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

Face 1: Touch
Touch
Face 2: Touch
Touch
Face 3: Touch
Touch
Face 4: Soar
Soar
Face 5: Soar
Soar
Face 6: Ion
Ion

Status Effects

Influence Negative Status Effect

Stack limit 3

  • A player afflicted with these tokens must roll 1 die at the start of their Offensive Roll Phase per token. For every 1-3 rolled, they get one fewer Roll Attempt. Then remove all of these tokens.

Ionic Energy Positive Status Effect

Stack limit 4, Attack Modifier

  • A player with this token may choose to spend it to add the indicated number of damage to their Attack. You may only spend up to 2 tokens per turn. Alternatively, pay 1 CP to spend up to 4 tokens this turn. Attack Modifier. Tokens have the values [1] and [2].

Skyward Positive Status Effect

Stack limit 2

  • When a player with this token is Attacked, they may choose to spend it. If spent, you and your Attacker each roll 1 die. The player who spent this token may pay 1 CP to re-roll their die (may do this multiple times): If your outcome is greater, deal 3 dmg back to the Attacker. If your outcome is equal, prevent 4 incoming dmg.

Other Rules

Ionic Energy Mechanic

  • Ionic Energy tokens come in two values, [1] and [2], that share one Stack Limit of 4. Each token may be spent to add its value in damage to an Attack (an Attack Modifier). You may only spend up to 2 tokens per turn; alternatively pay 1 CP to spend up to 4 tokens this turn. If you would gain Ionic Energy [2] while at the Stack Limit you cannot replace an Ionic Energy [1] token with it.

Abilities

Brawl Offensive (98.4% / 87.9% / 51.3%)

  • TouchTouchTouch Deal 4 dmg
  • TouchTouchTouchTouch Deal 5 dmg
  • TouchTouchTouchTouchTouch Deal 6 dmg

Sass Offensive (57.6%)

Needs TouchTouchIonIon

  • Gain 1 CP. Inflict Influence. Deal 3 undefendable dmg.

Leach Offensive (78.6%)

Needs TouchSoarSoarSoar

  • Gain Ionic Energy [1] and roll 1 die: On Touch, Steal 2 Health. On Soar, Steal 3 Health and gain Ionic Energy [1]. On Ion, Steal 4 Health and gain Ionic Energy [1]. You may spend 1 CP to increase the value of this die by 1 (may do this multiple times).

Absorption Offensive (61.5% / 26.1%)

  • Small Straight Inflict Influence. Deal 7 dmg
  • Large Straight Inflict 2 Influence. Deal 9 dmg

Influential Offensive (10.4%)

Needs IonIonIonIon

  • Gain Skyward. Inflict 2 Influence. Deal 6 undefendable dmg.

Skybound Offensive (46.8%)

Needs SoarSoarIonIon

  • Gain 1 CP and Skyward. Deal 7 dmg.

Ionic Drive Passive

  • Whenever dmg is successfully dealt to you from an Attack, gain Ionic Energy (excluding dmg from an Ultimate): On 6 or less dmg, gain Ionic Energy [1]. On 7 or more dmg, gain Ionic Energy [2].

Duplicate Defensive

Defense Roll 4 dice

  • For every Touch Touch, deal 1 dmg. For every Soar Soar, prevent 2 dmg. For every Ion Ion, gain Skyward and Ionic Energy [1].

High Altitude! Ultimate (1.3%)

Needs IonIonIonIonIon

  • Gain 1 CP and 2 Skyward. Inflict 3 Influence. Deal 11 dmg.

Upgrades

Brawl II Upgrade of Brawl (2 CP)

  • TouchTouchTouch Deal 4 dmg
  • TouchTouchTouchTouch Deal 5 dmg
  • TouchTouchTouchTouchTouch Deal 6 dmg
  • Gain 1 CP. On 3-of-a-kind, inflict Influence.

Mind Over Matter Same card (55.7%)

Needs TouchTouchSoarSoarSoar

  • Inflict Influence. Deal 7 dmg.

Sass II Upgrade of Sass (2 CP)

Needs TouchTouchIonIon

  • Gain 1 CP. Inflict Influence. Deal 4 undefendable dmg.

Underdog Same card (34.9%)

Needs TouchTouchTouchIonIon

  • Gain 2 CP. Inflict Influence. Deal 5 undefendable dmg.

Absorption II Upgrade of Absorption (2 CP)

  • Small Straight Inflict 2 Influence. Deal 7 dmg
  • Large Straight Inflict 3 Influence. Deal 9 dmg

Influential II Upgrade of Influential (2 CP)

Needs IonIonIonIon

  • Gain Skyward. Inflict 3 Influence. Deal 6 undefendable dmg.

Reciprocate Same card (35.5%)

Needs IonIonIon

  • Gain Ionic Energy [2]. Inflict 3 Influence.

Skybound II Upgrade of Skybound (2 CP)

Needs SoarSoarIonIon

  • Gain 2 CP and Skyward. Deal 8 dmg.

To the Clouds Same card (21.3%)

Needs SoarSoarSoarIonIon

  • Gain 3 CP and Skyward. Deal 9 dmg.

Duplicate II Upgrade of Duplicate (3 CP)

Defense Roll 5 dice

  • For every Touch Touch, deal 1 dmg. For every Soar Soar, prevent 2 dmg. For every Ion Ion, gain Skyward and Ionic Energy [1].

Hero Cards

Cloudy! Card

Roll Phase Action, 2 CP

  • Play this card after a Skyward token has been resolved to double its effect.

Head in the Clouds! Card

Roll Phase Action, 2 CP

  • Gain Skyward and Ionic Energy [2].

Sweet Tea! Card

Roll Phase Action, 1 CP

  • Gain Ionic Energy [2]. You may spend up to 4 Ionic Energy this turn.

Sugah! Card

Instant Action, 1 CP

  • Change the value of any one die that was rolled as a result of Influence or Skyward.

Back Off! Card

Main Phase Action, 1 CP

  • Inflict Influence. A chosen opponent rolls 1 die per Influence they are afflicted with: For each 1-4 rolled, Steal 1 Health.

Ionic Intensity! Card

Main Phase Action, 3 CP

  • Increase Ionic Energy Stack Limit by 1. Then roll 4 dice: Gain 1 x Touch Ionic Energy [1]. Gain 1 x Soar Ionic Energy [2]. Gain 1 x Ion Skyward.

Remy's Kiss! Card

Main Phase Action, 0 CP

  • Inflict Influence. Draw 1.

Southern Belle! Card

Main Phase Action, 1 CP

  • Roll 2 dice: On Touch, gain Ionic Energy [1]. On Soar, gain Ionic Energy [2]. On Ion, gain Ionic Energy [1] and Ionic Energy [2].

Wind Up! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Ion, gain 1 CP and 2 Ionic Energy [2]. On any other outcome, draw 1.