Inox Chainguard
A bruising Damage Soak who pins enemies in place with Shackle and flings them through traps with Swing. Evolution of the Brute — more control, more teeth.
Places a character token on an enemy. A Shackled enemy cannot perform Move abilities while adjacent to the Chainguard, and does not factor the Chainguard into its Focus pathing. Token removed if the enemy dies or you Shackle a different enemy. Enemies immune to IMMOBILIZE are immune to Shackle.
A modified Push/Pull that moves a target X hexes in a circle around you — clockwise or counterclockwise. The target cannot end up further from or closer to you. Movement ends when the target hits something that would normally block movement.
Chainguard holds monster aggro and soaks damage for the party. He struggles with AoE — his only reliable way to hit multiple targets is Bottom Attack actions and Traps. Jump is scarce at Level 1. Initiative Control is a recurring challenge: cards skew 10–60. Comes fully online as a Damage Soak around Level 5 but requires creative play before then.
Shackle a target, then attack it repeatedly for stacking bonus damage. Use Shields and Retaliate to survive incoming hits. The most straightforward path — strong from Level 1 with cards that clearly serve a single purpose.
Place traps, Shackle a nearby enemy, then force or lure it through them. Traps deal True Damage — bypassing Shields entirely. More setup-dependent than Bruiser but scales better against high-armor enemies.
Fastest card (Init 14) and only self-Heal at Level 1. Almost never cut.
Unconditional Ranged Stun + Shackle. Repeatedly saves the party on key turns.
Top serves Bruisers (Shield/Heal), Bottom serves Trap builds (range + bonus damage).
Pierce 2 for everyone + grounds Fliers. Addresses both builds' core weaknesses.
Tap a checkbox to mark a perk as taken. Perks reinforce the class themes: Shackle, Shields, Retaliate, Wound, and Traps. Remove -1 cards first, then prioritize rolling modifiers.
Each Crimson Scales and Trail of Ashes character has a personal Milestone card with a unique goal. When the character accumulates the required number of checkmarks toward that goal, the Milestone is complete and they permanently add their Level M ability card to their hand. The Level M card does not count against hand size — it is an extra card earned through play.
See the milestone card image for the specific goal condition. The Chainguard milestone requires 10 checkmarks to complete.
Once complete, Rope Pit is permanently added to your hand. It is one of the most impactful early-game upgrades for the Trap build — a Range 2 trap that auto-Shackles on trigger, letting you maintain momentum without spending a card action on Shackle setup. Even Bruiser builds benefit from carrying this for most of the campaign.