Unmaxed
George Washington card face 1
George Washington card face 2

George Washington

Culper spy
HP 14

Espionage

You start with 4 ruse tokens. When you attack, you may use a ruse token, placing it next to the card. Before your opponent chooses whether or not to defend, they may discard 1 random card to remove the ruse token.
HP 1

Culper spy

Culper spy
Culper spy
Culper spy
Lead Astray card face 1
Lead Astray card face 2

Lead Astray

2x | Attack

Lead Astray card face 1
Lead Astray card face 2
Quantity
2
Type
Attack
Value
5
Boost
2
Target
George Washington
Description
After Combat: Move a fighter in the combat up to 2 spaces.
Allies Everywhere card face 1
Allies Everywhere card face 2

Allies Everywhere

3x | Attack

Allies Everywhere card face 1
Allies Everywhere card face 2
Quantity
3
Type
Attack
Value
1
Boost
3
Target
George Washington
Description
After Combat: Gain 1 free action to attack. Washington recovers 3 health.
Feint card face 1
Feint card face 2

Feint

3x | Versatile

Feint card face 1
Feint card face 2
Quantity
3
Type
Versatile
Value
2
Boost
3
Target
ANY
Description
Immediately: Cancel all effects on your opponent's card.
Misinformation card face 1
Misinformation card face 2

Misinformation

3x | Versatile

Misinformation card face 1
Misinformation card face 2
Quantity
3
Type
Versatile
Value
4
Boost
2
Target
ANY
Description
After Combat: If you won the combat, regain a ruse token.
Recruit To The Ring card face 1
Recruit To The Ring card face 2

Recruit To The Ring

2x | Versatile

Recruit To The Ring card face 1
Recruit To The Ring card face 2
Quantity
2
Type
Versatile
Value
2
Boost
1
Target
ANY
Description
After Combat: Return a defeated Spy to a space adjacent to Washington. If you won the combat, return that Spy to any space instead.
Sympathetic Stain card face 1
Sympathetic Stain card face 2

Sympathetic Stain

2x | Scheme

Sympathetic Stain card face 1
Sympathetic Stain card face 2
Quantity
2
Type
Scheme
Value
-
Boost
3
Target
Culper spy
Description
Choose an opponent and look at their hand. If a Spy is adjacent to one of their fighters, choose a card for them to discard and regain a ruse token.
Agent 711 card face 1
Agent 711 card face 2

Agent 711

2x | Attack

Agent 711 card face 1
Agent 711 card face 2
Quantity
2
Type
Attack
Value
4
Boost
3
Target
George Washington
Description
After Combat: If you won the combat, deal 7 damage to the opposing fighter.
Circumvent card face 1
Circumvent card face 2

Circumvent

2x | Attack

Circumvent card face 1
Circumvent card face 2
Quantity
2
Type
Attack
Value
3
Boost
2
Target
ANY
Description
During Combat: Ignore the value of your opponent's card.
Gather Information card face 1
Gather Information card face 2

Gather Information

2x | Scheme

Gather Information card face 1
Gather Information card face 2
Quantity
2
Type
Scheme
Value
-
Boost
2
Target
George Washington
Description
Draw 3 cards. Move each of your fighters up to 3 spaces. They may move through opposing fighters.
Make A Stand card face 1
Make A Stand card face 2

Make A Stand

3x | Versatile

Make A Stand card face 1
Make A Stand card face 2
Quantity
3
Type
Versatile
Value
3
Boost
1
Target
ANY
Description
During Combat: If your fighter started this turn in their current space, this card's value becomes 5.
Network Of Spies card face 1
Network Of Spies card face 2

Network Of Spies

2x | Versatile

Network Of Spies card face 1
Network Of Spies card face 2
Quantity
2
Type
Versatile
Value
2
Boost
2
Target
George Washington
Description
During Combat: Add +1 to this card's value tor each other friendly tighter in Washington's zone.
Sabotage card face 1
Sabotage card face 2

Sabotage

2x | Attack

Sabotage card face 1
Sabotage card face 2
Quantity
2
Type
Attack
Value
3
Boost
3
Target
ANY
Description
After Combat: If you won the combat, your opponent discards 2 random cards.
Undercover Agent card face 1
Undercover Agent card face 2

Undercover Agent

2x | Defence

Undercover Agent card face 1
Undercover Agent card face 2
Quantity
2
Type
Defence
Value
1
Boost
2
Target
George Washington
Description
During Combat: Washington may swap spaces with an adjacent Spy. If he does, that Spy is now the defender.