bluecap Faery

A small flying faery, prone tobursting into blue fire.

Fae

Immune to Arcane

Surge: Negates all magicdamage dealt this round.

12I

Void Imp

The imp's eyes are black pits; itleers at you and beckons with a

claw.

Fae

Immune to Poison.

Surge: The spores affectthe nearest Explorer.Target cannot attack themushroom and mustattack an ally every Surgethis encounter.

7I

Magic Mushroom

A tendrilous purple fungus thatemits a sickly sweet smell.

Fae

Whenever a song isplayed, heals 1Health.

Surge: The satyr tricks allExplorers. Any damageyou deal this round is alsodealt to the ally to yourright.

15II

Satyr

A red-haired, goat-hoovedshepherd of the forest.

Fae

Surge: Put a randomEncounter card on topof Shapeshifter. When it iskilled, resume fighting theShapeshifter.

8II

Shapeshifter

Its form defies explanation.

Fae

Immune to Arcane.

Surge: The wisp explodes,killing itself and dealing 3Fire damage to allExplorers and enemies.

6I

Will o' the Wisp

A phosphorescent orb, floatinggently over the ground.

Fae

Surge: Forms adefensive wall. Allguards get a +1 Healthshield for each guard inplay.

12I

Guard

One of the many guardspatrolling the streets.

Townsfolk

Surge: Executes allExplorers and enemiesthat are at 1 Health.

14II

GuardExecutioner

A tall figure hooded, cloaked,and hefting a very sharp axe.

Townsfolk

Immune to Arcane.

Surge: Casts magicmissiles that deals allExplorers 2 Fire damage.

12II

Guard Wizard

Armor patches adorn her robes,and her wand hums with

energy.

Townsfolk

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Fae

Encounter

Fae

Encounter

Fae

Encounter

Fae

Encounter

Fae

Encounter

Fae

Encounter

Townsfolk

Encounter

Townsfolk

Encounter

Townsfolk

Encounter

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Immune to Music.

Surge: Calls forreinforcements. Add oneguard to encounter.

25III

Guard Captain

Awarded, muscular andhandsome. The pride of his

town.

Townsfolk

10I

Peasant

A poor soul in drab clothing.

Townsfolk

Can be "persuaded"to change sides for 10gold.

18II

Sellsword

She has a cocky grin and a glintin her eye.

Townsfolk

Leaves behind oneadditional loot whendefeated.

Surge: The merchanthaggles the party out of 5gold pieces.

8I

Irate Merchant

Hell hath no fury like amerchant who thinks he was

ripped off.

Townsfolk

Surge: Critically failscasting a fireball anddeals everyone 1 Firedamage.

8I

Shabby Mage

His robes aren't much to lookat, but he still exudes magical

power.

Townsfolk

Damage Tier 3 whilea Squire is in play.

Surge: Enters a defensivestance that absorbs alldamage to enemies thisround.

20II

Knight

He looks confident in hisabilities; his armor is well-

worn.

Townsfolk

Flees if there are noKnights in play.

Surge: Passes his knight asharpened sword,becoming Threat 0 for oneround.

8I

Squire

His eyes constantly flicktowards his master.

Townsfolk

Surge: The madmancrashes into thenearest enemy and dealsit 1 damage.

10I

Madman

You have no idea what he'ssaying, but he's pretty adamant

about it.

Wanderer

Surge: The dwarfspits in the nearestExplorer's face. You areblinded and must play thetop ability from your decknext round.

10I

Angry Dwarf

You smell the stench of groglong before you see him.

Wanderer

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Townsfolk

Encounter

Townsfolk

Encounter

Townsfolk

Encounter

Townsfolk

Encounter

Townsfolk

Encounter

Townsfolk

Encounter

Townsfolk

Encounter

Wanderer

Encounter

Wanderer

Encounter

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If below half Healthand all allies are dead,flees.

Surge: Flees.

8I

Goblin Grunt

A female goblin, mottled green.

Wanderer

If below half Healthand all allies aredead, flees.

Surge: Add anotherGoblin Thug to theEncounter.

12II

Goblin Thug

A stunted, hook-nosed, greencreature.

Wanderer

Surge: Drinks apotion and regains 5Health.

15I

Herbalist

You hear the clink of vialsbeneath her green robe.

Wanderer

Whenever an enemydies, regains 1Health.

Surge: Drains 1 Healthfrom all Explorers andheals by total amountdrained.

15II

Druid

A wise and mysterious figurewhose rituals include human

sacrifice.

Wanderer

Immune to Music.

Surge: Cancel stunningeffects on all of theMinstrel's allies.

10I

Minstrel

A singer and songsmith inoutlandish clothing.

Wanderer

Surge: Rends thenearest Explorer orenemy for 1 Health, thenflees.

12I

Kobold Ripper

An armored lizard-likecreature.

Wanderer

Immune to Arcane.Takes doubledamage from Melee.

Surge: The seer corruptsthe nearest Explorer'smind. Your next abilitytargets the Explorer toyour left.

14II

Kobold Seer

Its blind eyes follow you,somehow.

Wanderer

Explorers cannot healwhile the Shamanlives.

Surge: Heals all allies for1 Health.

10II

Kobold Shaman

It wears a tattered sackcloth,and clutches an eery-looking

staff.

Wanderer

All Explorers take 3 Firedamage.

IFire Trap

Searing heat and flame engulfsyour party.

Trap

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Wanderer

Encounter

Wanderer

Encounter

Wanderer

Encounter

Wanderer

Encounter

Wanderer

Encounter

Wanderer

Encounter

Wanderer

Encounter

Wanderer

Encounter

Trap

Encounter

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All Explorers are tangledfor 10 seconds beforeabilities can be used.

IHanging Vines

The vines are festooned withsnaggly spines.

Trap

The party can only seeand damage one enemy ata time (in the orderrevealed).

IThick Undergrowth

Shadows flit and dart throughthe trees, just beyond your

vision.

Trap

Each Explorer rolls a die.If they roll a one, theytake 10 Electric damage.

IIThunderstorm

It's dangerous to be out in athunderstorm. You might be hit

by lightning.

Trap

Explorer with lowestHealth remaining takes 4Melee damage.

IRolling Boulder

A pressure plate gives wayunder foot - a massive boulder

crashes towards you.

Trap

All Explorers and enemiestake 5 Melee damage.

ICave-in

Large boulders crash downfrom overhead.

Trap

Explorer with highestHealth remaining takes 5Melee damage.

ISpike Pit

Sharpened wooden stakes jutout from the bottom of this

earthen pit.

Trap

All Explorers cannotspeak, shout or playmusic.

IIDead Air

Even the background whistlingof wind fades away...

Trap

All Explorers take +1damage for the durationof the encounter.

IIHaunted by theDead

Your party finds itself trippedand prodded by malign spirits.

Trap

All Explorers with itemsmust discard 1 Loot fromhand.

IPothole

You misstep and fall; your Lootgoes flying.

Trap

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Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

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All Explorers must pay a10 gold fine or go to jail.

IObscure Ordinance

You're not sure whatpanjandrumal physagogy is,

but it apparently describes youractions.

Trap

The party must either pay1 drink or replace thiscard with a Bandit.

IUnsavory Folks

A ragtag band of miscreantsapproaches...

Trap

Your party cannot flee thisbattle.

IDead End

There's no way out. There alsoappears to be a corpse lying in

the corner.

Trap

One party member isknocked down andstunned for a round.

IFleeing Serf

He bumbles into you as he runspast.

Trap

I

Trap

FrostUp to 3 targets

Targets are frozen for around, and will dieinstantly on a critical hit.

2 ≥ 17

Cold Snap

A snap of your fingers instantlysummons a cloud of biting

frost.

Requires Magic weapon

Ongoing1 target

Your next damage takenreflects to the target asDirect damage.

- ≥ 8

Confusion

Your magic worms into the earof the target and begins to

whisper...

Requires Magic weapon

EffectTargets self

Conjure a clone. Nextround, your clone copiesyour ability, blocksincoming damage andthen disappears.

- ≥ 14

Conjure

The air shimmers inanticipation as your form splits

in two.

Requires Magic weapon

EffectTargets self

Play your entire hand. IfChannel succeeds, roll forand resolve all playedabilities.

- ≥ 9

Channel ArcaneLore

You focus your knowledge ofthe Arcane to unleash amassive wave of magical

power.

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Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

Trap

Encounter

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

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Arcane1 target

Remove all effect,immunities and stunsfrom the target.

- ≥ 9

Dispel

You draw a rune on the groundthat wards off .

Requires Magic weapon

Direct1 target

Once per encounter.

Deal 1 Direct damage perturn. When the targetdies, the curse transfers toanother target.

- ≥ 14

Curse

A blood-red sigil forms overthe head of your target.

Requires Magic weapon

Ongoing, WardTargets all allies

Protects all allies fromdamage for one round.

- ≥ 14

Defensive Ward

You raise both hands,producing a blue mist thatconfounds enemy weapons.

Requires Magic weapon

Fear1 target

Once per encounter.

If a 20 is rolled, deal extraFear damage equal to halfthe enemy's remainingHP.

4 ≥ 16

Doom

Enemies hear tortured screamsas you open a portal to the

nether realms.

Requires Magic weapon

ArcaneTargets all allies

All enemy damage isredirected to the ward.

When destroyed, heal allAllies 1 Health.

3 ≥ 15

Arcane Ward

A totem rises from the ground,lending its strength to your

allies.

Requires Magic weapon

FireUp to 2 targets

If the attack fails, you take2 Fire damage.

3 ≥ 11

Fireball

From thin air, you gather a ballof searing flame and hurl it at

your enemies.

Requires Magic weapon

FireUp to 3 targets

2 ≥ 17

Flame Stride

Your body becomes fire, leavingbehind desolation as you walk

through your enemies.

Requires Magic weapon

Ongoing, WardTargets all allies

2 ≥ 5

Frost Ward

You summon a solid wall of iceto protect your allies from

harm.

Requires Magic weapon

Fear1 target

Give the target fear of adamage type of yourchoice. They take +1damage from Abilities ofthat type.

2 ≥ 13

Hideous Fear

The target's eyes cloud over asthey suffer through their

greatest fear.

Requires Magic weapon

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Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

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Frost1 target

3 ≥ 8

Ice Shard

Shards of ice materialize from acold vapour and speed towards

your target.

Requires Magic weapon

Arcane1 target

3 ≥ 8

Magic Missile

A many-hued orb of lightrockets toward the target.

Requires Magic weapon

Ongoing, Ward1 target

Deal 1 Arcane damage totarget at the start of eachround.

3 ≥ 13

Phantom Sword

You summon a floating sword,wreathed in a blue fire and

facing your enemies.

Requires Magic weapon

ArcaneTargets self

On critical, becomeinvisible for one round.

3 ≥ 8

Phase Shift

Light bends around you as youstep firmly into another astral

plane.

ElectricTargets all enemies

On failure, dealeverything 1 damage.

2 ≥ 10

Shockwave

You strike your weapon on theground. Energy lashes out in all

directions.

Requires Magic weapon

FireTargets all enemies

Across one or moreenemies, distributedamage equal to 2X thenumber of enemies KO'dthis encounter.

- ≥ 13

Soul Fire

You twist the souls of the falleninto a fiery inferno.

Requires Magic weapon

Electric1 target

On critical, your attackarcs to another enemy for3 damage.

3 ≥ 8

Spark Touch

Small sparks crackle from yourweapon as you reach out...

Requires Magic weapon

Electric1 target

Once per encounter.

Must keep rolling untilfailure. Each success hitsa new target (can hitallies). Cannot hit targetstwice.

2 ≥ 8

Chain Lightning

Lightning leaps from yourweapon to your enemy, then to

another...

Requires Magic weapon

Effect1 target

The target deals an extra3 Fire, Frost, or Electricdamage next round.

- ≥ 8

Imbue

You capture the elements inyour mind and draw them into

cold steel.

Requires Magic weapon

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Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

Magic

Ability

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Melee1 target

Deal +1 damage to thetarget if it is stunned.

2 ≥ 8

Bash

You give the enemy a swiftknock.

Requires Melee weapon

EffectTargets self

Can only be played if youkilled an enemy lastround.

Does not cost an action -play with another ability.

5-

Blood Rage

Sometimes the best defense islooking like a madman.

StatusTargets self

Deal 2X damage and take2X damage next round.

- ≥ 12

Berserk

If you're going to die tonight,then so are they.

Status1 target

Risk is equal to yourremaining Health.

4 ≥ HP

Bloodlust

Make them feel your pain.

Melee1 target

If the attack fails, you arestunned for a round.

7 ≥ 11

Charge

No one lives forever!

Requires Melee weapon

Melee1 target

Deal damage equal toyour missing Health.

- ≥ 15

DesperateStrike

The pain only makes youstronger.

Requires Melee weapon

Melee1 target

If you fail, take 1 damage.

3 ≥ 6

Feint

Be where the enemy's bladeisn't.

Requires Melee weapon

EffectTargets self

Cannot be used on once-per-encounter cards

Repeat your last action(roll again).

--

Follow Through

The enemy is off balance -quick, attack again!

Requires Melee weapon

Melee1 target

If a surge occurs thisround, you may play anextra ability.

2 ≥ 11

Grapple

Grab hold. Don't let go.

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Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

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Melee1 target

Your next Ability appliesto an extra target.

- ≥ 6

Split Strike

Two attacks are better thanone.

Requires Melee weapon

Effect1 target

Once per encounter. Playwith another action.

If the played action's rollsucceeds, the actioncounts as critical.

--

Press the Attack

Time for them to die.

Melee1 target

Deal +1 damage if enemyis below half Healthbefore Pummel.

3 ≥ 11

Pummel

Keep swinging!

Requires Melee weapon

StatusTargets self

Deal +1 damage and take+1 damage next round.

- ≥ 9

Rage

Clench your jaw; fight throughthe pain.

Requires Melee weapon

Melee1 target

Lasts until end ofencounter.

Target takes +1 damage.Cannot be stacked.

2 ≥ 11

Rending Strike

You strike with great force anddamage their armor.

Requires Melee weapon

Melee1 target

On critical, the target'spost-damage Health ishalved.

2 ≥ 11

Slam

Crush your target into theground!

Requires Melee weapon

Melee1 target

Play with another ability

2 ≥ 9

Carve

You make a clean cut acrossyour target.

Requires Melee weapon

Projectile1 target

You may equip a newweapon.

If you critical miss or areKO'd, permanentlydiscard your weapon.Otherwise, discard it forthe encounter.

8 ≥ 10

Throw Weapon

Sight. Aim. Unleash hell.

Requires Melee weapon

Melee1 target

If the target dies from thisAbility, resolve it again onanother target.

3 ≥ 8

Thrust

Make the enemy get your point.

Requires Melee weapon

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Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

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Melee1 target

Usable once perencounter.

Draw 1 card. If it is Melee,play immediately withouta roll check.

- ≥ 9

Gut Instinct

They should have known not tolower their guard.

MeleeUp to 3 targets

Usable once perencounter.

Take 3 damage.

3 ≥ 8

Whirlwind

Surrounded by enemies? Notfor long.

Requires Melee weapon

Ongoing1 target

Usable once per encounter

Reduce your damagetaken by the target by 1while the target is alive.

1 ≥ 8

Shatter

You shatter their weapon; itfalls to the ground, useless.

Requires Melee weapon

Fear1 target

Usable only if a targetdied last round.

6 ≥ 8

Meat Club

You rip off a dead foe's limb,and proceed to use it as a club.

Ongoing, SongTargets all allies

One Song may be active ata time. Stops if you takedamage.

Damage to Explorers isreduced by 1 while active.

- ≥ 11

Battle March

An empowering 2/4 rhythmbolsters your allies.

Requires Music instrument

MusicTargets all enemies

Stun all enemies for around.

1 ≥ 17

Cadenza

A quick moment of masterfulplaying. Your enemies stop and

listen, enthralled.

Requires Music instrument

Ongoing, Song1 target

One Song may be active ata time. Stops if you takedamage.

Target joins your side andtakes damage along withthe song while it is active.

- ≥ 16

Charm

Sometimes music speaks louderthan words.

Requires Music instrument

Effect1 target

The target's ability thisturn affects 2 additionaltargets.

- ≥ 13

Crescendo

You imbue the target withmusical energy.

Requires Music instrument

Effect1 target

Cancel an encountermodifier card.

- ≥ 13

Diminuendo

The music slows and quiets -your enemy relaxes.

Requires Music instrument

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Melee

Ability

Melee

Ability

Melee

Ability

Melee

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

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Music1 target

Stun the target for around.

- ≥ 10

DeceptiveCadence

The target is frustrated whenyou purposefully fail tocomplete the melody.

Requires Music instrument

Music1 target

Once per encounter.

Destroy an Encounterwith < 9 Health (notincluding traps).

- ≥ 15

Finale

As the last note fades intosilence, your target collapses.

Requires Music instrument

MusicTargets all allies

+1 to Allies' next rolls nextround.

- ≥ 15

Limerick

You improvise a humorous,bawdy poem about the enemythat makes your party laugh.

Requires Music instrument

MusicTargets self

Redirect your nextdamage taken to thenearest enemy.

- ≥ 11

Pizzicato

A run of sharp, percussivenotes that enrage your enemiesand turn them on each other.

Requires Music instrument

FearTargets all enemies

Can target any number ofenemies. Risk equals 3Xthe number of targets.

1 ≥ 3X

Poem ofInsanity

You attempt to invoke fearfulimagery in the minds of your

enemies.

Effect1 target

Target may draw and use1 additional ability nextround.

- ≥ 6

Poem of Vigor

Your prose reminds them oftheir own skill and prowess.

Music1 target

2 ≥ 5

Power Chord

A wall of intense sound smacksinto your enemy.

Requires Music instrument

Music1 target

Revive a fallen ally to 2Health.

- ≥ 10

Reveille

A rousing tune that invigoratesits target.

Requires Music instrument

Music1 target

Target deals +2 damageon next ability.

- ≥ 6

Perfect Cadence

You resolve the measurebeautifully, inspiring your

target.

Requires Music instrument

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Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

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Ongoing, Song1 target

One Song may be active ata time. Stops if you takedamage.

Current and futurenegative modifiers do notaffect the target.

- ≥ 13

Shanty

You belt out the words to apopular bar song and they sing

along, encouraged.

Requires Music instrument

Ongoing, Song1 target

One Song may be active ata time. Stops if you takedamage.

Target is stunned as longas Song is active.

- ≥ 11

Song of Doom

You play an interweaving,contrapuntal melody thatforces your enemies into

hysterics.

Requires Music instrument

Ongoing, Song1 target

If used at the start of anEncounter, cancel onetrap.

- ≥ 8

Song ofForesight

You sing a song of folly andlessons learned.

Requires Music instrument

Ongoing, SongTargets all allies

One Song may be active ata time. Stops if you takedamage.

Starting next round, alliesdeal damage +1 whileactive.

- ≥ 16

Song ofHeroism

Your song reminds Explorers ofheroes from a past age.

Requires Music instrument

Music1 target

Target does not takedamage for a round.

- ≥ 10

Sostenuto

The notes ring out from yourinstrument and form a

protective aura around yourtarget.

Requires Music instrument

Effect1 target

Transfer a negativemodifier (stunned, on fire,etc) from one target toanother.

- ≥ 12

Transpose

An aura envelops your target;they grow emboldened as theirmisfortune becomes another's.

Requires Music instrument

EffectTargets self

Transfer HP betweenyourself and an ally.

- ≥ 8

DiminishedSeventh

The chord strengthens you anddiminishes another... or

perhaps the other way around.

Requires Music instrument

Ongoing, SongTargets all allies

One Song may be active ata time. Stops if you takedamage.

Prevents enemy surgeswhile active.

- ≥ 7

ObscureTechnique

Your instrument absorbssound; your enemies are

distracted from their plans.

Requires Music instrument

Projectile1 target

+1 damage to flyingtargets.

5 ≥ 14

Arc Shot

You aim upwards to accountfor distance.

Requires Ranged weapon

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Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Music

Ability

Ranged

Ability

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OngoingTargets self

3 ≥ 8

Dodge

You nimbly move out of theway.

EffectTargets self

Play with another ability

+2 to the played ability'sroll.

--

Careful Aim

Take a deep breath and focuson the target...

Requires Ranged weapon

Ongoing1 target

Transfer the next damagedealt to you to anothertarget.

- ≥ 8

Distracting Shot

Your missile trips up the target,and directs them into someone

else.

Requires Ranged weapon

EffectTargets self

Play 2 abilities this round(not including this card).

--

Double Shot

You load up two shots and firethem at once.

Requires Ranged weapon

ProjectileUp to 2 targets

1 ≥ 5

Hasty Shots

Many of them miss, but a fewmake their mark.

Requires Ranged weapon

EffectTargets self

You may draw nextround's cards before theround starts.

- ≥ 6

Anticipate

You plan ahead and anticipateyour future options.

EffectTargets self

Draw 3 additional cardsnext round.

--

Sense the Wind

You draw back your weaponand consider additional

options.

Requires Ranged weapon

OngoingTargets self

While active, draw 1additional card per round.

2 ≥ 7

Nock

You reach into your quiver andpull out a few tricks.

Requires Ranged weapon

Poison1 target

Once per encounter.

Deal 1 Poison damage tothe target per round forrest of encounter.

2 ≥ 6

Poison Shot

This one's dipped in the poisonof a dangerous herb.

Requires Ranged weapon

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Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

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Direct1 target

6 ≥ 15

Precision Shot

Every enemy has a weak spot.You think you see one...

Requires Ranged weapon

Projectile1 target

Play with another ability

On success, deal RapidFire's damage then resolvethe played ability.

2 ≥ 12

Rapid Fire

The only solution: more arrows.

Requires Ranged weapon

EffectTargets self

Play with another ability

The played ability resolvestwice if it succeeds.

- ≥ 6

Reflex Shot

The target's surprise attack isanything but.

Requires Ranged weapon

Projectile1 target

On failure, take 2damage.

5 ≥ 8

Risky Shot

It's worth a shot.

Requires Ranged weapon

ProjectileUp to 2 targets

Once per encounter.

3 ≥ 8

Split Shot

You sight and fire; the shotbreaks in half and pierces both

targets.

Requires Ranged weapon

ProjectileUp to 3 targets

1 ≥ 8

Strafe

Run to cover. Shoot. Reload,and repeat.

Requires Ranged weapon

Direct1 target

You may hit a target thatis guarded.

4 ≥ 16

Lucky Shot

Obstacles are merelyinconveniences as you hit a tiny

target from a great distance.

Requires Ranged weapon

Projectile1 target

Once per encounter.

Draw an extra card nextround.

5 ≥ 8

Trick Shot

You glance one off the groundand up into your target.

Requires Ranged weapon

EffectTargets self

+4 to your next roll.

- ≥ 9

FocusedPerception

There's something off aboutyour enemy's armor...

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Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

Ranged

Ability

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OngoingTargets self

2 ≥ 6

Withdraw

You fall back and catch yourbreath.

Projectile1 target

Play with another ability.

+1 damage bonus pertarget hit by playedability.

- ≥ 6

Hunter's Aim

You stand still and take aim.

Requires Ranged weapon

Projectile1 target

You take an additional 1damage next round.

3-

Point Blank

Getting so close is risky, butthere's no way you can miss.

Requires Ranged weapon

+1 Shield to abilities withShielding.

_____________

Destroy to protect theparty with a 5 Shield

ward.

Title

+1 damage when dealing________________damage.

_____________

Destroy to deal allenemies 3 ______________

damage.

Title

+1 damage to___________________enemies.

_____________

Destroy to cause all________________ to flee

battle.

Title

If below 4 Health at theend of an encounter, heal1 Health.

_____________

Destroy to heal youcompletely and remove all

negative effects.

Title

Any time your abilityleaves an enemy at 1Health, kill it.

_____________

Destroy to deal 1 target 1damage. If the target iskilled, instantly kill an

additional target.

Title

If you did not takedamage this round, drawand use 1 additionalability next round.

_____________

Destroy to refresh all ofyour once-per-encounter

abilities.

Title

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Ability

Ranged

Ability

Ranged

Ability

TitleTitleTitle

TitleTitleTitle

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+1 to rolls while wieldinga two-handed weapon.

_____________

Destroy to automaticallycritical an ability. Must be

wielding a two-handedweapon.

Title

+1 damage while you arethe last party memberstanding.

_____________

Destroy to revive one allywith 5 Health.

Title

If you did not takedamage last round, deal 1target 1 damage.

_____________

Destroy to deal 1 targetdamage equal to your

remaining Health.

Title

When you overkill anenemy, any unuseddamage is dealt to thenext closest enemy.

_____________

Destroy to stun allenemies for a round.

Title

Basic attack: Draw untilyou find a multi-targetability. Use it on only 1target and get +5 to yourroll.

Focusing Crystal

The crystal is peculiarlyshaped.

1 hand Equipment 20 gold

Basic attack: Stun 1 targetfor 1 round.

Sapper Wand

Flecks of a dull metal adornthis wooden wand.

1 hand Equipment 20 gold

Basic attack: Create amystic haze, protectingyou from 2 damage thisround.

Mystic Orb

Arcane mist swirls inside aglassy sphere.

1 hand Equipment 20 gold

Basic attack: Gain divinefavor. Your next ability'srisk is reduced by 3.

Holy Rod

It's engraved with runes ofpiety.

1 hand Equipment 20 gold

Basic attack: Drain targetfor 1 Direct damage. Ifthey die, all enemies take1 Fear damage.

Necrotic Staff

Made of twisted dead woodand tipped with a blackened

gem.

1 hand Equipment 20 gold

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Basic attack: Chop targetfor 2 Melee damage.Double damage vsanimals and beasts.

Butcher's Knife

A time-tested meat mincer.

1 hand Equipment 20 gold

Basic attack: Light targeton fire, dealing 1 Firedamage per round for therest of the encounter.

Torch

A long branch with an endwrapped in tar-soaked cloth.

1 hand Equipment 20 gold

Basic attack: Negate anenemy modifier or effectfor one round.

Noble Longsword

The sword has a beautiful reliefengraving on the hilt.

1 hand Equipment 20 gold

Basic attack: Place aMelee ability under thiscard, or discard the pilebeneath this card andcause target 2 Meleedamage per carddiscarded.

Sledgehammer

The hefty stone head lendsitself readily to combat.

1 hand Equipment 20 gold

Basic attack: Gathermomentum; your nextability affects anadditional target.

War Hammer

A hammer arrayed with viciousspikes.

1 hand Equipment 20 gold

Basic attack: +2 to targetally's roll this round.

Pan Flute

Hewn roughly from a hollowedtwig.

1 hand Equipment 20 gold

Basic attack: Take a deepbreath - your next Musicability's effects aredoubled if it succeeds.

War Horn

Made from the horn of a largeanimal, carved, and belted in

brass.

1 hand Equipment 20 gold

Basic attack: Improve thetambourine by discarding5 gold; +5 to next ability'seffect.

Coin Tambourine

The metal disks look to berepurposed coins.

1 hand Equipment 20 gold

Basic attack: Mark theenemy. If you defeat itwith Music, gain an extraLoot.

Fat Lute

It's a lot wider than a regularlute.

1 hand Equipment 20 gold

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Basic attack: Strengthenan active defensive abilityby 2.

Lyre

A sturdy, strung harp.

1 hand Equipment 20 gold

Basic attack: Throw yourjavelin to destroy a trap inplay. You must then spenda round retrieving yourJavelin or get it back afterbattle.

Javelin

A small and light spear forthrowing.

1 hand Equipment 20 gold

Basic attack: Throwknives, dealing 2 targets 1Ranged damage each.

Throwing Knives

Small, sharp, and deadly.

1 hand Equipment 20 gold

Basic attack: Reload; takea previously played "Onceper Encounter" card andput at the bottom of yourAbility deck.

Longbow

Crafted from fine wood, andtall as a man.

1 hand Equipment 20 gold

Basic attack: Draw the topcard of your ability deckand keep it for the nextround.

Wooden Crossbow

A standard-issue crossbowcommon to guards and militia.

1 hand Equipment 20 gold

Basic attack: Distract anenemy, drawing them to anew location or stunningthem for one round.

Slingshot

A child's toy, surprisinglyeffective in combat.

1 hand Equipment 20 gold

Single Use

3 Frost damage to allenemies.

Extinguish nearby fires.

Not usable during combat.

Enthalpy Trap

The apparatus is freezing to thetouch.

Loot 15 gold

Single Use

Heal a target 3 Health.

OR

Remove a negativemodifier or effect from atarget.

Combat Salve

A roll of slightly sticky gauze.

Loot 10 gold

Single Use

Stun all enemies for around.

OR

Draw enemies to aspecific location.

Flash Crystal

A small, black crystal roughlythe size of your fist.

Loot 15 gold

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Single Use

Teleport your party to atown of your choice.

OR

Transport one objectinstantly to a specificperson.

Weystone

It's a porous stone, bearingcarved magical sigils.

Loot 25 gold

Single Use

+5 to any single roll.

Must be played beforerolling.

Lucky Charm

A small metal trinketenchanted with a god's luck.

Loot 20 gold

Single Use

Reduce chance ofdetection for 24 hours.

OR

Improve low-light visionfor 24 hours.

Blackbriar Reserve

This purple drink has a nice,sweet smell to it.

Loot 15 gold

Single Use

Drink to gain +1 onAbility rolls for 24 hours.

OR

Shatter on a target,causing it to take doubledamage from Fire.

Mead

It's a yellowish bottle of ahoney-like alcohol.

Loot 15 gold

Single Use

Spread on a wound toheal 3 Health.

OR

Drink to deal +1 damagefor the rest of theencounter.

Heroism Potion

The bottle is opaque, and itsmells strongly of urine. Hmm.

Loot 25 gold

Single Use

Revive a fallen target tohalf Health.

OR

Drink to becomeinvulnerable for twoRounds.

Elixir

A potent, electric blue drinkstrong enough to wake the

dead.

Loot 40 gold

Single Use

Your next ability deals +3poison damage.

OR

Deal 1 target 10 poisondamage if they areunaware of your presence.

Nightshade Extract

It's a bottle of yellowish liquid.Don't try to smell it.

Loot 15 gold

Single Use

Roll a D20.

If above 6, heal 3 Health.

Otherwise, randomly loseone of your senses for anhour.

Bargain Potion

Is it supposed to have littleflecks of stuff in it?

Loot 5 gold

Single Use

Roll a D20.

>15: Learn a new Ability.

10-15: Your next roll is a20.

<10: You feel ill. Suffer -1to all rolls next Encounter.

Mysterious Drug

Purchased from a sketchy streetvendor.

Loot 15 gold

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Single Use

Drink to hold your breathfor 10 minutes.

OR

Throw to create anexplosion, dealing 2 Firedamage to 4 targets.

Oxidation Potion

Magically enchanted liquidoxygen.

Loot 10 gold

Single Use

Heal 5 Health.

OR

Use to placate a wildmeat-eating animal.

Venison

Salty and delicious.

Loot 10 gold

Single Use

Heal 2 Health.

OR

Throw to deal a target 1Projectile damage.

Hard Tack

It may taste like a used sock,but at least it's edible.

Loot 5 gold

Single Use

Heal 3 health.

OR

Shield a target from alldamage for a Round.

Protective Scroll

A magical scroll whose runesleap from the parchment and

surround the target.

Loot 5 gold

Single Use

Cancel one enemy surge.

OR

Cancel one trap that isbeing triggered.

Negation Scroll

The scroll contains a magicalincantation that halts an object

in its tracks.

Loot 15 gold

Single Use

Cast a fireball at 1 targetfor 3 Fire damage.

OR

Light three enemies onfire for 1 Fire damageeach.

Fireball Scroll

An ancient magical scrolldesigned to channel eldritch

fire.

Loot 10 gold

Single Use

Resurrect a fallen targetto 5HP.

If target is an enemy, theywill fight on your side.

Reanimation Scroll

You see sigils of death andnecromantic rituals described

on the scroll.

Loot 25 gold

Single Use

Learn a new Ability ofyour choice.

OR

Permanently discard allAbilities and learn sixnew ones.

Ability Scroll

Depicting heroes of the past,and holding a memory of their

skill.

Loot 25 gold

Single Use

Learn the enemy'sweakness. Your partydeals +1 damage to them.

OR

Learn the enemy's culture.Enemies of this type drop+1 Loot.

Tome of Lore

A dusty old tome, replete withhidden knowledge.

Loot 35 gold

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Unlimited Use

Use to scale cliffs andbuildings, bind thingstogether, etc.

Sturdy Rope

A long, sturdy rope. Handy foradventuring.

Loot 5 gold

Single Use

Fully restore health in asingle night's rest.

OR

Render a targetunconscious for 8 hours.

Healing Draught

A great luxury for adventurersthat improves the quality of

sleep.

Loot 5 gold

Single Use

Consult the map fragmentto reveal a nearbylandmark.

Worn Map Fragment

The cartography is somewhatquestionable, but better than

nothing.

Loot 5 gold

Single Use

Your Abilities deal +1Fire, Frost, or Electricdamage for the rest of theEncounter.

Elemental Shards

These crystals are madeentirely of energy.

Loot 15 gold

Single Use

Open one lock.

OR

Break one lock, sealing itpermanently.

Locksmith's Kit

Just pointy enough to get thejob done.

Loot 5 gold

Single Use

Gaze into the stone toreveal a glimpse of thefuture.

Scrying Stone

It takes a keen eye to tell thisapart from a regular rock.

Loot 10 gold

Single Use

Stick the rod to a target.All Electrical damage isredirected to the target.

Lightning Rod

Magically enchanted to attractElectricity.

Loot 10 gold

Usable Once per Day

Once per day, heal ordamage one target to halfits maximum Health.

Balancing Gem

Single facets illuminate one at atime as you turn it in your

hand.

Loot 40 gold

Usable Once per Day

Once per day, transfer onetarget's negative modifieror effect to two othertargets.

Diffracting Gem

This gem splits nearby lightinto brilliant colors.

Loot 30 gold

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