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Soulshards Tactcis - Cards | Grinning Demon Games
1
ALCHEMIST

I can move up to 3 spaces horizontally or vertically.

After I move, I can become injured to remove injured from an adjacent ally.

1
1
ALCHEMIST - INJURED

I can move 1 space horizontally or vertically.

After I move, I gain +1 Might until your next turn starts.

1
1
ARCHER

I can move 1 space diagonally.

I can attack enemies up to 4 spaces away.

2
1
ARCHER - INJURED

I cannot move.

I can attack enemies up to 3 spaces away.

1
3
BARD

I can move up to 3 spaces, each in any direction.

After I move, each adjacent ally gains +1 Might until your next turn starts.

1
3
BARD - INJURED

I can move 1 space in any direction.

After I move, I can cause an ally up to 3 spaces away to gain +1 Might until this turn ends and they attack.

1
8
CMDR ALDO

I can move up to 3 spaces diagonally with flight.

As your turn starts, I can cause an adjacent warrior to move 1 space.

2
8
CMDR ALDO - INJURED

I can move up to 3 spaces horizontally or vertically with flight.

After I am attacked, I can move.

5
8
CMDR RARIK

I can move up to 2 spaces, each in any direction.

After I move, I can injure an adjacent ally to gain Might equal to their Might until your next turn starts.

1
8
CMDR RARIK - INJURED

I can move up to 2 spaces in any direction.

After I move other than from this effect, I can move.

5
8
CMDR SYRA

I can move up to 3 spaces in any direction with flight.

After an ally becomes injured, I can move 1 space or place a portal in an adjacent space.

3
8
CMDR SYRA - INJURED

I can move up to 2 spaces in any direction with flight.

After an ally becomes injured, I can suffer -1 Might until your next turn ends to attack an enemy up to 2 spaces away.

4
8
DRAGON

I can move up to 4 spaces in any direction with flight.

After I move, if I am on rock terrain, I can remove that rock to attack an adjacent enemy.

3
8
DRAGON - INJURED

I can move up to 3 spaces in any direction with flight, then up to 1 space in any direction with flight.

Immediately after becoming injured, I can move or attack.

2
3
ELEMENTALIST

I can move up to 2 spaces in any direction or appear in a space with an allied portal.

After I move, I can place any terrain into up to 2 adjacent spaces.

2
3
ELEMENTALIST - INJURED

I can move 1 space in any direction or appear in a space with an allied portal.

After I move, I can place any terrain into up to 3 adjacent spaces.

1
1
IMPEDER

I can move up to 3 spaces in any direction.

Enemies adjacent to me cannot move.

0
1
IMPEDER - INJURED

I can move up to 2 spaces in any direction.

Enemies adjacent to me cannot move.

0
1
KNIGHT

I can move up to 3 spaces horizontally or vertically.

While it is not your turn, I gain +1 Might while I am adjacent to an ally

2
1
KNIGHT - INJURED

I can move up to 2 space horizontally or vertically.

Immediately after becoming injured, I can attack.

1
8
LEVIATHAN

I can move 1 space in any direction with swim or I can move anywhere in connected water.

After I move, I can move an adjacent enemy 1 space further away from me.

4
8
LEVIATHAN - INJURED

I can move anywhere in connected water.

After I move, I can place water in up to 3 adjacent spaces.

1
8
PHOENIX

I can move up to 3 spaces in any direction with flight.

After I move, place fire terrain in the space I came from.

3
8
PHOENIX - INJURED

I can move up to 4 spaces in any direction with flight.

After I move, if I am on a space of fire, remove that fire and remove my injury.

3
3
PUSHER

I can move up to 2 spaces vertically with jump and then 1 space horizontally with jump.

After I move other than from an ally effect, I can move an adjacent ally to a space adjacent to me.

2
3
PUSHER - INJURED

I can move up to 3 spaces vertically with jump and then 1 space horizontally with jump.

After I move, I can move an adjacent enemy to a space adjacent to me.

3
1
RAT SWARM

I can move up to 4 space diagonally with swim.

After I move, I can cause an adjacent enemy to be unable to attack until your next turn starts.

1
1
RAT SWARM - INJURED

I can move up to 2 space diagonally with swim.

After I move, I can cause an adjacent enemy to be unable to attack until your next turn starts.

1
1
SKIRMISHER

I can move up to 3 spaces in any direction with jump.

After I attack, I can move 1 space in any direction.

1
1
SKIRMISHER - INJURED

I can move up to 2 spaces in any direction with jump.

After I attack, I can move 1 space in any direction.

0
1
SLIME

I can move 1 space in any direction with swim.

After I move, I can remove any terrain from an adjacent space.

1
1
SLIME - INJURED

I can move 1 space in any direction with swim.

After I move, I can remove any terrain from an adjacent space.

0
3
TRICKSTER

I can move up to 2 spaces in any direction with flight.

After I move, I can place a portal in any space up to 3 spaces away.

2
3
TRICKSTER - INJURED

I can move 1 space in any direction with flight.

After I move, I can place a portal in any space up to 2 spaces away.

2
1
WARCAT

I can move up to 3 spaces in any direction with jump.

After I move, I can become injured to attack.

1
1
WARCAT - INJURED

I can move 1 space in any direction.

After I move, I gain +1 Might until this turn ends.

2
3
WARMAGE

I can move up to 3 spaces diagonally.

When an adjacent ally is attacked, I can become injured to negate the attack.

3
3
WARMAGE - INJURED

I can move 1 space diagonally.

I can attack enemies up to 3 spaces away.

After I move, I attack.

1
3
WYVERN

I can move up to 3 spaces in any direction with flight.

After I move, I can place wind terrain in up to 3 adjacent spaces.

3
3
WYVERN - INJURED

I can move up to 2 spaces in any direction with flight.

I can attack enemies up to 3 spaces away.

2




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