Abilities

Card abilities in Challengers of the Realm are clearly displayed to enhance gameplay clarity. Most Card Abilities appear in the main text area, offering detailed effects, while Key Abilities are sometimes represented as icons in the center bar next to the Guild Of Origin for quick reference. See the image below for a visual guide to both locations.

key abilities

Empowered – Hero can equip 1 additional tool.

Flashburn – When hero enters the field,
opponent loses 2 hp for each on-field tool.

Grapple – Hero can fight based on Incada stats. the Hero with less Incada returns to it’s owner’s hand. If grapple is refused, opponent loses hp equal to grappler’s ATK stat. Ties result in no effect.

Overpowered – Unblocked damage strikes opponent’s HP directly.

Phalanx – Hero grants buffs when supported by or alongside specific types of friendly Heroes.

Piercing Edge – Hero’s attacks ignore 1/2 the
DEF stat of any shielded target. (rounded down)

Ranged – Can only be blocked by Shielded heroes. Otherwise, attacks strike HP directly.

Resilience – Tools used against this Hero are powerless.

Shielded – Can block attacks from Ranged heroes.

Sisterhood – Hero grants buffs when accompanied by other friendly Sisters of the Incada.

Targeting – May choose which opponent Hero must block their attack. May attack activated Heroes. Results of Targeted attacks are determined in the Engage Phase.

other abilities

Blocking Bonus – If Hero blocks successfully, roll for grace.

Chain Lightning – Pay 5 Grace when attacking to attack twice, if opponent has on-field Heroes they must block. Chain Lightning attacks can’t strike opponent's hp.

Contention – if Hero is blocked, or successfully blocks another Hero, both Heroes
stay activated in Contention. Pay 10 HP to deactivate Hero.

Destruction – Activate Hero to destroy 1 on-field tool of your choice. ability replaces Attack/Block.

Enchant Heroes – If your opponent has less than 20 grace, Hero can successfully block any attack.

Encore – Gain 10 HP when Hero is removed from The Field.

Equipping Sight – When Hero enters The Field, search your deck for 1 Tool of your choice and add it to your hand.

Firestorm – If this Hero defeats a Hero or strikes HP, your opponent must discard 1 card of their choosing from their hand or deck.

Good As New – Activate Hero to return a Tool from your Reserve to The Field for it’s Grace Cost. Ability replaces Attack/Block.

Guild Loyalty – This Hero cannot block unless other friendly Heroes from the same guild are also On the field.

Healing Glance – When Hero is activated, Gain HP equal to the number of Weaver Heroes on the entire Field.

Infiltration – When Hero enters the field, opponent must show you their hand.

Inner Workings – 0/+11 When Attacking or Blocking Originator Heroes.

Joint Strike – If Jezreel and Evander are both on the field, activate to destroy all of your opponent’s on-field banners.

Last Stand – Activate Hero to return a Hero from your Infirmary to The Field until your next Upkeep Phase. They may attack. Ability replaces Attack/Block.

Life Offering – When Hero enters the field you may discard 3 cards from the top of your deck to Gain: Ranged, become 30/30, and search opponent’s deck for 1 card to discard. They may not shuffle afterwards.

Removal – When activated, you may choose to send a friendly Hero from your Field to the top of your deck, then your opponent must discard 3 cards from the top of their deck.

Repurpose – Tools cost 1/2 grace to equip to Hero. Can equip Tools from defeated friendly Heroes for double Grace Cost. (Rounded Down)

Rhythm Healing – Gain 5 HP when Hero is activated.

Spoils Of Battle – If Hero Attacks or Blocks successfully, roll for grace.

Step Aside – you may discard this Hero from your hand or field at any time. Your opponent must discard 1 card of their choosing from their hand.