Bosses

### Pirates Bay

*General Tips: This map is rather easy. Try to implement a card that gives you some kind of status effect though, to remove some nasty debuffs from bosses. Also, burst damage is rather good here to snipe away the gunners which hit for 25 after 3 rounds and some bosses.*

#### Pirates Bay - Stage 1 Bosses

**Gargantua** (aka. Big Momma)

She is tanky and not a hard hitter. She comes with a fat tank (enemy). She gets progressively more powerful and you have to defeat her somewhat fast, although this isn't the hardest boss.

Health 100, Initial Armor 30

Moves

* Attack 8
* Attack 2x3
* Armor 20, +Immunity 1
* Attack 12
* Attack 6x3

**Hankor** (aka. Anchorman)

He is one of the harder stage 1 bosses. He is a heavy hitter and can't be moved. Prepare for the big attack with a couple of Shield, Dodge or Blind status cards. The Dodge and Blind cards can also be used to get rid of your Fragile status.

Health 180

Moves

* Debuff (Fragile x3)
* Special (?) Charges up for a powerful attack
* Attack 30/35/40, can only happen after the special
* Attack 5/10/15
* Armor 10, upgrades and loops the attacks before

**Red Bear** (aka. Angry Drunk Guy)

He fights without any buffs or tricks until half health. He will alwasy be accompanied by a minion at the start, although he won't respawn when killed. When at half health, he will become enraged (even though he won't receive the normal Ire buff), will automatically deplete all your shield and will do 1 more damage each time you hit him. Kill the app ASAP, then prepare for his rage-mode by ammo up. Save your once-used-cards for the second phase.

Health 180

Moves

* Attack 5, increment 2 each turn
* Attack 3x2
* Armor 15

When health below half, regular attack x2, will also inflict Fragile 2.

* Rage 1
* Attack 23

#### Pirates Bay - Stage 2 Bosses

**The Huldin Brothers** (aka. Fighter & Monk Duo)

This is a duo, in which the one in the front does damage (the fighter) and the one in the back buffs and debuffs (the monk). If one of them dies, the other becomes enraged (and deals more damage). The damage increases during the battle, so numbers are not all accurate, but they still give a good representation. Focus primarily on the fighter. Once the fighter is dead the monk is harmless.

Health 150 and 80

Fighter moves

* Attack 10, 13, 23
* Enraged (Heal 50)
	+ Attack 8x2
	+ Special (removes all debuffs)
	+ Special attack 23 (gives broken shield debuff)

Monk moves

* Buff Rage 2 team
* Heal 20, +Immunity 2 team
* Debuff Mark 2

**Ed'hog** (aka. Spiky Shield)

He has a spiky shield, and each time he is hit with a ranged or melee attack you will get injury x1 (multi-hit-cards generate injury x1 for EVERY HIT!). He is invulnerable to status for the first few turns. It is essential that your hand contains enough cards that can replace status (e.g. Rage, Drunk, Dodge, Immunity, etc.) otherwise you will die from stacked injuries. Hard-hitting cards are the best choice since you will only get one injury, and thus multi-hit cards should be avoided unless you possess status-changing and self-healing cards. A rather hard boss since the best window to attack him is when, after three turns, gets a Mark and receives double damage from all the attacks. Nonetheless, his spiky shield will still be in effect and you will receive injuries. On top of that, he will add 5 injuries after two turns even if you have none stacked.

Health 180, Initial Armor 50

Moves

* Attack 5x2
* Armor 5
* Debuff Injury 5
* Armor 10 (also debuff himself with Mark)

**Baraky** (aka. Ship Shielder)

After he attacks, his next turn gives him shield (increases by 5 every time). Every shield you subtract also reduces his following damage. Focus primarily on attack with high damage cards. Cards which do bonus damage to armored enemies are recommended. Melt works wonders here, rendering his total attack power to 0.

In Hard Mode, bosses gain 30% of their maximum HP as block. This means he'll start the fight with a 91 damage attack due to his block value (and then loses all of it). Make sure your deck can remove as much of his block as possible in turn 1. Again, use Melt.

Health 210, Initial Armor 25, Immunity 5

Moves

* Armor 30, increases by 5 each turn.
* Attack damage equal to his armor and then loses all armor.

#### Pirates Bay - Stage 3 Bosses

**Blackbeard Rogers** (aka. Captain and chest)

While the chest is alive, he will considerably heal himself. So first, take out the chest. Blackbeard will rage and do a lot more damage for the rest of the fight afterwards so be prepared. You’ll receive 3 consumable buff-cards once the chest dies (Ruby: +5 attack damage (use immediately since it only lasts the battle), Emerald: Heal to full HP, Sapphire: Draw until your hand is full) that make the rest of the fight a cakewalk.

Health 300, Chest 100

Moves

* Attack 10
* Debuff Weaken 3
* Heal 100

When his chest destroyed gain Rage 4

* Attack 20 or 25 when in Rage
* Attack 15 or 19 when in Rage, +Debuff Fragile 2
* Armor 30

**La Comandante** (aka. Pirate Lady with Goons)

She starts at the back with two minions in front and takes no damage whilst any minions are alive. Therefore, you have to kill the minions regularly (even multi-hit or random-hit cards doesn't affect her otherwise, but Injury effects WILL hurt her. Also direct damage skills like Bringer of Calamits can hurt her).
You have to play tactically here: there is no point killing the last minion if you cannot do damage to her on the same turn if she is summoning minions the following turn (better to leave heavily damaged minions where they are).

Health 240

Moves

* Rage 2 team
* Attack 15
* Attack 6x3
* Attack 19
* Summon minion(s) when any dies.

Tips

* Do not pull her forward or push minions back, since it may be very hard to kill her minions if they are at the back of the order (especially for melee-focused players).
* She can be damaged by pulling her into her immovable minions.
* Relic which give you benefits for killing enemies are very useful, since you will kill a lot of minions (e.g. Hook).

**Roly-Poly** (aka. Bomb and Hook Duo)

A tough fight. They alternate between attacking you and boosting themselves. The biggest thing to watch out for is Roly's attacks, as they can either apply the Mark status on you or get rid of one of your ammo. Therefore, status changing cards are strongly recommended. They get mad when you kill one, which increases the damage. Focus on Poly first and burst him down; don't spread out the damage.

Roly (bomber mustache): Health 200; Moves

* Armor 10 team
* Attack 11 (reduce ammo by one, if you have no ammo, inflict mark instead, if Poly is dead, reduce ammo by 2)
* Attack 15

Poly (hook-hand): Health 200; Moves

* Attack 10
* Buff Rage 1 team
* Attack 19 (if Roly is dead, inflict mark)

### **Skulls Island**

General Tips: *To increase your winning chance on this map, add undead-specific cards to your deck. Most bosses and enemies are undead and those cards help a lot here. Also try to find a solution for curses, because many bosses use them and win the long game with them. Don't try to pull off a combo deck here that can't handle hitting a curse or two and breaks apart. Undead enemies will be harmed instead of being healed.*

#### Skulls Island - Stage 1 Bosses

**Undead Rogers** (aka. Undead Pirate with a Chest)

He is like Blackbeard from Pirate Bay, but in reverse. Don't try to attack the chest, it is futile. You get some coins for doing so (which is nice for the second stage) but the boss gains attack strength every time. If you attack the chest too much, Rogers will be too powerful to handle. If you ignore the chest altogether, he is quite easy to burst down, especially with undead specific cards.

Health:150

Comes with a chest (999 Hp)

Undead

**Priestess** (aka. Cursing Skeleton)

The Priestess has one lackey, that will be resummoned shortly after death. The minion is the kind of skeleton that turns into a pile of bones when killed and must be killed again within turns lest it revives again. Your deck must also be able to handle a lot of curses. The Priestess will give you Spoil (lose 2 HP at the end of your turn when in hand), Wetness (lose 1 ammo when drawn), Handcuff, or Bind (gain the Weakness status at the end of your turn when in hand). Having a lot of discarding cards will allow you to cycle through the curses and get to what you need. Also, using cards like Back Against Wall use curses to your advantage by buffing you or allowing you to get rid of them in exchange for something beneficial.

Health: 140

Comes with a lackey (40 Hp)

Undead

**Krekhan** (aka. Undead Redbeard)

Krekhan has one lackey and gives you the Betray curse (increases all enemy attack damage when drawn). As long as you can handle a couple of curses, he should be fairly easy no matter the strategy. Undead Specific Cards help even more.

Health: 150

Comes with a lackey (23 Hp)

Undead

Hits up to 18 damage.

#### Skulls Island - Stage 2 Bosses

**Dead Squads** (aka. 3 Skeleton Graverobbers)

Not very difficult, unless you can't handle a handful of curses. While the first two attack a lot, the last guy will buff his squad members and give you the Fishbone curse, which nullifies healing cards while one is in your hand.

What makes them difficult to kill is their "revive-mode". All of them form a pile of bones when defeated, and after a few turns, will revive if the bones haven't been killed. High damage cards are recommended for quickly killing them as piles of bones.

Health: 70 each

Undead

**Kezalkoatl** (aka. Undead Voodoo Summoner)

Nasty surprise! He occasionally gives you the Chronic Illness curses, which stay in your deck after the battle and deduct 5 max health from you. It may seem as if curse-erasing cards delete the card while playing, as the tearing sound and animation can be heard, but it will stay in your deck regardless. Kezalkoatl and his lackeys are fairly squishy with health so the only problem is dealing with the curses. Just try to kill him quickly before you accumulate a lot of them and ruin your second stage.

Health: 160

Comes with two lackeys (22 Hp)

Undead

**The Gravedigger** (aka. blind old Summoner)

Remember La Commandante in Pirate Bay? This is similar, in the sense that he can not be hurt while there are lackeys in battle. The difference lies in that the lackeys are stronger but The Gravedigger doesn't start with them on board. He summons them and only replaces his lackeys after both die. So kill the lackeys preferably with melee and then hurt the gravedigger with your high damage cards. The Injury-Trick still works here: It will damage him even with the lackeys out.

Beware: He will give you the curse that depletes your ammunition. So melee-cards (especially group hitting ones) are the better choice here. It goes without saying, but Gunner players should gather as many ammunition-restoring relics as they can find, such as Bronze Ring, Seahorse, Shovel, Bandolier, Fossil, etc

Health: 180

Hits up to 12 damage

Can't be moved

Human

#### Skulls Island - Stage 3 Bosses

**Krank** (aka. Bomber Master)

Krank has two lackeys and respawns them once they both die. Once a lackey dies, it gives everyone in battle 5 Injury, you and Krank! The main strategy is to kill him through this debuff while you remove or replace injury on yourself. Also the lackeys hit quite hard, so protection is a must.

Do not bring cards that apply weakened, mark, fragile etc. to the enemy because it will replace the injury. Armor cards are not so good here because they cannot protect you against injury. Try to bring at least three cards that apply a non-injury effect to yourself. Or you can make this boss become a joke with the **Pinata** relic. Cards that can regenerate your HP are also recommended.

Health: 800

Comes with two lackeys (15 Hp)

Can't be moved

Undead

Moves

* Attack 2, increment 1 each turn.
* Summon minions when there're none

**Skheletor** (aka. Skeleton Flag Bearer)

Skheletor has two lackeys behind him that periodically give you the Fishbone curse (all healing is nullified when in hand). You need to priorize them first, by attacking them with ranged cards or moving them to the front. After they are gone, focus on Skheletor himself and his large attacks. Beware: his attack raises in increments of 5. Protection, Dodge, and Blind cards are suggested, as well as anti-undead attack cards for extra effectiveness. This battle isn't too difficult if you quickly kill the lackeys and have some status for removing the mark from yourself.

Health: 200

Comes with 2 lackeys (50 Hp)

Undead

**The Sentinels** (aka. Cursy Voodoo Twins)

Quite hard without preparation. They alternate attacks and heal each other up to the health of the Sentinel that has more health (this will stop if one of them is killed). You need to bring them down together to 30-40%HP and burst one from here if you have high damage cards. Also they curse you a lot! Bring Cleansing Fire of Waste Not to this fight, if you want to endure the long battle ahead. A 50/50 mix of melee and ranged cards helps too (use melee on the first twin and ranged on the second).

Health: 180 each

Human

### **Souls Rift**

*To increase your chance of winning on this map, you need some good discard-outlets. The dice are amazing here, but you could instead use some anti-curse cards (which will be dead half of the time). Try to bring at least 1 status changing or immunity effect with you.*

#### Souls Rift - Stage 1 Bosses

**Slaughter** (aka. Mustache Tentacle Guy)

He is a quite simple but annoying boss. He will frequently give you the Flaw curse, which CAN be played, but will give Slughter additional attack strength. Without using these, his attacks stay at 5. I would recommend not using a single Flaw, and just waiting until the right cards come around, as that keeps his attacks from reaching insane heights. Prepare for a long battle.

Health: 200

**Colessy** (aka. Floating Lady)

She has one lackey and she will periodically give you the Voodoo Doll curse, which stays in your hand. Because of this, having at least one card that requires a discard is imperative. Besides that, she's fairly simple to defeat.

Health: 200

Comes with a lackey (HP 24)

Ghost

**Jack Jones** (aka. Beefy Tentacle Guy)

He periodically gives you the Decay curse, which applies the Mark status on you when drawn. Status-changing cards are definitely recommended. Other than that, he isn't all that difficult. Just watch out when the curses start stacking up and giving you high stacks of Mark.

Health: 180

Ghost?

#### Souls Rift - Stage 2 Bosses

**Styrkur** (aka. Beefy Hook Guy)

He feels pretty strong compared to some other bosses in terms of health and attack. Every three turns, he will steal all your shields and apply them to himself. However, if you have none, he instead gives you the Mark status. Lots of protection to combat Styrkur's high damage and abilities are recommended. High damage cards will also help end the battle sooner. Either dodge his attacks, protect yourself with shields, or heal yourself, because if you can't do any of that, his attacks will cut you down quickly.

Health: 300

Human?

**Banditos** (aka. Random Band)

Tough fight. They all do different things. B1 alternates between doing damage, giving you the Weakness status, and giving the Banditos the Strength status. B2 alternates between giving all of the Banditos shields, giving you 2 Rotted Wood curses (no effect other than removing itself when in hand at the end of your turn), and doing damage. B3 alternates between giving himself the Immunity status x3, giving you the Blind status x3, and dealing damage. He does two hits that start at 5 damage, but 5 more damage is added to his attacks every time a Bandito dies.

Since all three Banditos attack, plenty of protection is necessary. A couple of status changing cards are suggested as well. However, don't rely too heavily on them, because the last Bandito will always have Immunity while attacking you. Your deck also needs to not be extremely large, as the Rotted Wood curses will make it really difficult to cycle to the cards you need. In addition, don't worry about getting cards that get rid of curses, as Rotted Wood removes itself from your deck once the turn is over. It is fine to go after Los Banditos in the order they are presented, but since B3 is such a pain and normally does a lot more damage than the others, having ranged and damage-dealing skill cards can be useful in getting him out quickly. In fact, it's recommended that you do this, because of his damage buff that he gets whenever another Bandito dies.

Health: 100 each

**Bone Breaker** (aka. Sleazy Skull Hand)

Easy fight. He will periodically give you the Surprise Present card, which fills your hand up with random cards. While this may seem helpful, they can dilute your deck so that you have too many cards and you can't use the right card fast enough. It's fine to use them, but don't use many. Otherwise, he is fairly standard and isn't that difficult to beat.

Health: 300

Ghost

#### Souls Rift - Stage 3 Bosses

**Ulrich** (aka. Mirror Mustache Twirler)

He does the same thing every three turns: first, he stands there and you can freely hit him. Second, he summons two ghosts that look like him and disappears into them. Three, all three attack you (with increasing amounts of damage). Then the phantoms leave and it's back to the first step. The key to this battle is doing as much damage as you can while also getting rid of the fake Ulriches. This way, you don't get dealt so much damage. Since there is no way to tell where the real Ulrich is, you have to attack them to find out. If the Ulrich you hit dies immediately, then it was a fake, but if he doesn't, he's the real deal. This battle can be won with some protection, as well as many ranged attacks (a sprinkling of melee cards is fine too). Even after you find the real Ulrich, you want to damage the other two so that they don't all hit you. Therefore, have a high number of attacks in your deck (especially cards that hits all enemies), and make sure that if the real Ulrich is in the front, you can still hit the guys in the back. Keep this up and you're as good as gold.

Health: 320, Armor 10

Human

Moves

* Summon 2 clones (Any damage to a clone will cause it to disappear.) (Has same HP and damage as the real one)

* Attack 9, increment 3 each turn.

Tipps:

* Having card or relic that able to hit multiple enemies works best, even just mere 2 damage.

**Mom** (aka. Big Anchor Lady)

A bit hard to understand at first, but here is the catch: her attacks start at 2 damage, then double every turn until she gets to 32. Then she restarts the attacks, taking out the lowest attack from the last rotation (ex. first round is 2, 4, 8, 16, 32, then the next round takes out the 2). Every time she does 32 damage, she gets rid of any conditions she has. She is very difficult and will need a lot of Dodge cards and/or protection cards. Highly recommended are cards that will both hurt Mom and protect you, such as Fast Pace, or cards that protect you enough that you can afford to focus on attacks the next turn. Injury cards are good if used soon after her 32 attack, so it can get the most damage in. Remember to focus largely on defense until she starts using weaker attacks.

Health: 500

Human

**The Keykeeper** (aka. Old Troll Pops)

It is a tough one! He has two lackeys, who are healed and their max health is doubled by him every other turn. Highly suggested is that you kill only one lackey on your first turn so that you only have one other to deal with, then focus on the Keykeeper himself instead of the second lackey. This is because if both lackeys are killed, the Keykeeper will spawn in a new lackey. Preferably, you should kill the lackey in the middle, since he does more damage the more he is hit. Since he's in the back, ranged cards or cards that pull him to the front are key to killing him before his lackeys have absurd health (it does cap at 9999 health, but it is extremely difficult to kill any lackey that has been boosted four times by the Keykeeper). Since both lackeys increase their damage over time, killing everyone fast is essential.

Health: 150

Human

### **Lost Islands**

*General Tips: There are many monsters around, especially the harder bosses. So urchins (which apply injured to monsters as a bonus) are quite good here. You can even play an injured-build around that. Besides that, you need to use evasive cards. Dodge is better than armor because of several bosses. Also curses exist but are not that deadly if you have high enough damage output.*

#### Lost Islands - Stage 1 Bosses

**Kresous** (aka. Rich Guy with Dudes)

He starts with 2 lackeys and summons a new one the turn after the last one is killed. Nevertheless, he can be damaged while the lackeys are alive. It is advised that you kill one lackey to reduce the damage and focus the boss with ranged attacks. A mixed deck works well here but the boss really isn't that hard. He himself hits like a flyweight.

Health: 150

Comes with two lackeys (23Hp, 44Hp)

Human

**Hungry** (aka. black bearded guy with anchor)

He starts with a big crab. He will always attack the crab first and if he kills it, he gets +50 HP and becomes a monster. You can kill the crab yourself or apply weakened on Hungry so he cannot one-shot the crab, but that might be hard for round one. Don't worry, even if you let him one-shot the crab and transform, nothing special happens and he is still doable.

Health: 150

Human (but Monster after Transformation!)

**Skuid** (aka. squid riding boy)

Starts with the short old man that removes shield (kill him first) and a small crab. He will apply blind x3 if you kill the crab and alternates between attacking, applying blind and adding Wetness curse into your deck. Get at least 1 curse removing card.

Health: 150

Comes with two lackeys (Hp40, Hp10)

Monster

#### Lost Islands - Stage 2 Bosses

**El Rider** (aka. octopus riding guy)

He has 1 medium sized crab. If you kill the crab, he will apply 3 stacks of Drunk, but otherwise does not do anything other than attacking. He will attack one additional time after each turn, which means his 5 attack at turn 1 will become 5x2 at turn 2, 5x3 at turn 3 and so on. Be sure to finish him fast, especially when you are using the Scorching Ring.

Health: 240attacks

Starts with a lackey (20HP)

Monster

**Sharky** (aka. Shark Gramps)

His normal attack will apply 3 stacks of injury if you have armor on. If not, it will only deal damage as normal. Because of this, his multiple attack move can apply a huge stack of injury on characters with high armor like Captain or Admiral. Immunity is a must for them. Otherwise pretty easy for characters who have little to no armor like Vigilante and Swordsmaster.

Health: 200

Monster?

**Granpa'shark** (aka. white bearded old man)

Starts with one minion and will summon 1 more after a couple of turns. He will put Barnacle Infestation curse (-1 max health permanently when drawn) in your deck once you kill his minion. Very annoying for characters with small deck or those that can go through their deck fast (curse captain). Try to kill the boss first.

Health: 200

Starts with a lackey (25Hp, 20 Armor)

Human

#### Lost Islands - Stage 3 Bosses

**Lady Octopus** (aka. Tentacle Leg Woman):

The La Comandante equivalent of Lost Island. Starts at the back and summon 2 new minions once the two minions are dead. Unlike La Comandante, she can be damaged with attacks. After one minion is killed, she will heal self and her minions by a small ammount. This can outheal your damage. She will attack multiple times at once, so the Scorching Ring can make her attack dangerous. You can avoid this by constantly killing the minions and forcing her to heal and summon instead of attacking. Or you can use spike-cards that apply injury for each of her attacks and let her bleed out.

Health: 250

Monster

**Hermit Crab** (aka. big crab dude)

Will regularly put 3 Urchin curse (7 damag ewhen drawn, removed) into your deck and summon a new crab after some turns if the current one is dead. It follows a pattern of attacking for medium dmg, applying mark, attacking for high dmg (27, with mark hits for 54!) and retreating into its shell (becoming immune to attack/status effects for 1 turn). Will also summon a new crab in the next turn. Since its shell-immunity can be attacked by ability-damage-effects these cards shine here. However, the real problem is your protection. Bring some dodge or blind with you to mitigate the high damage spikes and armor-up against the Urchin curses.

Health: 500

Starts with a lackey (40 Hp)

Monster

**King Crab** (aka. biggest crab)

It has a big sized crab. It will immediately attack 3 times, put a Rusted weapon or Rusted armor curse in your deck and summon a new crab after some turns if the current one is dead. It alternates between a medium dmg attack, removing your shield and applying 3 stacks of Fragile, buffing self with Rage and a high dmg attack. Very difficult for characters who rely on high armor values. You don't have to get rid of the curses to win, but you have to remove or replace the debuffs from yourself.

Health: 500

Starts with a lackey (30 Hp)

Monster

**Kraken** (aka. hardmode Squid)

*This is an optional Boss! You have to have an event on the map, where a Kraken steals some of your AP. If you choose to pursue it, you fight 3 Tentacles (HP up to 50). If you defeat them, you must choose to "pursuit" the Kraken. This will replace the last random Boss of Stage 3 with the Kraken. You will get an Achievement for defeating it.*

To win this battle you have to heal yourself or protect yourself with armor; A LOT OF ARMOR. The high health means this is a marathon of a fight. Having a tight deck that doesn't miss on draws is very helpful. Replacing the "blind" debuff with something else regularly is neat to keep up the offense. If you are in the between-stage, it might be wise to kill 2 of the tentacles and fight against the last one (5x3 damage) until you are regenerated.

Health 999 (no really!) Armor -

Monster

Moves

* Summon 1 tentacle in front of it (30 Health, low attack) Removes negative conditions from itself.
* Killing the tentacle makes it attack twice.
* It cannot be moved.

* Attack up to 20
* It makes the character fragile.
* It makes the character blind.
* Gives you a Tentacle-curse every 5 Turns, that prevents you from playing anything, then removed.
* Has 2 Stages. At 500 HP it dives away, leaving 3 tentacles (50 HP) in it's place. They do moderate damage up to 18 and have different moves.

Tips

* Cards that increase damage with every use are great here.
* You have to have an ability that replaces debuffs on yourself to counter blind.
* Making the Kraken blind helps a lot, because of the turns you won't be able to play anything while being targeted with 20 damage.
* Bring cards that can counter curses, or finish off the tentacles fast before they clog you with curses. It is no use against Tentacle Bind though.
* you can kill with one turn if you have golden bomb and mark(or beer effect)

**Curse Kraken**

Health 999

Monster(presumably)

Actions:

* apply Mark\*4
* attack 8 for two times
* increase attack damage by 2.

* Wild action: attack curses with two Tentacle Bind.
* resummon the lackey when there isn't any present.

Strategy

* Like the original Kraken, prepare for a dragged out fight.
* Killing the lackey may seem annoying, but it helps to keep the boss' damage at bay. The cursed Kraken's damage will soon go out of control if you don't kill the lackey.
* Little can be done about the curse. Make sure there is as little cards in draw pile as possible when you kill the lackey, so that you may draw (and remove) the two curses in a single turn.

### **Northern Lands**

*General Tips: There are no special enemy types this time, only animals and humans (so every card against humans is great!). Curses do exist here but are no real problem even if you don't remove a single one. Injuries are quite common though so you need a way to replace status effects.*

*Also there is a global mechanic (**Frost**) that appears randomly on your turns. It starts as 1 and stacks up with every attack you use and damages you for every extra card you draw (Dice do count and damage you). Also, frost won't kill you, but sets you to 1 (and the following enemies will most likely kill you then). Frost will sometimes stay the following turns but will vanish as randomly as it appears (it may disappear after 1 round but more often stays 2-3 rounds). Until then, you might consider not drawing extra cards, because 5 or more damage for each one will let you bleed out far to quickly.*

*To adjust to the map,* *try to use more selfheal which also helps you in several boss encounters. Armor is not that good here, because Injuries and frost ignore it and one boss in particular (Gorm) even prevents you from gaining some with a nasty curse.*

#### Northern Lands - Stage 1 Bosses

**Bjorn** (aka. Bearpaws)

He will attack you with medium damage and his attacks will give you some injuries. Besides that he has relatively few specials except a moderate self-heal. This battle is a damage-test for your build. Burst him down while keeping an eye on the annoying frozen map mechanic that lets you exchange life for drawing extra cards.

Health: 200

Human

* Attacks in a row 4x2 to 6x2
* Pauses in turn 4

* Heals in turn 5 for 12 and applies 2 bleed to every attack

**Frida** (aka. Horned Chick with Goons)

She is a summoner that starts with 2 lackeys whom she replaces during the fight if they are killed. She can be damaged and can be focused on while they are alive, but she also buffs the whole team with rage, so their damage output might be too high for that. It depends on your character build. Not the hardest boss.

Health: 120

Comes with two lackeys (34 Health)

Human

* Enrages the whole team in turn 2
* Attacks for up to 14

* Revives one dead lackey one turn after the last one died

**Yrsa** (aka. Wolfhide Dude)

A summoner type of boss that starts in the middle with only one wolf in the front. He then resummons another wolf in his back protecting it from melee damage. The wolves' attacks apply bleed and have a high damage output altogether. Kill the wolves and force him to resummon and use the pause-phase to apply damage on him.

Health: 160

Comes with two Wolves (28 Health)

Comes

#### Northern Lands - Stage 2 Bosses

**Age**

This guy has three attacks in a row doubling in damage and gives you the curse "Delayed Mark". Try to discard the curse.

Health: 240

Comes with one lackey (58)

Human

**Birger** (aka. Shaman with Wolves)

A summoner type. He will replace his wolves regularly with higher Hitpoints and they will cause bleed while attacking. Not much of a problem so far but his curse Downgrade (Downgrade a random card in hand when drawn) will remain in your deck and remove all your upgrade-efforts. So if you rely on upgraded key cards, you might get unlucky here. Good thing this downgrade effect will not stick after the fight and your cards will return to normal.

Health: 200

Comes with two wolves (27 Hp)

Human

**Njal** (aka. Fur Dude with laughing goon)

Njal floods you with harmless curses. Every turn you will get 2 rotted wood (discards after each turn, unplayable) so you effectively play with 3 cards in hand. Besides that, he also attacks and lets his lackey attack. Kill the lackey to remove most of the damage and kill Njal after that is done. Melee characters have a problem here because he protects him behind his back. You have to rearrange the combat here or absorb much higher damage. As the Sword Master, use the Kick card to push Njal backwards so that you can focus on the little shit. Misdirect also works well for the critical damage on the lackey, especially if it's upgraded.

Health: 240

Comes with a lackey (60)

Human

#### Northern Lands - Stage 3 Bosses

**Roar** (aka. Bearded Chieftain)

A simple boss with a twist. He will attack you for up to 11 damage which is not much for a boss, but his attacks will crit in you if you have any armor! He will regularly give himself 50 (!) armor. If you attack his armor, this will result in yourself gaining an equal amount of injuries (so up to 50). To win this fight, you have to either circumvent armor, delete all his armor by using the Melt card or just give yourself another status effect regularly to remove the injuries. Play it tactically and don't attack if you are going to take too many injuries without a way out. Besides that, he is quite a lackluster as a final boss.

Health: 250

Human

**Gorm and Axgard** (aka. Eyepatch Doubleaxe)

Gorm is a tough boss because of his high damage output. Axgard is tough with 140 HP and will increase his damage every turn and will give you the Frost Seal Curse (prevents you from gaining armor while in hand, stays in the deck - not removed after the battle. Nonetheless, it can be removed during your turn with curse-erasing cards). Also, Gorm will regularly replace one card in your drawn hand with a Hatchet Card (deals 9 melee damage to a random enemy). The amount of curses means you will often draw 3 usable cards. Gorm will then pound you with 26 damage a turn. To win this fight, eliminate the minion with burst damage (he will not resummon it) and use dodge and blind effects on Grom to mitigate the damage while grinding him out.

Health: 300

Comes with a lackey (140 Health)

Human

**Hodor** - Northern Baraky

This guy has 250 health and has armour equivalent to his health.

Each time his armour is taken down, he will gain his armour again to his current HP and increase his damage. Do as much burst damage whilst his armour is down to beat him effectively.

### **Eastern Seas**

*General Tips: There are ghosts on this map that sometimes transform into an "invulnerable" ghost form when taking damage. That makes combos and multi-hit attacks somewhat clunky and unreliable. However, the form is still vulnerable to skills that cause damage, so that these attacks are particularly valuable here and certain heroes (Unknown Captain, Cursed Captain) have advantages. The enemies themselves often deal out skill damage that ignores Dodge and Blind, which weakens this form of defense on the map. Blind is a great card for some end bosses though.*

*Most fights are a damage test for your deck. If you deal out very high amounts of damage (especially crits), you will find many group fights and bosses much easier.*

*Also, you have to be aware of reflecting damage. Several lackeys and some bosses do this sometimes. Always check their conditions below.* *To be successful here you need a lot of self-healing and cards that replace enemy negative effects (especially often: Mark = double damage against the hero).*

The Gates and what they do

*There are 2 types of enemies here, ghosts (mitigate damage, rather defensively) and humans (higher damage, reflect damage sometimes). You can choose against which ones you want to fight by moving to glowing Spots (Ghosts) or normal Spots (Human) on the map. If you move to the Gate on each map, you can then either enter the gate and have all enemies become ghosts or seal the gate to have all enemies become human. Use in conjunction with your playstyle.*

*The Ghost Ship*

*The is an amazing encounter on this map, where you will be attacked by a ghost ship (-30 AP). If you defeat two rows of enemies, you will gain the ship and have unlimited AP from now on. This translates roughly to 100-200 Gold because you can skip the repairs and use the optimal travel route.*

#### Eastern Seas - Stage 1 Bosses

**Sumotori-Master** (aka. Eyepatch Sumo)

A beefy guy with a lot of health but without real offense. He will curse you with a relatively harmless curse, that lets his attacks always hit (so your dodge or blind attacks won't work). But this curse can be played and removed for 2 ammo. Try to go all out on him, bursting him down, before his damage becomes a problem. Easy.

Health: 250 Hp

Human

* Attacks up to 10 (increases over time)
* Curses you with "Impaled" (In your hand enemy attacks always hit, can be played & removed for 2 Ammo). The curse will stay in hand until removed and block one card spot.

**Fire Busker** (aka. masked Pyromaniac)

Comes with a ghost-wolf. If you kill the wolf, he will heal for a small amount. But you should do it anyway, because the wolf will increase its damage per turn (5 > 2x5 > 3x5 and so on). On top of that you have to mitigate his own attacks, which ignore dodge-effects and remove your armor. Always kill the wolf fast, then beat him with all you've got.

Health: 150

Comes with a lackey-wolf (Health 20)

Human

* Resummons wolf 2 turns after death
* 12 armor removing skill damage

**Charmer Teller** (aka. Geisha Chick)

She looks like a summoner type at first, but she is not. She comes with 2 lackeys and will increase her damage when they are killed. She will not resummon them. Also, she enters an invulnerability-mode like some spirits (raising her umbrella) after receiving 2 hits. She then is immune to melee and ranged attacks for the rest of the round and can only be damaged by skills. You should focus on her with ranged attacks until she opens the umbrella and then attacks the lackeys. Melee characters have it quite hard here but can win this fight by pure damage output. Additionally, an (upgraded) Extinguish helps a lot, as it reduces the damage of all enemies by 5 for one turn.

Health: 120

Comes with 2 lackeys

Human

* Will enter an invulnerable mode after receiving 2 hits of damage.
* Increases her damage (6 > 6x2 > 12x2)

#### Eastern Seas - Stage 2 Bosses

**Gemimis Brothers** (aka. Two Guys into one)

A relatively weak boss if you play their game. They will regularly switch positions and reflect one kind of damage (melee or ranged). Be aware of that and just wait until the next turn, when they change stance. Their attacks will regularly remove your armor, so focus on mitigating damage. They will increase their damage output over time but will become relatively harmless, once you get them to 120 Health. They will stop reflecting damage then, reduce their own damage output by half and buff themselves with 10 armor.

Health: 240 Hp

Human

* Switch reflecting stances (melee or ranged) if above 120 Health
* Gain 10 Armor after below 120 Health
* 5x2 Attack, that removes the heroes armor sometimes
* Lowers their attack damage below 120 Health

**Pow-Pow** (aka. Big Cannon Guy)

This boss is very dangerous to deal with if you don't have means to mitigate enemy damage. He acts in a 3 turn cycle:

* Apply Rage to himself.
* Debuffs you with Mark.
* Strong attack (starting from 20, 25 if in Rage and 50 if you are Marked)(Increases by 5 everytime) and curse you with an Unwelcome Present.

    With such insane damage, most armor and healing cards will do little good for you. The first strategy to beating him is to burst the boss down before his high attack. However, if you don't have such a great deck, it is better to look for condition-applying cards. The most important thing is to remove your Mark. The Pinata is the dream choice here, and Immunity cards are also great. If necessary, you can even give yourself negative conditions just to remove the Mark condition. Debuffing the boss with Blind or Weakened is also a great way to mitigate his damage. Also, bring a few ranged attacks to take out the lackey first. His lackey will hit you directly after he gave you Mark, which can do 30 damage if it crits. The curse is only mildly annoying and is not the major problem here.

Health: 270

Comes with a lackey (30 Hp)

Human

Heavy

**Powder Monkeys** (aka. really, a bunch of monkeys)

A relatively easy fight with a high randomness factor, because the monkeys will steal your cards (if they steal 2 ammunition, you are kind of screwed) - but only from your draw pile. The summoner in the back is kind of weak, but the monkeys can lock down key cards in your deck. Even if you can attack the summoner directly, always kill the monkeys to get your cards back. Also, you will receive "blind" (50% chance of missing with attacks), which will add another randomness factor if you can't remove it.

Health: 200

Human

* Attacks for up to 7
* Applies Blind to the hero
* Resummons Monkeys after death
* Monkeys will steal a random card out of your deck

#### Eastern Seas - Stage 3 Bosses

**Sao-flame**

     (aka. orange Hun Master)

This is a summoner-type that starts with 2 lackeys. Sao-flame can be damaged directly even if the lackeys are alive. The lackeys themselves do considerable amounts of damage because Sao-flame will curse you with "Enemy reinforcements" (All enemies gain 2 rage when drawn) multiple times. Especially decks with many draw-cards hit these fast and buff the whole enemy team. To beat him, eliminate the middle lackey and ignore the beefy one for a while, while dealing ranged damage to the boss. If you have anti-curse-cards, you can drag out the fight. If you have not, you have to kill him before the curses in your deck get out of hand.

Health: 300

Starts with 2 Lackeys (HP 35/Armor 25, HP 40)

Human

* Curses with "Enemy reinforcements" (All enemies gain 2 rage when drawn)
* Deals up to 20 Damage as Skill damage
* Resummons 2 Lackeys 2 turns after one has died

**The Puppet Master** (aka. Red Mask Guy)

A drag of a fight for melee characters but one of the easier end bosses here. The puppet master is a summoner type, that raises puppets. If they go down, they end up as piles of remains, which you will have to damage again to remove like the skeletons in the Skull Island's map. He will resummon those puppets fast, the turn right after they are eliminated. Additionally, if you kill either puppet completely, you will receive 5 curses (wood) divided in your draw and discard pile. Thus, it is not wise to destroy the puppets, instead it is preferable to keep them at bay with the Weaken debuff to mitigate their damage while you attack the boss.

Health: 200

Starts with 2 Lackeys (HP 40)

Human

* Summons 2 lackeys
* Lackeys will drop to the floor and give you 5 curses (Wood) if completely killed
* Lackeys will do damage as high as 19

 **Khan** (aka. grinning beefy Swordmaster)

A tough fight for sure. Khan has high damage output and will debuff the hero with Fragile (-50% armor). His high health means that you have to dish out a hell of a beating. Every 5 turns he will add 2 curses to your deck (Execution: If this curse is discarded by another relic or card, lose 5 health). Dice are no use in this battle and he clutters your deck. This is essentially a Damage-Test for your deck. Go into full offense, the clock is ticking. You are lucky if you picked and upgraded a blind along the way to mitigate some damage from him and remove the rage buff. Also, bring one or two anti-curse cards to declutter your deck.

Health: 500

Spirit

* Deals increasing damage in 2 hits (10x2, 11x2, 12x2 etc.)
* Debuffs the hero with 2x weak (-50% armor) - as part of the 2-hit attack
* Buffs himself with 2x rage
* Buffs himself with 2x immunity

**Shenlong** (aka. Golden Dragon)

*Can be encountered when you opened at least one gate?*

It's a dragon! He has enormous amounts of health and dishes out a considerable amount of beating as skill damage. He has not many tricks up his sleeve, but his hard to mitigate damage, his summons, and his health bar are quite the test for a deck. To win here, you have to remove the spirit-lackey if you can't afford to take the damage. Then burst Shenlong with everything you have. Be aware, that he enters an "Enraged-Mode" at 400 HP, which doubles his skill-damage, so keep once-usable cards like greed or consumables until then. Each time a Ghost-Lackey is killed, his skill-damage is increased by 5. He circles through his three abilities in order.

Health: 800

Starts with a random Ghost-Lackey (??)

Spirit, Heavy

* Gains 2 immunity regularly
* Damages for up to 10 (20 after enrage) - +5 for each Ghost-Lackey killed
* Resummons random Ghost-Lackeys - (this also kills any existing Ghost-Lackey, increasing his damage by 5)(He deals increasing to himself whenever he summons a lackey.)

### **Port Elysia**

#### The Turret II-A

* 600 HP. Heavy.
* A 20 moves countdown: deals 30 damage.

moves:

* 20 Attack
* If there is no lackey at the end of your turn: Summons a suicide balloon lackey with 14 HP.(6 moves countdown)
* +10 armor. +1 immunity

strategy:

A pretty straight-forward boss. Just deal with the kamikaze balloon first, and make sure you can handle a 20/30 attack once in a while, then you can ground it to death. This boss does not require strong dmg output. Having some armor, healing or dodging cards will be nice.

#### Elysian Machinist

A boss that starts with two minions. One attacks hard and one debuffs with **Injury.**

* Give Curse **Spy** card
* Give Curse **Poison** card and **Injury**\*5
* Heal 10, Gain 1 **Rage**
* Attack 12 x 2
* Health: 400

#### Pira Sainha

600 HP

Attacks have 25% Lifesteal, Heavy.

Wild (Summon Dies) Increase Damage

The Summons have HP between 40-48 HP.

* 25 Damage, Remove 1 Random Card in Deck
* 15 Damage, Inflict **Fragile** x2
* 20 Damage
* Summon (Wait), **2 Rage** to both Boss and Summon

#### Mechanical Kraken

Can be fought as final boss only after a Port Elysia event.

999 HP, heavy

Comes with a tentacle lackey.

20 moves countdown: summon a tentacle lackey. (It is unknown what will happen if lackey is still alive then.)

Moves in a 4 turn cycle:

* Deal 3 Skill damage.
* Deal 2 Skill damage.
* Deal 1 Skill damage.
* Deal 10\*4 attack damage. (increases overtime)

Tentacle lackey:

50 HP

8 moves countdown: gives Tantacle Bind.

* 8 attack
* Apply some sort of negative effect.

Strategy:

Like the Kraken, its insane HP means a dragged out fight. Any card that becomes stronger overtime is great here. It is essential to have enough burst damage to take out the tentacle before it curses you. Cards or relics that counter curses are useless here. Bring cards like dodge, blind or extinguish to counter the Kraken's high attack damage. Or just make sure you can regen enough HP during the low damage turns.

### **Tavern Brawl**

Tavern Keeper has 3 forms and you will face 2 each run.

Summoner - 100% hit rate when drunk, will spawn in beer barrels.

Curses

Enraged