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Hallway

Room - Passage


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Hallway

Room - Passage


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Hallway

Room - Passage


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Hallway

Room - Passage


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Hallway

Room - Passage


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Hallway

Room - Passage


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Hallway

Room - Passage


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Staircase

Room - Passage


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Staircase

Room - Passage


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Staircase

Room - Passage


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Staircase

Room - Passage


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Staircase

Room - Passage


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Staircase

Room - Passage


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Staircase

Room - Passage


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Corridor

Room - Passage


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Corridor

Room - Passage


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Corridor

Room - Passage


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Corridor

Room - Passage


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Corridor

Room - Passage


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Corridor

Room - Passage


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Black Market

Room - Action

Action: Play the top card from the discard pile.

Keywords: Action, Discard

Additional notes: Players discard cards in turn order, starting with the player that initiated the discarding effect. If a player discards multiple cards they may choose the order in which they’re discarded.


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Divination Chamber

Room - Action

Action: Look at the top 5 cards of the deck. Play one, put the others back on top.

Keywords: Action

Additional notes: You may play a Disaster. You may place the cards back in any order.


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Merchants Guild

Room - Action

Action: Swap one of your rooms with an outer room of an opponent.

Keywords: Swap, Action

Additional notes: As always, placement rules must be respected at all times. Your room doesn’t have to be an outer room.


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Wormhole Generator

Room - Action

Action: Swap two rooms of an opponent.

Keywords: Action, Swap

Additional notes: As always, placement rules must be respected at all times. Both rooms must be and stay in a single players castle.


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Doomsayer

Room - Action

Action: Discard the top 10 cards from the deck. Play any discarded Disasters.

Keywords: Action

Additional notes: Disasters are played in the order they’re drawn.


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Antigravity Cannon

Room - Action

Action: Rotate any room

Keywords: Rotate, Action

Additional notes: You may rotate a room in any players castle, not just your own.


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Time Machine

Room - Action

Action: Play the top card from the deck. If you can’t play it, discard it.

Keywords: Action

Additional notes: If a Disaster is drawn, it’s played.


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Soothsayer

Room - Action

Action: If a disaster is drawn before your next turn, take three less damage.

Keywords: Action, Take less damage

Additional notes: This effect can reduce the damage from multiple Disasters if more than one is drawn before your next turn.


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Architect

Room - Action

Action: Move up to three of your outer rooms.

Keywords: Move, Action

Additional notes: The rooms have to be moved one after another. For example a room 1 is not an outer room because it’s connected to an outer room 2. You may move the outer room 2, which then makes room 1 an outer room. You may then move room 1.


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Interior Decorator

Room - Action

Action: Swap up to three times.

Keywords: Swap

Additional notes: You may only swap rooms in your own castle.

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Treasury

Room - Passive

All your Vaults are worth one more treasure.

Additional notes: This only applies to active vaults.


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Market

Room - Passive

Surrounding Vaults are worth twice the treasure

Keywords: Surrounding

Additional notes: This only applies to active vaults.


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Energy Core

Room - Passive

Connected rooms become active.

Keywords: Connected, Active

Additional notes: The connected rooms don’t need to meet any of the other usual conditions to become active.


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Gravity Generator

Room - Passive

Before you place a room, rotate it.

Keywords: Rotate

Additional notes: As always, placement rules must be respected at all times.


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Reinforced Walls

Room - Passive

This room’s connections count twice.

Keywords: Connected


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Gravitational Anchor

Room - Passive

Surrounding rooms can’t be moved or swapped.

Keywords: Surrounding

Additional notes: They can still be rotated. This effect applies to all players, including you.


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Tavern

Room - Passive

At the start of your turn, discard one card from the shop and place a new one.

Additional notes: You may choose which card to discard.

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Echo Chamber

Room - Passive

When a link connected to this room is activated: use it twice.

Keywords: Link, Connected

Additional notes: If the link states you “have to” use it, then you also have to use it twice. Else you may only use it once or not at all.

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Armorer

Room - Passive

This room’s connections count twice.

Keywords: Connected


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Generator

Room - Passive

The room this is connected to becomes active.

Keywords: Connected, Active

Additional notes: The connected room doesn’t need to meet any of the other usual conditions to become active.


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Generator

Room - Passive

The room this is connected to becomes active.

Keywords: Connected, Active

Additional notes: The connected room doesn’t need to meet any of the other usual conditions to become active.


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Safe Room

Room - Passive

Take one less damage from disasters.

Keywords: Take less damage

Additional notes: Apply this effect after all the other Disaster damage calculations.


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Bunker

Room - Passive

Take two less disaster damage.

Keywords: Take less damage

Additional notes: Apply this effect after all the other Disaster damage calculations.


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Room With Legs

Room - Passive

Moving this room doesn’t require an action.

Keywords: Move

Additional notes: Room With Legs still has to have it’s right connection met for you to be allowed to move it. If you want to use this effect you have to do so before you take a card from the shop or take an action.


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Spinning Chamber

Room - Passive

Before you place or move this, rotate it.

Keywords: Move, Rotate


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Warping Chamber

Room - Passive

Before you place this you may swap it with one of your rooms.

Keywords: Swap

Additional notes: When using this effect, choose the room that you wish to swap with the Warping Chamber. Lift the room out of you castle. Place the Warping Chamber in the rooms location. Then you may place the lifted room anywhere you can. As always, placement rules must be respected at all times.


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Imposter

Room - Passive

You may place this in any players castle.

Additional notes: This includes your own and other players castles. As always, placement rules must be respected at all times.


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Commander’s Chamber

Room - Passive

At the start of your turn, take an action for free.

Keywords: Action

Additional notes: You may use this effect to use an action room and/or a basic action. You may still use an action instead of placing a card from the shop. This action doesn’t have to be different from the free action used. If used in conjunction with Nuclear Generator you may only use a total of 3 actions in a turn, the free action can’t be duplicated.


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Engineers Workshop

Room - Passive

At the start of your turn, you may swap two of your rooms as a free action.

Keywords: Swap, Action

Additional notes: You may still use an action instead of placing a card from the shop. This action doesn’t have to be different from the free swap action used.


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Pilot’s Quarters

Room - Passive

At the start of your turn, move a room for free.

Keywords: Move

Additional notes: You may still use an action instead of placing a card from the shop. This action doesn’t have to be different from the free move action used.


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Candy Shop

Room - Passive

Connected rooms can’t be manipulated.

Keywords: Connected, Can’t be manipulated,

Additional notes: The Candy Shop can still be manipulated. The connected rooms can’t be manipulated by any player, including yourself.


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Swimming Pool

Room - Passive

Connected rooms can’t be manipulated.

Keywords: Connected, Can’t be manipulated,

Additional notes: The Swimming Pool can still be manipulated. The connected rooms can’t be manipulated by any player, including yourself.


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Petting Zoo

Room - Passive

Connected rooms can’t be manipulated.

Keywords: Connected, Can’t be manipulated,

Additional notes: The Petting Zoo can still be manipulated. The connected rooms can’t be manipulated by any player, including yourself.


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Movie Theatre

Room - Passive

Connected rooms can’t be manipulated.

Keywords: Connected, Can’t be manipulated,

Additional notes: The Movie Theatre can still be manipulated. The connected rooms can’t be manipulated by any player, including yourself.

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Nuclear Reactor

Room - Passive

You may take two different actions a turn.

Keywords: Action

Additional notes: When you use an action during your turn you may use another, different action. This effect only applies if you use an action, it doesn’t allow you to take a second card from the shop. This card doesn’t allow you to take addition actions with Commanders Chambers or Mercenary.


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Mercenary

Room - Link

Link: Take an action.

Keywords: Link, Action

Additional notes: You may use action rooms with this effect.

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Mercenary

Room - Link

Link: Take an action.

Keywords: Link, Action

Additional notes: You may use action rooms with this effect.


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Mercenary

Room - Link

Link: Take an action.

Keywords: Link, Action

Additional notes: You may use action rooms with this effect.


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Mercenary

Room - Link

Link: Take an action.

Keywords: Link, Action

Additional notes: You may use action rooms with this effect.


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Giant Fan

Room - Link

Link: Rotate any one room.

Keywords: Rotate

Additional notes: You may rotate a room in your own or any other players castle. As always, placement rules must be respected at all times.


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Giant Fan

Room - Link

Link: Rotate any one room.

Keywords: Rotate

Additional notes: You may rotate a room in your own or any other players castle. As always, placement rules must be respected at all times.


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Construction Crew

Room - Link

Link: Swap and rotate 2 of your rooms.

Keywords: Link, Rotate

Additional notes: You may swap the two rooms and then rotate them before placing. Placement rules only apply after the rotation has finished but must be respected from that point.


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Rocket Engineer

Room - Link

Link: Move and rotate any outer room.

Keywords: Link, Move, Rotate, Outer Room

Additional notes: You may move the room and then rotate it before placing. Placement rules only apply after the rotation has finished but must be respected from that point. You may use this effect on any of your or any of your opponents outer rooms.


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Rocket Engineer

Room - Link

Link: Move and rotate any outer room.

Keywords: Link, Move, Rotate, Outer Room

Additional notes: You may move the room and then rotate it before placing. Placement rules only apply after the rotation has finished but must be respected from that point. You may use this effect on any of your or any of your opponents outer rooms.


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Shuttle

Room - Link

Link: Move up to two outer rooms.

Keywords: Link, Move, Outer Room

Additional notes: The rooms have to be moved one after another. For example a room 1 is not an outer room because it’s connected to an outer room 2. You may move the outer room 2, which then makes room 1 an outer room. You may then move room 1.


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Shuttle

Room - Link

Link: Move up to two outer rooms.

Keywords: Link, Move, Outer Room

Additional notes: The rooms have to be moved one after another. For example a room 1 is not an outer room because it’s connected to an outer room 2. You may move the outer room 2, which then makes room 1 an outer room. You may then move room 1. You may move rooms in any players castle, including your own. The two rooms don’t have to be in the same castle.


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Warp Cannon

Room - Link

Link: Swap two rooms of a player.

Keywords: Link, Swap

Additional notes: You may swap rooms in any players castle. As always, placement rules must be respected at all times.


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Warp Cannon

Room - Link

Link: Swap two rooms of a player.

Keywords: Link, Swap

Additional notes: You may swap rooms in any players castle. As always, placement rules must be respected at all times.


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Warp Cannon

Room - Link

Link: Swap two rooms of a player.

Keywords: Link, Swap

Additional notes: You may swap rooms in any players castle. As always, placement rules must be respected at all times.


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Hydraulic Arm

Room - Link

Link: Look at the top card of the deck. If you can place it in your castle, do so, if not, discard it.

Keywords: Link

Additional notes: You don’t have to use this effect but if you look at the top card of the deck and can place it, you have to. If a Disaster is drawn, play it.


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Hydraulic Arm

Room - Link

Link: Look at the top card of the deck. If you can place it in your castle, do so, if not, discard it.

Keywords: Link

Additional notes: You don’t have to use this effect but if you look at the top card of the deck and can place it, you have to. If a Disaster is drawn, play it.


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Watch Tower

Room - Link

Link: Look at the top 5 cards of the deck. Discard any, put the rest back on top.

Keywords: Link

Additional notes: You may put them back in any order. Play any Disaster that has been discarded.


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Homeowners Association

Room - Link

Card text.

Keywords: Link, Surrounding

Additional notes: This essentially allows you to pick up all the surrounding cards and place them again in any positions you like. As always, placement rules must be respected at all times. This can be used to trigger Link effects again.


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Unhappy Neighbour

Room - Link

Link: All players have to swap two of their rooms.

Keywords: Link, Swap,

Additional notes: If a player can’t swap rooms without breaking placement rules, they don’t have to.


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Disco

Room - Link

Link: Rotate surrounding rooms.

Keywords: Link, Surrounding, Rotate

Additional notes: As always, placement rules must be respected at all times.


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Big Vault

Vault

+3 Treasure


Big Vault

Vault

+3 Treasure


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Big Vault

Vault

+3 Treasure


4_BigVAULT4.png

Big Vault

Vault

+3 Treasure


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large Vault

Vault

+5 Treasure


large Vault

Vault

+5 Treasure


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Medium Vault

Vault

+2 Treasure


8_MediumVAULT2.png

Medium Vault

Vault

+2 Treasure


9_MediumVAULT3.png

Medium Vault

Vault

+2 Treasure


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Medium Vault

Vault

+2 Treasure


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Medium Vault

Vault

+2 Treasure


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Medium Vault

Vault

+2 Treasure


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SMALL Vault

Vault

+1 Treasure


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SMALL Vault

Vault

+1 Treasure


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SMALL Vault

Vault

+1 Treasure


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SMALL Vault

Vault

+1 Treasure


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Briber’s Vault

Vault - Link

+3 Treasure

Link: You have to add the to card from the deck to the shop this round.

Keywords: Link

Additional notes: Add an additional card to the shop this round.


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Briber’s Vault

Vault - Link

+3 Treasure

Link: You have to add the to card from the deck to the shop this round.

Keywords: Link

Additional notes: Add an additional card to the shop this round.


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Cold Vault

Vault

+7 Treasure

Connected rooms are inactive.

Keywords: Connected, inactive

Additional notes: This overrides Generator cards, because negative effects override positive ones.


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DYNAMIC Vault

Vault

Worth one treasure for each surrounding rooms.

Keywords: Surrounding


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Entropic Vault

Vault

+8 Treasure

Surrounding rooms are inactive.

Keywords: Surrounding, inactive

Additional notes: This overrides Generator cards, because negative effects override positive ones.


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Candy Vault

Vault

+5 Treasure

You can’t manipulate this room or surrounding rooms.

Keywords: Surrounding, manipulate


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Lonely Vault

Vault

Worth the amount of rooms on the shortest path between this and the Throne Room.


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Lonely Vault

Vault

Worth the amount of rooms on the shortest path between this and the Throne Room.


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NUCLEAR Vault

Vault - Link

+5 Treasure

Link: You have to sacrifice a room

Keywords: Link, sacrifice

Additional notes:


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Nuclear Meltdown

Disaster

Damage:
◇ X
✖ X
☽ 2


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Nebula Drake

Disaster

Damage:
◇ X
✖ 2
☽ X


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The 13th Seal

Disaster

Damage:
◇ 2X
✖ 2X
☽ 2X

Additional notes: Extremely dangerous.


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Gas Explosion

Disaster

Damage:
◇ 1+X
✖ X
☽ 1


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Meteor

Disaster

Damage:
◇ 1+X
✖ 1
☽ X


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Magmaquake

Disaster

Damage:
◇ X
✖ 1
☽ 1+X


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Voidweavers

Catastrophe

If you block all Disaster damage from this you have to sacrifice 2 rooms.

Damage:
◇ 1+X
✖ 1
☽ X

Additional notes: You may choose any two rooms to sacrifice.


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Entropy Demon

Disaster

Damage:
◇ X
✖ 1+X
☽ 2


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Verdant Chaos

Disaster

Damage:
◇ 1
✖ X
☽ 1+X


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Economic Crash

Catastrophe

All players can only take actions this round. Discard the Shop as normal.

Damage:
◇ 1+X
✖ 1
☽ X


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Aurora Whale

Disaster

Damage:
◇ 1+X
✖ 0
☽ 1+X


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Doom

Catastrophe

Discard the top 10 cards from the deck.

Damage:
◇ 2
✖ X
☽ X

Additional notes: Play any Disasters that got discarded.


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Space Bees

Disaster

Damage:
◇ +1
✖ 1+X
☽ X


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Aurora Veil

Disaster

Damage:
◇ 2
✖ X
☽ X


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Warp Storm

Disaster

Damage:
◇ 0
✖ 1+X
☽ 1+X


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The Starchild

Catastrophe

All players have to pass an outer room to the player on their right.

Damage:
◇ X
✖ X
☽ 2

Additional notes: You don’t have to choose a room the player you’re passing it to can place. If they can’t place it, discard it. This effect overrides “can’t be manipulated” protections.


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Cosmic Koala

Catastrophe

This Disaster’s damage can’t be reduced.

Damage:
◇ 1
✖ X
☽ 1+X

Additional notes: This means that no rooms that reduce damage can be used (Safe Room, for example), although connection points still count as damage reduction.


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Ionic Tornado

Disaster

Damage:
◇ 1+X
✖ 1+X
☽ 0


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Golden Meteor

Catastrophe

Add 5 cards to next round’s shop

Damage:
◇ 1+X
✖ 0
☽ 1+X

Additional notes: Discard the whole shop at the end of the round. Future shops only have 5 cards again.


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Ancient Awakening

Catastrophe

Does 1 extra X damage for each active vault.

Damage:
◇ X
✖ 1
☽ 1+X

Additional notes: The bonus damage is calculated on a player by player basis. It isn’t based on the combined amount of active vaults of all players. Different players can take different bonus damage.


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Extradimensional Rift

Catastrophe

Shuffle another Disaster into the deck.

Damage:
◇ 0
✖ 1+X
☽ 1+X

Additional notes: This is intended to be a Disaster but if you want it to be more challenging you can shuffle a Catastrophe instead.


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Cult of Doom

Catastrophe

When this is played every player may discard the top 5 cards from the deck.

Damage:
◇ 1
✖ 1+X
☽ X

Additional notes: Play any Disasters discarded.


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Time Anomaly

Catastrophe

Reverse the turn order.

Damage:
◇ 1+X
✖ 0
☽ 1+X


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Celestial Goddess

Catastrophe

All players may rotate a room of the player to the left.

Damage:
◇ X
✖ 1+X
☽ 1

Additional notes: As always, placement rules must be respected at all times.


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The Singularity

Catastrophe

All players have to sacrifice one room.

Damage:
◇ X
✖ 2
☽ X


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Throne Room (White)

Throne Room - Active

Connected vaults are active.

Keywords: Connected, Active


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Throne Room (White)

Throne Room - Passive

There are ten different coloured throne rooms. They all have different colours, but function the same.

Throne Rooms automatically match any connection that is place at them.


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Throne Room (Green)

Throne Room - Active

Flip: Rotate two of your rooms.

Keywords: Flip, Rotate


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Throne Room (Purple)

Throne Room - Active

Flip: Take an action

Keywords: Flip, Action

Additional Notes: You may use an action room as well as basic actions.


Throne Room (Red)

Throne Room - Active

Connected rooms can’t be manipulated.

Keywords: Connected, Can’t Be Manipulated

Additional Notes: The Throne Room can still be manipulated.


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Throne Room (Turquoise)

Throne Room - Active

Flip at any time: Prevent two disaster damage.

Keywords: Flip, Take Less Damage

Additional Notes: You may use this effect even if it isn’t your turn. It only applies for a single Disaster.


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Throne Room (White)

Throne Room - Active

Flip: All players have to swap two of their rooms.

Keywords: Flip, Swap

Additional Notes: Including you.


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Throne Room (Orange)

Throne Room - Active

Flip: Discard the shop, place 5 new cards.

Keywords: Flip

Additional Notes: Play any Disasters drawn.


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Throne Room (Black)

Throne Room - Active

Flip: Discard the top 10 cards from the deck.

Keywords: Flip

Additional Notes: Plaz any Disasters drawn.


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Throne Room (Yellow)

Throne Room - Active

When you move a room you may rotate it.

Keywords: Move, Rotate

Additional Notes: Placement rules must still be respected.


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Throne Room (Blue)

Throne Room - Active

Action: Rotate one of your rooms.

Keywords: Action, Rotate

Additional Notes: Placement rules must still be respected.