Black Widow hero portrait

Black Widow

Black Widow’s organized play performance is on the Stats page.

Face 1: Espionage
Espionage
Face 2: Espionage
Espionage
Face 3: Batons
Batons
Face 4: Batons
Batons
Face 5: Batons
Batons
Face 6: Widow
Widow

Status Effects

Covert Ops Unique Status Effect

Stack limit 3

  • You may spend this token once per turn during your Main Phase to do one of the following effects. Put an Ability Upgrade from your hand into play. Or look at the top 3 cards of your deck. If none of them are Ability Upgrades, you may reveal these cards and search your deck for an Ability Upgrade, show it to your opponent and add it to your hand, then shuffle your deck. Otherwise, put them back in any order. This token may not be transferred or removed by any means.

Agility Positive Status Effect

Stack limit 2

  • When a player with this token receives damage, they may spend it and roll 1 die. If the outcome is 1-3, prevent 1/2 incoming damage (rounded up).

Time Bomb Negative Status Effect

Stack limit 2

  • When inflicting this token, if you have at least 6 Ability Upgrades in play, place it on the 0:01 side up. Otherwise, place it on the 0:02 side up. During their Upkeep Phase, a player afflicted with this token must roll 1 die. On 1-5, advance the Time Bomb. On 6, remove the token. When a Time Bomb is advanced, if the token is on the 0:01 side, the player afflicted with this token removes it and receives 4 dmg as an isolated source of undefendable dmg. If the token is on the 0:02 side, flip it to the 0:01 side.

Abilities

Red Room Training Passive

  • Begin the game with 3 Covert Ops. You may play Ability Upgrades during any Roll Phase. If you have at least 5 Ability Upgrades in play, add 1 dmg to all of your Attacks.

Baton Strike Offensive (98.4% / 87.9% / 51.3%)

  • BatonsBatonsBatons Deal 5 dmg
  • BatonsBatonsBatonsBatons Deal 6 dmg
  • BatonsBatonsBatonsBatonsBatons Deal 7 dmg

Infiltrate Offensive (77.5%)

Needs EspionageEspionageBatonsWidow

  • Gain Agility. Advance all Time Bomb tokens. Then inflict Time Bomb.

Widows Gauntlets Offensive (55.7%)

Needs EspionageEspionageEspionageBatonsBatons

  • Gain 1 CP. Deal 6 dmg. Add 1 dmg per Ability Upgrade you have in play.

Hacked Offensive (61.5%)

Needs a Small Straight

  • Inflict Time Bomb. Deal 5 dmg. If you have at least 3 Ability Upgrades in play, deal 7 dmg instead.

Grapple Offensive (10.4%)

Needs WidowWidowWidowWidow

  • Gain Agility. Deal 6 undefendable dmg. Add 1 dmg per Ability Upgrade you have in play. If you have at least 2 Ability Upgrades in play, gain 1 CP.

Vengeance Offensive (26.1%)

Needs a Large Straight

  • Gain Agility. Deal 7 dmg & roll 4 dice: Add 1 x Batons dmg. On Espionage, inflict Time Bomb. On Widow Widow, gain Covert Ops.

Sabotage Defensive

Defense Roll 3 dice

  • Deal 1 x Batons dmg. Prevent 1 x Espionage dmg. On Widow Widow, inflict Time Bomb. If you have at least 4 Ability Upgrades in play, you may re-roll any of these dice.

Widow's Bite! Ultimate (1.3%)

Needs WidowWidowWidowWidowWidow

  • Search your deck for up to two Ability Upgrades and put them into play. Then shuffle your deck. Inflict Time Bomb. Deal 10 dmg.

Upgrades

Red Room Training II Upgrade of Red Room Training (2 CP)

  • Whenever you play an Ability Upgrade card, draw 1 (excluding this card). You may play Ability Upgrades during any Roll Phase. If you have at least 5 Ability Upgrades in play, add 1 dmg to all of your Attacks.

Baton Strike II Upgrade of Baton Strike (1 CP)

  • BatonsBatonsBatons Deal 6 dmg
  • BatonsBatonsBatonsBatons Deal 7 dmg
  • BatonsBatonsBatonsBatonsBatons Deal 8 dmg
  • When this card is played, force an opponent to reveal their hand to you.

Infiltrate II Upgrade of Infiltrate (2 CP)

Needs EspionageEspionageBatonsWidow

  • Gain Agility. Inflict Time Bomb. Then advance all Time Bomb tokens.

Spy Game Same card (34.3%)

Needs EspionageEspionageBatonsWidowWidow

  • Gain Covert Ops & Agility. Deal 6 undefendable dmg.

Widows Gauntlets II Upgrade of Widows Gauntlets (2 CP)

Needs EspionageEspionageEspionageBatonsBatons

  • Gain 1 CP. Deal 7 dmg. Add 1 dmg per Ability Upgrade you have in play.

Covert Mission Same card (90.1%)

Needs EspionageEspionageBatonsBatons

  • Inflict Time Bomb on up to two different chosen opponents.

Hacked II Upgrade of Hacked (1 CP)

Needs a Small Straight

  • A chosen opponent is inflicted with Time Bomb. Deal 6 dmg. If you have at least 3 Ability Upgrades in play, deal 8 dmg instead.

Grapple II Upgrade of Grapple (2 CP)

Needs WidowWidowWidowWidow

  • Gain 1 CP and Agility. Deal 7 undefendable dmg. Add 1 dmg per Ability Upgrade you have in play.

Recon Same card (35.5%)

Needs WidowWidowWidow

  • Gain Agility. Search your deck for an Ability Upgrade and put it into play. Then shuffle your deck.

Vengeance II Upgrade of Vengeance (2 CP)

Needs a Large Straight

  • Gain Agility. Deal 7 dmg & roll 5 dice: Add 1 x Batons dmg. On Espionage, inflict Time Bomb. On Widow Widow, gain Covert Ops.

Subvert Same card (93.0%)

Needs EspionageBatonsBatonsBatons

  • Gain Covert Ops & Agility.

Sabotage II Upgrade of Sabotage (2 CP)

Defense Roll 4 dice

  • Deal 1 x Batons dmg. Prevent 1 x Espionage dmg. On Widow Widow, inflict Time Bomb. If you have at least 4 Ability Upgrades in play, you may re-roll any of these dice.

Hero Cards

Elude! Card

Roll Phase Action, 1 CP

  • If the outcome of an Agility die roll is 5-6, you may play this card to ignore all incoming dmg (this card can be played after your dice have been rolled).

Recoil! Card

Roll Phase Action, 0 CP

  • Play only after being Attacked. Roll 2 dice: On Espionage, gain 1 CP. On Widow, prevent 1/2 incoming dmg (rounded up).

Subversion! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Add 2 dmg. Add an additional 1 dmg for each Ability Upgrade played this turn.

Assemblé! Card

Instant Action, 1 CP

  • Gain 2 Agility.

Undercover Mission! Card

Main Phase Action, 2 CP

  • A chosen opponent gains Time Bomb. If you have at least 4 Ability Upgrades in play, gain Agility.

Cunning! Card

Main Phase Action, 2 CP

  • Look at the top 5 cards of your deck. Reveal all Ability Upgrades to your opponent and then add them to your hand. Put all remaining cards back in any order.

Smoke Screen! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Widow, gain Covert Ops and inflict Time Bomb on a chosen opponent. On any other outcome, draw 1.