Ability Glossary 🛡 Equipment Glossary 📖 Keywords Buffs & Debuffs
Complete Reference

Ability Glossary

Every Power. Every Spell. Every Ability.

Warrior

30 abilities
Amputate
Amputate
Preflop Ability Phase
All opponents receive the bleeding state for 12 hands.
Warrior
Armor Up
Armor Up
Preflop Ability Phase
Double the health of a random minion you control. You also get 25% of that health.
Warrior
Axe Fling
Axe Fling
Showdown
When winning a showdown, losing opponents take an additional 25% of the pot in damage which goes to you.
Warrior
Battle Roar
Battle Roar
Preflop Ability Phase & BB
Force everyone still in the hand to put in 2 additional Big Blinds.
Warrior
Berserk
Berserk
Flop Ability Phase
Pay 25% of the pot into the pot, then all opponents still in the hand must pay 15% of the pot into the pot.
Warrior
Cannibalize
Cannibalize
Preflop Ability Phase
Kill all your Minions, 75% of their health goes to you.
Warrior
Chaaaarge
Chaaaarge
Preflop & UTG
Straddle for free, any opponent folding preflop gains the bleeding debuff for a cycle.
Warrior
Cleave
Cleave
Preflop Ability Phase
Force adjacent players still in hand to pay the last raise amount again into the pot.
Warrior
Crush
Crush
Flop Ability Phase
Destroy target minion with less health than you. Heal for 60% of that minion's health pool.
Warrior
Drinking Buddies
Drinking Buddies
Showdown
If an adjacent opponent wins this hand, leech 40% of the pot.
Warrior
Execute
Execute
Triggered
Winning showdown, eliminate target minion with less health than you. Gain 45% of its health.
Warrior
Flesh Wound
Flesh Wound
Preflop Ability Phase
All opponents receive the bleeding debuff for 9 hands.
Warrior
Fully Armored
Fully Armored
Showdown
When losing a showdown, heal for 35% of the pot. (Brittle)
Warrior
Golden Goblin Sapper
Golden Goblin Sapper
Preflop Ability Phase
End of hand, Sapper explodes dealing 10% of opponent's health in damage. Winning the hand, reactivate random non-sapper exhausted ability.
Warrior
Intimidating Shout
Intimidating Shout
Turn Ability Phase
All opponents discard 1 random card, Thieves discard both.
Warrior
Isolate
Isolate
Preflop
If only 1 raise ahead of you, raise pot and force original raiser to call and all other opponents to fold.
Warrior
Lift Curse
Lift Curse
Flop & River Ability Phase
Remove all debuffs from yourself, apply 1 randomly to all players for 6 hands and base damage.
Warrior
Live or Die
Live or Die
Showdown
Receive an additional 40% of the pot in health when winning showdown all in.
Warrior
Mercenary Contract
Mercenary Contract
Flop Ability Phase
If you raised in this hand previously, win 45% of the pot if you lose.
Warrior
Might Makes Right
Might Makes Right
Preflop Ability Phase
Take control of the button for 3 hands. Gain 40% extra health from pots won during this time.
Warrior
Minion Brawl
Minion Brawl
Preflop & UTG
Make a min raise and force all minions at the table to call. Minions not all in fold.
Warrior
Mortal Blow
Mortal Blow
Preflop Ability Phase
Any minion with less than 50% of your health postflop that doesn't win is eliminated. 50% of their health goes to you.
Warrior
Revenge
Revenge
Showdown
When losing a showdown, the winning player takes 35% of the pot in damage and gets heavy bleeding for 6 hands.
Warrior
Severed Limb
Severed Limb
Preflop & UTG
Chop off your arm and swing it dealing 7% damage that cannot be blocked to everyone and heal for that amount.
Warrior
Shield Bash
Shield Bash
Showdown
When winning a showdown, deal 25% of the pot in damage to target losing opponent.
Warrior
Shield Slam
Shield Slam
Preflop & UTG
Make a minimum raise for free and block all further raises for the rest of the hand.
Warrior
Strongarm
Strongarm
Preflop Ability Phase
Instantly win the pot if it is less than or equal to six big blinds if no one is all in.
Warrior
Threat of Violence
Threat of Violence
Preflop Ability Phase
Force all players still in the hand to put 3 big blinds into the pot.
Warrior
Warpath
Warpath
Triggered
When on a win streak of 2 hands, receive an extra 50% of the pot in health for each hand continuing the win streak.
Warrior
Whirlwind
Whirlwind
Preflop & UTG
Raise 3x. All opponents call.
Warrior

Thief

26 abilities
Alibi
Alibi
Showdown
Heal for 50% of a pot you lose at showdown. Redirect that damage to the nearest minion to you clockwise.
Thief
Arcane Plunder
Arcane Plunder
Preflop or River Ability Phase
Steal any sheltering buffs, whatever duration is left add an additional 2 hands and double the healing bonus.
Thief
Backstab
Backstab
Triggered
All opponents losing showdown to you take an addition 20% of the pot in damage. If Hide was played the previous hand, that damage is 50%.
Thief
Charisma
Charisma
Triggered Phase
Make a raise, all players are prevented from raising the rest of the hand.
Thief
Coercion
Coercion
Heads Up and Raise
Heads up, when raised, reraise pot and force opponent to call. End all betting for the remainder of the hand.
Thief
Cutpurse
Cutpurse
Preflop and UTG
Call the big blind, force all players to call. Steal 50% of the pot.
Thief
Evade Traps
Evade Traps
Ability Phase
Remove all debuffs from yourself.
Thief
Eye Poke
Eye Poke
Flop Ability Phase
Reveal a random hole card of yours to the table for the next 6 hands. If you win the hand, receive an extra 60% of the pot in health.
Thief
Fools Gold
Fools Gold
Triggered
Call a non all in bet without losing health.
Thief
Gaffle
Gaffle
River Ability Phase
When heads up with a non Dragon minion, steal the pot.
Thief
Gamble
Gamble
Flop Ability Phase
Pay 25% of the current pot into the pot, discard your hole cards and draw two new cards.
Thief
Guild Dues
Guild Dues
Triggered
Call any raise when not heads up. Health cost is divided and paid by opponents at 20% each. All folded players get their cards back.
Thief
Hide
Hide
Triggered
When folding, all health you have put into the pot is removed from the hand and entered into the starting pot for next hand.
Thief
Larceny
Larceny
Flop Ability Phase
Steal a random equipment from target opponent you don't already own.
Thief
Pilfer
Pilfer
Showdown Loss
If you lose showdown heads up, steal 25% of the pot.
Thief
Poisoned Blade
Poisoned Blade
Triggered
Target opponent that folded to your raise gains the poisoned debuff for a cycle.
Thief
Quick Escape
Quick Escape
Folding
When folding, take your last bet back from the pot.
Thief
Reflexes
Reflexes
Triggered
Prevent any damage caused by an opponent's ability.
Thief
Skip the Line
Skip the Line
Activated
Take possession of the button at the start of the next hand. It remains in your possession until you lose a hand.
Thief
Sleight of Hand
Sleight of Hand
Flop Ability Phase
Target opponent takes 20% of their health pool in damage, You gain an equal amount.
Thief
Street Cred
Street Cred
Triggered
Raise the 2x the big blind for the price of a call. Cannot be used if someone is all in.
Thief
This things stuck
This things stuck
Preflop and Button Ability Phase
Keep possession of the button for the next cycle, 3 hands if at the final table.
Thief
Threaten
Threaten
River Ability Phase
Target opponent takes 100% of their total bets this hand back from the pot and then folds. Also gains the Bleed debuff for 6 hands.
Thief
Thuggery
Thuggery
Showdown
When losing a showdown heads up with a non Dragon minion, steal the pot.
Thief
Toxic Bait
Toxic Bait
UTG
When UTG, any player calling your bet this street receives the poisoned debuff for a cycle.
Thief
Venom Spray
Venom Spray
Flop and River Ability Phase
Opponent's gain the poisoned debuff for 6 hands.
Thief

Cleric

27 abilities
Angelic Ally
Angelic Ally
Automatic
If you have 5 or fewer minions at the start of the event, create an additional Angel minion under your control. (Brittle)
Cleric
Answered Prayers
Answered Prayers
Flop Ability Phase
Reactivate one targeted exhausted ability. (Brittle)
Cleric
Avoid Traps
Avoid Traps
Prevention Effect
Cancel the effect of any trap that you trigger.
Cleric
Bestow
Bestow
Preflop Ability Phase
Target opponent gets the button at the start of the next hand. Until you next have the button, any pots they win, you receive an equal amount of health.
Cleric
Bless
Bless
Preflop Ability Phase
Minions you control gain 40% of your Health Pool.
Cleric
Celestial Cards
Celestial Cards
Flop Ability Phase
Get 2 new hole cards that are either Diamonds or Hearts.
Cleric
Charm
Charm
Preflop Ability Phase
Gain control of target non Dragon minion with less health than you for the remainder of the event.
Cleric
Cure Ailments
Cure Ailments
Flop and River Ability Phase
Remove all debuffs attached to you and apply 1 randomly to the players to your left and right for 4 hands and base damage.
Cleric
Decompose
Decompose
Ability Phase
Opposing minions at your table take 20% of their health pool in damage, you gain 50% that health.
Cleric
Dispel Evil
Dispel Evil
Preflop Ability Phase
Prevent all opponents at the table from playing abilities for the next 6 hands, if they are a necromancer extend to 9 hands.
Cleric
Divine Reclamation
Divine Reclamation
Preflop Ability Phase
Steal any sheltering buffs, whatever duration is left add an additional 2 hands and double the healing bonus.
Cleric
Eye for an Eye
Eye for an Eye
Preflop Ability Phase
Reveal target opponents and your own hole cards for the duration of the hand.
Cleric
Hallowed Halls
Hallowed Halls
Flop Ability Phase
For the next 9 hands, you and your minions win an additional 50% health from pots won.
Cleric
Heal the Congregation
Heal the Congregation
Preflop Ability Phase
All minions you control gain 40% of average health pools.
Cleric
Holy Goblin Sapper
Holy Goblin Sapper
Preflop Ability Phase
End of hand, Goblin Explodes dealing 50% of your health pool to all opposing minions at the table. Winning hand heals all minions you control for 50% of your health pool each.
Cleric
Holy Shield
Holy Shield
Showdown
Regain 75% of health lost in a hand after losing a showdown. (Brittle)
Cleric
Inquisition
Inquisition
Flop Ability Phase
Opponents choose to either put 20% of their health into the pot or reveal both of their hole cards.
Cleric
Lost in Prayer
Lost in Prayer
Flop and River Ability Phase
Shelter for 5 hands, 3 at the final table. Cannot use when heads up. (Brittle)
Cleric
Purgatory
Purgatory
Turn Ability Phase
If no player is all in, pay 10% of the current pot into pot. The hand ends immediately without showdown. The entire pot is added to the starting pot of the next hand.
Cleric
Ray of Light
Ray of Light
Preflop Ability Phase
One random hole card from each opponent becomes visible to the caster only for 6 hands.
Cleric
Resurrection
Resurrection
Prevention Effect
When the first minion you control is eliminated, revive it with 100% of average health pool automatically. (Brittle)
Cleric
Sanctuary
Sanctuary
Prevention Effect
Prevent all damage from an ability that targets you, gain the amount of health prevented in this manner.
Cleric
Silence
Silence
Postflop and UTG
Force all players to check current street.
Cleric
Smite
Smite
Flop and Turn Ability Phase
Force all Minions not all in to fold and surrender 30% of their health to you.
Cleric
Tithe
Tithe
Preflop and UTG
Force all players to call the big blind, gain an amount of health equal to 30% of the pot.
Cleric
Tower Defense
Tower Defense
Preflop and Big Blind
Call any non all In raise without using your health.
Cleric
Virtue
Virtue
Preflop Ability Phase
Minions you control have health won in pots doubled for the next 12 hands.
Cleric

Necromancer

27 abilities
Animate Dead
Animate Dead
Automatic
Revive the first minion you control that is eliminated with 125% of Average Health stack. (Brittle)
Necromancer
Blight
Blight
Preflop Ability Phase
Flip a Coin. If heads, all opponents take 15% of their health pool in damage. If tails, all minions at your table take 30% of their health in damage.
Necromancer
Blood Oath
Blood Oath
Preflop Ability Phase
Minions you control gain health equal to 40% of your current health pool as well as 5% leech bonus.
Necromancer
Cursed Button
Cursed Button
Preflop Ability Phase
For the next 6 hands, whenever a player who possesses the button wins a hand, you leech 35% of that pot. Disabled heads up.
Necromancer
Curse Goblin Sapper
Curse Goblin Sapper
Preflop Ability Phase
End of hand, Sapper explodes dealing 10% of opponents health in damage. Winning the hand, opponents get Hex debuff for 6 hands.
Necromancer
Deal with the Devil
Deal with the Devil
Flop Ability Phase
Lose 30% of your health to regain 1 ability of your choice.
Necromancer
Death Toll
Death Toll
Preflop and UTG
All opponents who lose the current hands showdown take an additional 10% of the pot in damage. The total damage is added to the next hand's preflop pot.
Necromancer
Desecration
Desecration
Preflop Ability Phase
Target player has a random non Dragon minion under their control eliminated. You take 50% of their health.
Necromancer
Exorcism
Exorcism
Flop Ability Phase
Target opponent sits out for 3 hands and gains the Hexed debuff for 6 hands. Disabled heads up.
Necromancer
Feed an Army
Feed an Army
Preflop Ability Phase
For the next 12 hands, subtract your hero's leech percentage from any pots you win and divide it evenly among all minions you control.
Necromancer
Feign Death
Feign Death
Showdown
Shelter for 6 hands, 3 at the final table. Cannot use when heads up.
Necromancer
Flayed Skin
Flayed Skin
Flop and Turn Ability Phase
All opponents debuffs have their duration and effect doubled.
Necromancer
Hex Minions
Hex Minions
Preflop Ability Phase
All minions at your table gain the hexed debuff for 12 hands.
Necromancer
Inferno Pact
Inferno Pact
Preflop Ability Phase
Trade your healthiest Minion for a Demon with 200% average health pool.
Necromancer
March of the Undead
March of the Undead
Preflop Ability Phase
Any opponent in the event that loses a showdown to a minion you control in the next 14 hands gains the hexed debuff for 14 hands.
Necromancer
Mass Hex
Mass Hex
Preflop Ability Phase
All opponents gain the hexed debuff for the next cycle.
Necromancer
Murksight
Murksight
Flop Ability Phase
Opponents choose to either show both hole cards or get the Hex debuff for 8 hands.
Necromancer
New Recruit
New Recruit
Automatic
If you control 5 or less minions at the start of event, create an additional Demon minion under your control. (Brittle)
Necromancer
Omen
Omen
Flop Ability Phase
The target player gains the hexed debuff. In case of a showdown loss, they take an additional 25% of the pot in health damage.
Necromancer
Poison Nova
Poison Nova
Preflop and UTG
Straddle for free, any opponent folding preflop gains the poison debuff for 6 hands.
Necromancer
Remove Curse
Remove Curse
Flop and River Ability Phase
Remove any debuffs you and your minions have.
Necromancer
Replenish
Replenish
Showdown
Distribute double a pot you win evenly to all minions you control.
Necromancer
Spectral Shift
Spectral Shift
Flop Ability Phase
Get 2 new hole cards that are either Clubs or Spades.
Necromancer
Time of Madness
Time of Madness
River
Burn the board and replace all 5 cards with new ones.
Necromancer
Time of Uncertainty
Time of Uncertainty
Flop
All players discard their hole cards and draw two new ones.
Necromancer
Vampiric Touch
Vampiric Touch
Preflop and Flop Ability Phase
Target opponent takes 30% health pool damage, you leech half of that.
Necromancer
Vivify
Vivify
Preflop Ability Phase
Take 20% of your health pool in damage. Divide x3 that amount evenly among all minions you control.
Necromancer

Wizard

28 abilities
Amnesia
Amnesia
Preflop Ability Phase
One random hole card is face down to you for the cycle. Receive 50% extra health from any pots won during this period.
Wizard
Arcane Medicine
Arcane Medicine
Showdown
When losing a showdown, recover 60% of the pot in health. (Brittle)
Wizard
Astral Projection
Astral Projection
Preflop and UTG
Leave your body, allowing you to automatically call any bets the entire hand without costing yourself health.
Wizard
Blind
Blind
Post Flop and Turn Ability Phase
Opponents do not have the middle flop card revealed to them for the next 8 hands.
Wizard
Clone
Clone
Preflop Ability Phase
Before the final table, create an exact copy of target non Dragon minion, including health pool to take an open seat at any table in the event under your control.
Wizard
Counterspell
Counterspell
Prevention Effect
Negate the effect of any ability that causes damage to you or gives you a debuff.
Wizard
Darkness
Darkness
Flop Ability Phase
Turn and River card are dealt face down to the board for all opponents for 3 hands.
Wizard
Dispel Magic
Dispel Magic
Flop and River Ability Phase
Remove any debuffs on yourself and minions you control.
Wizard
Fireball
Fireball
Preflop Ability Phase
Target opponent takes 30% of their health pool in damage and gains the Burning ongoing state until they win a pot.
Wizard
Fiery Goblin Sapper
Fiery Goblin Sapper
Preflop Ability Phase
End of hand, Sapper explodes dealing 20% of opponents health in damage. Winning the hand, opponents get Burning debuff for 6 hands.
Wizard
Foresight
Foresight
Flop Ability Phase
The turn card will be revealed to you on the flop for the next 8 hands.
Wizard
Identify
Identify
Preflop Ability Phase
A random hole card from each opponent is revealed to you for 4 hands.
Wizard
Illusion
Illusion
River Ability Phase
Replace the river card with the top card of the deck.
Wizard
Immolation
Immolation
Preflop Ability Phase
All opponents at the table receive the burning state for 9 hands.
Wizard
Mass Charm
Mass Charm
Preflop and River Ability Phase
For 9 hands, you receive leech for any pots won by minions at your table instead of the minions owner.
Wizard
Mass Transmutation
Mass Transmutation
Turn Ability Phase
All players at the table discard 1 hole card at random, and draw a replacement.
Wizard
Obfuscate
Obfuscate
Preflop
Put 5% of your current health into the pot. Flop and Turn are dealt face down to opponents, and revealed the following street.
Wizard
Planar Curse
Planar Curse
Preflop Ability Phase
All opponents have one random hole card unrevealed to them for the next 4 hands.
Wizard
Pyrotechnics
Pyrotechnics
Triggered
Make a pot sized raise. Any player calling receives the burning state until they win a hand.
Wizard
Ray of Frost
Ray of Frost
Preflop Ability Phase
Opponents at your table give you all their leech from their Minions for 8 hands.
Wizard
Sleep
Sleep
Preflop Ability Phase
All minions controlled by opponents sit out for the 6 hands and gain burning state.
Wizard
Temporal displacement
Temporal displacement
Flop Ability Phase
You and all bets you have made so far are removed from the hand. Next hand your previous bets are added to the starting pot.
Wizard
Time Warp
Time Warp
Flop Ability Phase
If you have previously folded you may re-enter the hand by paying all missed bets. Deactivated if cards are turned up.
Wizard
Transmute Self
Transmute Self
Turn and River Ability Phase
Discard your hole cards. Draw two new hole cards.
Wizard
Trial by Fire
Trial by Fire
Flop Ability Phase
Opponents choose to either show both hole cards or get the Burning debuff for 8 hands.
Wizard
Visually Impaired
Visually Impaired
Preflop
The Middle flop card, and the Turn Card are not revealed to all opponents for 5 hands.
Wizard
Wheel of Fortune
Wheel of Fortune
Flop Ability Phase
Reactive two random exhausted abilities. (Brittle)
Wizard
Wildfire
Wildfire
Preflop Ability Phase
Target gains burning debuff for 9 hands, players adjacent to them also catch fire for 6 hands.
Wizard

Druid

26 abilities
Barkskin
Barkskin
Triggered
When losing at showdown, heal 35% of the pot lost in health. (Brittle)
Druid
Bear Form
Bear Form
Preflop and UTG
Raise the big blind 200% without costing yourself health.
Druid
Bountiful Feast
Bountiful Feast
Preflop Ability Phase
Leech 50% of each minion you controls health pool.
Druid
Confusion
Confusion
Flop Ability Phase
Target opponent's next betting action is randomly selected from Check, Call, Minimum Raise or Fold.
Druid
Cycle of Life
Cycle of Life
Triggered
If you eliminate a minion, revive a minion you control that was previously eliminated with 75% of average health pools.
Druid
Domestication
Domestication
Preflop Ability Phase
Gain control of target non Dragon minion with less health than you.
Druid
Forest Dwellers
Forest Dwellers
Preflop Ability Phase
All minions you control gain the Healing Buff for 9 hands.
Druid
Forrest Blessing
Forrest Blessing
Preflop Ability Phase
All minions under your control are healed for 25% of your health pool.
Druid
Guided Arrow
Guided Arrow
Preflop and River Ability Phase
Target opponent takes 10% of their health pool in damage and gains the poison debuff.
Druid
Hibernate
Hibernate
Flop Ability Phase
Shelter for 4 hands, 3 at the final table. Cannot use when heads up. (Brittle)
Druid
Hidden Den
Hidden Den
Flop Ability Phase
Remove 25% of your health pool for the remainder of the hand. Regain it after showdown.
Druid
Nature Affinity
Nature Affinity
Automatic
At the start of event, all minions you control gain +25% starting health and +5% minion leech.
Druid
Nature's Ally
Nature's Ally
Preflop Ability Phase
Trade your weakest Minion for a Bear with 150% average health pool.
Druid
Nature's Bounty
Nature's Bounty
Preflop and UTG
Call the Big Blind, for every call or raise you gain 1 BB free.
Druid
Noxious Goblin Sapper
Noxious Goblin Sapper
Preflop Ability Phase
End of hand, Sapper explodes dealing 10% of opponents health in damage. Winning the hand, opponents get Poison debuff for 6 hands.
Druid
Predator's Roar
Predator's Roar
Flop Ability Phase
Minions that are not all in fold their hands and surrender you 15% of their health.
Druid
Reconstruct
Reconstruct
Ability Phase
Destroy the Turn card and replace it with the next card in the deck.
Druid
Regrowth
Regrowth
Flop Ability Phase
Reactivate target exhausted ability. (Brittle)
Druid
Rekindle the Spark
Rekindle the Spark
Turn Ability Phase
If you have previously folded you may re-enter the hand by paying all missed bets. Deactivated if cards are turned up.
Druid
Robust Immunity
Robust Immunity
Flop and River Ability Phase
Remove all debuffs from yourself and minions you control.
Druid
Rust
Rust
Preflop Ability Phase
Destroy Random Equipment target opponent controls.
Druid
Soulbound
Soulbound
Preflop Ability Phase
Bind your fate to another player for 3 hands. 50% of their gains and losses is mirrored to you. Deactivates when heads up.
Druid
Stone Shaper
Stone Shaper
River Ability Phase
Destroy the River card and replace it with the next card in the deck.
Druid
The Path is Clear
The Path is Clear
Flop Ability Phase
Sit out betting for the rest of the hand while still being eligible to win the entire pot.
Druid
Thorns
Thorns
Triggered
If you lost at showdown, winning opponent takes 50% of the pot in health damage and gains bleeding for 6 hands.
Druid
Truth Serum
Truth Serum
Flop Ability Phase
Opponents choose to either show both hole cards or get the Poison debuff for 8 hands.
Druid

Ranger

31 abilities
Anchor Trap
Anchor Trap
Trap
When heads up, 3x raise your opponent, they are forced to call.
Ranger
Animal Companion
Animal Companion
Automatic
If you control 5 or less minions at the start of the event, create a bear minion under your control. (Brittle)
Ranger
Bait
Bait
Preflop Ability Phase
The next hand, player two spaces to your right gains the button. Anyone who raises your big blind and does not win the hand takes damage equal to the final pot.
Ranger
Bleed
Bleed
Preflop Ability Phase
Target opponent receives the bleeding debuff for 12 hands, everyone else gets the bleeding debuff for 4 hands.
Ranger
Blood Offering
Blood Offering
Flop Ability Phase
Opponents choose to either show both hole cards or get the Heavy Bleeding debuff for 6 hands.
Ranger
Bloody Arrow
Bloody Arrow
Triggered
Make a raise, any opponent that does not fold receives the bleeding debuff for 12 hands.
Ranger
Bloody Goblin Sapper
Bloody Goblin Sapper
Preflop Ability Phase
End of hand, Sapper explodes dealing 10% of opponents health in damage. Winning the hand, opponents get Bleeding debuff for 8 hands.
Ranger
Decoy Trap
Decoy Trap
Trap
If you lose a showdown, heal for 75% of your bets in the hand. (Brittle)
Ranger
Feign Injury
Feign Injury
Flop Ability Phase
Half of your health pool is exiled for the remainder of the hand.
Ranger
Fickle Nature
Fickle Nature
River Ability Phase
Steal any sheltering buffs, whatever duration is left add an additional 2 hands and double the healing bonus.
Ranger
Find Shelter
Find Shelter
Flop Ability Phase
Shelter for 6 hands, 3 at the final table. Cannot use when heads up. (Brittle)
Ranger
Guerilla Tactics
Guerilla Tactics
Post Flop Ability Phase
Pay 10% of the pot into the pot. Fold your hand. All money you invested in the pot to this point is removed and added to the following hand's pot preflop. If you win this pot, you win 200%.
Ranger
Hemorrhage
Hemorrhage
Preflop Ability Phase
Target player and the players to the left and right get the bleeding debuff for 6 hands.
Ranger
Herbal Remedies
Herbal Remedies
Flop and River Ability Phase
Remove any debuffs on your Hero.
Ranger
Marked Prey
Marked Prey
Flop Ability Phase
Target opponent gains the Omen debuff (additional 25% showdown loss) for 6 hands.
Ranger
Mud Trap
Mud Trap
Flop Ability Phase
If you have previously folded you may re-enter the hand by paying 25% of the entire pot. Deactivated if cards are turned up.
Ranger
Natural Recovery
Natural Recovery
Showdown
Receive 200% of the pot when winning heads up with a minion.
Ranger
Pitfall Trap
Pitfall Trap
Trap
All opponents who call your raise take 35% of the pot in health damage.
Ranger
Plague
Plague
Flop Ability Phase
Target opponent who has debuffs on them, apply 1 randomly to everyone else at the table at 50% the duration and damage.
Ranger
Poaching
Poaching
Preflop Ability Phase
Destroy Target Minion that has less than 50% of your health pool. Receive 1070% of their health pool.
Ranger
Pressure Plate
Pressure Plate
Preflop and UTG
Straddle for free, anyone folding gets 4% of their health.
Ranger
Rain Arrows
Rain Arrows
Preflop and UTG
Straddle for free, any opponent folding preflop gains the bleeding debuff for a cycle.
Ranger
Root
Root
Postflop and UTG
Make a 400% bet and force the next player to call.
Ranger
Scent of Blood
Scent of Blood
Flop Ability Phase
100% damage increase and duration increase to all active bleed debuffs at the table.
Ranger
Shadow Trap
Shadow Trap
River Ability Phase
Choose an opponent post flop still in the hand. If they don't win the hand then you can reactivate 1 ability of your choice.
Ranger
Smoke Trap
Smoke Trap
Trap
Fold to any bet and recover all health previously invested in the pot.
Ranger
Spellslick Trap
Spellslick Trap
Trap
The controller of any ability that damages you, receives 150% of that damage instead.
Ranger
Stun Shot
Stun Shot
Triggered
Call up to a 3x bet for free and prevent opponents from raising for the rest of the hand.
Ranger
Tiger Form
Tiger Form
Preflop and UTG
Raise the Big Blind 200% without costing yourself health.
Ranger
Venom Arrow
Venom Arrow
Preflop and River Ability Phase
Target opponent takes 20% of their health pool in damage and gains the poison debuff for 6 hands.
Ranger
Veterinary Skill
Veterinary Skill
Activated
Minions you control gain the Healing buff for 12 hands.
Ranger

Equipment Glossary

68 items available to equip

Ankh Necklace
Ankh Necklace
20% chance to collect 12% of any pot you go to the flop in.
Antidote Potion
Antidote Potion
Bolstered: When you possess the button, 10% chance to remove all debuffs on you and all minions you control.
Base Defense
Base Defense
Bolstered: 8% chance when you are in the Big Blind no one can raise Preflop.
Blackjack
Blackjack
Winning at showdown with AT, AJ, AQ or AK gives you a 65% chance to reactivate a previously used random ability.
Blindfold
Blindfold
13% of hands your hole cards are face down. Win an extra 100% of the pot in health.
Broadsword
Broadsword
Eliminating a Minion at showdown gives you a 50% chance to spawn a Vampire Bat with 40% Avg chip stack. Takes that seat.
Buckler
Buckler
7% Chance for a free straddle.
Caltrops
Caltrops
Opponents beating you in a Showdown gain the bleeding debuff for a cycle. Deactivated with 2 players left. Doesn't stack.
Collection Plate
Collection Plate
3% chance all players pay an additional ante directly to you preflop.
Crystal Ball
Crystal Ball
7% chance preflop to reveal all hole cards of opponents. Only visible to you.
Cursed Pentagram
Cursed Pentagram
Opponents beating you at Showdown gain the hex debuff for 2 hands. Deactivated heads up. Doesn't stack.
Cursed Ring
Cursed Ring
Gives you 8% of an average health stack every time you are on the button, but makes you sit out. Disabled 3 or less players.
Dagger
Dagger
+10% Pickpocket.
Demonic Gauntlet
Demonic Gauntlet
Hex everyone for 1 hand, but nothing can extend it or increase the damage. This does not stack.
Dragon Skull
Dragon Skull
When all-in, breath fire causing the burning debuff to anyone who folds, until they win a hand. Deactivated when heads up. Does not stack.
Dragon Tooth Talisman
Dragon Tooth Talisman
Knocking out a human gives you a 60% chance to reactivate a random ability.
Energy Shield
Energy Shield
50% chance to absorb any direct damage or debuffs that come from equipment.
Eye of Foresight
Eye of Foresight
30% chance to see the first card of the flop, pre-flop.
Family Heirlooms
Family Heirlooms
If an ability from an opponent caused you to discard hole cards this turn, you have the choice to keep the new cards or discard and return old cards.
Fishing Pole
Fishing Pole
20% chance per hand to heal minions you control for 12% of average health pools.
Gorgon Leash
Gorgon Leash
If you have 5 or less minions at start of event, create a Gorgon under your control as well.
Great Axe
Great Axe
20% extra health earned in a showdown win vs minions, 10% vs players.
Great Hammer
Great Hammer
Deal 20% of pots won in showdown in health damage to minions losing showdown. 10% vs players.
Healing Potion
Healing Potion
One Time use: When ending a hand under 25% of starting health pool, recover 25% of average health pools.
Jeweler's Loupe
Jeweler's Loupe
Steal 3% of the pot if there's at least 2 diamonds on the flop.
Kite Shield
Kite Shield
Bolstered: 9% chance for a free small blind.
Lockpicks
Lockpicks
4% chance to steal all antes preflop.
Longbow
Longbow
Bolstered: 5% chance when possessing button to deal 10% of your health pool in damage to all opponents.
Lucky Dice
Lucky Dice
Winning with 7-2 hole cards gives 250% the pot in health before showdown or 1000% after showdown.
Marked Cards
Marked Cards
75% chance preflop to see the flop if you have a pocket pair.
Midas Crown
Midas Crown
Winning showdowns with a Straight or better wins an extra 40% of the pot in health.
Necronomicon
Necronomicon
+40% starting health for all your minions.
Phoenix Ashes
Phoenix Ashes
When ending a hand with 0 health, heal for 60% of an average health pool, however you lose all your equipment.
Platemail Breastplate
Platemail Breastplate
+30% Starting Health, +5% for each additional Platemail.
Platemail Gauntlets
Platemail Gauntlets
+25% Starting Health.
Platemail Helm
Platemail Helm
+25% Starting Health.
Platemail Leggings
Platemail Leggings
+25% Starting Health.
Prayer Beads
Prayer Beads
Heal 3% of an average health pool if there's at least 2 hearts on the flop.
Quicksilver Mirror
Quicksilver Mirror
25% chance any debuff applied to you from an ability controlled by another player is also applied to that ability's controller instead.
Raven's Eye Amulet
Raven's Eye Amulet
40% chance the Turn card is revealed to you after the flop.
Ring of Regeneration
Ring of Regeneration
Gain 5% of average health pools when you possess the button, deactivated when heads up. 5% chance to remove all debuffs.
Round of Drinks
Round of Drinks
12% chance to win 15% of any pot won by the player to your immediate left and right. Disabled when heads up.
Short Bow
Short Bow
50% chance when you have the button to deal 10% of your health pool damage to the player with the highest health.
Silken Gloves
Silken Gloves
+20% Starting health and -1 duration to any debuffs on you.
Silken Hat
Silken Hat
+10% Starting health and -3 duration to any debuffs on you.
Silken Pants
Silken Pants
+15% Starting health and -2 duration to any debuffs on you.
Silken Robe
Silken Robe
+5% Starting health and -4 duration to debuffs on you.
Sleep Potion
Sleep Potion
One time use: When ending a hand under 30% of the average health pool, shelter and gain healing buff for 5 hands, 3 at the final table. Cannot be used when heads up.
Smoke Bomb
Smoke Bomb
One time use: Ending a hand with 0 health, instead of being eliminated pick pocket 5%-20% of the pot.
Spellbook
Spellbook
Bolstered: When you possess the button, 3% chance to reactivate a random ability you have used already this event.
Spiked Collar
Spiked Collar
+25% Leech to all minions you control. +10% of the total pots you win are distributed to your minions.
Spiked Tower Shield
Spiked Tower Shield
35% chance to make everyone call your Big Blind and you check. This can put them all in. (Bolstered)
Spyglass
Spyglass
13% chance to reveal a hole card of all opponents during preflop. Only visible to you.
Stables
Stables
+3 added to your Minion points.
Staff of Domination
Staff of Domination
+10% leech and +25% starting health to all minions you control.
Sticky Gloves
Sticky Gloves
Bolstered: 6% chance when you are on the button, you keep it again next hand.
Studded Leather Cap
Studded Leather Cap
+10% Starting health and +3 duration to all debuffs you inflict.
Studded Leather Chest
Studded Leather Chest
+20% Starting health and +1 duration, +1 duration for each additional Studded.
Studded Leather Gauntlets
Studded Leather Gauntlets
+5% Starting health and +4 duration to all debuffs you inflict.
Studded Leather Leggings
Studded Leather Leggings
15% Starting health and +2 duration to all debuffs you inflict.
Tent
Tent
When you possess the button, minions you control gain 12% of average health pools at the start of their next hand. Deactivated when heads up.
Torch
Torch
40% chance to have the River revealed to you on the Turn.
Tower Shield
Tower Shield
Bolstered: 6% Chance for a free big blind.
Vial of Poison
Vial of Poison
+4 duration to any Debuffs you inflict.
Wand of Decay
Wand of Decay
One time use: When winning a showdown against a minion, destroy that minion and absorb 100% of its health pool.
War Axe
War Axe
Damage all players 8% of an average health pool if there's at least 2 clubs on the flop.
War Drums
War Drums
Bolstered: 7% chance when you have the button no one but you can use abilities this turn.
Whetstone
Whetstone
+2% effect added to Debuffs you inflict.

Keywords

Core terms and mechanics used throughout the game

Bolstered
Multiply the % chance of activation by the number of opponents at the table.
Brittle
Can be used only 1 time per event. Once used, it is destroyed and nothing can bring it back.
Button
A marker indicating who the "dealer" is in the current hand. Typically the last person to act after the flop, giving them the best position.
Cycle
1 cycle = 6 hands.
Leech
The % your Minions will give to you in Health when they win a pot. e.g. if Leech is 25% and they win a 2000 Health pot, they leech 500 health to you.
Pickpocket
If you lose at showdown, you have a % chance to win that same % of the pot. All pickpocket %'s are cut by 50% if you are all in.
Straddle
A free blind bet made after posting the small and big blinds, but before cards are dealt. The straddler assumes the big blind's role as last to act preflop.
UTG
Under the Gun — the position to the immediate left of the big blind preflop. After the flop, the first person to act.
Warded
Warded Minions cannot be charmed, cloned, or domesticated. They are also immune to a Thief's Thuggery and Gaffle abilities.

Buffs & Debuffs

Status effects that alter gameplay for better or worse

▲ Buffs
Bonus Health
Temporary Health Bonus %.
Healing
Heal 5% of average health pools at the start of each hand.
Marching
Any opponent losing a showdown to a Minion with Marching gains the Hexed Debuff for 6 hands.
Protection
Allows the player to call bets without costing any health.
Shelter
Sit out. Don't pay blinds or antes. Gain the Healing Buff. Safe from direct damage but not from DOTs such as Bleed, Burning and Poison.
Sight
Cards from a future street or streets are revealed to you.
Strength
Bets you make cost opponents a % extra to call.
Stuck
Forced control of the button.
Win Bonus
Temporary % Bonus to Health won.
▼ Debuffs
Backwards
Button moves Counterclockwise. Table Debuff.
Baited
If you raise preflop and do not win the hand, you take 2× the final pot in health damage.
Bleeding
3% Health pool damage per hand.
Blinded
At least 1 card normally revealed is face down — either hole cards or the board.
Blocked
All leeching effects are prevented.
Burning
5% Health pool damage per hand until the target wins a hand.
Charmed
Under the control of someone other than the original owner.
Confused
Betting action is determined randomly from: Check, Call, Min Raise, or Fold.
Explosion
Damage caused by Goblin Sappers at the end of the hand.
Extorted
Any leech you generate is redirected to the caster of this effect.
Feed
The caster's leech % is split evenly among all of their minions instead of going to the caster.
Heavy Bleeding
All Bleed damage to all opponents is doubled for the next 6 hands.
Hexed
2% Health damage per hand. Damage is leeched by the player controlling the Hex.
Leeched
If the player with the button wins the hand, the caster of this effect leeches 10% of the pot.
Omen
The current hand's showdown loss incurs an additional 25% of health pool damage after pot resolution.
Poisoned
4% Health pool damage per hand. You cannot heal, leech, or gain health from anything other than winning pots.
Random
The button moves randomly. Table Debuff.
Revealed
A hole card is visible to opponents.
Silence
Unable to use abilities.
Sit Out
Forced to Check/Fold for X hands. Still required to post blinds.
Stall Rot
Timer at YELLOW = 20% chance. Timer at RED = 40% chance. Lasts 1 hand, deals 3% Bleed damage, cannot be countered.
Stunned
Unable to raise or lead out bet.
◆ Combo
Combo
A neutral buff/debuff with both positive and negative effects associated with it.