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Goatmilk[]

Fuzzle-Goatmilk

Thursday, June 21, 2018


Ability Card List[]

Number Name Type Cost Ultimate Starting Card Rule
1 Mental Fuzz Condition 7 No Yes Choose an enemy shepherd and choose action, condition, or mutation. The chosen shepherd cannot play abilities of that type.
2 Tentacuddle Condition 3 No Yes Choose any gruff. The chosen gruff cannot choose to attack as their tactical action.
3 Tentacuddle Condition 3 No Yes Choose any gruff. The chosen gruff cannot choose to attack as their tactical action.
4 Bewilder Action 2 No Yes Destroy a mutation or condition.
5 Bend Space Action 3 No Yes Choose any gruff. It swaps positions with any gruff that is allied to it.
6 Startle Action 1 No Yes Return any mutation or condition card in play to its owner's hand.
7 Pause to Rest Action 1 No Yes Exhaust any gruff. Then, draw a card.
8 Mental Void Action 10 No Yes Choose a shepherd. That shepherd discards their hand and draws as many cards as they discarded.
9 Inaudible Chant Action 3 No No Put a Whisper mutation token on a shepherd.
10 Shush Condition 5 No No Mutate any shepherd. When you play this mutation, name a card. The mutated shepherd cannot play the named card.
11 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.
12 Mass Hallucination Action 4 Yes No All gruffs get +1 Weird. All shepherds draw 1 card. Put a Whisper mutation token on each shepherd.
13 Nightmare Oath Action 11 Yes No All Stuffkin gruffs get +1 Fat. All Skullclan gruffs get +1 Mean. All Deepthing gruffs get +1 Weird.
14 Calm Condition 2 Yes No All ability cards cost an additional 2 Sanity to play.
15 Fuzzle's Snuggle Mutation 3 No No Mutate any shepherd. Whenever a gruff on that shepherd's team attacks, the mutated shepherd must discard a card first.
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