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- Cards in QQDND CCG are either Party Members or Resources.
- Each deck has 4 Party Members, which are on the field at all times. Each Party Member will have a Resource Value, which is the amount of Resources they require to be added to the deck to include them in your party. If your Pary Members have Resource Values of 15, 12, 12, and 13, your deck can have no fewer than 52 Resource cards in it. Usually, Party Members will also have a Resource Restriction – this is a rule that the Resource cards in that Member's “section” of your deck must follow. All party members also have a Hand Value, the sum of which is the amount you draw at the start of each turn.
- Most Party Members will have at least one of either an Effect or an Action – effects are passive abilities that affect the game, whereas Actions are useable effects. You can only use one Action per card per turn – if a Party Member or Resource card has more than one Action, you may only use one per turn.
- Resources are a wide range of cards, split into Action Resources and Permanent Resources. Action Resources are used immediately then discarded, and Permanent Resources are played to the field and remain until removed. Further subtypes such as Spells, Skills, Buildings, Allies, etc. have no immediate effect on how the card is played, but can cause affects when cards interact and may fulfill a Party Member's Resource Restriction. Resource cards also have a Frequency value, which is how many of a given card you may have in your deck.
- Each Action, whether it be an Action Resource or an Action that a Party Member or Permanent Resource can perform, has an Initiative value. This includes the Action of playing a Permanent Resource.
- Each round, both players draw Resources up to their Party's total Hand Value.They each declare the highest Initiative of the cards in their hand, and then the highest-Initiative action available to either players is performed (including Actions of Party Members and Permanents). If this value is tied, resolve it randomly. Ordinarily, this passes the “turn” to the other player.
- When the turn is passed, the player who is now “on the turn” may play a Turn Action – this can be an Action with an Initiative value lower than that of the previous Turn Action. The player who is not on the turn may respond with any action that has a higher Initiative than the current Turn Action. When the response resolves, or if the opponent chooses not to respond, the turn passes again and the turn process repeats. When a player chooses not to take a Turn Action, their opponent reveals their hand and may perform any one Action with lower initiative than the previous Turn Action. Both hands are then discarded, and a new round begins.
- Some Initiative values are not a single number. They may be represented by a range of numbers (i.e. 17-20), in which case their owner chooses which value to play them as. They may also be represented as an X – in which case the value of X will be defined in the card (such as the number of cards you have in hand). For the purposes of play order, identical Initiative values may be treated as either higher or lower, but count as neither for the purposes of card effects (i.e. you could play a 15 Action in response to a 15 Turn Action, but 15 is neither higher or lower than another 15 for effects that check this)
- When a player has no remaining deck to draw from and must draw a card, they shuffle their discard pile and use it as a new draw deck.
- The aim of the game is to defeat an opponent's entire party. Most Party Members are defeated when their Damage exceeds their Life, but some may have effects that give additional or replacement defeat conditions.
- When deckbuilding, you must choose a side of the alignment chart - Good, Lawful, Evil, or Chaotic. You may not include party members with the opposing side in their alignment - if your party is Good, you cannot have Evil party members, etc.
- Keywords:
- Able – When a card is Able, it can perform an action. Able is the opposite of Exhausted.
- Block – A Block effect means that whenever a source would deal damage to a target with Block X, X of that damage is prevented.
- Damage – When an effect deals damage to a target, put that many Damage counters on that target. If the target is a Party Member and the amount of Damage counters on it exceeds its life, that Party Member is defeated – its actions cannot be used and its effects are no longer in effect.
- Exhaust, Exhausted – When a card has performed an action since the start of the round, it is considered “Exhausted”, which means it cannot perform another action this round. This may be represented by turning the card 90 degrees. When an effect exhausts a card, it becomes exhausted without performing an action. At the start of each round, all cards become Able (lose the exhausted condition) unless stated otherwise.
- Life Counter – When a card has life counters on it, its life value is increased by the amount of life counters.
- Shield Counter – When a card has shield counters on it, when a damage counter would be placed on it, that card's controller may instead remove a shield counter.
- Unique – Unique cards are cards that depict a particular entity. Whenever a nontoken card shares a name (excluding anything after a comma) with a Unique card owned by the same player, the owner must destroy one of them immediately. Names changed by card effects do not cause this effect. Party Members are unique by default.
- Party Member Cards:
- Resmi Val'Rance, Village Pariah
- LG Ratfolk Cleric Party Member
- RV: 13 RR: Cannot deal damage, no Evil.
- HV: 2 Life: 7
- Polite Attendance: (Ef) At the end of each round, remove 1 Damage counter from up to 3 Party Members you control.
- Eptol Noir, Forgetful Ronin
- LG Human Samurai Party Member
- RV: 10 RR: No spells, no Evil.
- HV: 1 Life: 7
- Challenge: (12-10) Remove all Challenge counters you own, then place a Challenge counter on any card. Cards with Challenge counters take 1 extra Damage whenever you damage them with a Samurai damage source.
- Iago Montelo, Spoony Bard
- CG Half-Elf Bard Party Member
- RV: 12 RR: No Lawful
- HV: 2 Life: 5
- Bardic Lore: (15) Search your deck for an Action Resource card, reveal it, and add it to your hand.
- Favourite Trick: (1) Search your discard pile for a Bard Spell Action Resource card. Place it under this card, and treat it as a replacement of the Favourite Trick Action.
- Sarinak Ara'ahna, Clanless Archer
- LG Lizardfolk Fighter Party Member
- RV: 13 RR: No spells, no allies
- HV: 1 Life: 6
- Snipe: (3-2) Deal 2 damage to target card.
- Malachi, Haemotological Alchemist
- TN Human Alchemist Party Member
- RV: 12 RR: No martial
- HV: 2 Life: 5
- Frantic Research: (12-8) Draw a card, then discard a card. You may then deal 1 damage to this card to draw another card.
- Galatea, Adaptive Gynoid
- LN Construct Taskshaper Party Member
- RV: 20 RR: (None)
- HV: 2 Life: 6
- Observe and Replicate: (19-1) Remove all Actions other than Observe and Relicate from this card. Add any Action that has been performed this turn to this card.
- Insingem Nox, Lesser Princess of Hell
- CG Devil Magus Party Member
- RV: 10 RR: No Lawful, No Good
- HV: 1 Life: 7
- Me, Me, Me: (5-1) If there are less than 3 Insingem Flies in play, put 1 Insingem Fly into play. It is a token Devil Ally with Life – 1.
- Devil Rush: (17) Exhaust all cards you control with Insingem in their name, including this one. Deal damage equal to the number of cards exhausted this way to target card.
- Damien Allen, Cavalier
- NG Human Fighter Party Member
- RV: 12 RR: No magic, no Evil
- HV: 1 Life: 6
- Street Rider: (18-16) If there are no Cavbikes in play, put 1 Cavbike into play. It is a token Mechanical Mount Item equipped to this card with “Equipped card is a Samurai in addition to its other subtypes”.
- Armour Up: (18-16) If there are no Shield counters on this card, put 3 Shield counters on this card
- Phase, Mercurial Phantasm
- CG Ghost Sorceror Party Member
- RV: 14 RR: No Lawful, No martial
- HV: 2 Life: 5
- When Phase would take damage, you may instead discard that many cards from your hand. If an effect other than the end of the round would cause you discard from your hand and there are no cards in your hand, Phase is defeated.
- Transmute: (16-10) Until the end of the round, target Permanent non-Ally Resource is treated as if it had no effect, no actions, and 1 Life.
- Will, Euclid
- LG Human Sorceror Party Member
- RV: 16 RR: No Evil
- HV: 2 Life: 5
- Mass Teleport: (20-19) Return all permanent resources target player controls to their hand. That player then shuffles their hand into their deck and draws cards equal to their party's hand value. This card does not become Able at the start of the next round.
- Resource Cards:
- Katana Lunge (17)
- Action – Samurai, Martial, Attack
- Deal 1 damage to target card if there is a Samurai in your party. If this card is responded to, deal 1 damage to a Samurai you control.
- Frequency - 4
- Lotus Slash (5-3)
- Action – Samurai, Martial, Attack
- Deal 1 damage to target Resource card if there is a Samurai in your party. Draw a card.
- Frequency - 3
- Sword Throw (14-10)
- Action – Samurai, Martial, Attack
- Deal 2 damage to target Party Member. You may play no more Attack cards this round.
- Frequency – 2
- Golden Katana (10-5)
- Permanent – Item, Weapon, Samurai
- Equip Samurai (When this card is played, Equip it to a Samurai Ally or Party Member you control)
- Equipped card has “Golden Strike: (13) Deal 1 damage to target card with a Challenge counter on it”
- Frequency – 2
- League of Samurai (15-10)
- Unique Permanent – Location, Samurai, LN
- Tutelage: (3-1) Target Human Ally or Party Member you control becomes a Samurai in addition to its other subtypes.
- Upheaval: (13) Discard all cards in your hand. Your opponent may take one additional Action this round for each card discarded. Tutelage may now target non-Humans.
- Frequency – 1
- Samurai Slayer (8-6)
- Permanent – Ally, Human, Samurai, LN
- Honorable Engagement: (12-10) Deal 1 damage to target Ally. If target is a Samurai, deal 2 damage instead.
- Life - 3
- Frequency – 3
- Channel Positive Energy (10-6)
- Action – Cleric, Magic, NG
- Remove 1 damage counter from up to 5 Resources you control if there is a Cleric in your party.
- Frequency – 3
- Burning Hands (6-4)
- Action – Cleric, Bard, Magic, Spell
- Choose an Item card with “Equip”. That cards controller chooses one of the following:
- Equipped card takes 1 damage
- Discard chosen Item card
- Frequency – 3
- Cure Wounds (8-5)
- Action – Cleric, Magic, Spell, NG
- Remove up to 2 damage counters from any card you control.
- Frequency – 2
- Allgods Church (1)
- Unique Permanent – Location, Cleric
- Pray for Protection: (20-15) Exhaust any number of Allies and Party Members you control. Distrubute that many Shield counters among any cards exhausted this way.
- Frequency - 1
- The Hall of the Just and Righteous (4-2)
- Unique Permanent – Location, Cleric, LG
- Just Teachings: (18-13) Exhaust an Ally you control. They lose any former alignment and become LG.
- Righteous Congregation: (20-15) For each LG card you control, you may remove a Damage counter from them or place a Life counter on them.
- Frequency - 1
- Pious Villager (8-3)
- Permanent – Ally, Human, TN
- Humble Prayer: (16) Search your discard pile for a Cleric Action card and put it on top of your deck. Pious Villager does not become Able at the start of the next round.
- Life - 2
- Frequency – 3
- Grease (16-12)
- Action – Bard, Magic, Spell
- If there is a Bard in your party, choose one:
- Discard target Item
- Exhaust target Ally
- Frequency – 4
- Unnatural Lust (12-10)
- Action – Bard, Magic, Spell
- If there is a Bard in your party, gain control of target Ally until the end of the round. They do not become Able at the start of the next round.
- Frequency – 3
- Disguise Self (17)
- Action – Bard, Magic, Spell
- Until the end of the round, treat target Bard you control as if its name, class(es), and alignment were any of your choosing for the purposes of Actions your opponent performs.
- Frequency – 2
- Alchemical Bomb (10)
- Permanent – Item, Alchemist
- Tick, tick, tick: (20-1) Place a Charge counter on Alchemical Bomb
- BOOM: (1) Deal one damage to a random Party Member controlled by an opponent for every Charge counter on Alchemical Bomb. Discard Alchemical Bomb
- Frequency – 3
- Alchemist's Fire (13-7)
- Permanent – Item, Alchemist
- If there is not an Alchemist in your party, discard Alchemist's Fire when it enters play.
- Toss-Up: (5-1) Flip a coin. If the result is heads, deal 1 damage to target Party Member an opponent controls. If the result is tails, deal 1 damage to a random Party Member you control. Discard Alchemist's Fire.
- Frequency – 3
- Strength Mutagen (19-11)
- Action – Alchemist, Magic
- The next time target Ally you control would deal damage, it deals 1 damage more.
- Frequency – 3
- Curative Potion (6-3)
- Permanent – Item, Alchemist
- Curative Potion enters play Exhausted, and if there is not an Alchemist in your party, Curative Potion does not become Able at the start of the next round.
- Quaff Potion: (16-8) Remove up to 2 damage counters from target Ally or Party Member you control. Discard Curative Potion.
- Frequency – 3
- Malachi's Laboratory (7-4)
- Permanent – Location, Alchemist
- Whenever an Alchemist Item you control would be discarded from play, you may choose to put it on top of your deck.
- Fresh Experiment: (3) As you perform it, you may increase the Initiative of Fresh Experiment by X by discarding X cards from your hand. Shuffle your deck and draw a card.
- Deadshot (9-5)
- Action – Fighter, Martial, Attack
- Play Deadshot only if it is the first Attack you play this round.
- Discard target Resource with one or more Damage counters on it.
- Frequency – 2
- Spread Shot (14)
- Action – Fighter, Martial, Attack
- Deal 1 damage to up to 2 target cards your opponent controls if there is a Fighter in your party.
- As you play it, you may treat Spread Shot as if its Initiative is lower by up to 4. For each 1 you lower the Initiative by, Spread Shot may gain 1 additional target.
- Frequency – 2
- Arm Up (10-8)
- Action – Fighter, Skill
- Reveal the top card of your deck and discard it unless it is a Martial Attack. Repeat this until you reveal a Martial Attack, then add it to your hand.
- Frequency – 3
- Sniper's Camp (12-8)
- Permanent – Location, Fighter
- As Sniper's Camp comes into play, place a Martial Attack Action face down attached to it from your hand. While Sniper's Camp is in play, you cannot play Attack or Spell Actions from your hand.
- Draw (19-1): Place a Martial Attack Action from your hand face down attached to Sniper's Camp
- Loose (20-2): Perform one of the Actions attached to Sniper's Camp, then discard it.
- When there are no Martial Attack Actions attached to Sniper's Camp, discard it.
- Frequency – 3
- Dragonsmouth Bow (10-8)
- Permanent – Item, Weapon, Fighter
- Equip Fighter (When this card is played, Equip it to a Fighter Ally or Party Member you control)
- Equipped card has “Dragonshot: (10) Deal 1 damage to target card.”
- Equipped card may treat any Actions it has that deal damage as 1 Initiative higher or lower.
- Frequency – 1
- Skulking Sniper (12-10)
- Permanent – Skill, Fighter
- Teach Fighter (When this card is played, Teach it to an Able Fighter Ally or Party Member you control, then Exhaust that card)
- Taught card has “Whenever this card deals damage to a Resource, add 1 Shield counter to it”
- Frequency – 2
- Adapt (10)
- Permanent – Skill, Taskshaper
- Teach Taskshaper (When this card is played, Teach it to an Able Taskshaper Ally or Party Member you control, then Exhaust that card)
- Taught card has “Imitation: (2-1) Add one class subtype belonging to any card in play to this card's subtype”
- Frequency -1
- Borrow Trick (20)
- Action – Taskshaper, Skill
- If there is a Taskshaper in your party, add target Action card in an opponent's discard pile to your hand. When you would discard that card, it returns to your opponent's discard pile.
- Frequency – 4
- Instant Recall (10)
- Action – Taskshaper, Skill
- If there is a Taskshaper in your party, search your deck for a Skill or Spell card, reveal it, then put it on top of your deck. You may then draw a card.
- Frequency – 2
- True Resurrection (20)
- Action – Cleric, Magic, Spell
- Discard your hand. Your opponent may perform any number of Actions at the end of the round, regardless of Initiative.
- Restore a Defeated Party Member to full Life. Remove True Resurrection from the game.
- Frequency – 1
- Clockwork Soldier (17)
- Permanent – Ally, Construct, TN
- Damage counters cannot be removed from Clockwork Soldier.
- Timed Strike: (14) Deal 1 damage to target Resource card.
- Life – 2
- Frequency – 4
- Raging Savage (10)
- Permanent – Ally, Orc, Barbarian, CE
- When Raging Savage is played, the next action you perform must be Raging Strike.
- Raging Strike: (5-1) Deal one damage to target Resource card.
- Life – 1
- Frequency – 3
- Starguard (15-10)
- Permanent – Ally, Human, Fighter, TN
- Unless an Ally or Party Member you control was destroyed or defeated this round, Starguard enters play Exhausted.
- Guard's Strike: (10-7) Deal one damage to target Resource card.
- Life – 1
- Frequency – 4
- Drunkard (21)
- Permanent – Ally, Human, TN
- When you play Drunkard, you may search your deck, discard pile, and hand for any other cards named Drunkard, then put them into play. Then shuffle your deck.
- Life – 3
- Frequency – 2
- Spellstrike (17-3)
- Action – Magus, Magic
- Discard a Spell from your hand. The next time a Magus you control would deal damage, increase that damage by one.
- Frequency – 4
- Noxspace (20)
- Unique Permanent – Location, Dimensional
- While Noxspace is in play, cards you control cannot be targeted by opponents and you cannot target cards an opponent controls.
- Exit Words: (20-10) Discard Noxspace
- Holo-Lance (17)
- Permanent – Item, Weapon, Samurai, Technology
- Equip Samurai (When this card is played, Equip it to a Samurai Ally or Party Member you control)
- Equipped card deals 1 additional damage as long as it has a Mount equipped to it.
- Frequency - 2
- Holo-Trident (16)
- Permanent - Item, Weapon, Fighter, Technology
- Equip Fighter (When this card is played, Equip it to a Fighter Ally or Party Member you control)
- Equipped card has “Trident Hurl: (14-10) Flip a coin. If heads, deal one damage to target ally. This card cannot become Able until next round, and does not become Able at the start of a round.”
- Equipped card has “Trident Catch: (20) You may use this action only if this card is Exhausted. Flip a coin. If heads, deal one damage to target ally. This card becomes Able.”
- Frequency – 2
- Voicechat Network (12-8)
- Permanent – Technology
- Advance Warning: (20-10) Put a Shield counter on target card you control.
- Frequency – 3
- Infernal Regeneration (10-7)
- Permanent – Spell, Magic, LE
- Infernal Regeneration comes into play attached to target card you control.
- Put a number of life counters onto attached cards equal to the number of damage counters on attached card.
- When there are no damage counters on attached card, remove all life counters from attached card and return Infernal Regeneration to your hand.
- When there are no life counters on attached card, discard Infernal Regeneration.
- Frequency – 3
- Gluttony (6-2)
- Unique Permanent – Ally, Swarm, NE
- At the start of each round, look at target opponent's hand.
- Life – 3
- Frequency – 2
- Liquidate Assetts (13-12)
- Action – Sorceror, Spell, Magic, NE
- If there is a Sorceror in your party, destroy any number of Permanent Resources you control, then draw that many cards.
- Frequency – 2
- Turnabout (10-8)
- Action – Sorceror, Spell, Magic
- Search a player's deck for an Ally and put it in play under their control. Then put an Ally that player controls on top of their deck. Then shuffle that player's deck.
- Frequency – 3
- Louise Lake, Shieldmaiden (18-12)
- Unique Permanent – Ally, Human, Fighter, NG
- At the start of each round, place up to 2 Shield tokens on Fighters you control.
- Shield Slash: (13) Deal one damage to target Ally.
- Life – 2
- Frequency – 2
- Magical Tinkering (14-10)
- Permanent – Spell, Magus, Magic,
- Magical Tinkering enters play with 5 Craft tokens on it.
- Blueprint: (20) Add a Craft token to Magical Tinkering if there is a Magus in your party.
- Fevered Crafting: (19-1) Remove a Craft token from Magical Tinkering. Play any permanent from your hand immediately. Destroy it at the end of the round.
- When there are no Craft tokens on Magical Tinkering, destroy it.
- Frequency – 2
- Dimensional Wave (*)
- Unique Permanent – Ineffable, Event
- Play Dimensional Wave immediately as you play target Unique card.
- Dimensional Wave enters play attached to target Unique card.
- Cards that share a name with attached card are not destroyed by the Unique rule.
- Frequency – 1
- Pummel (6)
- Action – Magus, Martial, Attack
- Deal one damage to target Permanent Resource.
- You may discard a card from your hand. If you do, return Pummel to your hand and treat its Initiative as one lower than it was previously played at.
- Frequency – 2
- Jaunt (16-12)
- Action – Sorceror, Magic, Spell
- Search your deck for a Location and put it into play. At the end of the round, shuffle it back into your deck.
- Frequency – 3
- TB Towers (18-14)
- Unique Permanent – Location, Good
- The first time a card you control takes damage each round, you may search your deck for any non-Evil card, reveal it, and add it to your hand.
- Frequency – 1
- Vanish (20-17)
- Action – Magic, Spell
- Opponents cannot look at cards in your hard until the end of the round.
- Wizards and Sorcerors in your party cannot be targeted by opponents until the end of the round.
- Frequency – 3
- C.O.R.E (10-6)
- Unique Permanent – Ally, Construct
- Laser Beam: (10) Deal one damage to target card
- Heal Beam: (10) Remove one damage counter from target card
- Life – 2
- Frequency – 3
- Riding Camel (14)
- Permanent – Beast, Mount, TN
- Equip Ally (When this card is played, Equip it to an Ally you control)
- When equipped card would be dealt damage, you may destroy Riding Camel instead.
- Life – 2
- Frequency – 3
- Chainmail Shirt (18)
- Permanent – Item, Armour
- Equip Party Member (When this card is played, Equip it to an Party Member you control)
- Equipped card has Block 1
- Frequency – 1
- Shogun Armour (16)
- Permanent – Item, Armour, Samurai
- Equip Ally (When this card is played, Equip it to an Ally you control)
- Equipped card has Block 2
- Unless equipped card is equipped with a Mount, reduce the Initiative of all actions equipped card would perform by 4.
- Frequency – 2
- Mothdragon (2)
- Permanent – Monster, Insect, Dragon, TN
- Sporebreath: (9) Deal two damage to target Resource
- When Mothdragon is destroyed by damage from an opponent, you may discard your hand. You may put one Mothdragon Spawn into play for each two cards discarded this way. This is a token Monster Insect Permanent with Life – 1 and “Pester: (8) Deal one damage to target Resource”
- Life – 2
- Frequency – 1
- Tower of Nethys (1)
- Unique Permanent – Location, Technology
- Tower of Nethys enters play Exhausted.
- Starshot: (3-1) Exhaust a non-Construct, non-Undead Ally or Party Member you control. Remove the top three cards of target deck from the game.
- Frequency - 1
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