Gauntlet

Gauntlet v0.6 Neutral Card Pool

Definitive v0.6 Neutral card source. This document governs the canonical names, costs, complexity, traits, uniqueness, and exact player-facing text of all 50 Neutral cards.

Pool summary

Cost Cards
1 11
2 19
3 11
4 8
5 1
Total 50

Total deckbuilding value across the unique pool is 119. Average cost is 2.38.

Card-text conventions

Cost 1

Contingency Plan

Cost: 1
Complexity: Basic

Action: Bank this as an Asset. If you discard this because your Asset limit decreased, draw one card.

Battle: If your opponent controls more Territories than you, add +1 to your battle total.

Counterintelligence

Cost: 1
Complexity: Basic

Action: Bank this as an Asset. Opposing effects cannot look at, reveal, or require you to reveal your hand, Battle Hand, or face-down cards used in battle. This does not prevent the normal battle reveal.

Battle: Add +1 to your battle total. Until the normal reveal, opposing effects cannot look at or reveal your face-down cards used in this battle.

Fealty

Cost: 1
Complexity: Basic

Action: Bank this as an Asset. Opposing card effects cannot give you disadvantage.

Battle: Ignore one disadvantage affecting you during this battle. If you have no disadvantage, add +1 to your battle total instead.

Forced March

Cost: 1
Complexity: Basic

Action: Play only during the Action Opportunity before movement. Gain one additional position of movement this turn. This additional movement cannot initiate a battle.

Battle: If you are the attacking player, add +1 to your battle total.

New Recruits

Cost: 1
Complexity: Basic

Action: Discard one other card from your hand, then draw two cards.

Battle: Add +1 to your battle total.

Reminder: You cannot play this for its Action effect if you have no other card to discard.

Pathfinders

Cost: 1
Complexity: Basic

Action: Choose one Territory. Its printed effect is inactive during your movement this turn.

Battle: If this battle is on a Territory with an active printed effect, add +1 to your battle total.

Rallying Cry

Cost: 1
Complexity: Basic

Action: Draw one card.

Battle: Add +1 to your battle total.

Redemption

Cost: 1
Complexity: Basic

Action: Bank this as an Asset. When an opposing effect puts one or more of your other cards in your Discard Pile, you may discard this. If you do, return one of those cards to your hand after the effect resolves.

Battle: If an opposing effect negates one other card you used in this battle and that card would enter your Discard Pile, return it to your hand during battle cleanup instead.

Reserves

Cost: 1
Complexity: Basic

Action: Draw one card, then place one card from your hand on top of your Draw Pile.

Battle: During battle cleanup, you may place one unchosen card from your Battle Hand on top of your Draw Pile instead of putting it in your Discard Pile.

Scouting Report

Cost: 1
Complexity: Advanced

Action: Look at the top card of either Draw Pile or one random card from your opponent’s hand.

Battle: Reveal this before the other cards in the battle. Look at one opposing face-down card used in the battle. You may replace this with one unchosen card from your Battle Hand. If you do, put this in your Graveyard immediately and place the replacement face down.

Supplies

Cost: 1
Complexity: Basic

Action: Bank this as an Asset. After your normal Draw step at the start of your turn, you may discard this. If you do, draw two cards.

Battle: During battle cleanup, draw two cards, then discard one card.

Cost 2

Advance Guard

Cost: 2
Complexity: Basic

Action: Gain one additional position of movement this turn. If that movement initiates a battle, you cannot commit a card from hand in that battle.

Battle: If you are the attacking player and did not commit a card from hand, gain advantage.

Consolidation

Cost: 2
Complexity: Basic

Action: Play only if you captured a Territory this turn. Draw two cards.

Battle: During battle cleanup, if you won as the attacking player on a Territory your opponent controls, draw one card.

Decoys

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. If an opposing effect would cause one or more of your other Assets to leave play, you may discard this. If you do, choose one affected Asset; it remains in play.

Battle: An opposing effect that cancels a card used in this battle must target this before another active card you used, if able.

Disruption

Cost: 2
Complexity: Basic

Action: Your opponent discards one random card from hand.

Battle: Cancel one active opposing card used in the battle. A canceled hand commitment returns to its owner’s hand. A canceled card chosen from a Battle Hand goes to its owner’s Discard Pile.

Entrenchment

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. When your opponent advances onto a Territory adjacent to your Player Token, their movement ends and they cannot play a card for its Action effect during the Action Opportunity after movement that turn.

Battle: If you are the defending player, your opponent gains disadvantage during this battle.

Foothold

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. After you win a battle as the defending player while occupying a Territory you do not control, you may discard this. If you do, draw two cards.

Battle: If you are defending a Territory you occupy but do not control, gain advantage. During battle cleanup, if you won, draw one card.

Illegal Occupation

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. While your opponent occupies a Territory you control without controlling it, their banked Assets are inactive.

Battle: If you are counterattacking an opponent occupying a Territory you control, their banked Assets are inactive during this battle and you gain advantage.

Palisade Wall

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. When a battle begins in which you are the defending player, you may discard this. If you do, your opponent’s banked Assets are inactive during that battle.

Battle: If you are the defending player, negate one active opposing card committed from hand. If there is no such card, gain advantage instead.

Reinforcements

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. During your turn, you may discard this to take one additional Action Opportunity.

Battle: After all other cards in the battle are revealed, draw one additional card into your Battle Hand. You may immediately reveal it face up for its Battle effect in addition to your other card, if that effect can still resolve.

Requisition

Cost: 2
Complexity: Basic

Action: Discard one banked Asset you control. If you do, draw two cards.

Battle: You may discard one banked Asset you control. If you do, gain advantage.

Rousing Speech

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. Whenever your opponent banks an Asset, you may draw one card, then discard one card.

Battle: If your opponent has more face-up Assets than you, gain advantage.

Reminder: Turning an existing Asset face up does not count as banking it.

Sabotage

Cost: 2
Complexity: Basic

Action: Choose one face-up opposing Asset. Turn it face down until the start of your next turn.

Battle: Cancel one active opposing card used in the battle. Put it in its owner’s Discard Pile immediately.

Salvage

Cost: 2
Complexity: Advanced

Action: Return one card from your Discard Pile to your hand, then discard one card from your hand.

Battle: During battle cleanup, if you won, you may put one unchosen card from your Battle Hand in your hand instead of your Discard Pile. If you do, discard one card from your hand.

Scorched Earth

Cost: 2
Complexity: Advanced

Action: Bank this as an Asset. After you lose a battle while defending a Territory you control and retreat from it, you may place this on that Territory as a Ruins Overlay.

Battle: If you lose while defending a Territory you control and retreat from it, place this on that Territory as a Ruins Overlay instead of following its normal destination.

Sedition

Cost: 2
Complexity: Basic

Action: Your opponent chooses one Asset they control and discards it.

Battle: Your opponent chooses one face-up Asset they control. It is inactive during this battle. If they control no face-up Assets, add +1 to your battle total.

Stand Ground

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. When an opposing card effect would move you, you may discard this. If you do, ignore that movement.

Battle: If you are the defending player, gain advantage.

Reminder: This does not prevent normal required retreat or voluntary movement or withdrawal.

Strategic Withdrawal

Cost: 2
Complexity: Advanced

Action: Return one banked Asset you control to your hand. If you do, gain one additional position of movement this turn.

Battle: If you lose, after completing your normal retreat, you may withdraw one additional position. If you do, return one other card you used in this battle to your hand instead of putting it in its normal destination.

Tactical Planning

Cost: 2
Complexity: Basic

Action: Draw two cards, then place one card from your hand on the bottom of your Draw Pile.

Battle: If this was committed from hand, draw one additional card when forming your initial Battle Hand. This does not increase the number of cards you may choose from that Battle Hand.

Valor

Cost: 2
Complexity: Basic

Action: Bank this as an Asset. Whenever you lose a battle, after resolving any required retreat, draw one card.

Battle: After battle dice are rolled, if your battle total is lower than your opponent’s, you may reroll your battle die. You must use the new result.

Cost 3

Attrition

Cost: 3
Complexity: Advanced

Action: Bank this as an Asset. During battle cleanup after your opponent loses a battle against you, put each card they chose from their Battle Hand in their Graveyard instead of their Discard Pile.

Battle: During battle cleanup, if your opponent loses, put every card from their initial Battle Hand in their Graveyard instead of its normal destination.

Conscription

Cost: 3
Complexity: Basic

Action: Draw one card. You may immediately play one card from your hand whose Action effect banks it as an Asset, without using another Action Opportunity.

Battle: If this was committed from hand before Battle Hands were formed, draw one additional card when forming your initial Battle Hand and you may choose one additional card from it.

Contraband

Cost: 3
Complexity: Basic

Action: Return one card from your Discard Pile to your hand.

Battle: When this is revealed, choose one card in your Discard Pile whose Battle effect can still resolve. Put this in your Graveyard and reveal the chosen card face up in its place. During cleanup, put the chosen card in your Graveyard unless its text states another destination.

Counterworks

Cost: 3
Complexity: Advanced

Action: Bank this as an Asset. When an opposing effect would place an Overlay on a Territory, you may discard this. If you do, that Overlay is not placed. If a card would have become that Overlay, put it in its owner’s Discard Pile.

Battle: Choose one: one Overlay on the contested Territory is inactive during this battle; or the next opposing Overlay that would be placed there during this battle or cleanup is not placed. If a card would have become that Overlay, put it in its owner’s Discard Pile.

Court Martial

Cost: 3
Complexity: Basic

Action: Bank this as an Asset. During battle cleanup, after an opponent loses a battle against you and completes their normal retreat, you may discard this. If you do, they retreat one additional position, if able.

Battle: Your opponent gains disadvantage during this battle. If they lose, after completing their normal retreat, they retreat one additional position, if able.

Fortifications

Cost: 3
Complexity: Basic

Action: Bank this as an Asset. When defending, you may choose up to two cards from your Battle Hand instead of one.

Battle: If you are the defending player, add +1 to your battle total. If you lose, you may withdraw one additional position after completing your normal retreat.

Insurrection

Cost: 3
Complexity: Advanced

Action: Discard your hand. Each player shuffles their Discard Pile into their Draw Pile. Draw three cards, then take one additional Action Opportunity.

Battle: If you are counterattacking an opponent occupying a Territory you control, gain double advantage. Otherwise, if you are the attacking player, gain advantage.

Liberation

Cost: 3
Complexity: Advanced

Action: Bank this as an Asset. After you win a counterattack against an opponent occupying a Territory you control, draw one card, then take one additional Action Opportunity.

Battle: If you are counterattacking an opponent occupying a Territory you control, draw one additional card when forming your initial Battle Hand and you may choose one additional card from it.

Protracted Siege

Cost: 3
Complexity: Advanced

Action: Bank this as an Asset. When an opponent would capture a Territory you control during their Capture step, you may place this on that Territory as an Overlay. If you do, that capture does not occur. During their next Capture step, they capture it normally if they still occupy it.

Battle: If you lose while defending a Territory you control, place this on that Territory as an Overlay instead of following its normal destination. The opponent does not capture that Territory during their next Capture step. During their following Capture step, they capture it normally if they still occupy it.

Reminder: After this delays one Capture step, or if the occupier leaves first, put it in its owner’s Graveyard.

Resistance

Cost: 3
Complexity: Advanced

Action: Bank this as an Asset. When counterattacking an opponent occupying a Territory you control, draw two additional cards when forming your initial Battle Hand.

Battle: If you are counterattacking an opponent occupying a Territory you control, gain advantage. If you win, bank this as an Asset during cleanup instead of following its normal destination.

Reminder: If your Asset Bank is full, you may discard one Asset to make room. Otherwise, this follows its normal destination.

Resourcefulness

Cost: 3
Complexity: Advanced

Action: Bank this as an Asset. You may have only one banked Resourcefulness. The first time during each of your turns that you use a cost-1 card for its Action effect or Battle effect, draw one card.

Battle: If another active card you used in this battle has cost 1, gain advantage.

Cost 4

Arcane Knowledge

Cost: 4
Complexity: Advanced
Trait: Arcane

Action: Move one card from your Graveyard to your Discard Pile.

Battle: When this is revealed, choose one card in your Graveyard with a Battle effect that can resolve in this battle. Resolve that effect as though you had used it. Leave the chosen card in your Graveyard.

Armistice

Cost: 4
Complexity: Advanced

Action: Bank this as an Asset. While this is active, neither player can initiate a battle. After your normal Draw step at the start of each of your turns, discard two cards from your hand or discard this. This cannot be voluntarily discarded at another time.

Battle: Resolve effects that cancel cards first. If this is not canceled, end the battle without a winner. Return the attacking player to the position they entered from. Stop resolving Battle effects. Put all other cards still used in the battle in their owners’ Discard Piles, then put this in its owner’s Graveyard.

Reminder: The attacking player’s return is not a retreat. Effects that already resolved are not undone.

Assimilation

Cost: 4
Complexity: Advanced

Action: Bank this as an Asset. After you win a battle you initiated on a Territory your opponent controls, you may put this in your Graveyard. If you do, capture that Territory immediately instead of occupying it.

Battle: If you win as the attacking player on a Territory your opponent controls, capture that Territory immediately instead of occupying it. Put this in your Graveyard after the capture resolves.

Capital Punishment

Cost: 4
Complexity: Basic

Action: If you won a battle this turn, choose one opposing Asset and put it in its owner’s Graveyard.

Battle: Negate one active opposing card used in the battle. During battle cleanup, if you won, put the chosen card in its owner’s Graveyard instead of its normal destination.

Invasion

Cost: 4
Complexity: Advanced

Action: Gain two additional positions of movement this turn. Movement granted by this card may be used only to advance. Resolve it one position at a time.

Battle: If you are the attacking player, draw one additional card when forming your initial Battle Hand and you may choose one additional card from it.

Reminder: Unused movement granted by this card is lost when a battle begins.

Revolution

Cost: 4
Complexity: Advanced

Action: Each player discards their hand, then draws cards equal to the number of cards the other player discarded.

Battle: After all rerolls, you may exchange the players’ final selected die results. Each player retains their own modifiers.

Reminder: If both players exchange results, no exchange occurs.

Sequestration

Cost: 4
Complexity: Advanced

Action: Each player chooses one banked Asset they control to keep, if able, and discards the rest.

Battle: All banked Assets are inactive during this battle.

Siege Weaponry

Cost: 4
Complexity: Advanced

Action: Place this face up on the nearest enemy-controlled Territory ahead of you with an active printed effect. While it remains face up there, that Territory’s printed effect is inactive. The next time you attack there, put this in its owner’s Graveyard if you lose. If you win, or if you capture that Territory without a battle, turn this face down; it becomes a Ruins Overlay.

Battle: If you are attacking on an enemy-controlled Territory, place this face up on it. That Territory’s printed effect is inactive during this battle. If you win, turn this face down; it becomes a Ruins Overlay instead of following its normal destination.

Cost 5

Manifest Destiny

Cost: 5
Complexity: Advanced
Unique: Maximum one copy per Playable Deck

Action: As an additional cost, put every other card in your hand in your Graveyard. Then put banked Assets you control in your Graveyard until you have put at least three cards there this way, including at least one Asset. Add this to your end of the Gauntlet. It becomes a blank Territory under your control.

Battle: If you win as the attacking player on a Territory your opponent controls, insert this between the contested Territory and the position from which you attacked. It becomes a blank Territory under your control instead of following its normal destination.

Reminder: This is a normal Territory after it enters the Gauntlet. It may be occupied, captured, controlled, and affected normally.