Name |
Image |
Upgraded image |
Rarity |
Type |
Cost |
Description |
Defend |
 |
 |
Basic |
Skill |
1 |
Gain 5 (8) Block. |
Reload |
 |
 |
Basic |
Skill |
1 |
Load ALL.
Gain 5 (8) Block.
Whenever you use ammo, put this card into your hand and Retain. |
Revolver |
 |
 |
Basic |
Power |
1 |
At the start of combat, if no gun is equipped, play this card.
Equip Revolver (Revolver+). |
Shoot |
 |
 |
Basic |
Attack |
1 |
Shoot 1 time.
(Deals 4 more damage.)
Exchange. |
Strike |
 |
 |
Basic |
Attack |
1 |
Deal 6 (9) damage. |
Golden Bullet |
 |
 |
Special |
Skill |
0 |
This card is treated as Little Bullet.
Load 1.
Gain ( ).
Retain.
Exhaust. |
Jam |
 |
|
Special |
Status |
|
Unplayable.
When you Shoot, Exhaust this and Unload 1.
Ethereal. |
Little Bullet |
 |
 |
Special |
Skill |
0 |
Load 1.
Gain ( ).
Retain.
Exhaust. |
Ammo Box |
 |
 |
Common |
Skill |
3 |
Gain 8 (12) Block.
Add 2 Little Bullet into your hand. |
Bandolier |
 |
 |
Common |
Skill |
1 (0) |
Gain Block equal to magazine capacity plus 2. |
Dual Shot |
 |
 |
Common |
Attack |
2 |
If you have 2 ammo in the magazine, gain .
Shoot 2 times.
(Deal 150% damage.) |
Emergency Reload |
 |
 |
Common |
Skill |
0 |
Load ALL.
Gain .
(Draw 1 card.)
Add a Jam into your discard pile. |
Grenade |
 |
 |
Common |
Attack |
2 |
Deal 11 (15) damage.
Deal 6 (8) damage to ALL enemies. |
Gunsmoke |
 |
 |
Common |
Skill |
1 (0) |
Unload 5.
Apply Burning equal to amount of removed ammo.
Target keeps Burning this turn. |
Gunstock Strike |
 |
 |
Common |
Attack |
1 |
Deal 6 (8) damage.
Deal 3 (4) additional damage for each of equipped Guns.
Exchange. |
Headshot |
 |
 |
Common |
Attack |
1 |
Shoot 1 time.
Deal 130% (170%) damage. |
Ignite |
 |
 |
Common |
Skill |
1 (0) |
Apply 4 (7) Burning.
Detonate.
Deal damage equal to amount of Burning. |
Low Ammo Anxiety |
 |
 |
Common |
Attack |
1 |
Deal 8 (11) damage.
If you have less than half of the ammo in magazine, deal 8 (11) damage again. |
Preparing Stance |
 |
 |
Common |
Skill |
1 |
Gain 7 (10) Block.
Next turn, gain .
Exchange. |
Rash'oot |
 |
 |
Common |
Attack |
0 |
Shoot 1 (2) time(s).
Add a Jam into your draw pile. |
Reloading Practice |
 |
 |
Common |
Skill |
1 |
Gain 7 (10) Block.
Add a (an Upgraded) Little Bullet to draw pile.
Exhaust a random Status in draw pile. |
Rolling Slash |
 |
 |
Common |
Attack |
1 |
Deal 4 (7) damage.
Gain 6 (9) Block.
Exchange. |
Russian Roulette |
 |
 |
Uncommon |
Attack |
1 |
Can only be played if you equip Revolver with 1 ammo. Exchange to it. Shoot a random enemy. Deal 40 (55) damage. |
Smoke Bomb |
 |
 |
Common |
Skill |
1 |
Exchange.
Load ALL.
Gain 8 (11) Block. |
Spinning Slash |
 |
 |
Common |
Attack |
1 |
Deal 5 (8) damage to ALL enemies.
Draw cards equal to count of enemies (, at least 2 cards). |
Sticky Bullets |
 |
 |
Common |
Skill |
1 (0) |
Replace ALL bullets in magazine with Sticky bullets. |
Accurate Shoot |
 |
 |
Uncommon |
Attack |
2 |
Shoot 2 times.
Deals (2) more damage for each Shooting card you have played in this combat. |
Aim Weakness |
 |
 |
Uncommon |
Attack |
1 |
(Detonate.)
Shoot 1 time.
Detonate.
(not Detonate.)
Deals 2 more damage. |
Airdrop |
 |
 |
Uncommon |
Power |
2 (1) |
At the start of your turn, draw an additional card and reduce its cost by 1. |
Armory |
 |
 |
Uncommon |
Skill |
0 |
Add a (Choose 1 of 2) random Gun card(s) (to add) into your hand and reduce its cost by 1.
Exhaust. |
Backup |
 |
 |
Uncommon |
Skill |
1 |
Choose a card in your hand. Add a copy (2 copies) of that card into your hand. The copy is (copies are) Exhausted when played. |
Ballistic Vest |
 |
 |
Uncommon |
Skill |
2 |
Gain 8 (11) Block.
Take half damage from Attacks until your next turn. |
Barrage of Bullets |
 |
 |
Uncommon |
Attack |
0 |
Shoot N times, where N is count of Little Bullet in hand.
Exhaust a Little Bullet. (not
Exhaust a Little Bullet.) |
Be Well-Armed |
 |
 |
Uncommon |
Skill |
1 |
Gain 6 (8) Block.
Gain 3 (4) additional Block for each of equipped Guns.
Exchange. |
Blade Gun |
 |
 |
Uncommon |
Power |
1 |
Equip Blade gun (Blade gun+). |
Bullets in Sand |
 |
 |
Uncommon |
Skill |
X |
Put 2 Little Bullet into your hand at the start of next X (X+1) turn.
Exhaust. |
Combat Memories |
 |
 |
Uncommon |
Skill |
0 |
Put a (2) random Shooting card(s) from discard pile into your hand.
Exchange. |
Crazy Shoot |
 |
 |
Uncommon |
Attack |
2 |
Shoot 5 (9) times.
Deal 60% damage. |
Dagger in Bullets |
 |
 |
Uncommon |
Attack |
4 |
Deal 18 (23) damage.
Costs 1 less each time you Load ALL. |
Disassemble |
 |
 |
Uncommon |
Skill |
0 |
Exhaust a Gun card. Gain equal to its cost plus 1.
Draw 1 card.
Exhaust. (not
Exhaust.) |
Fire Blade |
 |
 |
Uncommon |
Attack |
0 |
Deal 5 (8) damage.
Apply 2 Burning. |
Flamethrower |
 |
 |
Uncommon |
Power |
2 |
Equip Flamethrower (Flamethrower+). |
Flashbang |
 |
 |
Uncommon |
Skill |
2 |
Apply 3 (4) Weak to ALL enemies.
Gain 3 (4) Dexterity.
Exhaust. |
Gun as Shield |
 |
 |
Uncommon |
Skill |
1 |
Gain block equal to base damage of your current Gun (plus 4).
Draw a card. |
Gust |
 |
 |
Uncommon |
Power |
1 |
At the end of turn, enemies keep 50% (75%) amount of Burning. |
Increase Caliber |
 |
 |
Uncommon |
Skill |
1 |
Gain 2 (3) Strength. Gain 1 additional Strength if magazine is not empty. Empty magazine. |
Laser Pistol |
 |
 |
Uncommon |
Power |
2 |
Equip Laser pistol (Laser pistol+). |
Machine Gun |
 |
 |
Uncommon |
Power |
1 |
Equip Machine gun (Machine gun+). |
Mad Blade |
 |
 |
Uncommon |
Skill |
0 |
Gain 2 (4) temporary Strength.
This turn, each time you play a Non-shooting Attack, keep 1 Strength. |
Magazine Expansion |
 |
 |
Uncommon |
Power |
1 |
(Innate.)
Increase magazine capacity by 3.
Load 3. |
Offense to Defense |
 |
 |
Uncommon |
Skill |
1 |
Gain 6 (9) Block.
Gain additional 3 (5) Block for each Attack played in this turn. |
Pierce |
 |
 |
Uncommon |
Attack |
1 |
Deal 6 (9) damage.
Apply 2 (3) Vulnerable. |
Quick Draw |
 |
 |
Common |
Attack |
1 |
Shoot 5 times.
Deal 30% (50%) damage. |
Rocket Launcher |
 |
 |
Uncommon |
Power |
2 |
Equip Rocket launcher (Rocket launcher+). |
Shell Defense |
 |
 |
Uncommon |
Power |
1 |
Whenever ammo is used or removed, gain 1 (2) Block. |
Shooting Prepare |
 |
 |
Uncommon |
Skill |
1 |
Load ALL.
Draw 2 (3) card. |
Shotgun |
 |
 |
Uncommon |
Power |
1 |
Equip Shotgun (Shotgun+). |
Sniper Rifle |
 |
 |
Uncommon |
Power |
2 (1) |
Equip Sniper rifle. |
Special Vulnerary |
 |
 |
Uncommon |
Skill |
1 |
Heal HP equal to 2 (3) multiply number of Little Bullet in hand.
Exhaust. |
Speed Shooting |
 |
 |
Uncommon |
Skill |
1 |
Shooting cards attack 2 (3) more times in this turn. |
Spinning Shoot |
 |
 |
Uncommon |
Attack |
1 |
Shoot ALL enemies 2 times.
Deals 3 (1) less damage.
Shuffle a Jam into your draw pile. |
Tactical Retreat |
 |
 |
Uncommon |
Skill |
0 |
Gain 4 (8) Block.
Your next Shooting card by deals 3 more damage.
Exchange. |
Thrift |
 |
 |
Uncommon |
Power |
1 (0) |
Whenever a Jam is Exhausted, put a Little Bullet into your hand. |
Throw Sand |
 |
 |
Uncommon |
Attack |
1 |
Deal 8 (11) damage.
Apply 2 (3) Weak.
Exchange. |
Burning Land |
 |
 |
Rare |
Attack |
2 |
Deal 12 (18) damage to ALL enemies.
Apply 5 Burning.
Targets keep Burning this turn. |
Camouflage |
 |
 |
Rare |
Skill |
2 |
Gain 2 (3) Intangible.
Cannot play Attacks whose damage are less than 22 in 2 (3) turns.
Exhaust. |
Combination Attack |
 |
 |
Rare |
Power |
1 |
(Innate.)
Whenever you play a Non-shooting Attack, Shoot 1 time, which deals 50% damage. |
Dimensional Shoot |
 |
 |
Rare |
Attack |
2 (1) |
Shoot 1 time.
If Fatal, permanently increase this card's Attack count by 1.
Exhaust. |
Drop Gun |
 |
 |
Rare |
Skill |
0 |
Discard any Gun. Gain and draw cards equal to count of discarded cards (plus 1) in this and next turn.
Exhaust. |
Eject |
 |
 |
Uncommon |
Skill |
0 |
Exchange.
Empty magazine.
Add 2 (3) Little Bullet to hand.
Exhaust. |
Exhausting Strike |
 |
 |
Rare |
Attack |
3 |
Deal 30 (40) damage.
Empty magazine and gain 1 Strength for each removed ammo, at maximum of 9 Strength. Ethereal. |
Hot Shells |
 |
 |
Rare |
Power |
2 |
Deal 2 (3) damage to ALL enemies whenever ammo is used. |
Infinite Ammo |
 |
 |
Rare |
Skill |
1 (0) |
Shooting doesn't use ammo in this turn.
Exchange. |
Mad Gun |
 |
 |
Rare |
Attack |
X |
Shoot X times.
(Deals 3 more damage.)
Auto reload. |
Master of Guns |
 |
 |
Uncommon |
Skill |
1 |
Draw 2(3) cards.
Draw an additional card for each equipped Gun. |
Mecha Form |
 |
 |
Rare |
Power |
3 |
Ethereal.
(not Ethereal.)
Effect of this card depends on current Gun. |
Pursue |
 |
 |
Rare |
Power |
1 (0) |
If you play Shooting cards this turn, gain next turn. |
Ricochet |
 |
 |
Rare |
Skill |
1 (0) |
Deals same amount of damage to random enemy each time you Shoot. Lose this effect at the end of the turn it's triggered. |
Sandstorm |
 |
 |
Rare |
Attack |
2 |
Deal 20 (26) damage to ALL enemies.
Add 2 Jam into your hand and Retain them. |
Supplement |
 |
 |
Rare |
Skill |
1 |
Load ALL.
If magazine is empty, draw 2 (3) cards, gain ( ). |
Name |
Image |
Tier |
Pool |
Description |
Flavor |
Old Revolver |
 |
Starter |
Blade gunner color |
The first time you play a Shooting card each combat, add Little Bullet into your hand. |
An old but good revolver. |
Lucky Bullet |
 |
Common |
Blade gunner color |
Whenever you use 6 ammo, add Little Bullet into your hand. This effect can only be triggered once per turn. |
An old bullet from battlefield. |
Empty Cylinder |
 |
Uncommon |
Blade gunner color |
If magazine capacity is greater than 1, double damage from the last ammo in magazine. |
Made with steel. |
Gun Oil |
 |
Uncommon |
Blade gunner color |
Jam is playable. When it's played, Exhaust it and draw 1 card. |
A gun that is not carefully maintained is dangerous. |
Bayonet |
 |
Rare |
Blade gunner color |
When you play a Non-shooting Attack, your next Shooting card deals 2 more damage. |
It's blade, and part of a gun. |
Manual of Guns |
 |
Rare |
Blade gunner color |
Keep equipped gun between combats. |
How to use this? |
Golden Revolver |
 |
Boss |
Blade gunner color |
Replaces Old Revolver. The first time you play a Shooting card each combat, add Golden Bullet into your hand. At the end of combat, gain 12 Gold if Golden Bullet is in your hand. |
One of the best guns in my collection. |
Runic Holster |
 |
Boss |
Blade_gunner_color |
Gain at the start of your turn. When you Equip a gun, its magazine is empty. |
This make me feel I can draw my gun even faster. |
Tiny Oasis |
 |
Boss |
Blade gunner color |
At the start of every 3 turns, choose a Skill card from draw pile and put it into your hand. |
Light of life in desert. |
Rifling Barrel |
 |
Shop |
Blade gunner color |
At the start of first 3 turns, gain effect randomly from one of Infinite Ammo, Ricochet and Speed Shooting. |
Just simple modification on barrel... |
Name |
Description |
Auto Reload |
If magazine is empty during shooting, reduce Attack count by 1, then fill magazine with ammo.
Attack count limitation of Sniper rifle doesn't take effect. |
Blade Gun(+) |
Base damage: 8 (12).
Shooting cards are treated as Non-shooting Attacks. They deals damage equal to base damage of this gun multiply Attack count. |
Gun cards |
Gun cards are Power cards that contains Equip in description. |
Laser Pistol(+) |
Magazine capacity: 7.
Base damage: 3 (5).
Increase base damage by 1 (3) for each ammo (every 2 ammo) in magazine. |
Machine Gun(+) |
Magazine capacity: 12.
Base damage: 5.
Double (Triple) damage count of Shooting cards.
Gain double (triple) capacity from Magazine expansion.
Gain double (triple) fire rate from Speed shooting.
Half effect of Strength on Shooting cards. |
Non-shooting Attack |
Non-shooting Attacks are Attack cards that doesn't contains Shoot in description. They don't use ammo and aren't affected by Jam. |
Rocket Launcher(+) |
Magazine capacity: 1.
Base damage: 18 (23).
Shoot ALL enemies.
Magazine expansion doesn't take effect.
Double effect of Strength on Shooting cards. |
Shooting Card |
Shooting cards are Attack cards that contains Shoot in description. |
Sniper Rifle |
Magazine capacity: 4.
Base damage: 25.
Shooting cards can only attack 1 time.
Double effect of Strength on Shooting cards. |
Sticky Bullet |
Deal 3 damage at the end of enemies' turn and apply half amount of Burning. |
Burning |
Burning creature take additional damage from Attacks until end of turn, in which damage value is equal to stack amount. |
Detonate |
Trigger effect of Sticky bullets on target. Deal damage and apply same amount of Burning instead. |
Equip |
Change equipped gun. |
Exchange |
You may swap equipped gun with one of previously equipped guns. |
Flamethrower(+) |
Magazine capacity: 15.
Base damage: 3 (6).
Apply 1 Burning per shot. |
Load |
Fill magazine with ammo. |
Revolver(+) |
Magazine capacity: 6.
Base damage: 8 (10). |
Shoot |
Use 1 ammo per shot.
Damage value depends on equipped gun.
You can't shoot if magazine is empty. |
Shotgun(+) |
Magazine capacity: 2.
Base damage: 10 (13).
Shoot ALL enemies. |
Unload |
Remove ammo from magazine. |