Spoiler List

HS1 - Highlander: Season 2 (April 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
HS2 1 Lower Center 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.
HS2 2 Lower Left Attack (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.
HS2 3 Lower Right 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.
HS2 4 Middle 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.
HS2 5 Middle 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.
HS2 6 Thrust (T)   Text 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. This attack does an additional point of damage
HS2 7 Upper Center Attack (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.
HS2 8 Upper 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.
HS2 9 Upper 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.
HS2 10 Lower Center Block (E)   Text F       Basic Block   1E   Grid You may make a Hard Exertion to make this block a Power Block
HS2 11 Lower Left Block (R )   Text F       Basic Block   1R   Grid You may make a Hard Exertion to make this block a Power Block
HS2 12 Lower Right Block (T)   Text F       Basic Block   1T   Grid You may make a Hard Exertion to make this block a Power Block
HS2 13 Upper Center Block (S)   Text F       Basic Block   1S   Grid You may make a Hard Exertion to make this block a Power Block
HS2 14 Upper Left Block (T)   Text F       Basic Block   1T   Grid You may make a Hard Exertion to make this block a Power Block
HS2 15 Upper Right Block (A)   Text F       Basic Block   1A   Grid You may make a Hard Exertion to make this block a Power Block
HS2 16 Concentrate Generic   F       Edge   1E     Play during your May Do/Must Do Phase. Make a Hard Exertion. Choose one Location, Object, Plot, or Situation your opponent has in play. For the remainder of your turn, you may ignore the effects of that card.
HS2 17 Darius Generic   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.
HS2 18 Head Shot Generic   F       Event   1A     Play in conjunction with an upper attack. That attack is now a Head Shot.
HS2 19 Investigation Generic   F       Event   1R     Remove a Plot from play.
HS2 20 Lean and Mean Generic   F       Edge         Your minimum deck size is decreased by one. Play during your May Do/Must Do Phase. Discard a card from your hand.
HS2 21 Misfortune Generic   F       Event   1A     Remove an Object from play
HS2 22 Police Generic   F       Event   1E     Remove a Situation from play.
HS2 23 Season Two (The Watchers) Generic   F       Plot   1S     The Watchers: Both players must discard all Watcher and Hunter cards from their hand.
HS2 24 Season Two (Unholy Alliance) Generic   F       Plot   1R     Unholy Alliance: You may only play this card if you have Season Two: the Watchers in play. You may play an additional Special Card this turn if that Special Card is a Watcher or Hunter.
HS2 25 Season Two (Counterfeit) Generic   F       Plot   1T     Counterfeit: You may only play this card if you have Season Two: the Watchers and Unholy Alliance in play. Retrieve all Watcher or Hunter cards from your Discard and shuffle them into your Endurance. Remove all cards titled Season Two you control from play.
HS2 26 Acrobat Generic   C       Edge   1A     Play in conjunction with a Counter. Add one adjacent grid for the defense to cover.
HS2 27 Amusement Park Generic   U       Location   1R     If a player makes an unsuccessful attack during their turn, their opponent's first attack during their next turn may be played hidden.
HS2 28 Avery Hoskins Generic   U       Situation Mortal Ally 1E     Each player must make a Hard Exertion during their turn.
HS2 29 Charlie DeSalvo Generic   U       Situation Mortal Ally 1E     Discard this card from play to prevent all damage from any Special Cards played by your opponent last turn.
HS2 30 Crystal (A) Generic   R   1 2E Object   1A     When making an Attribute Check, add one A to the result.
HS2 31 Crystal (S) Generic   R   1 2E Object   1S     When making an Attribute Check, add one S to the result.
HS2 32 Crystal (T) Generic   R   1 2E Object   1T     When making an Attribute Check, add one T to the result.
HS2 33 Disarm ( R) Generic   U     2E Event   1R     Play in conjunction with a Block. Both players must make a Disarm Check for R. If your check is greater than your opponent's, they are now Disarmed.
HS2 34 Disarm (S) Generic   U     2E Event   1S     Play in conjunction with a Block. Both players must make a Disarm Check for S. If your check is greater than your opponent's, they are now Disarmed.
HS2 35 Counter (Duck) Generic   C       Dodge Duck 1A   Grid  
HS2 36 Counter (Jump) Generic   C       Dodge Jump 1A   Grid  
HS2 37 Counter (Sidestep L) Generic   C       Dodge Sidestep 1A   Grid  
HS2 38 Counter (Sidestep R) Generic   C       Dodge Sidestep 1A   Grid  
HS2 39 Dojo Generic   U       Location   1R     Disarmed players may play attacks and blocks as normal.
HS2 40 Holy Ground Generic   R   3   Event   1R     Avoid all attacks this turn. Skip your Attack Phase. Your opponent may retrieve three cards from their Discard and shuffle into their Endurance.
HS2 41 Joe Dawson Generic   R   2   Situation Mortal Ally 1E     Discard this card from play. If you were Disarmed, you regain your weapon. If you were Prone, you regain your feet.
HS2 42 Lighthouse Generic   U       Location   1A     Players that played an unsuccessful attack during their turn may not play a Dodge from their hand during their next turn.
HS2 43 Lisa Halle Generic   U       Situation Mortal Ally 1E     You may put this card into play under your opponent's control.
HS2 44 Master's Dodge Generic   R   2   Dodge   1M 2A   Grid You may ignore any effects played by your opponent which prevent this defense from avoiding multiple attacks. You may not play attacks this turn.
HS2 45 Master's Stamina Generic   U       Situation   1M 2T     When you make a Hard Exertion, you may place all unused cards from that Exertion underneath this card. You may discard this card instead of making a Hard Exertion. All cards underneath this card count as your hard Exertion when it is discarded. If this card is removed from play, return all cards to their owner's discard.
HS2 46 Maurice Generic   C       Event Mortal Ally 1E     Name a card. Flip the top card of your Endurance until you reveal the named card. Put that card into your hand. Put all other cards into your Discard.
HS2 47 Reconnaisance Generic   C       Edge   1E     Play during your May Do/Must Do Phase. Choose a Location in play. For the remainder of your turn, you may ignore the effects of that Location.
HS2 48 Recover Weapon Generic   C     2E Event   1S     You may only play this card if you are Disarmed. Name an Attribute. Make a Soft Exertion for two of that Attribute. If successful, you recover your weapon. You may not play this card if your weapon is Broken.
HS2 49 The Ring Generic   U     2E Location   1S     While in The Ring, each player must discard a T at the beginning of their turn. If a player cannot discard a T, they must discard the top card of their endurance for each S their Persona allows.
HS2 50 Spinning Attack (Left) Generic   C       Attack   1S   Grid If your last defense played this turn was a successful Dodge and this is your first attack during your turn, it may be a Power Blow without an Exertion.
HS2 51 Spinning Attack (Right) Generic   C       Attack   1S   Grid If your last defense played this turn was a successful Dodge and this is your first attack during your turn, it may be a Power Blow without an Exertion.
HS2 52 The Zone Generic   U       Location   1A     No cards titled Police may be played.
HS2 53 Duncan MacLeod Amanda   U Res 2   Situation Immortal Ally 1E     You may not play this card if your opponent is Duncan MacLeod. Discard this card from play to force your opponent to reshuffle their hand into their Endurance and redraw during their next May Do/Must Do Phase.
HS2 54 Master's Dodge Amanda   R Sig 1   Dodge   1M 2A   Grid This defense can Dodge attacks that cannot be Dodged.
HS2 55 Blind Rage Annie Devlin   C       Attack   1T   Grid If you are making an Exertion to play an attack and this attack is found in that Exertion, it goes into play as an additional attack. This does not count as the attack selected to play from the Exertion.
HS2 56 Bloodied Hilt Annie Devlin   R Sig 2   Object Hilt 1A     You may only play this card if you are using the Single-Handed Broadsword Weapon of Choice. Whenever you play an attack, you may draw a card.
HS2 57 Counter (Left) Annie Devlin   U       Dodge Sidestep 1A   Grid You may play an additional attack this turn.
HS2 58 Counter (Right) Annie Devlin   U       Dodge Sidestep 1A   Grid You may play an additional attack this turn.
HS2 59 Evade (Escape) Annie Devlin   C     2E Dodge Escape 1A   Grid You lose one attack this turn.
HS2 60 Extra Shot Annie Devlin   C       Event   1S     You may play an additional attack this turn. You may retrieve one Basic Attack from your Discard to use as this additional attack.
HS2 61 Eye for an Eye Annie Devlin   R Sig 2   Plot   1T     You may play an additional attack for every point of damage you will take this turn.
HS2 62 Flashing Blade Annie Devlin   R Sig 2   Edge   1R     Play in conjunction with an attack. Blocks will not defend multiple attacks you play this turn.
HS2 63 Irish Freedom Fighters Annie Devlin   U Res 2   Situation Mortal Ally 1E     Discard this card from play to add one damage to each of your attacks for the remainder of your turn.
HS2 64 Master for the Cause Annie Devlin   R Res 2   Situation   1M 2E     at the end of your opponent's Draw/Discard Phase, they must discard a card from their hand for each defense they played during their turn.
HS2 65 Master's Attack (Right) Annie Devlin   R Res 2   Attack   1M 1S 1R   Grid This attack cannot be a Power Blow. You may play this attack from your Discard as if it were from your hand. If played from your Discard, remove this card from the game during your next Sweep Phase.
HS2 66 Master's Attack (Left) Annie Devlin   R Res 2   Attack   1M 1S 1R   Grid This attack cannot be a Power Blow. You may play this attack from your Discard as if it were from your hand. If played from your Discard, remove this card from the game during your next Sweep Phase.
HS2 67 Rendevous Point Annie Devlin   U Res     Situation   1E     At the beginning of your turn, you may place one Ally from your hand under this card. You may play Allies from from under this card as if they were from your hand.
HS2 68 Trip Annie Devlin   C       Event   1T     Remove all Standing Defenses your opponent has in play. Your opponent must discard all Standing Defenses from their hand.
HS2 69 Brawler Anthony Gallen   U Res 4   Event   1S     Play in conjunction with a Dirty Trick. That attack cannot be dodged. You may only play one Brawler per attack.
HS2 70 Dirty Trick (Choke) Anthony Gallen   C       Attack Choke 1R   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 may not draw any cards during their draw/discard phase.
HS2 71 Dirty Trick (Quick Strike) Anthony Gallen   U Res     Attack Quick Strike 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 show their hand and discard one card of your choice..
HS2 72 Dirty Trick (Tackle) Anthony Gallen   R Res     Attack Tackle 1T   Grid This attack cannot be blocked. This attack does no damage. This attack cannot be a Power Blow. You may play this attack after a Back Away. If this attack is successful, your opponent is Prone.
HS2 73 Epitaph Anthony Gallen   R Sig 2   Plot   1T     If you played a successful Dirty Trick last turn, during yourMay Do/Must Do Phase you may remove one card from your opponent's Discard from the game.
HS2 74 Evade (Back Away) Anthony Gallen   C       Dodge Back Away 1A   Grid This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.
HS2 75 Follow-Up Anthony Gallen   C       Event   1S     You may play an additional attack this turn. Your opponent must discard a Dodge to play a Dodge from their hand.
HS2 76 Hitman for Hire Anthony Gallen   U Res 4   Situation   1E     At the end of your Ability adjustment Phase, you may reveal the top card of your Endurance for each Ally your opponent has in play. You may choose to place the revealed cards on top of your Endurance or at the botoom of your Endurance in any order.
HS2 77 Hot Rod Anthony Gallen   R Res     Event   1R     Remove an Ally from play. Gain one Ability for each of your opponent's Allies removed from play this turn. You may play another Hot Rod this turn.
HS2 78 Leather Bound Hilt Anthony Gallen   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. You may ignore any free hand requirements on Dirty Tricks you play. If your Dirty Trick is successful, you may retrieve one Dirty trick from your Discard and shuffle into your Endurance during your Sweep Phase.
HS2 79 Master's Attack Anthony Gallen   R Res 2   Special Attack   1M 1S 1T   Grid This attack does one damage. This attack cannot be blocked. This attack cannot be a Power Blow. When playing this attack, you may reveal any number of dirty tricksfrom your hand and put them in your Discard. If successful, this attack gains all the effects of each Dirty Trick you discarded.
HS2 80 Master's Strength Anthony Gallen   R Res 2   Situation   1M 1S 1T     Your Dirty Tricks that already do damage do an additional point of damage. Your other Dirty Tricks do 1 damage.
HS2 81 Power Blow Anthony Gallen   U Res     Event   1S     Play in conjunction with an attack. That attack is now a Power Blow.
HS2 82 Trip Anthony Gallen   C       Event   1S     Remove all Standing Defenses your opponent has in play. Your opponent must discard a Dodge from their hand.
HS2 83 Counter (Jump) Duncan MacLeod   U       Dodge Jump 1A   Grid You may play Special Attacks from an Exertion this turn.
HS2 84 Kick Duncan MacLeod   U       Special Attack   1S   Grid You may play this attack even if you are disarmed. This attack cannot beblocked. This attack does one damage. If this attack is successful, your next attack this turn cannot be blocked. You may play an additional attack this turn.
HS2 85 Richie Ryan Duncan MacLeod   U Res 2   Situation Immortal Ally 1E     You may not play this card if your opponent is Richie Ryan. You may discard an E from your hand to ignor any effects played by your opponent that would force you to discard cards from the top of your Endurance for the remainder of your turn.
HS2 86 Close Combat Gladius   U       Situation   1R     If you play a successful Counter during your turn, you may make your first attack hidden. This is a Standing Defense.
HS2 87 Lightning Thrust Gladius   R   4   Attack   1A Hand Grid This attack cannot be a Power Blow. Your opponent cannot play a Block from their hand to defend against this attack.
HS2 88 Master of the Gladius Gladius   R   2   Situation   1M 2T     When playing a Non-Power Blow, Non-Special Attack, you may make a Hard Exertion. If you do, that attack cannot be dodged. This is a Standing Defense.
HS2 89 Parry (Left) Gladius   C       Block   1T   Grid You may attack to areas you just blocked this turn.
HS2 90 Parry (Right) Gladius   C       Block   1T   Grid You may attack to areas you just blocked this turn.
HS2 91 Stab (Right) Gladius   C       Attack   1S   Grid If this attack is played hidden, it cannot be dodged.
HS2 92 Stab (Left) Gladius   C       Attack   1S   Grid If this attack is played hidden, it cannot be dodged.
HS2 93 Twist Gladius   U       Edge   1T     Play in conjunction with a Non-Special Attack. That attack does an additional point of damage.
HS2 94 Hunter (Discard)     C?       Event   1A     Your opponent must randomly discard a card from their hand for each Hunter in play. You may play another Special Card this turn. You may only play one Hunter this turn.
HS2 95 Hunter (Hunter Maker)     C       Edge   1R     Play in conjunction with an Ally. That Ally is now considered a Hunter card an is no longer considered an ally. Keep this card in play with the Ally until it is swept or removed from play.
HS2 96 Hunter (1 Dmg)     U       Event   1T     Your opponent must discard a block and a Dodge from their hand. If they do not, they take one damage.
HS2 97 Hunter (Prone)     U   2   Situation   1T     While this card is in play, your opponent is Prone. If this caard is ignored or removed from play, your opponent regains their feet.
HS2 98 Hunter (Protect)     C       Situation   1R     Your Hunters cannot be removed from play by any non-Watcher card.
HS2 99 Hunter (Remove)     C       Event   1S     Remove any one Watcher card from play.
HS2 100 Hunter (2 Dmg)     R?   2   Event   1R     Your opponent takes two damage.
HS2 101 Bounty Mako   R Res 2   Situation   1R     Any Allies controlled by your opponent that are removed from play are instead placed under this card. You may discard this card to retrieve one card from your Discard for each ally under this card and place it in your hand. If this card leaves play, return all Allies under this card to their original owner's Discard.
HS2 102 Evade (Escape) Mako   C       Dodge Escape 1A   Grid You lose one attack this turn.
HS2 103 Evidence Mako   R Res 2   Situation   1R     Any Objects controlled by your opponent that are removed from play are instead placed under this card. You may discard this card to look at your opponent's hand and discard one card for each Object under this card. If this card leaves play, return all objects under this card to their original owner's Discard.
HS2 104 Extra Shot Mako   C       Edge   1T     Play in conjunction with an attack. You may play an additional attack this turn.
HS2 105 Judgement Hilt Mako   R Sig 2   Object Hilt 1T     You may only include this card if you are using the Single-Handed Broadsword Weapon of Choice. If your opponent played a Special Card last turn, your first attack during your turn cannot be dodged.
HS2 106 Law Mako   U Res     Event   1R     Remove one Situation your opponent has in play. Your opponent takes one damage. You may play this card in conjunction with Order.
HS2 107 Lawful Strike Mako   C       Special Attack   1S   Grid If your opponent played a Special Card that does damage or a Ranged Attack last turn, this attack cannot be blocked or dodged.
HS2 108 Marked Man Mako   U Res     Situation   1R     You may only play this card if your opponent has a Situation: Ally in play. Name a Situation: Ally your opponent has in play. If that Ally leaves play, gain two Ability and remove Marked Man from play.
HS2 109 Master's Dodge Mako   R Res 3   Dodge   1M 2A   Grid if your opponent played a Special Card last turn, your first attack this turn cannot be blocked.
HS2 110 Master's Pursuit Mako   R Res 2   Situation   1M 2T     Once per turn you may put a Location into play from your hand. This does not count as playing a Special Card.
HS2 111 Order Mako   U Res     Event   1R     Remove one Plot your opponent has in play. Your opponent takes one damage. You may play this card in conjunction with Law.
HS2 112 Pistol Mako   U       Object   1T     You may discard this card from play to remove one ally your opponent has in play.
HS2 113 Trip Mako   C       Edge   1S     Play in conjunction with a defense. Remove all Standing Defenses your opponent has from play.
HS2 114 Under Color of Authority Mako   R Sig 2   Plot   1E     If you do not play a Special Card during your turn, your opponent cannot play a Special Card during their next turn.
HS2 115 The Bait Martin Hyde   U Res     Situation   1R     During your May Do/Must Do Phase, select one Ally in play. For the remainder of your turn, you may ignore the effects of that Ally.
HS2 116 Combination Martin Hyde   C       Event   1A     You may play an additional attack this turn for each Master Card in play.
HS2 117 Conquerors Hilt Martin Hyde   R Sig 2   Object Hilt 1A     You may only include this card in your deck if you are using the English Longsword Weapon of Choice. Your opponent must discard a Master card to play a Master Card.
HS2 118 Evade (Back Away) Martin Hyde   C       Dodge Back Away 1A     This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.
HS2 119 The Hunt Martin Hyde   U Res 3   Event   1S     Your opponent cannot play any Special or Edge cards before their Attack Phase.
HS2 120 The Kill Martin Hyde   U Res     Event   1S     Play in conjunction with an upper attack. That attack is now a Head Shot. Your opponent cannot avoid this attack by playing an Event or discarding a card from play.
HS2 121 Master's Attack Martin Hyde   R Sig 2   Special Attack   1M 2S   Grid This attack does three damage. Your opponent cannot play a defense from their hand against this attack unless that defense is a Master Card.
HS2 122 Master's Block Martin Hyde   R Res 2   Block   1M 2T   Grid You may attack to areas you just blocked this turn. Randomly discard three cards from your opponent's hand to make this block a Power Block.
HS2 123 Master's Trick Martin Hyde   R Sig 2   Event   1M 2R     Your opponent must discard all Master Cards from their hand. They take one damage for each card discarded.
HS2 124 Pistol Martin Hyde   C       Ranged Attack   1S Hand Grid You may play this attack even if you are disarmed.
HS2 125 The Prey Martin Hyde   U Res 2   Situation   1R     You may ignore your opponent's Persona Power.
HS2 126 Prodigal Son Martin Hyde   R Sig 2   Plot   1R     Your opponent's maximum hand size is reduced by one for each Master card in play.
HS2 127 Stalk Martin Hyde   R Sig 2   Special Attack   1S   Grid This attack cannot be dodged. If your opponent played a Master Card last turn, this attack cannot be blocked. This attack may be made a Head Shot.
HS2 128 Trip Martin Hyde   C       Event   1S     Remove all Standing Defenses you opponent has in play. Your opponent cannot play any Standing Defenses during their next turn.
HS2 129 Air of Innocence (Extra Attack) Nefertiri   U Res     Situation   1E     If your opponent did not play an attack during their last turn, you may play an additional attack this turn.
HS2 130 Air of Innocence (Multiple PBlows) Nefertiri   U Res     Situation   1E     If your opponent did not play an attack during their last turn, you may play multiple Power Blows during your turn.
HS2 131 Air of Innocence (Free PBlow) Nefertiri   U Res     Situation   1E     If your opponent did not play an attack during their last turn, you may make your first attack this turn a Power Blow without an Exertion.
HS2 132 Charm Nefertiri   R Res     Event   1E     Your opponent is considered Disarmed while this card is in play. You opponent's Hilts in play are not removed, but instead have no effect while this card is in play.
HS2 133 Cleopatra's Protector Nefertiri   R Sig 2   Object Hilt 1S     You may only include this card in your deck if you are using the Gladius Weapon of Choice. If your opponent did not play an attack against you during their last turn, all your attacks do an additional point of damage this turn.
HS2 134 Combination Nefertiri   C       Event   1A     You may play an additional attack this turn. If your opponent did not play an attack during their last turn, this attack cannot be dodged.
HS2 135 Evade (Escape) Nefertiri   C       Dodge Escape 1A   Grid You lose one attack this turn.
HS2 136 Master's Attack Nefertiri   R Res 2   Attack   1M 2S   Grid This attack cannot be a Power Blow. If this attack is successful, your opponent cannot play any attacks during their next turn.
HS2 137 Master's Manipulation Nefertiri   R Res 3   Situation   1M 2E     Your opponent must discard a Non-Special attack to play a Non-Special Attack from their hand. Your opponent must discard a Special Attack to play a Special Attack from their hand.
HS2 138 Pharoah's Daughter Nefertiri   R Sig 2   Plot   1E     If your opponent did not play an attack during their last turn, you may look at their hand and discard one card at the beginning of your turn.
HS2 139 Seduce Nefertiri   U Res     Event   1E     Your opponent cannot play attacks from their hand next turn.
HS2 140 Sudden Rage Nefertiri   C       Attack   1E   Grid If this attack is successful, your opponent cannot play any attacks from their hand during their next turn.
HS2 141 Trip Nefertiri   C       Event   1S     Remove all Standing Defenses your opponent has in play. If your opponent did not play an attack during their last turn, your opponent cannot play any attacks from their hand during their next turn.
HS2 142 Vengeance Nefertiri   R Res 2   Event   1S     You may only play this card if your opponent successfully dealt damage to you this turn. You may play up to five Basic attacks from your hand or Discard. Dodges will not avoid multiple attacks you play this turn.
HS2 143 Combination Richie Ryan   C       Event   1E     You may play an additional attack this turn for every Ally you have in play.
HS2 144 Counter (Duck) Richie Ryan   U Res     Dodge Duck 1A   Grid You may retrieve one card from your Discard and shuffle it into your Endurance.
HS2 145 Duncan MacLeod Richie Ryan   R Res 2   Situation Immortal Ally 1E     You may not play this card if your opponent is Duncan Macleod. If you have less ability than your opponent, you may discard this card from play to prevent all damage this turn.
HS2 146 Evade (Escape) Richie Ryan   C       Dodge Escape 1A   Grid You lose one attack this turn.
HS2 147 Luck Richie Ryan   R Res 2   Event   1R     Search your Endurance for any one card and put it in your hand.
HS2 148 Lunge Richie Ryan   C       Special Attack   1T   Grid This attack does one damage. Your opponent cannot play an immortal specific defense from their hand to defend against this attack.
HS2 149 Master's Attack Richie Ryan   R Res 4   Attack   1M 2S   Grid You may only play this card if you do not play a Special card this turn. This attack duplicates an attack your opponent played last turn. Any cards played in conjunction with the attack are also duplicated. You may not play any cards in conjunction with this attack.
HS2 150 Petty Thief Richie Ryan   U Res     Event   1R     Look at the top five cards of your opponent's Endurance and discard one card found there. Put the remaining cards back on top of their Endurance in any order.
HS2 151 Pressed Advantage Richie Ryan   C Res     Situation   1T     At the end of their Ability adjustment Phase, your opponent must discard the top card of their Endurance for each point of damage they received during their turn. This is a cumulative effect.
HS2 152 Quick Learner Richie Ryan   U       Situation   1R     Discard this card from play to search your Endurance for any one card that your opponent played during their last turn and put it in your hand.
HS2 153 Shell Guard Rapier Richie Ryan   R Sig 2   Object Hilt 1S     You may only include this card in your deck if you are using the Rapier Weapon of Choice. Your immortal specific attacks do an additional point of damage.
HS2 154 Stunt Bike Richie Ryan   R Res 4   Object   1T     Your opponent must discard the top card of their Endurance to play an attack or defense from their hand. You may discard this card from play to remove a Location from play.
HS2 155 The Darkness Richie Ryan   R Sig 2   Plot   1R     Your opponent must discard the top card of their Endurance to play an immortal specific card from their hand.
HS2 156 Trip Richie Ryan   C       Event   1A     Remove all Standing Defenses your opponent has in play. Dodges will not avoid multiple attacks you play this turn.
HS2 157 Flashing Blade SHB   R       Edge   1R     Play in conjunction with an attack. Dodges will not avoid multiple attacks you play this turn.
HS2 158 Flurry Strike (Left) SHB   C       Attack   1R   Grid This attack does an additional point of damage for each other Flurry Strike you played this turn.
HS2 159 Flurry Strike (Right) SHB   C       Attack   1R   Grid This attack does an additional point of damage for each other Flurry Strike you played this turn.
HS2 160 Pommel Blow SHB   U   2   Special Attack   1R   Grid This attack cannot be blocked. This attack does one damage. If this attack is successful your opponent must discard all attacks from their hand.
HS2 161 Press the Attack SHB   U   4   Situation   1A     Discard this card from play during your Sweep Phase to retrieve all unsuccessful attacks you played last turn to your hand.
HS2 162 Quick Parry (Right) SHB   C       Block   1A   Grid Retrieve one Basic Attack from your Discard and put it in your hand.
HS2 163 Quick Parry (Left) SHB   C       Block   1A   Grid Retrieve one Basic Attack from your Discard and put it in your hand.
HS2 164 Single-Handed Broadsword Master SHB   R   2   Situation   1M 1A 1R     Blocks will not defend multiple attacks you play. This is a Standing Defense.
HS2 165 Watcher (Draw)     C       Event   1A     Draw a card for each Watcher in play. You may play another Special card this turn. You may only play one Watcher this turn.
HS2 166 Watcher (Gain Two)     R   2   Event   1E     Gain two Ability.
HS2 167 Watcher (Protect)     C       Situation   1R     Your Watchers in play cannot be removed from play by any non-Hunter card.
HS2 168 Watcher (Rearm)     U       Situation   1T     If you are Disarmed, you immediately regain your weapon.
HS2 169 Watcher (Remove)     C       Event   1S     Remove any one Hunter card from play.
HS2 170 Watcher (Soft Exertion)     U   2   Event   1T     Name an Attribute. Make a Soft-Exertion. Prevent one damage this turn for each of that Attribute found.
HS2 171 Watcher (Watcher Maker)     C       Edge   1R     Play in conjunction with an Ally. That Ally is now considered a Watcher card and is no longer considered an ally. Keep this card in play with the Ally until it is swept or removed from play.
HS2 172 Hook Xavier   U Res 2   Object   1T Hand   When you play Hook, you may place any attacks in your hand under it. You may play attacks from under Hook as if they were from your hand. You may play attacks from under Hook even if disarmed.
HS2 173 Last Supper (Alliance) Xavier   U Res     Plot   1A     Alliance: When this card enters play, your opponent must discard a defense from their hand for each Plot you have in play.
HS2 174 Last Supper (Perfect Ending) Xavier   U Res     Plot   1A     Perfect Ending: You may only play this card if you have Last Supper: Alliance in play. Defenses will not block or avoid multiple attacks you play this turn. Remove all cards titled Last Supper that you control from play.
HS2 175 Tacticians Hilt Xavier   R Sig 2   Object Hilt 1A     You may only include this card in your deck if you are using the Single-Handed Broadsword Weaponof Choice. You may play an additional attack for each Plot you have in play.
HS2 176 Annie Devlin     PG       Persona   5M 6A 4S 5T 6E 4R     You may play an additional attack during your turn. Dodges will not avoid multiple attacks you play.
HS2 177 Anthony Gallen     PG       Persona   5M 3A 7S 6T 3E 6R     You may include up to twelve Dirty Tricks in your deck. You may play an additional attack each turn if that attack is a Dirty Trick.
HS2 178 Gladius     PG       WoC     Hand   If you play a successful Block during your turn, you maymake your first attack hidden. You must discard an additional card when making a Power Blow or Block.
HS2 179 James Horton     PG       Pre-Game         Your Hunters that deal damage do an additional point of damage. You may include Hunter cards in your deck.
HS2 180 Joe Dawson     PG       Pre-Game         You may make a Hard Exertion to retrieve any Watcher cards in your Discard and place them at the bottom of your Endurance. You may include Watcher cards in oyur deck.
HS2 181 Mako     PG       Persona   5M 4A 5S 6T 3E 7R     Once per turn, you may discard a Location from your hand to search your Endurance or Discard for one Location. During your May Do/Must Do Phase, you may discard a Special Card to draw a card.
HS2 182 Martin Hyde     PG       Persona   6M 6A 6S 5T 2E 5R     You may increase your maximum hand size by one for each Master Card your opponent has in play. Whenever your opponent plays a master card, you gain one ability.
HS2 183 Nefertiri     PG       Persona   5M 6A 3S 5T 8E 3R     If your opponent does not play an attack during their turn, all your attacks played during your next turn may be hidden.
HS2 184 Richie Ryan     PG       Persona   4M 5A 5S 5T 5E 5R     You may include one non-signature, non-Master, immprtal specific card from each immortal. That card costs twice the normal Attribute amount. You may discard an E from your hand to ignore any effects played by your opponent that would force you to discard cards fromt he top of your Endurance for the remainder of your turn.
HS2 185 Single-Handed Broadsword     PG       WoC     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.
HS2 186 Annie Devlin     P       Pre-Game         Play in conjunction with the Annie Devlin persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS2 187 Anthony Gallen     P       Pre-Game         Play in conjunction with the Anthony Gallen persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS2 188 A&T (Discard)     P       Pre-Game         Discard this card from the game to discard five cards from your Hand to your Discard.
HS2 189 A&T (Keep)     P       Pre-Game         Discard this card from the game to place all unused cards from a Hard Exertion into your hand.
HS2 190 Crystal (Euterpe)     P       Pre-Game         EUTERPE: 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.
HS2 191 Darius (Shuffle Masters)     P       Pre-Game         Discard this card from the game and choose three Master Cards in your Discard. Shuffle those Master Cards into your Endurance.
HS2 192 Mako     P       Pre-Game         Play in conjunction with the Mako persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS2 193 Martin Hyde     P       Pre-Game         Play in conjunction with the martin Hyde persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS2 194 Nefertiri     P       Pre-Game         Play in conjunction with the Nefertiri persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
HS2 195 Richie Ryan     P       Pre-Game         Play in conjunction with the Richie Ryan 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