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Ability Cards Edit

Number Name Type Cost Ultimate Starting Card Rule
1 Respite Action 0 No Yes Put a Dream mutation token on an enemy gruff. Draw a card.
2 Sweet Dreams Action 4 No Yes Exhaust any number of gruffs.
3 Startle Action 1 No Yes Return any mutation or condition card in play to its owner's hand.
4 Naptime Action 3 No Yes Exhaust all gruffs.
5 Bluenose's Snuggle Mutation 6 No Yes Mutate any shepherd. Dream mutation tokens on that shepherd's gruffs cannot be destroyed.
6 Sleep Action 1 No Yes Enxhaust any gruff.
7 Amnesia Mutation 4 No Yes Mutate any shepherd.

Whenever the mutated shepherd draws a card outside of their Draw Cards phase, they must discard a card.

8 Sleepwalk Action 1 No Yes Swap the positions of any 2 exhausted gruffs which are on the same team.
9 Lullaby Action 4 No No Put a Dream mutation token on any gruff.
10 Vague Recollection Condition 2 No No Return any condition or mutation to its owner's hand. Other mutations and conditions cannot be played while this card is in effect.
11 Shush Mutation 5 No No Mutate any shepherd. When you play this mutation, name a card. The mutated shepherd cannot play the named card.
12 Lucidity Action 2 Yes No Put a Dream mutation token or a Nightmare mutation token on any exhausted gruff.
13 Disillusion Action 8 Yes No Foe each exhausted gruff in play, you may destroy one condition or mutation card.
14 Comatose Curse Action 20 Yes No Deal 1 Damage to a shepherd for each Dream and/or Nightmare mutation token in play.
15 Lucidity Action 2 Yes No Put a Dream mutation token or a Nightmare mutation token on any exhausted gruff.