Raid Mode is a solo and team boss battle format where players use normal Roham decks, free lore sheets, dice, and tactical teamwork.

Roham TCG Raid Mode

Boss battles for solo and team play

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.

Goldrilla Raid Lore Sheet preview

Choose Your Raid

Raid sheets will be released as freebies for players. Start with Beginner raids, then step into Standard and Legendary encounters as more bosses awaken.

Beginner

First Boss Encounters

Built for learning weak lanes, Stagger, boss phases, and solo or duo Raid flow.

Standard

Balanced Raid Challenges

Standard raids use Lore Sheets as printed and are built for players who know the core Roham rules.

Legendary

High-Stakes Bosses

Legendary raids will push coordinated teams with harsher phases, stronger boss actions, and bigger rewards.

Tune the Encounter

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.

Raid Mode Rules

Battle a Raid Boss using normal Roham decks, playmats, cards, counters, one d6, and the selected Raid Lore Sheet.

What You Need

  • One normal Roham deck per player.
  • One Roham playmat per player.
  • Tokens or counters.
  • One six-sided die.
  • One Raid Lore Sheet.

Raid Bosses

  • A Raid Boss has no deck, hand, Altars, or Summoner card.
  • Use the stats, attacks, phases, and victory condition on its Lore Sheet.
  • Normal removal effects convert into Raid damage, Stagger, or temporary effects.

Round Structure

  1. Roll one d6 to determine the boss weak lane.
  2. Each player takes a normal Roham turn.
  3. The Raid Boss rolls target player, target lane, and action.
  4. Check phase thresholds and apply new phase rules.

Health and Defeat

  • Each player starts with 30 Health and keeps their own deck, hand, field, discard pile, and Altars.
  • Legendary Raids are designed for two players. A solo Legendary player may start with 35 Health.
  • A player is defeated when their Summoner/Core reaches 0 Health. The team loses when all players are defeated.
  • All players damage one shared boss Health total.

Rally Revive

  • Once per Raid, a player may skip their Combat Phase to revive one defeated teammate.
  • The revived player returns with 10 Health and a new hand of five cards.
  • Their discard pile remains unchanged and their battlefield is cleared.

Armor and Weakness

  • Boss Armor reduces creature combat damage from non-weak lanes.
  • Armor does not reduce Spell damage, Raid Conversion damage, direct damage, or attacks through the weak lane.
  • Cards from the boss's listed weakness region deal +1 Raid damage.

Breaking the Boss

  • When Stagger reaches the value on the Lore Sheet, the boss becomes Broken.
  • Remove all Stagger counters and skip the boss's next Boss Action Roll.
  • The boss takes +2 damage until the end of the next player turn.
  • A boss can become Broken only once per Raid Round.

Raid Conversion Table

Normal Card Effect Raid Mode Conversion
Damage an enemyDeal that much Raid damage to the boss.
Destroy a creatureDeal 3 Raid damage and add 1 Stagger.
Capture, return, or banish a creatureDeal 2 Raid damage and add 1 Stagger.
Move, immobilize, stun, or disable a creatureAdd 1 Stagger.
Reduce enemy attackReduce the boss's next attack by 1 or 2, based on the effect.
Reduce defense or ArmorThe boss loses Armor until the end of the next player turn.
Opponent discards or mills cardsDeal 1-3 Raid damage based on the number of cards.
Opponent sacrifices a creatureDeal 2 Raid damage instead.
Damage opponent's Summoner/CoreDeal that much Raid damage to the boss.
Buff, shield, heal, draw, or searchWorks normally for the player and their creatures.
Damage, removal, and control effects

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, Armor, and lane effects

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.

Player cards, healing, and deck effects

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.

Boss hand, deck, discard, and Relic effects

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.