Cyclops’s organized play performance is on the Stats page.

Face 1: Fist
Fist
Face 2: Fist
Fist
Face 3: Fist
Fist
Face 4: Pouch
Pouch
Face 5: Pouch
Pouch
Face 6: Blast
Blast

Status Effects

Battle Plan Positive Status Effect

Stack limit 4

  • A player with these tokens may spend them to activate each effect once per turn. 1 token: Examine a chosen opponent's hand. 3 tokens: Look at the top three cards of your deck. If any of them are Leadership Cards, you may reveal one of them to your opponent and add it to your hand. Each remaining card may be discarded or put back in any order. 3 tokens: Inflict Focus Fire on a chosen opponent.

Support Positive Status Effect

Stack limit 3

  • Spend these tokens for a variety of effects. 1 token: A chosen player gains 1 CP. 1 token: A chosen player may re-roll 1 of their dice at any time. 3 tokens: A chosen player may draw 1.

Focus Fire Negative Status Effect

Stack limit 2, Attack Modifier

  • When a player with this token is Attacked by an opponent, the Attacker increases their damage by 1. Attack Modifier. Persistent.

Abilities

Hand to Hand Offensive (98.4% / 87.9% / 51.3%)

  • FistFistFist Deal 4 dmg
  • FistFistFistFist Deal 5 dmg
  • FistFistFistFistFist Deal 7 dmg

Target Acquired Offensive (50.7%)

Needs FistFistFistFistBlast

  • Inflict Focus Fire. Then deal 5 dmg.

Teamwork Offensive (78.6%)

Needs FistPouchPouchPouch

  • Gain 2 Support. Then deal 5 dmg. If a Leadership Card was previously played this turn, add 2 dmg.

Never Back Down Offensive (34.9%)

Needs FistFistFistBlastBlast

  • Gain Battle Plan and Support. Then deal 8 dmg.

Regroup Offensive (61.5%)

Needs a Small Straight

  • Gain 2 Battle Plan. Then deal 6 dmg. If a Leadership Card was previously played this turn, gain Support.

Strafe Offensive (10.4%)

Needs BlastBlastBlastBlast

  • Gain 3 Battle Plan. Inflict Focus Fire. Then deal 5 undefendable dmg.

Assault Offensive (26.1%)

Needs a Large Straight

  • Gain 3 Battle Plan. Then deal 8 dmg. If a Leadership Card was previously played this turn, add 2 dmg.

Recourse Defensive

Defense Roll 3 dice

  • Prevent 1 x Pouch dmg. On Blast, you may choose to either deal 3 dmg or prevent 2.

Optic Blast! Ultimate (1.3%)

Needs BlastBlastBlastBlastBlast

  • Gain 3 Battle Plan and 2 Support. Inflict 2 Focus Fire. Then deal 11 dmg.

Upgrades

Target Acquired II Upgrade of Target Acquired (2 CP)

Needs FistFistFistFistBlast

  • Inflict Focus Fire. Then deal 5 dmg. If a Leadership Card was previously played this turn, inflict an additional Focus Fire.

Uppercut Same card (57.6%)

Needs FistFistBlastBlast

  • Deal 5 undefendable dmg.

Never Back Down II Upgrade of Never Back Down (1 CP)

Needs FistFistFistBlastBlast

  • Gain Battle Plan & Support. Then deal 9 dmg. If a Leadership Card was previously played this turn, gain an additional Battle Plan & Support.

Regroup II Upgrade of Regroup (1 CP)

Needs a Small Straight

  • Gain 3 Battle Plan. Then deal 6 dmg. If a Leadership Card was previously played this turn, add 1 dmg.

Strafe II Upgrade of Strafe (2 CP)

Needs BlastBlastBlastBlast

  • Gain 3 Battle Plan. Inflict 2 Focus Fire. Then deal 6 undefendable dmg.

Check Your Pockets Same card (35.5%)

Needs BlastBlastBlast

  • Gain 3 Battle Plan and 3 Support.

Assault II Upgrade of Assault (2 CP)

Needs a Large Straight

  • Gain 4 Battle Plan. Then deal 9 dmg. If a Leadership Card was previously played this turn, add 2 dmg.

In Sight Same card (90.1%)

Needs FistFistPouchPouch

  • Inflict 2 Focus Fire on a chosen opponent.

Recourse II Upgrade of Recourse (3 CP)

Defense Roll 3 dice

  • Deal 1 x Fist dmg. Prevent 1 x Pouch dmg. On Blast, choose to deal 3 dmg or prevent 2. You may remove 2 Battle Plan to activate your defense against an undefendable Attack.

Hero Cards

Never Let Go! Card

Roll Phase Action, 1 CP, Leadership

  • Remove Support and Battle Plan to change the value of any one of your dice.

Selfless! Card

Roll Phase Action, 1 CP, Leadership

  • A chosen player prevents 3 incoming dmg. If the chosen player was a teammate, you may choose to receive 2 dmg in order to prevent an additional 3 incoming dmg.

No Matter What! Card

Roll Phase Action, 1 CP, Attack Modifier, Leadership

  • Add 2 dmg. Then add an additional 2 dmg for each other Leadership Card that was previously played this turn (maximum of 4 additional dmg).

Attack Now! Card

Roll Phase Action, 1 CP, Attack Modifier, Leadership

  • Roll 5 dice: Add 1 x Fist dmg. On Blast, inflict Focus Fire.

Hold! Card

Instant Action, 1 CP, Leadership

  • Draw 1. Then draw an additional card for each other Leadership Card that was previously played this turn (maximum of 2 additional cards).

Locked In! Card

Instant Action, 1 CP, Leadership

  • Inflict Focus Fire on a chosen opponent. If this is the first Leadership Card played this turn, gain Support.

Need a Hand?! Card

Instant Action, 1 CP, Leadership

  • Gain 3 Support. If another Leadership Card was previously played this turn, draw 1.

Never Surrender! Card

Instant Action, 1 CP, Leadership

  • Gain Battle Plan. If another Leadership Card was previously played this turn, gain 3 Battle Plan instead.

Pouch Power! Card

Instant Action, 0 CP, Leadership

  • Roll 1 die plus an additional die for each other Leadership Card that was previously played this turn: Gain 1 x Fist Support. Gain 1 x Pouch Battle Plan. Draw 1 x Blast.

No Train, No Gain! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Blast, gain 2 Support and 3 Battle Plan. On any other outcome, draw 1.