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

Face 1: Hammer
Hammer
Face 2: Hammer
Hammer
Face 3: Hammer
Hammer
Face 4: Worthy
Worthy
Face 5: Worthy
Worthy
Face 6: Thunder
Thunder

Setup. Begin the game with Mjölnir on your Hero Board.

Status Effects

Guard Break Positive Status Effect

Stack limit 2, Attack Modifier

  • If a player concludes their Offensive Roll Phase with an Attack, they may spend this token and roll 1 die. If the outcome is 4-5, the Attack becomes undefendable.

Electrokinesis Positive Status Effect

Stack limit 4

  • Once per turn, a player may spend 4 Electrokinesis during their Main Phase to draw 1.

Companions

Mjölnir Companion

  • Throw or Retrieve to gain bonuses. You may Throw or Retrieve Mjölnir at any time by discarding a card. When you Throw Mjölnir, place it on a chosen opponent and deal 1 as an isolated source of undefendable dmg. When you Retrieve Mjölnir, place it back on your Hero Board and gain Electrokinesis.

Abilities

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

  • HammerHammerHammer Deal 4 dmg
  • HammerHammerHammerHammer Deal 5 dmg
  • HammerHammerHammerHammerHammer Deal 7 dmg
  • Throw Mjölnir.

Mighty Summon Offensive (77.5%)

Needs HammerWorthyWorthyThunder

  • Gain 2 Guard Break and Heal 2. If you have Mjölnir, gain 3 Electrokinesis. Otherwise, Retrieve Mjölnir to deal 3 collateral dmg to the player you retrieved it from.

Odinforce Offensive (55.7%)

Needs HammerHammerWorthyWorthyWorthy

  • Deal 5 dmg & roll 5 dice: On Hammer Hammer, Throw or Retrieve Mjölnir. On Worthy Worthy, gain 1 CP. Gain 1 x Thunder Electrokinesis. Then add 1 dmg x Electrokinesis.

Chain Lightning Offensive (34.9%)

Needs HammerHammerHammerThunderThunder

  • Roll 3 dice: Deal dmg equal to the total roll value of any two of these dice. Additionally, deal 2 as an isolated source of collateral dmg to a chosen opponent (may choose the same opponent).

Lightning Rod Offensive (61.5%)

Needs a Small Straight

  • Deal 7 dmg. If the opponent you are Attacking has Mjölnir, deal 9 dmg instead. Otherwise, gain Electrokinesis.

Bottled Lightning Offensive (10.4%)

Needs ThunderThunderThunderThunder

  • Throw or Retrieve Mjölnir up to two times. Gain 2 Guard Break. Then deal 7 dmg. Add 1 dmg x Electrokinesis.

Thunder Bolt Offensive (26.1%)

Needs a Large Straight

  • Throw or Retrieve Mjölnir. Gain 2 Electrokinesis. Deal 10 dmg.

Thunder Wheel Defensive

Defense Roll 3 dice

  • On Hammer Hammer, Throw or Retrieve Mjölnir. Prevent 2 x Worthy dmg. On Thunder, gain Electrokinesis.

For Asgard! Ultimate (1.3%)

Needs ThunderThunderThunderThunderThunder

  • Gain Guard Break. Throw or Retrieve Mjölnir up to four times. Deal 14 dmg.

Upgrades

Hammered II Upgrade of Hammered (0 CP)

  • HammerHammerHammer Deal 5 dmg
  • HammerHammerHammerHammer Deal 6 dmg
  • HammerHammerHammerHammerHammer Deal 7 dmg
  • Throw or Retrieve Mjölnir. On 4-of-a-kind, gain Electrokinesis.

Hammered III Upgrade of Hammered (2 CP)

  • HammerHammerHammer Deal 5 dmg
  • HammerHammerHammerHammer Deal 6 dmg
  • HammerHammerHammerHammerHammer Deal 8 dmg
  • Throw or Retrieve Mjölnir. On 3-of-a-kind, gain Electrokinesis.

Mighty Summon II Upgrade of Mighty Summon (2 CP)

Needs HammerWorthyWorthyThunder

  • Gain 2 Guard Break and Heal 3. If you have Mjölnir, gain 3 Electrokinesis. Otherwise, Retrieve Mjölnir to deal 4 collateral dmg to the player you retrieved it from.

Boom Boom! Same card (57.6%)

Needs HammerHammerThunderThunder

  • Gain 2 Electrokinesis. Deal 6 dmg.

Odinforce II Upgrade of Odinforce (2 CP)

Needs HammerHammerWorthyWorthyWorthy

  • Deal 6 dmg & roll 5 dice: On Hammer Hammer, Throw or Retrieve Mjölnir. On Worthy Worthy, gain 1 CP. Gain 1 x Thunder Electrokinesis. You may re-roll up to 5 of these dice. Then add 1 dmg x Electrokinesis.

Chain Lightning II Upgrade of Chain Lightning (2 CP)

Needs HammerHammerHammerThunderThunder

  • Roll 4 dice: Deal dmg equal to the total roll value of any two of these dice. Additionally, deal 3 as an isolated source of collateral dmg to a chosen opponent (may choose the same opponent).

Lightning Rod II Upgrade of Lightning Rod (2 CP)

Needs a Small Straight

  • Throw or Retrieve Mjölnir. Gain Electrokinesis. Deal 9 dmg.

Bottled Lightning II Upgrade of Bottled Lightning (2 CP)

Needs ThunderThunderThunderThunder

  • Throw or Retrieve Mjölnir up to three times. Gain 2 Guard Break. Then deal 8 dmg. Add 1 dmg x Electrokinesis.

Ricochet! Same card (35.5%)

Needs ThunderThunderThunder

  • Throw or Retrieve Mjölnir up to six times.

Thunder Bolt II Upgrade of Thunder Bolt (2 CP)

Needs a Large Straight

  • Throw or Retrieve Mjölnir. Gain 2 Electrokinesis. Deal 12 dmg.

Asgardian Brawn Same card (84.2%)

Needs WorthyWorthyWorthy

  • Heal 4.

Thunder Wheel II Upgrade of Thunder Wheel (2 CP)

Defense Roll 4 dice

  • For every Hammer Hammer, Throw or Retrieve Mjölnir. Prevent 2 x Worthy dmg. Gain 1 x Thunder Electrokinesis.

Hero Cards

Invulnerability! Card

Roll Phase Action, 2 CP

  • Discard 2 Electrokinesis to prevent all incoming damage.

Indomitable Will! Card

Roll Phase Action, 2 CP

  • Play only after being Attacked. If the incoming Attack would reduce your Health to 0, roll 1 die: On Worthy, set your Health to 1 instead.

He Is Worthy! Card

Roll Phase Action, 1 CP

  • Change the value of any one of your dice to a 4 or 5.

Power Trip! Card

Instant Action, 1 CP

  • Draw 1. Gain 2 Electrokinesis.

Time to Hammer! Card

Instant Action, 0 CP

  • Retrieve Mjölnir. Gain 1 CP and Electrokinesis.

Stormbreak! Card

Instant Action, 0 CP

  • Play only if you have Thrown Mjölnir twice this turn. Draw 1. Gain 1 CP, Guard Break, and Electrokinesis.

Bifrost! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Thunder, draw 1, gain Guard Break, and gain 2 Electrokinesis. On any other outcome, draw 1.