Updated July 28 2026 with final cards
If you like playing a hero that is good with attacking, Tarira might be your hero (just missed being part of the Super Six when her card was updated reducing it’s impact a bit)! Four of her cards are attack cards and her fifth card is an Effect card that will add 1 die to every action as long as it is on the Cooldown track and that will increase the damage for three of her attack cards! Plus she starts out with a VERY dominating personality giving you two red tokens at the start of each mission right from your very first mission. She made it into four of the top lists (originally was in five of the lists):
- => Long-Range Rest Repeat (can use the card again next turn)
- => Speed Run (Excellent Eight)
- => Unblockable Attack (Terrible Ten)
- => Attack Multiple Enemies in one action (Dirty Dozen)
Intimidating Battlecry
- Card classification: Ability
- Cooldown Track Slot: 1 (but since it is an Effect card, you likely will play it to slot 4)
- Dice: 2 dice (but dice are not interconnected with the card’s action)

Once per action, you may spend 1 shield to add 1 die and 1 movement to that action.
The two dice are only used when the card is initially played and since it is an Effect card, you will want to play it in Cooldown slot 4. As long as the card is in the Cooldown track (including when it is initially played) you can spend 1 shield to add 1 die AND 1 movement to an action. Since the card should remain in the Cooldown track for 3 more turns this could very well add 1 die to 7 actions (extremely useful) plus add 1 movement to 7 or even 8 actions (a lot of extra movement). Once the card slides off the Cooldown track it goes back into your hand and you can immediately play it again if you wish! There are no boosts available at the beginning of the campaign.
Pulse Rifle
- Card classification: Weapon
- Cooldown Track Slot: 3
- Dice: 1 die

Deal [2] damage to an enemy within a range of 6
The key to this weapon is its long range of up to 6 (originally 7 in the prototype). But with a good die roll, it can deal 3 or 4 damage. Plus use a red token to get +2 damage (thus up to 5 or 6 … was only +1 in the prototype).
Tail Swipe
- Card classification: Ability
- Cooldown Track Slot: 3
- Dice: 1 die

Deal [1] unblockable damage to all adjacent characters.
It may be only 1 damage, but it is for EVERY enemy adjacent to you and a good die roll can add 1 or 2 to the damage, plus using a red token lets you add one more damage. PLUS if there is only 1 adjacent enemy get another +1 damage. Boosts available:
- Red token: add 1 damage to all adjacent enemies
- Blue token: Move an ally 2 squares
Charge
- Card classification: Ability
- Cooldown Track Slot: 2
- Dice: No dice

Move 3 squares and then deal 2 damage to an adjacent enemy.
This is a dual action card that lets you first move closer to the enemy and then deal 2 damage to them. Available boosts:
- Green token: Move an ally 2 squares
- Blue token: -1 Cooldown track (place the card on slot 1 instead of 2, thus you will get it back into your hand to use on your next turn)
T-6 Ray Gun
- Card classification: Weapon
- Cooldown Track Slot: 2
- Dice: 1 die

Deal [1] damage to an enemy within a range of 3. If this is your first action this turn, get a “+1” to your damage now OR give the +1 to your next action.
Your die roll can up the damage to 2 or 3 and with a green token you can add another die to try to increase the damage even more. Plus if you use this card as your first action you can bump up the damage another 1 (or save it for your next action to possibly add a +1 to increase your move or attack or healing)! Boosts available:
- Green token: +1 die
- Yellow token: -1 Cooldown track (place the card on slot 1 instead of 2)

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