First Boss Encounters
Built for learning weak lanes, Stagger, boss phases, and solo or duo Raid flow.
Raid Mode is a solo and team boss battle format where players use normal Roham decks, free lore sheets, dice, and tactical teamwork.
Game Mode
Each Raid uses a free downloadable Raid Lore Sheet. The sheet contains the boss Health, Armor, Stagger value, attacks, phases, special rules, and victory condition.
Players do not need extra products to play. Bring a normal Roham deck, a playmat, tokens or counters, one six-sided die, and a Raid Lore Sheet.
Free Raid Sheets
Raid sheets will be released as freebies for players. Start with Beginner raids, then step into Standard and Legendary encounters as more bosses awaken.
Built for learning weak lanes, Stagger, boss phases, and solo or duo Raid flow.
Standard raids use Lore Sheets as printed and are built for players who know the core Roham rules.
Legendary raids will push coordinated teams with harsher phases, stronger boss actions, and bigger rewards.
Difficulty Levels
| Difficulty | Raid Adjustments |
|---|---|
| Training | Boss has -25% HP. Boss does not use Phase 3. First Signature Attack is ignored. |
| Standard | Use the Lore Sheet as printed. |
| Heroic | Boss gains +10 HP. Signature Attack triggers on 5-6 during Phase 2. Boss gains +1 damage while below half HP. |
| Mythic | Boss gains +20 HP, has +1 Armor, starts in Phase 2, and rolls twice for its action using the higher result. |
Complete Rules
Battle a Raid Boss using normal Roham decks, playmats, cards, counters, one d6, and the selected Raid Lore Sheet.
Quick Start
Boss Rules
Raid Round
Team Play
Optional Team Rule
Boss Defense
Stagger
Reference
| Normal Card Effect | Raid Mode Conversion |
|---|---|
| Damage an enemy | Deal that much Raid damage to the boss. |
| Destroy a creature | Deal 3 Raid damage and add 1 Stagger. |
| Capture, return, or banish a creature | Deal 2 Raid damage and add 1 Stagger. |
| Move, immobilize, stun, or disable a creature | Add 1 Stagger. |
| Reduce enemy attack | Reduce the boss's next attack by 1 or 2, based on the effect. |
| Reduce defense or Armor | The boss loses Armor until the end of the next player turn. |
| Opponent discards or mills cards | Deal 1-3 Raid damage based on the number of cards. |
| Opponent sacrifices a creature | Deal 2 Raid damage instead. |
| Damage opponent's Summoner/Core | Deal that much Raid damage to the boss. |
| Buff, shield, heal, draw, or search | Works normally for the player and their creatures. |
Damage effects deal their printed damage to the boss. Damage-over-time effects deal 1 Raid damage at the start of each of your next two turns.
Destroy effects deal 3 Raid damage and add 1 Stagger. Capture, banish, return, shuffle, or other removal effects deal 2 Raid damage and add 1 Stagger.
Stun, Immobilize, confusion, movement, and ability-disable effects add 1 Stagger instead.
Attack reduction lowers the boss's next attack by 1 or 2. Setting attack to 0 lowers it by 3. Boss attacks cannot be reduced below 1 unless damage is prevented completely.
Defense reduction removes 1 or 2 Armor until the end of the next player turn. Effects that ignore Armor work as written.
Enemy movement adds 1 Stagger. Lane hazards deal 1 Raid damage when the boss attacks through that lane; weakened lanes reduce that attack by 1.
Friendly buffs, keywords, Shields, prevention, healing, revival, card draw, deck searches, and discard recovery work normally.
Players cannot heal above their starting Health unless a card specifically allows it.
Permanent Spells that damage the boss trigger no more than once per player turn unless the Lore Sheet says otherwise.
The boss has no hand, deck, or discard pile. Discard and mill effects convert into 1-3 Raid damage; hand-reveal and draw-prevention effects add 1 Stagger.
Destroying an opposing Relic deals 2 Raid damage. Disabling an opposing Relic adds 1 Stagger. Friendly Relics work normally.