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Cutthroat Caverns

Base Set 2.0


CARD EDIT LIST
The following is a list of all the current wordings of the cards in the set. Many of which
had slight modifications in the second printing.

Main Deck
Potions:
Alchemists Fire
Play this card face up immediately when dealt.
Tip to use on your Turn even after an Encounter has begun.
Do 30 damage to all monster(s) engaged by the party and10 damage to all other players.

Amulet of Mentalism
Play this card face up immediately when dealt.
When the amulet comes into your possession, immediately draw up to 2 cards.
Your maximum hand size is 8 while you possess the amulet.

Cure Wounds
Play this card face up immediately when dealt. Tip to gain 15 Life Points.
If used to heal a willing party member other than yourself, place the card in your scoring pile for 2 prestige.

Potion of Iron Skin


Play this card face up immediately when dealt. Tip to drink.
All damage done to you this Encounter is reduced to zero.

Potion of Haste
Play this card face up immediately when dealt. Tip to drink.
Every time you Set an attack, you may Set two Attack Cards for the next two Rounds.

Potion of Healing
Play this card face up immediately when dealt. Tip to gain 25 Life Points.
If used to heal a willing party member other than yourself, place the card in your scoring pile for 3 Prestige.

Potion of Strength
Play this card face up immediately when dealt. Tip to drink.
All your attacks do double damage for the next two Rounds.
These cards rotate to their next highest attack value.

Attacks:
Crowd 20
All attacks made by the next two players are halved this Round.
These cards rotate to their next lowest attack value.

Attack 10
Throw Holy Water:
If fighting an Undead, Fiend or Demon type creature, you may do 50 extra damage
and cancel the creatures attack this Round.

Feint (Note: 0 has been removed from title burst)


Tactical Maneuver
Set as a standard attack. This attack neither hits nor inflicts damage. Nor can it be made to.

Opportunity Fire (Note: 0 has been removed from title burst)


Tactical Maneuver Stand In
Set as a standard attack. When revealed, draw a card and then play two Attack Cards from your hand. One
hits the creature now. Set the second face down in front of another player. Your card hits before that
players next Turn.

Focus Strength (Note: 0 has been removed from title burst)


Tactical Maneuver Rider
Set as a standard attack. When revealed, keep this card next to your character sheet.
On your next Turn, add 30 to the attack value of your next Attack Card.

Slip Behind (Note: 0 has been removed from title burst)


Tactical Maneuver Rider
Set as a standard attack. When revealed, keep this card next to your character sheet.
On your next Turn, multiply the attack value of your next Attack Card by 2.
(Note: all rotation bubbles read 2x, replacing the 0s)

Double Strike (Note: 0 has been removed from title burst)


Tactical Maneuver Stand In
Set as a standard attack. When revealed, draw a card and then immediately replace this card with 2 Attack
Cards from your hand. Treat each as a separate attack.

Twist the Knife 10


When you play this card, rotate any other Attack Card previously played this Round to its next highest
value. If this damage is lethal, you get credit for the kill.

Poke with Stick 0


POKE with STICK counts as an attack that hits and inflicts damage - even if the damage value remains
zero.

Stab & Grab 5


You may steal a corked Potion or any one Item from another player.

I Think He Called You Ugly, Too! 5


Point to a player. If the creature you strike attacks this Round, it will select the named player as the first of
its targets, replacing the player who would otherwise have been targeted first.

Action Cards:
Human Shield
Hold this card until you would be damaged by a creature.
Pick a player on your immediate left or right and redirect the damage and all other effects to that player.

Mixed Signals
Play at any time. Swap another players face down, Set Attack Card with your face down, Set Attack
Card.

My Hero
Play if you would be damaged in any way. Redirect the damage and all other effects to any other player.
Thank them for their senseless act of heroism.

Not So Fast
Cancel any Action Card and place that card into YOUR hand.
Not effective on Attack Cards or Potion/Item Cards.

Plan B
Play after any Initiative Draw and any Initiative-based creature attacks.
Swap any two Initiative Cards before the first Attack Card is revealed this Round.

Rally
Add 20 damage to someone elses Attack Card.
This card becomes a Rider.
You are not credited for a resulting kill. Play after any Attack other than your own.
(Note: +20 now appears on all four sides of the card)

Trip
Play on another player after they play any Attack Card.
Their attacks all miss this Round AND they lose their next Turn.

Unintentional Strike (new)


Play in response to another Players Feint or Rider-type attack.
Discard it and replace that attack with this card.
Treat this card as a Standard 5 Point Attack.

Counter Strike
Immediately after you are damaged by a creature, draw a card and then instantly play two Attack Cards
from your hand. Treat each as a separate attack.

Critical Miss
Play on another player after they play their Attack Card.
Their attacks all miss this Round AND they take 10 damage.

Not on My Watch
Cancel any Action Card.
Not effective on Attack Cards or Potion/Item Cards

Not So Tough
Play in response to any Attack Card. Rotate the card to its next highest Attack Value.

Tougher Than He Looks


Play in response to any Attack Card. Rotate the card to its next lowest Attack Value.

Edge Out
Play on another player before they reveal their Set Attack Card.
Discard it. They may not attack this Turn.
Out-of-Turn attacks, like Counter Strike, may still be played.

ENCOUNTER DECK:
Anti-Paladin (no change)
The ANTI-PALADIN attacks the entire party for 5 points and adds this total to his Life Points.

Arc Mages
Chain Lightning: All attacks that hit and damage the ARC MAGES must continue to increase in damage
value during a Round. If struck by an attack not doing more damage than the last, that attack misses and the
Round is over. The Player who played the violating attack - and all players who lost their Turn in this way
are hit for 15 points.

Axe
When AXE hits Player #2, the player sitting to the immediate left and right of Player #2 each take 10
damage. If there are less than three players, no single player is hit by this effect more than once.

Basilicanth
BASILICANTH strikes the player(s) who hit and damaged it for the least amount of damage in the Round.
If there is more than one player tied for the least damage, strike each of them in Initiative order.
(NOTE: Attack Matrix edit Attacks the Player who damaged it least and Attacks the 2 Players who
damaged it least respectively)

Battle Troll
The first Player to damage BATTLE TROLL is attacked for 20 points.
The last Player to damage BATTLE TROLL is attacked for 10 points.

Blood Mage
At the end of the Round, if BLOOD MAGE the Summoner still lives, take a random Encounter Card from
outside the game and place it on top of the Encounter stack. Its gonna be a long day.

Boogens (no change)


Place 3 BOOGENS tokens in front of each player. Each will strike for 5 points against the player they face
and have 30 LP. When you have killed your 3,you may engage & attack the Chieftain (stats below).
Killing the Chieftain ends the encounter and awards the only Prestige for the encounter.

Bugaboo
If not killed by at least 30 points over its Life Points, BUGABOO does 10 damage to each player and is
shuffled back into the Encounter Deck. Prestige (and any bonus) is only awarded if BUGABOO is killed by
30+ points. Do not advance the Encounter # tracker if Bugaboo escapes.

Clockwork Golem
At the end of the Round, do not discard the Attack Cards from the damage stack or bother tracking
CLOCKWORK GOLEMs Life Points on the tracker. Instead, if you fail to kill it, turn all Attack Cards to
their next lowest value. Remove any whose total value including Riders become zero. Good luck.

Fear
FEAR strikes for 10 points at the player who damaged it the most in the Round.
After FEAR attacks each Round, it gains a +1 Prestige token, increasing its Prestige Value.
For each token gained, add 5 to FEARs attack and add 50 to its Life Points.

Iron Skin Gargoyle (no change)


IRON SKIN GARGOYLE can not be damaged by attacks which cause 20 points of damage or less.

Gas Bag (No change)


Poison Gas: This creature does not attack but must be killed if the party is to proceed. The player who kills
GAS BAG is caught in a poison cloud of gas. They lose 40 points and attack for half damage next
Encounter. No Prestige bonuses are awarded for GAS BAG.

Hate
Each player secretly discards a card from their hand. HATE has Life Points equal to the total Attack Value
of all the discarded cards (X). If the total is 0, the Encounter is over with no Prestige awarded. If not, the
player who discarded the highest card becomes Player #1 for the first Round. Deal the remaining Initiative
Cards normally.

Medusa (No change)


When MEDUSA attacks, flip a coin.
Heads: Gaze Attack - Player is damaged for 5 points and may not attack next Round.
Tails: Slash - Player is damaged for 15 points.

Mind Grub
MIND GRUB attacks all players for 5 points. However, the player who hit and damaged MIND GRUB for
the least amount of damage or were tied for lowest, may reassign that 5 points to any other player.

Minotaur
After all Attack Cards are set each Round, determine who has been lost in the labyrinth by playing Rock,
Paper, Scissors. Only Player #1 and anyone who matched or beat that players sign may attack, use Action
Cards or be damaged this Round. Repeat each Round.
(NOTE: Creature type edit, Mythic Beast)
(NOTE: Attack Matrix edit for 5&6 players, Attacks Player #1 and the Player with the
next closest Init # present for 15 points)

Necromancer
When killed, take the creature with the highest Prestige Value, including bonuses, from the current leading
player & reshuffle it into the Encounter Deck. That player has lost the Prestige for the kill. Negate this
effect if the current leader was the player who killed NECROMANCER.
A re-encountered creature adds to the # of Encounters this game.

Riddle Room
NON-COMBAT Encounter Shuffle all players hands together and place them on top of the Draw Pile.
Now deal 25 cards from the Draw pile into a 5x5 face down grid of cards. Draw Initiative normally each
Round. On your Turn, flip 2 cards. If the words in the colored icons are an exact match, remove the cards
and you escape the Encounter. If not, flip them back over and you take 5 damage. At the end of the 3rd
Round, the room vanishes doing10 damage to any who still have not found a match.

Ripper (no change)


When a player is damaged by RIPPER, remove a card at random from their hand.

Shift
If SHIFT still lives after 2 Rounds, it shifts into an advanced form: gaining100 Life points, +10 to all
attacks and will gain life equal to the damage it deals. Place two+1 Prestige tokens on advanced SHIFT.
(NOTE: the Prestige for the creature now only reads 3)

Spite
At the end of each Round, SPITE attacks the player(s) who did the most damage to her in the Round.
Then remove the Attack Card(s) that did that damage. SPITE is no longer damaged by those attacks.
SPITE cannot attack or heal after taking lethal damage.

The Lurker
The LURKER strikes the player(s) who hit and damaged it for the least amount of damage in the Round.
If there is more than one player tied for the least damage, determine the target at random from among those
who are tied.

Trap Room
NON-COMBAT Encounter Each player discards their hand face down to the center of the table and mixes
all the cards up. Draw Initiative. On your Turn, draw a card from the pile. Each Attack Value listed below is
a unique trap. If you draw one of the listed values, mentally mark off one from the list and take that amount
of damage. After all traps go off or after 3 Rounds, the Encounter ends.

Trolgg
Rage: TROLGG will attack up to four times per Round. Player #1 is always hit for 10 points.
Flip a coin. Tails ends the TROLGGs attack. If Heads, strike Player #2 for 15 points and
flip again. Player #3 would be hit for 20. Player #4 would be hit for 25.
(NOTE: Creature type edited to Beast)

Wolf Pack
Put a WOLF token into play equal to the number of players who started the game- plus one. If any Wolves
are alive at the end of a Round, add a Wolf token. On their Turn, a Player may attack any Wolf in play.
The Player who kills the last Wolf token gains an additional 2 Prestige (plus any Encounter # Bonus).
(NOTE: Creature type edited to Beast)
(NOTE: Prestige edited to 1 per Token)
(NOTE: Attack matrix edited, Player #2 takes damage equal to 5 times the number of living Wolf tokens.

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