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Cards

Complete list of all cards in Tavern Twin, organized by floor and category.

Floor 1 Cards (16)

Longsword
Cost: 3 Energy
Deal 3 melee damage.
Upgrade Options:
Quick Strike - 2 Energy
Deal 3 melee damage.
Heavy Strike - 4 Energy
Deal 6 melee damage.
Cost: 2 Energy
Gain 2 block.
Upgrade Options:
Riposte - 3 Energy
Gain 3 block. Gain 3 thorns.
Pommel - 1 Energy
Deal 1 melee damage.
Shield
Cost: 3 Energy
Deal 1 melee damage. Apply 1 stagger.
Upgrade Options:
Fling - 2 Energy
Throw. Deal 3 ranged damage. Apply 3 stagger.
Ricochet - 3 Energy
Gain 3 reflect.
Cost: 2 Energy
Gain 3 block.
Upgrade Options:
Fortify - 5 Energy
Gain 8 block. Block persists this turn.
Stalwart - 3 Energy
Gain 2 valor. Gain 2 block.
Spear
Cost: 3 Energy
Deal 3 pierce damage.
Upgrade Options:
Vanguard - 4 Energy
Deal 3 pierce damage plus your current block.
Lunge - 6 Energy
Deal 8 pierce damage.
Cost: 3 Energy
Throw. Deal 4 ranged damage.
Upgrade Options:
Brace - 2 Energy
Gain 4 thorns. Gain 2 block.
Palisade - 4 Energy
Gain 2 valor. Gain 2 block.
Cloak
Cost: 4 Energy
Gain 1 hidden. Gain a Skip.
Upgrade Options:
Shroud - 4 Energy
Gain 2 hidden. Gain a Skip.
Dirty Deeds - 6 Energy
Gain 2 hidden. Gain 2 might. Gain Two Skips.
Cost: 2 Energy
Gain 2 block.
Upgrade Options:
Dip Out - 0 Energy
Escape from battle.
Roll - 2 Energy
Gain 4 block.
Quiver
Cost: 0 Energy
Next bow attack applies 2 stagger.
Upgrade Options:
Extra Shot - 2 Energy
Gain 1 Extra Shot. Your next bow or crossbow attack is repeated.
Frost Arrow - 0 Energy, 2 Mana
Next bow attack applies 2 stagger.
Cost: 1 Energy
Next bow attack applies 2 poison.
Upgrade Options:
Harpy Feathers - 0 Energy
Next bow attack ignores block.
Fire Arrow - 0 Energy, 3 Mana
Next bow attack applies 2 burning.
Dagger
Cost: 1 Energy
Deal 1 (5 if Hidden) melee damage.
Upgrade Options:
Shank - 0 Energy
Deal 1 (3 if Hidden) melee damage.
Backstab - 2 Energy
Deal 2 (10 if Hidden) melee damage.
Cost: 1 Energy
Throw. Deal 2 (6 if Hidden) ranged damage.
Upgrade Options:
Dirty Deeds - 0 Energy
Shuffle all thrown daggers back into deck.
Skullduggery - 6 Energy
Throw. Deal 2 (4 if Hidden) ranged damage. If Hidden: apply 2 stagger. Gain 2 hidden.
Axe
Cost: 4 Energy
Deal 2 melee damage plus the number of cards played this turn.
Upgrade Options:
Heavy Chop - 6 Energy
Deal 8 melee damage plus the number of cards played this turn.
Rage - 6 Energy
Gain 2 Might. Deal 4 melee damage.
Cost: 6 Energy
Deal 4 splash damage.
Upgrade Options:
Fling - 4 Energy
Throw. Deal 6 splash damage.
Whirlwind - 6 Energy
Deal 3 splash damage thrice. Gain 3 stagger.
Hatchet
Cost: 2 Energy
Deal 2 melee damage.
Upgrade Options:
Chop - 4 Energy
Deal 2 melee damage plus the number of cards played this turn.
Triple Chop - 6 Energy
Deal 2 melee damage three times.
Cost: 2 Energy
Throw. Deal 2 ranged damage. Apply 2 stagger.
Upgrade Options:
Cleave - 6 Energy
Deal 4 splash damage.
Offhand Fling - 0 Energy
Throw. Deal 2 ranged damage. Apply 2 stagger.
Mace
Cost: 2 Energy
Deal 2 melee damage. Gain 2 valor.
Upgrade Options:
Thunk - 3 Energy
Deal 3 melee damage. Gain 3 valor.
Outlast - 4 Energy
Deal damage equal to your block.
Cost: 4 Energy
Gain 1 valor. Gain 1 block.
Upgrade Options:
Endure - 6 Energy
Deal 3 melee damage. Gain 3 valor. Gain 3 block.
Biff - 2 Energy
Deal 1 melee damage. Apply 1 stagger. Gain 1 block.
Rapier
Cost: 3 Energy
Deal 2 melee damage. Gain a Skip.
Upgrade Options:
Fleche - 4 Energy
Deal 4 melee damage. Gain Two Skips.
Finale - 6 Energy
Deal 2 melee damage three times. Gain Three Skips. End the turn.
Cost: 2 Energy
Gain 2 block.
Upgrade Options:
Riposte - 3 Energy
Gain 3 block. Gain 3 thorns.
Pommel - 1 Energy
Deal 1 melee damage.
Warhammer
Cost: 8 Energy
Deal 8 damage. Energy cost halved if you have might.
Upgrade Options:
Bonk - 2 Energy
Deal 2 melee damage. Energy cost halved if you have might.
Hammer Down - 10 Energy
Deal 15 melee damage. Stagger 3. Energy cost halved if you have might.
Cost: X Energy
Deal X melee damage.
Upgrade Options:
Crater - X Energy
Deal X splash damage.
Knockout - X Energy
Deal X melee damage. Defeat if the target has X or less life.
Bow
Cost: 2 Energy
Deal 2 melee damage.
Upgrade Options:
Gutshot - 4 Energy
Deal 6 melee damage. Apply 2 stagger.
Twinshot - 2 Energy
Deal 2 twin damage.
Cost: 3 Energy
Deal 3 ranged damage.
Upgrade Options:
Trueshot - 4 Energy
Deal 6 ranged damage. Ignore block.
Headshot - 6 Energy
Deal 12 ranged damage.
Wand
Cost: 1 Energy
Spend 1 mana. Deal 3 ranged damage.
Upgrade Options:
Cast Magic Barrage - X Energy
Spend all energy and mana (up to equal amounts). Deal 3 ranged damage X times.
Cast Cantrip - 0 Energy
Spend 1 mana. Deal 1 melee damage. Apply 1 stagger.
Cost: 2 Energy
Spend 2 mana. Gain 2 Ward. Deal 4 melee damage.
Upgrade Options:
Cast Barrier - 1 Energy
Spend 3 mana. Gain 3 Ward.
Cast Shockwave - 3 Energy
Spend 3 mana. Gain 2 Ward. Deal 3 melee damage. Apply 3 stagger.
Stave
Cost: 2 Energy
Spend 6 mana. Deal 6 splash damage.
Upgrade Options:
Cast Ward - 2 Energy
Spend 2 mana. Gain 4 Ward.
Cast Implosion - 2 Energy
Spend 12 mana. Deal 12 splash damage. Defeat enemies with 12 HP or less.
Cost: 4 Energy
Gain 4 block.
Upgrade Options:
Trip - 2 Energy
Deal 2 melee damage. Apply 2 stagger.
Twirl - 4 Energy
Deal 4 melee damage. Gain 4 block.
Orb
Cost: 2 Energy
Spend 2 mana. Gain 4 energy.
Upgrade Options:
Dark Ritual - 2 Energy
Spend 2 mana. Spend 2 life. Gain 8 energy.
Scry - 0 Energy
Spend 2 mana. Gain 1 Ward. Gain a Skip.
Cost: 4 Energy
Gain 2 mana. Gain Two Skips.
Upgrade Options:
Dark Arts - 2 Energy
Spend 2 life. Gain 2 mana.
Ponder - 2 Energy
Put the last card you played on top of your deck. Gain Three Skips.
Light Crossbow
Cost: 1 Energy
Ignores Might and needs to be reloaded. Deal 6 ranged damage.
Cost: 3 Energy
Reload the weapon.

Floor 2 Cards (12)

Bottle
Cost: 2 Energy
Throw. Apply 2 poison to all enemies.
Upgrade Options:
Yellow Potion - 2 Energy
Throw. Apply 2 stagger to both enemies.
Orange Potion - 2 Energy
Throw. Deal 6 splash damage.
Cost: 2 Energy
Heal 2 health.
Upgrade Options:
Purple Potion - 2 Energy
Heal 2 health. Gain 2 mana.
Blue Potion - 2 Energy
Gain 4 mana.
Parry Dagger
Cost: 1 Energy
Deal 1 (5 if Hidden) melee damage.
Upgrade Options:
Shank - 0 Energy
Deal 1 (3 if Hidden) melee damage.
Backstab - 2 Energy
Deal 2 (10 if Hidden) melee damage.
Cost: 2 Energy
Gain 2 block.
Upgrade Options:
Riposte - 3 Energy
Gain 3 block. Gain 3 thorns.
Pommel - 1 Energy
Deal 1 melee damage.
Cutlass
Cost: 2 Energy
Deal 2 melee damage twice. Gain 2 gold. Exile this card.
Upgrade Options:
Pillage - 6 Energy
Deal 3 melee damage three times. Gain 3 gold. Exile this card.
Parley - 2 Energy
Deal 4 melee damage. Gain 4 block. Lose 4 gold.
Cost: 4 Energy
Deal 2 melee damage. Apply 2 stagger.
Upgrade Options:
Loot - X Energy
Spend all energy. Gain X gold. Exile this card.
Stowaway - 4 Energy
Gain 4 hidden.
Dynamite
Cost: 2 Energy
Requires Lit. Throw. Deal 30 splash damage. Take 6 damage (Block protects).
Cost: 2 Energy
Light the dynamite. Boom can be used next time this card is drawn.
Ward Amulet
Cost: 2 Energy
Spend 2 mana. Gain 4 Ward.
Cost: 0 Energy
Exhaust. If you have debuffs, spend 4 mana to remove all debuffs.
Shuriken
Cost: 3 Energy
Throw. Deal 1 (2 if Hidden) ranged damage three times.
Upgrade Options:
Star Shot - 0 Energy
Throw. Deal 1 (4 if Hidden) ranged damage.
Star Shroud - 3 Energy
Throw. Gain 3 hidden.
Cost: 3 Energy
Throw. Deal 1 ranged damage three times. Gain 3 hidden.
Upgrade Options:
Endless Stars - X Energy
Throw. Deal X splash damage. Deal X splash damage again if hidden.
Staggering Stars - 3 Energy
Throw. Deal 1 ranged damage three times. Apply 3 stagger.
Katana
Cost: 3 Energy
Deal 2 (6 if Hidden) melee damage.
Upgrade Options:
Suburi - X Energy
Deal X melee damage. If hidden, deal X more damage.
Slice Through Steel - 4 Energy
Deal 4 (12 if Hidden) pierce damage.
Cost: 6 Energy
Deal 2 melee damage three times. Gain block equal to the total sword abilities played this fight.
Upgrade Options:
One Thousand Cuts - 10 Energy
Deal 1 melee damage ten times.
Flurry of Blades - 8 Energy
Deal melee damage equal to the total sword abilities played this fight.
Kiseru
Cost: 3 Energy
Exhaust. Gain 3 skips.
Upgrade Options:
Puff Ferocity - 3 Energy
Exhaust. Gain +3 Might.
Puff Tenacity - 3 Energy
Exhaust. Gain +3 Charge.
Cost: 3 Energy
Exhaust. Gain 3 block.
Upgrade Options:
Puff Serenity - 3 Energy
Exhaust. Heal 3.
Puff Creativity - 3 Energy
Exhaust. Gain 3 mana.
Shortsword
Cost: 2 Energy
Deal 2 (6 if Hidden) melee damage.
Upgrade Options:
Shadow Strike - 3 Energy
Deal 3 (16 if Hidden) melee damage.
Calculated Strike - 3 Energy
Deal 3 (6 if Hidden) melee damage. If hidden, gain 3 Skip.
Cost: 1 Energy
Gain 2 block.
Upgrade Options:
Feint - 3 Energy
Deal 0 melee damage. Gain 6 block.
Contratempo - 3 Energy
Gain 3 thorns. Gain 3 block.
Heavy Crossbow
Cost: 1 Energy
Ignores Might and needs to be reloaded. Deal 12 pierce damage.
Cost: 6 Energy
Reload the weapon.
Net
Cost: 2 Energy
Apply 2 stagger to the nearer enemy.
Cost: 4 Energy
Throw. Apply 4 stagger to the farther enemy.
Scroll of Magic Missile
Cost: 3 Energy
Spend 2 mana. Deal 6 ranged damage and 3 splash damage.
Cost: 1 Energy
Gain 3 skips.
Upgrade Options:
Copy - 2 Energy
Shuffle 2 temporary copies of this card into your deck.
Recycle - 3 Energy
Gain mana equal to the mana cost of this scroll's first ability.

Floor 3 Cards (12)

Shiv
Cost: 0 Energy
Deal 1 (3 if Hidden) melee damage.
Cost: 3 Energy
Put 3 copies of this card on the bottom of your deck.
Rondel Dagger
Cost: 2 Energy
Deal 2 (6 if Hidden) pierce damage.
Upgrade Options:
Misericorde - 2 Energy
Deal 2 pierce damage. Defeat enemy if they have less than 20 health.
Stoccata - 2 Energy
If hidden, gain 2 might. Deal 2 pierce damage.
Cost: 2 Energy
Deal pierce damage equal to your block.
Upgrade Options:
Abrazarec - 4 Energy
If hidden, gain 4 block. Deal pierce damage equal to double your block.
Stretta - 1 Energy
Deal 1 pierce damage. Apply 1 stagger.
Greataxe
Cost: 12 Energy
Deal 12 melee damage. Cost reduced by cards played this turn.
Upgrade Options:
Rampage - 12 Energy
Gain might equal to cards played this turn. Deal 12 melee damage.
Primal Chop - 6 Energy
Deal 12 melee damage.
Cost: 12 Energy
Deal 12 splash damage.
Upgrade Options:
Carnage - 12 Energy
Deal 6 splash damage thrice. Gain 3 stagger.
Shock and Awe - 12 Energy
Gain 6 might. Deal 12 melee damage. Apply 6 stagger.
Buckler
Cost: 3 Energy
Deal 1 melee damage. Apply 1 stagger.
Upgrade Options:
Fling - 2 Energy
Throw. Deal 3 ranged damage. Apply 3 stagger.
Ricochet - 3 Energy
Gain 3 reflect.
Cost: 2 Energy
Gain 2 block. Gain 2 energy if you already had block.
Upgrade Options:
Hold - X Energy
Spend all energy. Gain X block. Gain X energy.
Endeavor - X Energy
Spend all energy. Gain double X block.
Bracers
Cost: 2 Energy
Gain 2 might.
Upgrade Options:
Biff - 2 Energy
Deal 1 melee damage. Apply 1 stagger. Gain 1 block.
Vigilance - 2 Energy
Gain 2 might. Gain 2 valor.
Cost: 2 Energy
Gain 2 block. Gain 2 energy if you already had block.
Upgrade Options:
Hold - X Energy
Spend all energy. Gain X block. Gain X energy.
Endeavor - X Energy
Spend all energy. Gain double X block.
Boomerang
Cost: 4 Energy
Throw. Deal 2 twin damage twice.
Upgrade Options:
Endless Arc - 8 Energy
Throw. Deal 2 twin damage. Until this returns: deal 2 twin damage at turn start.
Cyclone - 9 Energy
Throw. Deal 6 twin damage. Apply 3 stagger.
Cost: 6 Energy
Throw. Deal 3 ranged damage. At end of next turn, shuffle back all thrown cards.
Upgrade Options:
Recall - 3 Energy
Throw. Shuffle back all other thrown cards. Deal twin damage equal to cards returned.
Orbit - 12 Energy
Throw. Until this returns: deal 2 twin damage at turn start and gain 6 block at turn end.
Greatsword
Cost: 9 Energy
Deal 12 melee damage. Gain 3 Crit.
Upgrade Options:
Sweeping Strike - 6 Energy
Deal 12 splash damage. Gain 3 stagger.
Crushing Strike - 6 Energy
Deal 12 melee damage. Apply 3 stagger.
Cost: 6 Energy
Deal 6 melee damage. Gain 6 block.
Upgrade Options:
Longpoint - 6 Energy
Gain 12 thorns.
High Guard - 6 Energy
Gain 6 block. Gain 6 thorns.
Cape
Cost: 2 Energy
Gain 2 might. Gain 2 block.
Cost: 4 Energy
Gain 8 block. Gain 2 skips.
Upgrade Options:
Roll and Flank - 6 Energy
Gain 8 block. Gain 2 hidden.
Hand Crossbow
Cost: 0 Energy
Ignores Might and needs to be reloaded. Deal 3 ranged damage.
Cost: 3 Energy
Reload the weapon.
Bastard Sword
Cost: 4 Energy
Deal 4 melee damage. Apply 2 stagger.
Upgrade Options:
Lunging Strike - 6 Energy
Swap enemy positions. Deal 4 melee damage.
Sinister Strike - 6 Energy
Deal 6 melee damage. Apply 6 stagger.
Cost: 2 Energy
Gain 2 block.
Upgrade Options:
Riposte - 3 Energy
Gain 3 block. Gain 3 thorns.
Pommel - 1 Energy
Deal 1 melee damage.
Sabre
Cost: 6 Energy
Deal 2 melee damage three times. Gain 3 skip.
Upgrade Options:
Coupe - 6 Energy
Deal 9 melee damage. Cost halved if sword in discard.
Arret - 3 Energy
Deal 3 melee damage. Apply 3 stagger.
Cost: 2 Energy
Gain 2 block.
Upgrade Options:
Riposte - 3 Energy
Gain 3 block. Gain 3 thorns.
Pommel - 1 Energy
Deal 1 melee damage.
Scimitar
Cost: 2 Energy
Deal 2 melee damage. Apply 2 bleed.
Upgrade Options:
Hack and Slash - 6 Energy
Deal 2 damage 3 times. Apply 2 bleed.
Shadow Slash - 2 Energy
Deal 2 melee damage. If hidden, deal an additional 2 melee damage and apply 4 bleed.
Cost: 1 Energy
Gain 3 energy if an enemy is bleeding.
Upgrade Options:
Blood in the Water - 2 Energy
Gain 6 energy if an enemy is bleeding.
Bloody Sunday - 1 Energy
Gain might equal to the total bleed across all enemies.

Floor 4 Cards (5)

Invisible Cloak
Cost: 3 Energy, 3 Mana
Spend 3 mana. Gain 3 hidden. Gain 3 skips.
Upgrade Options:
Disappear - 4 Energy, 2 Mana
Spend 2 mana. Gain 4 hidden. Gain 4 skips.
Slip Away - 2 Energy
Gain 2 hidden. If under 20 health, escape the fight. Otherwise gain 2 skips.
Cost: 2 Energy
Gain 2 block.
Upgrade Options:
Dip Out - 0 Energy
Escape from battle.
Roll - 2 Energy
Gain 4 block.
Mitheril Cloak
Cost: 4 Energy
Gain 1 hidden. Gain a Skip.
Upgrade Options:
Shroud - 4 Energy
Gain 2 hidden. Gain a Skip.
Dirty Deeds - 6 Energy
Gain 2 hidden. Gain 2 might. Gain Two Skips.
Cost: 6 Energy
Gain 6 block. Gain 6 absorb.
Upgrade Options:
Glint - 2 Energy
Gain 8 absorb. Exhaust.
Indestructible - 4 Energy
Gain 40 block. Exhaust.
Swift Sneaks
Cost: 6 Energy
Gain 8 energy. Exhaust.
Upgrade Options:
Sprint - 12 Energy
Gain 16 energy. Exhaust.
Slip Away - 2 Energy
Gain 2 hidden. If under 20 health, escape the fight. Otherwise gain 2 skips.
Cost: 2 Energy
Escape from battle.
Upgrade Options:
Deft Balance - 0 Energy
Remove 2 stagger from yourself.
Stand Ground - 2 Energy
Gain 2 might. Gain 2 block.
Musket
Cost: 1 Energy
Ignores Might and needs to be reloaded. Deal 24 ranged damage.
Cost: 6 Energy
Reload the weapon.
Scythe
Cost: 4 Energy
Gain 4 block.
Upgrade Options:
Trip - 2 Energy
Deal 2 melee damage. Apply 2 stagger.
Twirl - 4 Energy
Deal 4 melee damage. Gain 4 block.
Cost: 14 Energy
Deal 14 melee damage. Apply 14 bleed. Heal 14 if enemy dies.
Upgrade Options:
Grim - 14 Energy
Exhaust. Deal 14 twin damage. Costs 1 less for each enemy defeated.
Death - 14 Energy
Deal 14 melee damage. If hidden, deal bonus damage equal to total enemies defeated.

Floor 5 Cards (2)

Stiletto
Cost: 2 Energy
Deal 2 (6 if Hidden) pierce damage.
Upgrade Options:
Misericorde - 2 Energy
Deal 2 pierce damage. Defeat enemy if they have less than 20 health.
Stoccata - 2 Energy
If hidden, gain 2 might. Deal 2 pierce damage.
Cost: 6 Energy
Deal 1 pierce damage. Apply 6 bleed.
Upgrade Options:
Finale - 6 Energy
Deal 2 melee damage three times. Gain Three Skips. End the turn.
Coup De Grace - 10 Energy
Defeat a staggered enemy with less than 100 health.
Revolver
Cost: 6 Energy
Ignores Might and needs to be reloaded. Deal 6 random damage 6 times.
Cost: 6 Energy
Reload the weapon.

Floor 6 Cards (1)

Shotgun
Cost: 2 Energy
Ignores Might and needs to be reloaded. Deal 1 splash damage 12 times.
Cost: 3 Energy
Reload the weapon.

Core Cards (10)

Starting cards and special cards that don't appear in loot pools.

Boots
Cost: 1 Energy
Deal 1 melee damage.
Upgrade Options:
High Kick - 2 Energy
Deal 2 melee damage. Apply 1 stagger.
Low Kick - 2 Energy
Deal 1 melee damage. Apply 2 stagger.
Cost: 2 Energy
Escape from battle.
Upgrade Options:
Deft Balance - 0 Energy
Remove 2 stagger from yourself.
Stand Ground - 2 Energy
Gain 2 might. Gain 2 block.
Battle Scars
Cost: 0 Energy
Gain 2 might. Exile this card (remove from battle).
Cost: 0 Energy
Gain 2 resolve. Exile this card (remove from battle).
Stool
Cost: 2 Energy
Deal 1 melee damage. Gain 1 block.
Cost: 2 Energy
Throw. Deal 1 melee damage. Apply 1 stagger.
Book
Cost: 0 Energy
Do nothing.
Cost: 0 Energy
Do nothing.
Instincts
Cost: 0 Energy
Gain 1 energy. Exile this card (remove from battle).
Cost: 0 Energy
Gain 1 patience.
Wound
Cost: 0 Energy
Take 2 damage.
Cost: 4 Energy
Exile this wound card (remove from battle).
Spore
Cost: 0 Energy
Gain 2 slow.
Cost: 0 Energy
Lose 2 health. Heal both enemies for 2.
Bloody Claws
Cost: 0 Energy
Deal 1 melee damage.
Cost: 4 Energy
Swap target enemy positions. Deal 4 melee damage.
Philosopher's Stone
Cost: 1 Energy
Begin tracking all damage you deal.
Cost: 0 Energy
Gain mana equal to damage tracked. Exhaust.
Fangs
Cost: 2 Energy
Deal 2 melee damage. Heal for unblocked damage dealt.
Upgrade Options:
Deep Bite - 2 Energy
Deal 4 melee damage. Heal for unblocked damage dealt.
Savage Bite - 3 Energy
Deal 6 melee damage. Heal for unblocked damage dealt.
Cost: 0 Energy
Cost X. If hidden, deal X pierce damage, heal X, and gain X energy.
Upgrade Options:
Greater Drain - 0 Energy
Cost X. If hidden, deal X*2 pierce damage, heal X*2, and gain X*2 energy.
Soul Drain - 0 Energy
Cost X. If hidden, deal X pierce damage, heal X, gain X energy, and gain X arcana.

Debuff Cards (1)

Cursed cards that harm the player.

Dissonant Whispers
Cost: 1 Energy
Take 1 damage.
Cost: 2 Energy
Exile this curse (remove from battle).