The Arsenal

power

3

Hyper Cube

 

Set the turn counter back by 1.

Time is on your side. Yes it is.

3

Horn of the Ancients

 

Switch one unoccupied control point to your color.

The devious Ben Bork uses his black market connections to get you this magical artifact, freshly stolen from an archaeological dig site.

3

Action Movie Craze

 

+AGive one of your units an additional action phase this turn.

Your unit has been watching too many action movies and thinks he's in one.

3
*

Lava Proof

 

Play this card when one of your units is pushed into or steps onto a lava space. That unit is immune to the lava until the next time it moves onto a regular space.

Your medic has invented a fantastic tanning spray which is also found to be lava resistant.

3

Killer Bee Hive

 

AUse an action phase to place this Killer Bee Hive on a control point. For the rest of the match, any unit stepping onto that control point space receives an immediate strength 8, close combat bee sting attack.

One of your units has brought his beekeeping pastime into the Death Dome and places a Killer Bee Hive on a control point.

2
6*

Lava Monster

 

AUse an action phase to deal one immediate strength 6 close combat attack to one unit adjacent to the lava. You may add cards to the attack and kill credits are awarded.

A tentacled creature has suddenly emerged from the lava pool.

2
*

Teleporter Grant

 

MUse a movement phase to move one unit back to your base. May not be used on units in jail.

Your team has equipped its units with personal teleportation devices courtesy of The Teleportation Corporation.

2

Wire Cutter Grant

 

Use 1 unit phase to release one of your units from jail. Other units in the same jail remain imprisoned.

Professor Josiah, the wealthy investor, has supplied your team with a rare pair of wire cutters.

2

Autographs

 

Draw 2 Special Play cards.

Your scout is so famous for signing autographs that he is paid to come early.

2
-2*

Carbon Monoxide

 

All units inside the Death Dome lose 2 vitae automatically. This does not affect units inside the jails or bases. No kill credits are awarded.

The medical truck was left running inside the Death Dome.

2

Claw malfunction

 

MUse a movement phase to move one of your units to any jail release point.

The Death Dome claw has gone haywire and grabs one of the combatants.

2

Alien Brain

 

Remove the incapacitation effect for all units on your team.

There is an unsanctioned alien autopsy in the Death Dome basement.

2

Robizmal

 

Immediately heal all of your units by 2 vitae each.

Your Medic has purchased bottles of Robizmal for each unit. Drinking the Robizmal has increased their metabolism.

2

Pirate’s Booty

 

Play this card when one of your units captures a control point. Draw 2 Special Play cards.

Your unit found some bags of booty under the control point.

2

Sewer Monkey

 

Play this card when an opponent captures a control point. The control point is instead switched to your color.

A troublesome sewer monkey is interfering with one of your opponent's units.

2

Vast Active Living Intelligence System

 

You may view all opposing teams' Special Play cards.

You receive secret information from an omniscient alien being in outer space.

2

Selfless Act of Teamwork

 

Play this card when one of your units loses vitae. You may choose to have one of your other units take the full amount of damage instead. Push Back and incapacitation effects are negated.

One of your units will do anything for his team to win. He jumps in front of the victim to save him from harm.

2

Medical Miracle

 

Play this card when one of your units is killed. That unit does not go to jail. Instead, it is brought back to life in the same space with 1 vitae. No kill points are awarded. Cannot be used to prevent a death by lava.

Despite being smashed and battered and blown to smithereens, your unit is still standing. The medical community is baffled.

2

Fan Uprising

 

Choose any unit on the board. That unit is Incapacitated.

Obnoxious and intoxicated fans storm onto the field of battle and mercilessly maul a Death Dome combatant.

2

Reversal of Fortune

 

Play this card when one of your units is Pushed Back by an attack. This negates the Push Back effect for your unit, and instead pushes the attacking unit back the same number of spaces.

An unexpected twist of fate has immense repercussions on the Death Dome match.

1

Holographic Johnny Cash Bonanza

 

For the rest of the match, every time a player receives a kill credit they also draw 1 Special Play card. Keep the Johnny Cash Bonanza card on the table to indicate the new payouts.

Thousands of additional fans have showed up at the Death Dome to see the Holographic Johnny Cash Concert.

1

Jail Riot

 

Release all units from every jail.

The inhumane conditions of the jails have caused imprisoned units to rebel.

1

Josiah's Scavenger Hunt

 

Play this card when your team controls all Tower control points simultaneously. Draw 3 Special Play cards.

Professor Josiah has setup a scavenger hunt competition for the match.

1

Bridges are out

 

Play at the beginning of your turn. Until the beginning of your next turn, the bridges are destroyed and cannot be used. Any unit standing on the bridges when this card is played is dropped into the lava. No kill credits are awarded for ensuing deaths.

Having no regular maintenance schedule, all of the bridges collapse suddenly.

1

Gary Davis' Girlfriend's Easter Basket

 

Play this card at the beginning of your turn. Until the beginning of your next turn, no units may attack.

Gary Davis' Girlfriend left her Easter Basket in the Death Dome and some children run onto the field of battle to get it.

3
*

TKO

 

SIf used in an attack by the warrior, wounded units are Pushed Back.

Your warrior knocks somebody's block off.

w
3
*

TKO

 

SIf used in an attack by the warrior, wounded units are Pushed Back.

Your warrior knocks somebody's block off.

w
3
*

TKO

 

SIf used in an attack by the warrior, wounded units are Pushed Back.

Your warrior knocks somebody's block off.

w
2

Hidden Shank

 

AUse your warrior's action phase to wound an adjacent enemy unit by 2 vitae automatically.

Your Warrior sneaks a rusty, mangled, sharpened sort-of-shank into the Death Dome.

w
2
+2+2+2

Pressured

 

Increase the warrior's movement, strength, or toughness by +2 until the beginning of your next turn.

Your warrior is under extreme pressure because his mother is in attendance.

w
2
+2+2+2

Pressured

 

Increase the warrior's movement, strength, or toughness by +2 until the beginning of your next turn.

Your warrior is under extreme pressure because his mother is in attendance.

w
2
*

Berserk

 

SIf used in an attack by the warrior, this attack hits all adjacent enemy units.

Your warrior did not sleep well last night and has become rabid with irritability.

w
2
*

Crushing Blow

 

SIf used in an attack by the Warrior, wounded units are Incapacitated.

The Warrior musters all of his strength to cripple his opponent.

w
1
*

Primal Agility

 

+AIf used in an attack by the warrior, this attack does not use an action phase.

Your warrior accesses a primitive instinct in his brain and begins to move like a wild ape.

w
1
*

Primal Agility

 

+AIf used in an attack by the warrior, this attack does not use an action phase.

Your warrior accesses a primitive instinct in his brain and begins to move like a wild ape.

w
3
*

Death Weapon

 

SIf used in an attack by the gunner, wounded units are Pushed Back.

Your team has invented a secret but unstable Death Ray.

g
3
*

Death Weapon

 

SIf used in an attack by the gunner, wounded units are Pushed Back.

Your team has invented a secret but unstable Death Ray.

g
3
*

Death Weapon

 

SIf used in an attack by the gunner, wounded units are Pushed Back.

Your team has invented a secret but unstable Death Ray.

g
2
*

Exploding Ammo

 

SIf used in an attack by the gunner, this attack causes splash damage.

Your Gunner has added some illegal sauce to his ammunition.

g
2
*

Exploding Ammo

 

SIf used in an attack by the gunner, this attack causes splash damage.

Your Gunner has added some illegal sauce to his ammunition.

g
2
*

Gib Shell

 

SIf used in an attack by the gunner, wounded units are Incapacitated.

Your Gunner is using an experimental shell designed by Conglomagragon.

g
2
*

Gib Shell

 

SIf used in an attack by the gunner, wounded units are Incapacitated.

Your Gunner is using an experimental shell designed by Conglomagragon.

g
2
*

Gib Shell

 

SIf used in an attack by the gunner, wounded units are Incapacitated.

Your Gunner is using an experimental shell designed by Conglomagragon.

g
1
*

Special Ops

 

+AIf used in an attack by the gunner, this attack does not use an action phase.

Your gunner is a former soldier from the elite Colony Corpse Corps.

g
1
*

Special Ops

 

+AIf used in an attack by the gunner, this attack does not use an action phase.

Your gunner is a former soldier from the elite Colony Corpse Corps.

g
3
+3

Go for Broke

 

Increase your scout's movement rating by +3 for one movement phase.

The cheering fans urge your scout to move it.

s
3
+3

Go for Broke

 

Increase your scout's movement rating by +3 for one movement phase.

The cheering fans urge your scout to move it.

s
3
+3

Go for Broke

 

Increase your scout's movement rating by +3 for one movement phase.

The cheering fans urge your scout to move it.

s
2
*

Disguise

 

MUse your scout's movement phase to have him switch spaces with any other unit on the board. May not be used on units in bases or jails.

Your scout has dressed up in a clever disguise.

s
2
*

Camouflage Cape

 

MUse your scout's movement phase to move him to any space on the board.

You have imported a Camouflage Cape from one of the other Triangulum colonies.

s
2
*

Elite Endurance

 

+MPlay this card to give your scout one additional movement phase this turn.

Your scout has been running 7 miles a day in the harsh conditions of the DD-22 desert-scape.

s
2
*

Elite Endurance

 

+MPlay this card to give your scout one additional movement phase this turn.

Your scout has been running 7 miles a day in the harsh conditions of the DD-22 desert-scape.

s
2

Step-n-Go

 

Play this card to allow your scout to perform an action in the middle of its movement phase (move, perform an action, and continue the rest of the move).

Your scout has undeniable multi-tasking capabilities.

s
1

Push It

 

+APlay this card when your scout switches a control point or a jail release point. This switch does not use an action phase.

Your scout breaks a sweat as he pushes his limits beyond his apparent potential.

s
1

Push It

 

+APlay this card when your scout switches a control point or a jail release point. This switch does not use an action phase.

Your scout breaks a sweat as he pushes his limits beyond his apparent potential.

s
3

Healing Herbs

 

Use your medic's action phase to heal the medic or any adjacent unit by 3 vitae. Does not use an action.

Your medic has concocted a nourishing mixture of native herbs from Kinderswine Valley.

m
3

Healing Herbs

 

Use your medic's action phase to heal the medic or any adjacent unit by 3 vitae. Does not use an action.

Your medic has concocted a nourishing mixture of native herbs from Kinderswine Valley.

m
3

Healing Herbs

 

Use your medic's action phase to heal the medic or any adjacent unit by 3 vitae. Does not use an action.

Your medic has concocted a nourishing mixture of native herbs from Kinderswine Valley.

m
2

Morphine Pack

 

Heal the medic or any adjacent friendly unit by 2 vitae. Does not use an action.

"You're not hurt if you can't feel it."

m
2
*

Surgical Laser

 

SIf used in an attack by the medic that wounds an enemy unit, that unit's manager must randomly discard one card from their hand.

Your medic has tinkered with a non-invasive surgical laser making it extremely invasive.

m
2
*

Surgical Laser

 

SIf used in an attack by the medic that wounds an enemy unit, that unit's manager must randomly discard one card from their hand.

Your medic has tinkered with a non-invasive surgical laser making it extremely invasive.

m
2

Ointment Balloon

9

A Use your medic's action phase to target any unit within 9 spaces. That unit and all adjacent friendly units are healed by 3 vitae.

Your medic has filled an old balloon with a greasy, life-saving balm.

m
2

Ointment Balloon

9

A Use your medic's action phase to target any unit within 9 spaces. That unit and all adjacent friendly units are healed by 3 vitae.

Your medic has filled an old balloon with a greasy, life-saving balm.

m
1

Surgeon of the Year

 

+APlay this card when your medic performs an action that is not an attack. This action does not use an action phase.

Your medic is the undisputed Surgeon of the Year.

m
1

Surgeon of the Year

 

+APlay this card when your medic performs an action that is not an attack. This action does not use an action phase.

Your medic is the undisputed Surgeon of the Year.

m
4

Throat Rip

 

One of your units has spent a month living with the native tribes on the Waspworth Plateau, and they have taught him a rare and potent maneuver.

d
4

Throat Rip

 

One of your units has spent a month living with the native tribes on the Waspworth Plateau, and they have taught him a rare and potent maneuver.

d
4

Throat Rip

 

One of your units has spent a month living with the native tribes on the Waspworth Plateau, and they have taught him a rare and potent maneuver.

d
4

Throat Rip

 

One of your units has spent a month living with the native tribes on the Waspworth Plateau, and they have taught him a rare and potent maneuver.

d
3
*

Get to the Chopper

 

DPrevents Push Back if used for defense.

One of your units is well on its way to the chopper.

d
3
*

Get to the Chopper

 

DPrevents Push Back if used for defense.

One of your units is well on its way to the chopper.

d
3
*

Get to the Chopper

 

DPrevents Push Back if used for defense.

One of your units is well on its way to the chopper.

d
2
+2

move it boy

 

Increase one unit's movement rating by +2 for one movement phase.

The cheering fans urge one of your units to go for broke.

d
2
+2

move it boy

 

Increase one unit's movement rating by +2 for one movement phase.

The cheering fans urge one of your units to go for broke.

d
2
*

Get Down

 

DPrevents incapacitation if used for defense.

One of your units is a huge James Brown fan and uses a funky dance move to avoid danger.

d
2
*

Get Down

 

DPrevents incapacitation if used for defense.

One of your units is a huge James Brown fan and uses a funky dance move to avoid danger.

d
1
*

Outrageous Maneuver

 

D If used for defense randomly remove one Special Play card from the opponent's attack and discard it, negating its effects.

Your unit performs a flashy feat of acrobatics to impress his Papa.

d
1
*

Push Back

 

SIf used in an attack wounded units are Pushed Back.

One of your units hits his target in just the right spot.

d
1
*

Push Back

 

SIf used in an attack wounded units are Pushed Back.

One of your units hits his target in just the right spot.

d
1
*

Push Back

 

SIf used in an attack wounded units are Pushed Back.

One of your units hits his target in just the right spot.

d
3

Charles Signozo

 

Hero

Heal any unit to its maximum vitae.

Dr. Signozo walks onto the field and performs an emergency surgery on a wounded unit.

c
3

Inspector Gordoni

 

Shady

One of your opponents must randomly discard 1 Special Play card from their hand.

You bribe the corrupt inspector to harass one of the other teams.

c
3

Honda Takamoto

 

Hero

All units standing on the tower are Incapacitated.

Your opponent's team is distracted by a large, bath-robed man on the tower.

c
3

Gary Grobeck’s Bet

 

Hero

You may play this card if you have 10 or more supply points. Draw 3 Special Play cards.

The legendary Gary Grobeck makes an unprecedented bet with you.

c
3

Senior Sansachel

 

Hero

Take any 1 Special Play card from the discard pile into your hand. The card you take does not have to be revealed to your opponents.

The legendary Senior Sansachel is an expert in Death Dome tactics and gives you invaluable advice.

c
3

Keshvadian's Bribe

 

Shady

Play this card at any time to entirely negate the effects of one Special Play card.

The deceitful investor "convinces" your opponent to take a dive.

c
3

Ben Bork's Shady Deal

 

Shady

A Use an action phase to draw 3 Special Play cards.

The insidious Ben Bork helps you sell some old equipment on the black market.

c
3

Conglomagragon

 

Shady

Play this card when one of your units is killed. You may choose the jail it is placed in.

"I invented this place!" -Conglomagragon

c
3

Bee Lord

 

Villain

AUse an action phase to deliver a severe bee sting to any unit standing on a control point space. That unit loses 2 vitae automatically.

The Bee Lord has made you an offer you can't refuse.

c
3
*

Eli Roknoffagon

 

Marketing Director

Play this card when one of your units defends against an attack. Draw 2 Special Play cards and add their numeric values to your toughness.

Eli uses his years of marketing experience to make a helpful suggestion to your team.

c

cards: 90

total value: 0

total stats: 6