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

Face 1: Wind
Wind
Face 2: Wind
Wind
Face 3: Wind
Wind
Face 4: Rain
Rain
Face 5: Rain
Rain
Face 6: Cyclone
Cyclone

Status Effects

Tornado Positive Status Effect

Stack limit 4

  • A player with this token may spend it at the start of their Offensive Roll Phase. For each token spent, gain an opponent's die. These dice may be included in all Roll Attempts during this Offensive Roll Phase.

Wind Shear Positive Status Effect

Stack limit 1

  • A player with this token may spend it when being Attacked to prevent 2 incoming dmg. Then choose an opponent to receive 2 as an isolated source of undefendable dmg.

Other Rules

Lightning and Charged abilities Mechanic

  • Lightning is a companion. If an Offensive Ability has the outline of a Lightning token next to its name, it may be Charged. When Lightning is gained, place the token on one of these spaces to Charge that ability. When a Charged ability is activated, you may remove the Lightning from it and activate the Charged Effect. If there are ever two Lightning tokens on a single ability, immediately remove them both and deal 2 as an isolated source of undefendable dmg to a chosen opponent. When multiple Lightning are gained simultaneously, they are placed one at a time (and may therefore trigger effects in sequence).

Companions

Lightning Companion

  • Activate ability bonus effects or deal dmg. If an Offensive Ability has the outline of a Lightning token next to its name, it may be Charged. When Lightning is gained, place the token on one of these spaces to Charge that ability. When a Charged ability is activated, you may remove the Lightning from it and activate the Charged Effect. If there are ever two Lightning tokens on a single ability, immediately remove them both and deal 2 as an isolated source of undefendable dmg to a chosen opponent. When multiple Lightning are gained simultaneously, they are placed one at a time (and may therefore trigger effects in sequence).

Abilities

Lightning Field Offensive, Chargeable (98.4% / 87.9% / 51.3%)

  • WindWindWind Deal 5 dmg
  • WindWindWindWind Deal 6 dmg
  • WindWindWindWindWind Deal 7 dmg
  • Charged: Add 3 dmg.

Light It Up Offensive, Chargeable (77.5%)

Needs WindRainRainCyclone

  • Roll 5 dice: Gain 1 x Wind Lightning. For every Rain Rain, gain Tornado. Gain 1 x Cyclone Lightning. Charged: Gain Wind Shear.

Thunderstorm Offensive, Chargeable (55.7%)

Needs WindWindRainRainRain

  • Gain 2 Lightning. Deal 7 dmg. Charged: Gain 2 Tornado.

Opposites Attract Offensive, Chargeable (34.9%)

Needs WindWindWindCycloneCyclone

  • Gain 3 Tornado. Roll 2 dice: Deal dmg equal to the total roll value. Charged: After rolling, you may re-roll one or both of these dice.

Gust Offensive, Chargeable (61.5% / 26.1%)

  • Small Straight Gain Wind Shear. Deal 6 dmg Charged: Gain Tornado.
  • Large Straight Gain Wind Shear. Deal 8 dmg Charged: Gain 2 Tornado.

Blizzard Offensive, Chargeable (10.4%)

Needs CycloneCycloneCycloneCyclone

  • Gain 3 Tornado. Deal 8 dmg. Charged: This Attack becomes undefendable.

Maelstrom Offensive, Chargeable

Needs Largest straight (1-2-3-4-5-6: all six numbers with six dice)

  • Deal 10 dmg. Place Lightning on up to 4 different Offensive Abilities (excluding this one). Charged: Gain 1 CP and draw 1.

Tempestuous Defensive

Defense Roll 5 dice

  • On Wind Wind Wind, gain Tornado. On Rain Rain, prevent 2 dmg. On Cyclone, gain Lightning.

Tempest! Ultimate, Chargeable (1.3%)

Needs CycloneCycloneCycloneCycloneCyclone

  • Gain 2 Tornado & Wind Shear. Deal 12 dmg. Charged: Gain 2 additional Tornado and add 2 dmg.

Upgrades

Light It Up II Upgrade of Light It Up, Chargeable (2 CP)

Needs WindRainRainCyclone

  • Gain Lightning & Tornado. Roll 5 dice: Gain 1 x Wind Lightning. For every Rain Rain, gain Tornado. Gain 1 x Cyclone Lightning. Charged: Gain Wind Shear.

Thunderstorm II Upgrade of Thunderstorm, Chargeable (2 CP)

Needs WindWindRainRainRain

  • Gain 3 Lightning. Deal 7 dmg. Charged: Gain 3 Tornado.

Static Same card (65.6%)

Needs WindWindWindRainRain

  • Gain Wind Shear, Tornado, & 3 Lightning.

Opposites Attract II Upgrade of Opposites Attract, Chargeable (2 CP)

Needs WindWindWindCycloneCyclone

  • Gain 4 Tornado. Roll 2 dice: Deal dmg equal to the total roll value. Charged: After rolling, you may re-roll one or both of these dice.

Forceful Same card (57.6%)

Needs WindWindCycloneCyclone

  • Gain Tornado. Deal 4 undefendable dmg.

Gust II Upgrade of Gust, Chargeable (2 CP)

  • Small Straight Gain Wind Shear. Deal 7 dmg Charged: Gain Tornado.
  • Large Straight Gain Tornado & Wind Shear. Deal 9 dmg Charged: Gain 2 Tornado.

Blizzard II Upgrade of Blizzard, Chargeable (2 CP)

Needs CycloneCycloneCycloneCyclone

  • Gain 3 Tornado. Deal 7 undefendable dmg. Charged: Add 3 dmg.

Drizzle Same card (35.5%)

Needs CycloneCycloneCyclone

  • Gain 3 Tornado and 3 Lightning.

Hero Cards

Super Tornado! Card

Roll Phase Action, 1 CP

  • Remove 3 Tornado to gain five of your opponent's dice for the duration of your Offensive Roll Phase.

My Tip-It! Card

Roll Phase Action, 1 CP

  • Increase or decrease any one of your dice by the value of 1 (a value of 1 cannot be decreased and a value of 6 cannot be increased). Cannot result in a 6.

Tsunami! Card

Roll Phase Action, 1 CP

  • You may re-roll up to three dice (can be the same die or different dice in any order).

Lightning Strike! Card

Roll Phase Action, 0 CP

  • If the ability you are activating is not already Charged, activate its Charged Effect.

Raging Winds! Card

Roll Phase Action, 2 CP

  • Discard Tornado to double the effect of the next Wind Shear you spend this turn.

Gale Force! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Roll 4 dice: Add 1 x Wind dmg. On Cyclone, gain Tornado.

Twister! Card

Main Phase Action, 1 CP

  • Gain 3 Tornado.

Dynamic Nature! Card

Main Phase Action, 0 CP

  • Remove one Lightning and roll 3 dice: Gain 1 CP x Wind. On Rain, draw 1. On Cyclone, gain Wind Shear.

Uncanny! Card

Main Phase Action, 1 CP

  • Charge your MAELSTROM and TEMPEST abilities.

Atmokinesis! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Cyclone, gain Tornado and 3 Lightning. On any other outcome, draw 1.