Spoiler List

HS1 - Highlander: Season 1 Core Set (Jan 2008)


Spoiler Lists: Core (HS1) - Season 2 (HS2) - Season 2 Exp(HS2e) -
The Gathering (HtG) - The Quickening (HtQ) - Search For Vengeance(HSFV) - Precon Decks - Promos - Quickenings
Beta Spoiler Lists: S1 - S2 - P1 - Q1
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 001 Upper Left Attack (R )     F       Basic Attack   1R   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 002 Upper Center Attack (E)     F       Basic Attack   1E   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 003 Upper Right Attack (T)     F       Basic Attack   1T   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 004 Middle Left Attack (S)     F       Basic Attack   1S   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 005 Thrust (A)     F       Basic Attack   1A   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. This attack does an additional point of damage
HS1 006 Middle Right Attack (R )     F       Basic Attack   1R   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 007 Lower Left Attack (E)     F       Basic Attack   1E   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 008 Lower Center Attack (T)     F       Basic Attack   1T   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 009 Lower Right Attack (S)     F       Basic Attack   1S   Grid If your opponent played a Power Blow last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow.
HS1 010 Upper Left Block (A)     F       Basic Block   1A   Grid You may make a Hard Exertion to make this block a Power Block
HS1 011 Upper Center Block (R )     F       Basic Block   1R   Grid You may make a Hard Exertion to make this block a Power Block
HS1 012 Upper Right Block (E)     F       Basic Block   1E   Grid You may make a Hard Exertion to make this block a Power Block
HS1 013 Lower Left Block (T)     F       Basic Block   1T   Grid You may make a Hard Exertion to make this block a Power Block
HS1 014 Lower Center Block (S)     F       Basic Block   1S   Grid You may make a Hard Exertion to make this block a Power Block
HS1 015 Lower Right Block (A)     F       Basic Block   1A   Grid You may make a Hard Exertion to make this block a Power Block
HS1 016 Focus     F       Edge   1E     Play during your May Do/Must Do Phase. Choose a Situation in play. For the remainder of your turn you may ignore the effects of that situation.
HS1 017 Investigation     F       Event   1R     Remove a Plot from play.
HS1 018 Police (Remove Sit)     F       Event   1E     Remove a Situation from play.
HS1 019 Darius     F       Event Immortal Ally 1E     You may include 1 card from another Persona in your deck. You may only play that card or put that card into play in conjunction with this card. You may play this card in conjunction with another Special card.
HS1 020 Season One: The Gathering     F       Plot   1T     The Gathering: Discard three cards from your hand when you play this card.
HS1 021 Season One: Eyewitness     F       Plot   1R     Eyewitness: You must have Season One: The Gathering in play to play this card. When this card comes into play, look at your opponent's hand.
HS1 022 Season One: The Hunters     F       Plot   1S     The Hunters: You must have Season One: The Gathering and Season One: Eyewitness in play to play this card. Your opponent must discard their hand at the beginning of their next turn and redraw. Remove all cards titled Season One you control from play.
HS1 023 Head Shot     F       Event   1S     Play in conjunction with an upper attack. That attack is now a Head Shot.
HS1 024 Misfortune     F       Event   1R     Remove an Object from play.
HS1 025 Lean and Mean     F       Edge         Your minimum deck size is decreased by one. Draw a card.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 026 Alertness (Block)     C       Edge   1S     Play in conjunction with a Block. That defense can now block attacks that cannot be blocked.
HS1 027 Alertness (Dodge)     C       Edge   1A     Play in conjunction with a Dodge. That defense can now dodge attacks that cannot be dodged.
HS1 028 Always the Last Place You Look     C       Edge   1R     Play during your May Do/Must Do Phase. Choose an Object in play. For the remainder of your turn, you may ignore the effects of that Object.
HS1 029 Antique Shop     U       Location   1R     Discard an Object from your hand to retrieve one Object from your Discard and put it in your hand.
HS1 030 Carl's Forest     U       Location   1T     Both players must make a Hard Exertion to play a Special Card.
HS1 031 Challenge     C       Event   1T     No Dodges may be played until the end of your next turn.
HS1 032 Detective Thomas Powell     R       Situation Mortal Ally 1E     MORTAL ALLY - Your opponent must discard a Plot to play a Plot.
HS1 033 Dirty Trick: Shove     C       Attack   1S   Grid Shove: This attack cannot be blocked. This attack does no damage. This attack cannot be a Power Blow. If this attack is successful, your opponent may only play Ranged Attacks during their next turn.
HS1 034 Dirty Trick: Tackle     C     2E Attack   1S   Grid This attack cannot be blocked. This attack does no damage. This attack cannot be a Power Blow. If this attack is successful, your opponent must makea Soft-Exertion for TTT or they are now Prone.
HS1 035 Dr Paul Wilder     C       Event Mortal Ally 1E     MORTAL ALLY - If your opponent gained Ability last turn, they lose two Ability.
HS1 036 Feint     C       Edge   1T     Play in conjunction with a Block defending a hidden attack. If that Block is successful, your opponent cannot play a defense from their hand against the first attack you play this turn.
HS1 037 Foiled     C       Edge   1R     Play during your May Do/Must Do Phase. Choose a Plot in play. For the remainder of your turn, you may ignore the effects of that Plot.
HS1 038 Get Away From It All     C       Event   1T     Remove a Location from play.
HS1 039 Guard (Lower)     C     2E Block   1T   Grid This is a Standing Defense.
HS1 040 Guard (Upper)     C     2E Block   1T   Grid This is a Standing Defense.
HS1 041 Guillotine   Text C       Object   1S     Discard this card from play to search your Discard for one card titled Head Shot and put it in your hand.
HS1 042 Henry the Lion Tamer     R       Event Mortal Ally 1E     MORTAL ALLY - You may only play this card if your opponent looked at your hand during their last turn. Reshuffle your hand into your Endurance and draw up to your Ability. You may play another Special Card this turn.
HS1 043 Holy Ground     R   3   Event   1R     Avoid all attacks this turn. Skip your Attack Phase. You lose two Ability.
HS1 044 Irish Pub     U     2E Location   1E     Before making an Exertion, announce one Attribute to become another Attribute until the end of that Exertion.
HS1 045 James Horton   Type, Subtype R   2 2E Situation Mortal Ally 1E     Name an Attribute. Your opponent takes three damage. They may make a Soft Exertion to prevent one damage for each of that Attribute found.
HS1 046 Lucky Block (Middle)     C       Block   1S   Grid If this Block is played from an Exertion, your opponent cannot play a defense from their hand against the first attack you play this turn.
HS1 047 Master Swordsman     R       Special Attack/Block   1M 1S 1T   Grid This card may be played as an Attack or Block. If played as a Block, it can be used from an Exertion. Choose one area on the attack grid for this to cover. This may be a Power Blow or Power Block without an Exertion.
HS1 048 Master's Dodge     R   2   Dodge   1M 2A   Grid You cannot make a Power Blow this turn.
HS1 049 Master's Domain     R   2   Event   1M 2R     Search your Endurance or Discard for a Location and put it into play.
HS1 050 Master's Endurance     R   2   Situation   1M 1S 1T     You may increase or decrease the size of your Hard Exertions by two.
HS1 051 Pistol (MC)   Hands, Text C   2   Ranged Attack   1R Hand Grid This attack may be played even if disarmed. This attack does 1 damage.
HS1 052 Quality Blade     U   1 2E Object Hilt 1T     Your maximum Ability is increased by one. Gain one ability.
HS1 053 Reconnaissance     C       Edge   1R     Play during you May Do/Must Do Phase. Choose a Location in play. For the remainder of your turn, you may ignore the effects of that Location.
HS1 054 Riposte     U       Edge   1T     Play in conjunction with a Block. Your first attack this turn may be played Hidden.
HS1 055 Sacrifice     U       Edge   1T     If you are forced to discard a card from your hand (even if the discard is random), you may discard this card. If your opponent discards this card from your hand during thier turn, they lose one Ability.
HS1 056 Slash (Lower)     C       Attack   1A   Grid This attack does one damage. This attack cannot be a Power Blow.
HS1 057 Slash (Center)     C       Attack   1A   Grid This attack does one damage. This attack cannot be a Power Blow.
HS1 058 Slash (Upper)     U   2   Attack   1S   Grid This attack cannot be a Power Blow.
HS1 059 Sulphur Plant     U     2E Location   1T     If a player makes an Exertion for a Power Blow or Power Block and there is no T in that Exertion, that player is Prone.
HS1 060 The Circus     U     2E Location   1A     During their May Do/Must Do Phase, each player may make a Soft Exertion for AAA. If successful, they may retrieve one Dodge from their Discard and place it in their hand.
HS1 061 Dawn of Time     R     2E Event   1M 1A 1S 1T 1E 1R     This card's Attributes do not count toward your deck construction limit. You may discard up to three cards from your hand.
HS1 062 The Scalper     U   2   Situation Mortal Ally 1E     During your May Do/Must Do Phase, you must remove one Situation: Ally from play
HS1 063 The Sea Witch     U       Location   1T     During each player's May Do/Must Do Phase, they must drop all Standing Defenses.
HS1 064 Up And At 'Em     C       Event   1T     You may only play this card if you are Prone. You regain your feet.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 065 Cleave (Middle) Great Sword   U       Special Attack   1S   Grid This attack may be played after an Evade: Back Away.
HS1 066 Cleave (Center) Great Sword   U       Special Attack   1S   Grid This attack may be played after an Evade: Back Away.
HS1 067 Collateral Damage Great Sword   R       Event   1S     Play in conjunction with a Power Blow. If your opponent successfully dodges this attack, during your next turn you may remove one Object, Situation, Plot, or Location from play.
HS1 068 Hack (MC-MR) Great Sword   C       Attack   1S   Grid  
HS1 069 Hack (ML-MC) Great Sword   C       Attack   1S   Grid  
HS1 070 Master of the Great Sword Great Sword   R   2   Situation   1M 2T     If you play a Power Blow, your opponent may not make a free hidden attack on their next turn. This is a Standing Defense.
HS1 071 Sweeping Block (Left) Great Sword   C       Block   1T   Grid This defense may be a Power Block without an Exertion.
HS1 072 Sweeping Block (Right) Great Sword   C       Block   1T   Grid This defense may be a Power Block without an Exertion.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 073 Two-Handed Stance Katana   U       Situation   1S Hand   You may make a 0-card Hard Exertion to make a Basic Block a Power Block. This is a Standing Defense.
HS1 074 Combination Katana   U       Event   1R     You may play an additional attack this turn. If that attack is a Slash, it does an additional point of damage.
HS1 075 Lightning Strike Katana   R   4   Attack   1T Hand Grid This attack does one damage. This attack cannot be a Power Blow. Your opponent may not play a dodge from their hand to defend against this attack.
HS1 076 Guard (Lower) Katana   C     2E Block   1T Hand Grid You may play this defense in conjunction with another Guard. If you do, they form one defense. During your May Do/Must Do Phase, you must discard two defenses from your hand or drop this Guard. This is a Standing Defense.
HS1 077 Master of the Katana Katana   R   2   Situation   1M 1T 1R     You may attack to areas covered by a Guard you have in play without dropping the Guard. This is a Standing Defense.
HS1 078 Guard (Upper) Katana   C     2E Block   1T Hand Grid You may play this defense in conjunction with another Guard. If you do, they form one defense. During your May Do/Must Do Phase, you must discard two defenses from your hand or drop this Guard. This is a Standing Defense.
HS1 079 Slash (UL-LR) Katana   C   2   Attack   1A   Grid This attack does one damage. This attack cannot be a Power Blow.
HS1 080 Slash (LL-UR) Katana   C   2   Attack   1A   Grid This attack does one damage. This attack cannot be a Power Blow.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 081 Bleeding Wound Kris   U   2   Situation   1S     You may only play this card if you played a successful attack last turn. Your opponent cannot draw any cards during their turn. Remove this card if your opponent has five or fewer cards left in their Hand.
HS1 082 Expert Thrust Kris   R   2   Special Attack   1S   Grid This attack cannot be blocked or dodged. This attack does one damage.
HS1 083 Internal Bleeding Kris   U   2   Situation   1S     You may only playthis card if you played a successful attack last turn. Your opponent is Prone. If this card is removed from play, your opponent regains their feet. Remove this card from play if your opponent successfully regains their feet.
HS1 084 Master of the Kris Kris   U   2   Situation   1M 2T     If the Last defense you played this turn was a successful Block and your first attack played this turn is a Stab, choose one: That Stab cannot be blocked; or that Stab cannot be dodged. This is a Standing Defense.
HS1 085 Parry (Left) Kris Type C       Block   1T   Grid You may attack to areas you just blocked this turn.
HS1 086 Parry (Right) Kris Type C       Block   1T   Grid You may attack to areas you just blocked this turn.
HS1 087 Stab (ML) Kris   C       Attack   1S   Grid This attack does one damage. This attack cannot be a Power Blow. Choose one: this attack cannot be blocked; or this attack cannot be dodged.
HS1 088 Stab (MR) Kris   C       Attack   1S   Grid This attack does one damage. This attack cannot be a Power Blow. Choose one: this attack cannot be blocked; or this attack cannot be dodged.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 089 Combination Rapier   U       Event   1A     You may play an additional attack this turn. All Basic Attacks you play this turn deal an additional point of damage.
HS1 090 Flashing Blades Rapier   R   4   Event   1A     You may play an additional attack this turn. Defenses will not block or avoid multiple attacks you play this turn.
HS1 091 Master of Rapier Rapier   R   2   Situation   1M 1A 1R     Dodges will not avoid multiple attacks you play. This is a standing Defense.
HS1 092 Quick Parry (LL) Rapier   C       Block   1A   Grid Retrieve one Basic Attack from your Discard and put it in your Hand.
HS1 093 Quick Parry (LR) Rapier   C       Block   1A   Grid Retrieve one Basic Attack from your Discard and put it in your Hand.
HS1 094 Slice (UL-MC) Rapier   C       Attack   1A   Grid If the next attack you play this turn is a Slice, that attack cannot be dodged. This attack cannot be a Power Blow.
HS1 095 Slice (UR-MC) Rapier   C       Attack   1A   Grid If the next attack you play this turn is a Slice, that attack cannot be dodged. This attack cannot be a Power Blow.
HS1 096 Swashbuckler Rapier   U     2E Situation   1A     If the last defense you played this turn was a Dodge, you may play and additional attack this turn. This is a Standing Defense.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 097 Combination Sabre   U       Event   1R     You may play an additional attack this turn. This additional attack may be played hidden.
HS1 098 Cutting Edge Sabre   U       Edge   1R     Play in conjunction with an attack. If your opponent successfully blocks this attack, they must discard all cards from their hand with the same title as the block they used to defend this attack.
HS1 099 Fleche Sabre   R   4   Attack   1R   Grid This attack cannot be a Power Blow. If this attack is played hidden, it cannot be dodged.
HS1 100 Master of the Sabre Sabre   R   2   Situation   1M 2R     If your opponent successfully defends one of your hidden attacks, you may return one of that attack to your hand during your next Sweep Phase. This is a Standing Defense.
HS1 101 Riposte (UL) Sabre   C       Block   1T   Grid Your first attack this turn may be played hidden.
HS1 102 Riposte (UR) Sabre   C       Block   1T   Grid Your first attack this turn may be played hidden.
HS1 103 Slash (Left) Sabre   C       Attack   1S   Grid This attack cannot be a Power Blow.
HS1 104 Slash (Right) Sabre   C       Attack   1S   Grid This attack cannot be a Power Blow.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 105 Counter Attack (ML) Single-Handed Broadsword   C       Attack   1A   Grid If your opponent played a Power Blow last turn, this attack does an additional point of damage.
HS1 106 Counter Attack (MR) Single-Handed Broadsword   C       Attack   1A   Grid If your opponent played a Power Blow last turn, this attack does an additional point of damage.
HS1 107 Master of the Broadsword Single-Handed Broadsword   R   2 2E Situation   1M 1T 1R     Neither player may play Power Blows. Both Players must make a Hard Exertion to play an Evade from their hand. This is a Standing Defense.
HS1 108 Pommel Blow (UR) Single-Handed Broadsword   U   2   Special Attack   1R   Grid This attack cannot be blocked and does 0 damage. If this attack is successful, your opponent must discard three cards from their hand.
HS1 109 Pommel Blow (UL) Single-Handed Broadsword   U   2   Special Attack   1R   Grid This attack cannot be blocked and does 0 damage. If this attack is successful, your opponent must discard three cards from their hand.
HS1 110 Quick Parry (UL) Single-Handed Broadsword   C       Block   1A   Grid Retrieve one Basic Attack from your Discard and put it in your Hand.
HS1 111 Quick Parry (UR) Single-Handed Broadsword   C       Block   1A   Grid Retrieve one Basic Attack from your Discard and put it in your Hand.
HS1 112 Weapon Lock Single-Handed Broadsword Type R   4   Edge   1A     Play in conjunction with a Block. Retrieve up to three Basic Attacks from your Discard and put them in your hand. You may not play any attacks this turn.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 113 St Anne's Broadsword Amanda   R Sig 2   Object Hilt 1R     You may only include this card in your deck if you are using the Single-Handed Broadsword Weapon of Choice. Your Pommel Blows do an additional point of damage.
HS1 114 Charm Amanda   U Res     Event   1E     You may only play this card if your opponent did not play an attack last turn. While this card is in play, your opponent is Prone.
HS1 115 Counter: Jump Amanda   U     2E Dodge Jump 1A   Grid Your next attack this turn may be played Hidden.
HS1 116 Counter: Duck Amanda   U     2E Dodge Duck 1A   Grid Your next attack this turn may be played Hidden.
HS1 117 Distract Amanda   R Res   2E Dodge   1E   Grid  
HS1 118 Evade: Escape Amanda   C     2E Dodge Escape 1A   Grid You lose one attack this turn.
HS1 119 Extra Shot Amanda   C       Event   1E     You may play an additional attack this turn. Your opponent must discard a card from their hand for each attack you play this turn.
HS1 120 Lady And . . . Amanda   R Sig 2   Plot   1R     Whenever you discard an attack from your hand, you may draw a card.
HS1 121 Master Thief Amanda   R Res 4   Event   1M 1A 1E     Name a card. All opponents must discard any card with that title from their hand.
HS1 122 Master's Dodge Amanda   R Sig 1   Dodge   1M 2A   Grid You may play this card from your Discard as if it were from your Hand. If you do, remove this card from the game during your next Sweep Phase.
HS1 123 Pickpocket Amanda   C       Special Attack   1A   Grid This attack cannot be blocked and does 0 damage. If successful, you may look at your opponent's hand and discard one card found there. If that card is an Object, you may instead put it into play under your control.
HS1 124 Seduce Amanda   R Res 3 2E Event   1E     Play in conjunction with an attack. That attack cannot be blocked or dodged.
HS1 125 Steal Amanda   U Res   2E Event   1R     Look at your opponent's hand and discard one card found there.
HS1 126 Stolen Quickening Amanda   R Sig 2   Situation   1R     When this card enters play choose a Quickening in your opponent's Pre-Game. This card duplicates the effects of that Quickening.
HS1 127 Trip Amanda   C       Event   1A     Remove all Standing Defenses your opponent has in play. Dodges will not avoid multiple attacks you play this turn.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 128 Different Vintage Clan MacLeod   R Sig 2   Situation   1E     If you are Duncan MacLeod, you may increase or decrease the size of a Hard Exertion your opponent makes by one for each Ally you have in play (to a maximum of three). If you are Connor MacLeod, you may increase or decrease the size of a Hard Exertion you make by one for each Ally you have in play.
HS1 129 Duncan MacLeod Connor MacLeod Subtitle U Res 2 2E Situation Immortal Ally 1E     You may not play this card if your opponent is Duncan MacLeod. You may discard one E to play a Basic Block againnst an attack that cannot be blocked.
HS1 130 Combination Duncan MacLeod   C       Event   1E     You may play an additional attack this turn for each Ally you have in play.
HS1 131 Connor MacLeod Duncan MacLeod   U Res 2 2E Situation Immortal Ally 1E     You may not play this card if your opponent is Connor MacLeod. If your opponent forces you to discard cards from your hand, you may discard one E to ignore that effect.
HS1 132 Counter: Duck Duncan MacLeod   U     2E Dodge Duck 1A   Grid You may play Special Attacks from an Exertion this turn.
HS1 133 Dragon-Head Hilt Duncan MacLeod   R Sig 2   Object Hilt 1T     You may only include this card in your deck if you are using the Katana Weapon of Choice. Your Non-Special Attacks that cover more than one grid do an additional point of damage.
HS1 134 Evade Duncan MacLeod   C     2E Dodge   1A   Grid You lose one attack this turn.
HS1 135 Honor Bound Clan MacLeod   U Sig 4   Event   1E     You may only play this card if your opponent did not play an attack last turn. Retrieve up to three Basic Attacks or Basic Blocks from your Discard and place them into your hand. You may not attack this turn.
HS1 136 Hugh Fitzcairn Duncan MacLeod   U Res 4   Situation Immortal Ally 1E     You may not play this card if your opponent is Hugh Fitzcairn. If your opponent played an Event that prevented damage or avoided and attack during their last turn, you may return one attack you have in play to your hand before your Sweep Phase this turn.
HS1 137 Killer Precision Duncan MacLeod   R Res 1 2E Special Attack   1S   Grid This attack cannot be blocked or dodged. This attack does three damage.
HS1 138 Leg Sweep Duncan MacLeod   C       Special Attack   1A   Grid You may play this attack even if you are Disarmed. This attack cannot be blocked and does 0 damage. You may play an additional attack this turn. If this attack is successful, your next attack cannot be dodged.
HS1 139 Master's Block Duncan MacLeod   R Res 2 2E Block   1M 2T   Grid Your first attack this turn cannot be dodged. You may attack to areas you just blocked this turn.
HS1 140 Master's Head Shot Duncan MacLeod   R Sig 2 2E Attack   1M 2S   Grid If the last defense you played this turn was a Counter: Jump, this attack cannot be blocked. If you did not play a Special Card this turn, this attack is also a Head Shot.
HS1 141 Richie Ryan Duncan MacLeod   U Res 4 2E Situation Mortal Ally 1E     You may not play this card if your opponent is Richie Ryan. Your opponent may not remove any of your other Mortal Allies. If your opponent removes this card from play, search your Endurance for an Immortal Ally titled Richie Ryan and put it into play. You may only have one Richie Ryan in play.
HS1 142 Tessa Noel Duncan MacLeod   R Res 2 2E Situation Mortal Ally 1E     You may make a Soft Exertion for E E. If successful, gain one ability. If Tessa Noel leaves play, lose one Ability.
HS1 143 The Highlander Clan MacLeod   R Sig 2   Plot   1R     At the beginning of your turn, you may draw two cards.
HS1 144 Trip Duncan MacLeod   C       Event   1A     Remove all Standing Defenses your opponent has in play. Dodges will not avoid multiple attacks you play this turn.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 145 Blackheart Felice Martin   U Res     Edge   1E     If you do not look at your opponent's hand during your turn, play in conjunction with an attack. If that attack is successful, your opponent cannot draw any cards during their next Draw/Discard Phase.
HS1 146 Evade: Duck Felice Martin   U       Dodge Duck 1E   Grid You may not play an upper attack this turn.
HS1 147 Evade: Escape Felice Martin   C       Dodge Escape 1A   Grid You lose one attack this turn.
HS1 148 Extra Shot Felice Martin   C       Event   1S     You may play an additional attack this turn. Before playing that attack, you may look at your opponent's hand.
HS1 149 Forgery Felice Martin   R Res 2   Object   1R     During your May Do/Must Do Phase, choose an Object in play. Forgery duplicates the title, text, and effects of that Object until the beginning of your next turn. You may only have one Forgery in play.
HS1 150 Free Fall Felice Martin   R Sig 2   Plot   1A     Your opponent cannot draw any cards before their Draw/Discard Phase.
HS1 151 Masamune Felice Martin   R Sig 2   Object Hilt 1S     You may include this card in your deck if you are using the Katana Weapon of Choice. Once per turn, before playing a nonhidden Basic Attack, you may discard a defense from your hand to add an additional adjoining grid to that attack.
HS1 152 Master Seductress Felice Martin   R Res 2   Event   1M 2E     Look at your opponent's hand. You may play one Ally found there even is that Ally is a Special Card.
HS1 153 Master's Advice Felice Martin   R Res 2   Situation   1M 2E     Your maximum ability is increased by two. While this card is in play, your current Ability is increased by two. You may only have one Master's Advice in play.
HS1 154 Master's Deception Felice Martin   R Res 2   Event   1M 1E 1R     Choose a card type. Your opponent must discard all cards that match the chosen card type.
HS1 155 Over-Aggressive Maneuver Felice Martin   C       Special Attack   1S   Grid Discard a defense from your hand. Choose one area on the attack grid for this attack to cover.
HS1 156 Power Trip: Lure Felice Martin   U Res     Plot   1R     You may play an additional attack this turn. You may have multiple Power Trip: Lure's in play.
HS1 157 Power Trip: True Colors Felice Martin   U       Plot   1R     You must have Power Trip: Lure in play to play this cards. During your opponent's next May Do/Must Do Phase, your opponent loses one Ability for each Power Trip removed from play this turn. Remove all cards titled Power Trip from play.
HS1 158 Trip Felice Martin Number C       Event   1T     Remove all Standing Defenses your opponent has in play. You may look at your opponent's hand.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 159 Band of Brothers Grayson   R Sig 2   Plot   1R     Your opponent cannot retrieve cards from their Discard or reshuffle their Discard into their Endurance unless they Exhaust.
HS1 160 Business as Usual Grayson   U Res     Event   1R     Search your Endurance for a card titled Risk Management and put it into your hand.
HS1 161 Counter: Duck Grayson   U       Dodge Duck 1A   Grid You may make a 0-card Hard Exertion to make your next attack this turn a Power Blow.
HS1 162 Evade: Back Away Grayson   C       Dodge Back Away 1A   Grid This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.
HS1 163 Extra Shot Grayson   C       Event   1S     You may play an additional attack this turn. Your opponent must discard a a card off the top of their Endurance for each attack you play this turn.
HS1 164 Gothic Warlord Grayson   R Res 4   Event   1S     Your Opponent takes one damage. Your opponent must discard all Allies from their hand.
HS1 165 Hired Thugs Grayson   U Res 2   Event Mortal Ally 1E     MORTAL ALLY - Name a Mortal Ally your opponent has in play. During your opponent's next May Do/Must Do Phase, they must make a Soft-Exertion for AA or remove that Ally from the game.
HS1 166 Master's Attack Grayson   R Sig 3   Special Attack   1M 2S   Grid Choose one area on the attack grid for this to cover. You may make your opponent discard the top three cards of his Endurance. If you do so, this attack is a Power Blow.
HS1 167 Master's Block Grayson   R Sig 3   Block   1M 2T   Grid You may make your opponent discard the top three cards of their Endurance. If you do so, this defense is a Power Block. You may attack to areas you just blocked this turn.
HS1 168 Risk Management: ATTACK Grayson   U Res 2   Situation   1R     ATTACK: Whenever your opponent plays an attack from their hand, they must discard one card off the top of their Endurance for each Risk Management you have in play. You may only have one Risk Management: ATTACK in play.
HS1 169 Risk Management: DEFENSE Grayson   U Res 2   Situation   1R     DEFENSE: Whenever your opponent plays a defense from their hand, they must discard one card off the top of their Endurance for each Risk Management you have in play. You may only have one Risk Management: DEFENSE in play.
HS1 170 Risk Management: SPECIAL Grayson   U Res 2   Situation   1R     SPECIAL: Whenever your opponent plays a Special Card, they must discard one card off the top of their Endurance for each Risk Management you have in play. You may only have one Risk Management: SPECIAL in play.
HS1 171 Sinuous Blade Grayson   R Sig 2 2E Object Hilt 1T     You may only include this card in your deck if you are using the Kris Weapon of Choice. Whenever your opponent makes a Soft Exertion, they must place the cards used in that Exertion in their Discard.
HS1 172 Stalk Grayson   R Sig 2   Special Attack   1E   Grid This attack cannot be dodged. If your opponent has an Immortal Ally in play, this attack cannot be blocked. This attack may be made a Head Shot.
HS1 173 Thrown Dagger Grayson   C       Ranged Attack   1A Hand Grid This attack does one damage. Your opponent may make a Hard Exertion to take no damage from this attack.
HS1 174 Trip Grayson   C       Event   1S     Remove all Standing Defenses your opponent has in play. You may make a 0-card Hard Exertion to make your next attack this turn a Power Blow.
HS1 175 Unlimited Resources Grayson   R Res 2   Edge   1R     Play in conjunction with Risk Management. You may play an additional Risk Management this turn.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 176 Cavalier Hat Hugh Fitzcairn   R Res 2 2E Object   1E     Whenever you make a Hard Exertion, you may draw one E card found in that Exertion into your hand.
HS1 177 Charm Hugh Fitzcairn   R Res 4   Event   1E     Take control of one Situation: Ally your opponent has in play. If that Ally is removed from play, return it to its original owner's Discard.
HS1 178 Combination Hugh Fitzcairn   C     2E Event   1A     You may play an additional attack this turn. This additional attack does an additional point of damage for every E you have in play.
HS1 179 Counter: Duck Hugh Fitzcairn   U       Dodge Duck 1A   Grid You may retrieve one card from your Discard and shuffle it into your Endurance.
HS1 180 Darius Hugh Fitzcairn   U       Situation Immortal ally 1E     Discard to prevent all damage from an Event played by your opponent.
HS1 181 Duncan MacLeod Hugh Fitzcairn   U       Situation Immortal Ally 1E     You may not play this card if your opponent is Duncan MacLeod. Discard this card to remove one Plot from play.
HS1 182 Evade: Escape Hugh Fitzcairn   C     2E Dodge Escape 1A   Grid You lose one attack this turn.
HS1 183 Golden-Wire Hilt Hugh Fitzcairn   R Sig 2   Object Hilt 1R     You may only include this card in your deck if you are using the Rapier Weapon of Choice. During your May Do/Must Do Phase, you may discard a card from your hand for each defense your opponent played during their last turn.
HS1 184 Lunge Hugh Fitzcairn   C     2E Special Attack   1S   Grid This attack does one damage. Your opponent cannot play a defense from his hand against this attack unless that defense contains at least one E.
HS1 185 Master's Block Hugh Fitzcairn   R Res 2 2E Block   1M 2T   Grid Your next attack this turn may be played Hidden. You may attack to areas you just blocked this turn.
HS1 186 Master's Wit Hugh Fitzcairn   R Sig 2 2E Event   1M 2E     Your opponent may not play any attacks, defenses, or Special Cards from their hand next turn.
HS1 187 The Hunters Hugh Fitzcairn   R Sig 2   Plot   1E     Your opponent may not counter any Ally Event you play or remove any Ally Situation you control from play.
HS1 188 Trip Hugh Fitzcairn   C       Event   1A     Remove all Standing Defenses your opponent has in play. You may retrieve one card from your Discard and shuffle it into your Endurance.
HS1 189 Who? Hugh Fitzcairn   R Res 2   Situation   1E     During your May Do/Must Do Phase, select one Situation or Plot in play. For the remainder of your turn, you may ignore the effects of that Situation or Plot.
HS1 190 Witty Remark Hugh Fitzcairn   U Res     Event   1E     Your opponent loses one attack next turn.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 191 Berserk Slan Quince Text R Sig 2 2E Event   1S     Play in place of an attack. You may make a ten-card Hard Exertion. You may play up to 10 Non-Special attacks from that exertion and your hand. You may make multiple Power Blows this turn. Dodges will not avoid multiple attacks you play this turn. Lose Two Ability.
HS1 192 Blotting Out The Sun Slan Quince   U Res     Situation   1S     If your opponent blocks a Power Blow with a Standing Defense, they must drop that defense at the end of their Defense Phase.
HS1 193 Ciao Baby! Slan Quince   U Res 4   Event   1R     Search your Discard for a Location and put it into play.
HS1 194 Evade: Back Away Slan Quince   C     2E Dodge Back Away 1A   Grid This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.
HS1 195 Face Mask Slan Quince   U Res 4 2E Object   1T     Your opponent's upper attacks do one less damage. You may only have one Face Mask in play.
HS1 196 Follow Up Slan Quince   C       Event   1S     You may play an additional attack this turn. If you have less Ability than your opponent, this addition attack cannot be dodged.
HS1 197 Master's Attack Slan Quince   R Res 2 2E Special Attack   1M 2S   Grid When you play this attack, you may make a five card Hard Exertion. If you do, this attack does an additional point of damage for each additional S in that Exertion (to a maximum of three). This attack cannot be dodged. This attack is a Power Blow.
HS1 198 Master's Strength Slan Quince   R Sig 2   Situation   1M 2S     During your Ability Adjustment Phase, if your opponent played a successful attack this turn and you played no defenses, reduce the amount of damage you take this turn by one (to a minimum of one).
HS1 199 Over-Extended Attack Slan Quince   C       Special Attack   1S   Grid Your opponent must discard a Dodge to play a Dodge from their hand against this attack. Your opponent's first attack during their next turn cannot be dodged. You may play this attack after playing an Evade: Back Away.
HS1 200 Overpower Slan Quince   U   2   Special Attack   1S   Grid This attack cannot be blocked. If this attack is successful, your opponent is Prone.
HS1 201 Run Through Slan Quince   U Res 4 2E Event   1T     You may only play this card if your opponent played a successful attack last turn. Your first attack this turn cannot be blocked.
HS1 202 Shooting Blade Slan Quince   R Res 1 2E Ranged Attack   1R   Grid This attack does four damage.
HS1 203 Taunt Slan Quince   U Res     Event   1T     Your opponent cannot play any Special Cards during their next turn.
HS1 204 The Cat Slan Quince   R Res     Event   1R     Remove an Ally from play. Your opponent loses one Ability for each of their Allies you removed from play this turn. You may play another The Cat this turn.
HS1 205 The Gathering Slan Quince   R Sig 2   Plot   1T     Your opponent cannot play any Special Cards that avoid attacks or prevent damage.
HS1 206 Trip Slan Quince   C       Event   1S     Remove all Standing Defenses your opponent has in play. Your opponent must discard a dodge from their hand.
HS1 207 Weapon of a Blacksmith Slan Quince   R Sig 2   Object Hilt 1T     You may only include this card in your deck if you are using the Great Sword Weapon of Choice. Your Power Blows do an additional point of damage.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 208 Confession Xavier St Cloud   R Res 2   Situation   1E     When this card enters play, place five cards from your hand underneath it. You may play cards underneath Confession as though they were from your hand. Your maximum hand size is reduced by one for each card underneath Confession. If Confession is removed from play, return all cards underneath it to your hand
HS1 209 Evade: Back Away Xavier St. Cloud   C     2E Dodge Back Away 1R   Grid This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.
HS1 210 Evade: Escape Xavier St. Cloud   C     2E Dodge Escape 1A   Grid You lose one attack this turn.
HS1 211 For Tomorrow We Die Xavier St. Cloud   R Sig 2   Plot   1R     Your maximum hand size is increased by one for each Plot you have in play.
HS1 212 Forethought Xavier St. Cloud   R Res 2   Situation   1R     Play in conjunction with a Plot. That Plot cannot be removed with Investigation. Discard this card if the Plot it was played in conjunction with is removed from play.
HS1 213 Gas Cannister Xavier St. Cloud   C       Ranged Attack   1S Hand Grid This attack does no damage. If this attack is successful, your opponent must discard all generic cards from their hand.
HS1 214 Master Tactician Xavier St. Cloud   R Res 2 2E Situation   1M 2R     During your May Do/Must Do Phase choose a situation in play. Master Tactician duplicates the text, title and effects of that Situation until the beginning of your next turn. You may only have one Master Tactician in play.
HS1 215 Mercenary Henchmen Xavier St. Cloud Type R Res 2 2E Event Mortal Ally? 1E     Your Opponent takes three damage. Your opponent may make a Soft Exertion to prevent one damage for every A or R found in that Exertion.
HS1 216 Plan Ahead Xavier St. Cloud   U Res     Situation   1R     Discard this card to remove a Situation or Plot from play.
HS1 217 Poison Gas: Gas Mask Xavier St. Cloud   U Res     Plot   1R     Gas Mask: You may only play this card if you have Poison Gas: Recon Work and Poison Gas: Mustard Gas in play. Your opponent is Prone. Remove all cards titled Poison Gas from play.
HS1 218 Poison Gas: Mustard Gas Xavier St. Cloud   U Res     Plot   1R     Mustard Gas: You may only play this card if you have Poison Gas: Recon Work in play. When this card enters play, your opponent takes two damage.
HS1 219 Poison Gas: Recon Work Xavier St. Cloud   U Res     Plot   1R     Recon Work: When this card enters play search your Endurance or Discard for a Location and put it into play.
HS1 220 Tactician's Hilt Xavier St. Cloud   R Sig 2   Object Hilt 1S     You may only include this card in your deck if you are using the Katana Weapon of Choice. When you play an attack, you may discard a Plot you have in play to add one damage to that attack (to a maximum of three).
HS1 221 The Master Plan Xavier St. Cloud   R Sig 4   Edge   1M 2R     Play in conjunction with a Plot. You may play an additional Plot this turn.
HS1 222 Trip Xavier St. Cloud   C       Event   1A     Remove all Standing Defenses you opponent has in play. Your opponent must discard all Standing Defenses from their hand.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 223 Acrobat Zachary Blaine   U       Edge   1A     Play in conjunction with a Dodge. All your attacks you play this turn may be played hidden.
HS1 224 Ambush Zachary Blaine   R Res 4   Event   1A     Play in place of an attack. You may play up to threee Non-Special Attacks from your hand. These attacks may be played Hidden. Dodges will not avoid multiple attacks you play this turn.
HS1 225 And the Tiger Zachary Blaine   R Sig 2   Plot   1R     Your opponent must discard a Dodge in order to play a Dodge from their hand.
HS1 226 Combination Zachary Blaine   C       Event   1A     You may play an additional attack this turn. This additional attack may be played hidden.
HS1 227 Counter: Duck Zachary Blaine   U       Dodge Duck 1A   Grid Your next attack this turn may be played hidden.
HS1 228 Damascus Blade Zachary Blaine   R Sig 2   Object Hilt 1R     You may only include this card in your deck if you are using the Sabre Weapon of Choice. Your Hidden attacks do an additional point of damage.
HS1 229 Escape Artist Zachary Blaine   R Res 4   Situation   1A     You do not lose an attack after playing Evade: ESCAPE.
HS1 230 Evade: Escape Zachary Blaine   C       Dodge Escape 1A   Grid You lose one attack this turn.
HS1 231 Improvised Weapon Zachary Blaine   C       Special Attack   1T   Grid You may play this attack even if you are Disarmed. This attack does 0 damage. This attack cannot be blocked. You may play an additional attack this turn. If this attack is successful, your next attack cannot be dodged.
HS1 232 Master Thief Zachary Blaine R-S R Sig 2   Event   1M 2R     Discard any number of cards from your hand. Your opponent must discard an equal number of cards from their hand.
HS1 233 Master's Dodge Zachary Blaine   R Res 4   Dodge   1M 2A   Grid If your first attack this turn is Hidden, it cannot be dodged.
HS1 234 Pistol Zachary Blaine   U Res 2   Ranged Attack   1R   Grid This attack does one damage. If this attack is successful, name an area on the attack grid (except middle center). Your opponent must discard all defenses from their hand that cover that area.
HS1 235 Steal Zachary Blaine   U Res     Event   1R     Look at your opponent's hand and discard one card found there.
HS1 236 Trip Zachary Blaine   C       Event   1T     Remove all Standing Defenses your opponent has in play. Your next attack this turn may be played hidden.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 237 Amanda Persona Amanda   PG     2E Persona   M6 A9 S2 T2 E6 R6     During your May Do/Must Do Phase, you may discard up to three attacks from your hand to randomly discard the same number of cards from your opponent's hand.
HS1 238 Ducan MacLeod Persona Duncan MacLeod   PG     2E Persona   M6 A5 S5 T5 E5 R5     You may discard one E to play a Basic Block against an attack that cannot be blocked. For Every Ally you have in play, you may increase or decrease the size of a Hard Exertion you make by one (you must announce the size before performing the exertion).
HS1 239 Felice Martin Persona Felice Martin   PG     2E Persona   M5 A5 S4 T4 E7 R5     If you do not play a Special Card during your turn, you may discard one E from your hand to look at your opponent's hand
HS1 240 Grayson Persona Grayson   PG       Persona   M6 A4 S5 T6 E3 R7     You only lose three Ability when exhausting. If your opponent took damage during their last turn, during your May Do/Must Do Phase you may remove one card from your opponent's Discard from the game.
HS1 241 Great Sword Great Sword   PG       Pre-Game     HandHand   Whenever your opponent makes a Power Block, they must discard the top three cards of their Endurance. You may not play hidden attacks.
HS1 242 Hugh Fitzcairn Hugh Fitzcairn   PG     2E Persona   M5 A5 S3 T3 E9 R5     Once per turn, if you do not play a Special Card, you may make a Hard Exertion to prevent one damage for each E found (to a maximum of two).
HS1 243 Katana Katana   PG       Pre-Game     Hand   You may attack to areas you just blocked. Your Non-Special Attacks that cover only one grid do one less damage.
HS1 244 Kris Kris   PG       Pre-Game     Hand   During your Attack Phase, you may make a three-card Hard Exertion to remove one Standing Defense your opponent has from play. You may not include attacks in your deck that cover more than one grid.
HS1 245 Rapier Rapier   PG       Pre-Game     Hand   You may play an additional Non-Special attack during your turn. Your Non-Special Attacks do one less damage (to a minimum of one).
HS1 246 Sabre Sabre   PG       Pre-Game     Hand   If your opponent plays an unsuccessful defense against one of your hidden attacks that is not a Power Blow, they cannot make an Exertion for a defense to defend that attack. You must discard an attack to play a Non-Basic Attack from your hand.
HS1 247 Single-Handed Broadsword Single-Handed Broadsword   PG       Pre-Game     Hand   If your opponent played a Power Blow last turn, you may play an additional attack during your turn. You take three damage when blocking a Power Blow and 1 damage when Power Blocking a Power Blow.
HS1 248 Slan Quince Persona Slan Quince   PG     2E Persona   M5 A2 S8 T8 E2 R5     You do not need to make an Exertion to make your attacks Power Blows.
HS1 249 Xavier Saint Cloud Persona Xavier St. Cloud   PG     2E Persona   M6 A5 S4 T4 E4 R8     You may include twice the restriction of any Plots in your deck. Once per turn, you may discard a plot from your hand to search your Endurance or Discard for a Plot with the same title and put it into your hand.
HS1 250 Zachary Blaine Persona Zachary Blaine   PG       Persona   M5 A8 S4 T4 E3 R6     If you do not play a Special Card during your turn, you may make one attack you play this turn hidden.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 251 Amanda Premium Amanda Misprint P     2E Pre-Game         Play in conjunction with the Amanda Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS1 252 Arms & Tactics (Alertness)     P     2E Pre-Game         Alertness: You may remove this card from the game before playing a defense. That defense may now block attacks that cannot be blocked or dodge attacks that cannot be dodged.
HS1 253 Crystal (Clio)     P     2E Pre-Game         CLIO: This card does not count toward your Pre-Game deck construction limit. During deck construction, you may substitute one Basic Attack with any other Non-Special Attack or one Basic Block with any other defense.
HS1 254 Crystal (Erato)     P     2E Pre-Game         ERATO: This card does not count toward your Pre-Game deck construction limit. During deck construction, you may substitute one Basic Attack with any other Non-Special Attack or one Basic Block with any other defense.
HS1 255 Crystal (Melpomene)     P     2E Pre-Game         MELPOMENE: This card does not count toward your Pre-Game deck construction limit. During deck construction, you may substitute one Basic Attack with any other Non-Special Attack or one Basic Block with any other defense.
HS1 256 Darius (Masters)     P     2E Pre-Game         Masters: During Deck construction, you may include an additional M in your deck.
HS1 257 Duncan Macleod Premium Duncan MacLeod   P     2E Pre-Game         Play in conjunction with the Duncan MacLeod Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS1 258 Felice Martin Premium Felice Martin   P       Pre-Game         Play in conjunction with the Felice Martin Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS1 259 Grayson Premium Grayson   P       Pre-Game         Play in conjunction with the Grayson Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS1 260 Hugh Fitzcairn Premium Hugh Fitzcairn   P     2E Pre-Game         Play in conjunction with the Hugh Fitzcairn Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS1 261 Slan Quince Premium Slan Quince   P     2E Pre-Game         Play in conjunction with the Slan Quince Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS1 262 The Gathering (Find Object)     P       Pre-Game         Object: If you do not play a Special Card during your turn, you may remove this card from the game to search your Endurance for an Object and put it into play.
HS1 263 The Gathering (Remove Object)     P       Pre-Game         Object: If you do not play a Special Card during your turn, you may remove this card from the game to remove an Object from play.
HS1 264 The Prize     P     2E Pre-Game         Restart: You may remove this card from the game to shuffle your Hand into your Endurance and redraw.
HS1 265 There Can Be Only One     P     2E Pre-Game         Head Shot: If you do not play a Special Card during your turn, you may remove this card from the game before playing an upper attack. That attack is now a Head Shot.
HS1 266 Xavier Saint Cloud Premium Xavier St. Cloud   P     2E Pre-Game         Play in conjunction with the Xavier Saint Cloud Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS1 267 Zachary Blaine Premium Zachary Blaine   P       Pre-Game         Play in conjunction with the Zachary Blaine Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HtG 268 Abandoned Warehouse     U       Location   1T     Any player may increase or decrease the size of their Hard Exertions by one
HtG 269 Bad Day in Building A     U       Event   1E     Your friends are having a bad day in Building "A". While this card is in play, all Allies have no effect.
HtG 270 Crusade Gauntlets     U   2   Object Armor 1T     If you are forced to discard cards from your hand, you may discard them to the top of your Endurance instead.
HtG 271 Crusade Helmet     U   2   Object Helmet 1T     If you are forced to discard cards from the top of your Endurance, you may discard them from your Hand instead.
HtG 272 Kwanlo Root     U       Object   1S     You may make free Power Blows and Power Blocks. You lose one Ability whenever making a Power Blow or Power Block.
HtG 273 Labyrinth     U       Location   1R     No player may look at another player's Hand.
HtG 274 Lucky Block (Lower)     U       Block   1T   Grid If this Block is played from an Exertion, your opponent cannot play a defense from their hand against the first attack you play this turn.
HtG 275 Lucky Block (Upper)     U       Block   1T   Grid If this Block is played from an Exertion, your opponent cannot play a defense from their hand against the first attack you play this turn.
HtG 276 Mimes     U       Situation   1R     If you opponent drew cards before their Draw/Discard Phase last turn, you may discard this card from play to draw that many cards during your turn.
HtG 277 Opera House     U       Location   1R     No attacks may be played hidden.
HtG 278 Sheriff Howard Crowley     U       Situation Immortal Ally 1E     No cards with Police in the title may be played.
HtG 279 Leo Adkins     U       Situation Mortal Ally 1E     If your opponent plays a card that allows them to remove one of your Objects, Plots, or Situations from play, they must instead remove Leo Adkins from play.
HtG 280 Pistol (MR)   Hands, Text U   2   Ranged Attack   1T Hand Grid This attack may played even if disarmed. This attack does 1 damage.
HtG 281 Pistol (ML)   Hands, Text U   2   Ranged Attack   1T Hand Grid This attack may played even if disarmed. This attack does 1 damage.
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text
HS1 CL1 Checklist 1 Fixed Cards   I                 HS1-001 - HS1-025
HS1 CL2 Checklist 2 Generic   I                 HS1-026 - HS1-064
HS1 CL3 Checklist 3 Great Sword / Katana   I                 HS1-065 - HS1-080
HS1 CL4 Checklist 4 Kris / Rapier   I                 HS1-081 - HS1-096
HS1 CL5 Checklist 5 Sabre / SHBS   I                 HS1-097 - HS1-112
HS1 CL6 Checklist 6 Amanda   I                 HS1-113 - HS1-127
HS1 CL7 Checklist 7 MacLeods   I                 HS1-128 - HS1-144
HS1 CL8 Checklist 8 Felice Martin   I                 HS1-145 - HS1-158
HS1 CL9 Checklist 9 Grayson   I                 HS1-159 - HS1-175
HS1 CL10 Checklist 10 Hugh Fitzcairn   I                 HS1-176 - HS1-190
HS1 CL11 Checklist 11 Slan Quince   I                 HS1-191 - HS1-207
HS1 CL12 Checklist 12 Xavier St Cloud   I                 HS1-208 - HS1-222
HS1 CL13 Checklist 13 Zachary Blaine   I                 HS1-223 - HS1-236
HS1 CL14 Checklist 14 Pre-Game   I                 HS1-237 - HS1-250
HS1 CL15 Checklist 15 Premium   I                 HS1-251 - HS1-267
HS1 CL16 Checklist 16 New Generic   I                 HtG-268 - HtG-281
 
Set # Title Subtitle Errata Rarity R-S Rstr. 2E Only Type Subtype Gems Hands Grid Text