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Headless Horseman’s organized play performance is on the Stats page.  Axe Axe Axe Horseshoe Horseshoe Scare
Setup. Begin the game with the Haunted Head on your Hero Board. If you are not the first player to begin the game, gain Dreadful. Status Effects Dreadful Positive Status Effect
Stack limit 5 - These tokens affect various abilities, including when you can Terrorize an opponent.
Grim Pursuit Positive Status Effect
Stack limit 3, Attack Modifier - A player with this token may spend it to activate one of the following effects: Perform an additional Roll Attempt during your Offensive Roll Phase. After Attacking, roll 5 dice: add 1 x
dmg. Attack Modifier. Each effect may only be activated once per turn.
Other RulesHaunted Head and Terrorize Mechanic- The Haunted Head is a Companion. At the conclusion of your turn, if an opponent has the Haunted Head, gain Dreadful. You may Terrorize an opponent during your Upkeep Phase when you have at least four Dreadful (see your Passive Ability, Headless Mayhem). You can Terrorize any chosen opponent, even if they do not have the Haunted Head.
CompanionsHaunted Head Companion- Use your Pumpkin Head to frighten an opponent! At the conclusion of your turn, if an opponent has the Haunted Head, gain Dreadful.
AbilitiesHeadless Mayhem Passive- During your Upkeep Phase, you may choose one: Terrorize an opponent -or- move the Haunted Head to a chosen player. If moved to an opponent, gain Dreadful. If your Offensive Roll Phase does not successfully deal at least 1 dmg, gain Grim Pursuit.
Cleave Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 5 dmg    Deal 7 dmg
- On 4-of-a-kind, gain Dreadful.
Sow Despair Offensive (61.5% / 26.1%)- Small Straight Gain Dreadful. Deal 7 dmg.
- Large Straight Gain 2 Dreadful. Deal 9 dmg.
UpgradesCleave II Upgrade of Cleave (2 CP)  Deal 5 dmg   Deal 6 dmg    Deal 8 dmg
- On 3-of-a-kind, gain Dreadful.
Sow Despair II Upgrade of Sow Despair (2 CP)- Small Straight Gain 2 Dreadful. Deal 7 dmg.
- Large Straight Gain 3 Dreadful. Deal 10 dmg.
Hero CardsSpirited Reprisal! CardRoll Phase Action, 1 CP - Play only after being Attacked. If you have the Haunted Head, prevent 3 incoming dmg.
Cranial Assist! CardRoll Phase Action, 2 CP, Attack Modifier - If your opponent has the Haunted Head, add 3 dmg.
Thundering Hooves! CardRoll Phase Action, 0 CP - Spend up to 3 CP. Then gain 1 Grim Pursuit per CP spent.
Unescapable! CardRoll Phase Action, 1 CP, Attack Modifier - Remove a Grim Pursuit to make this Attack undefendable.
Rolling Pumpkin! CardInstant Action, 0 CP - Move the Haunted Head to a chosen player.
Dark Surprise! CardInstant Action, 2 CP Dancing Pumpkin! CardMain Phase Action, 2 CP - If you have the Haunted Head, gain 2 Dreadful. Otherwise, gain 2 Grim Pursuit.
Get Ahead! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain 3 Grim Pursuit. On any other outcome, draw 1.
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