Unmaxed
John Henry card face 1
John Henry card face 2

John Henry

HP 17

Steel-driving Man

You have 10 track tokens. At the start of your turn, summon a track token in a space in John Henry's zone. When you move John Henry, do not count spaces with track tokens.
Momentous Shift card face 1
Momentous Shift card face 2

Momentous Shift

3x | Versatile

Momentous Shift card face 1
Momentous Shift card face 2
Quantity
3
Type
Versatile
Value
3
Boost
1
Target
John Henry
Description
During Combat: If your fighter started this turn in a different space, this card's value is 5 instead.
Knock Them Silly card face 1
Knock Them Silly card face 2

Knock Them Silly

3x | Versatile

Knock Them Silly card face 1
Knock Them Silly card face 2
Quantity
3
Type
Versatile
Value
4
Boost
1
Target
John Henry
Description
Immediately: If you win this combat, cancel all AFTER COMBAT effects on your opponent's card.
Power Through card face 1
Power Through card face 2

Power Through

3x | Versatile

Power Through card face 1
Power Through card face 2
Quantity
3
Type
Versatile
Value
3
Boost
3
Target
John Henry
Description
After Combat: Move a fighter in the combat up to 2 spaces. Do not count spaces with track tokens.
Eighteen-pound Hammer card face 1
Eighteen-pound Hammer card face 2

Eighteen-pound Hammer

2x | Attack

Eighteen-pound Hammer card face 1
Eighteen-pound Hammer card face 2
Quantity
2
Type
Attack
Value
6
Boost
2
Target
John Henry
Description
Immediately: If John Henry used at least 4 different paths this turn, cancel all effects on your opponent's card.
Twelve-pound Hammer card face 1
Twelve-pound Hammer card face 2

Twelve-pound Hammer

2x | Attack

Twelve-pound Hammer card face 1
Twelve-pound Hammer card face 2
Quantity
2
Type
Attack
Value
4
Boost
2
Target
John Henry
Description
After Combat: If John Henry used at least 4 different paths this turn, you may place a fighter in the combat in any space with a track token:
Cool Drink Of Water card face 1
Cool Drink Of Water card face 2

Cool Drink Of Water

3x | Defence

Cool Drink Of Water card face 1
Cool Drink Of Water card face 2
Quantity
3
Type
Defence
Value
0
Boost
2
Target
John Henry
Description
After Combat: John Henry recovers 3 health. Draw 1 card.
Bring Down The Mountain card face 1
Bring Down The Mountain card face 2

Bring Down The Mountain

2x | Versatile

Bring Down The Mountain card face 1
Bring Down The Mountain card face 2
Quantity
2
Type
Versatile
Value
3
Boost
1
Target
John Henry
Description
During Combat: Add +1 to this card's value for each HAMMER card in your discard pile.
Deeds Of Valor card face 1
Deeds Of Valor card face 2

Deeds Of Valor

2x | Defence

Deeds Of Valor card face 1
Deeds Of Valor card face 2
Quantity
2
Type
Defence
Value
2
Boost
2
Target
John Henry
Description
During Combat: John Henry cannot take more than 2 combat damage this combat.
Hear That Cold Steel Ring card face 1
Hear That Cold Steel Ring card face 2

Hear That Cold Steel Ring

2x | Attack

Hear That Cold Steel Ring card face 1
Hear That Cold Steel Ring card face 2
Quantity
2
Type
Attack
Value
2
Boost
3
Target
John Henry
Description
After Combat: Draw 1 card. Move John Henry up to 1 space. Gain 1 free action to attack.
Larger Than Life card face 1
Larger Than Life card face 2

Larger Than Life

2x | Attack

Larger Than Life card face 1
Larger Than Life card face 2
Quantity
2
Type
Attack
Value
6
Boost
4
Target
John Henry
Description
(No card effect)
Nine-pound Hammer card face 1
Nine-pound Hammer card face 2

Nine-pound Hammer

3x | Attack

Nine-pound Hammer card face 1
Nine-pound Hammer card face 2
Quantity
3
Type
Attack
Value
3
Boost
2
Target
John Henry
Description
After Combat: If John Henry used at least 4 different paths this turn, deal 2 damage to each opposing fighter in his zone.
Striking Fire card face 1
Striking Fire card face 2

Striking Fire

3x | Scheme

Striking Fire card face 1
Striking Fire card face 2
Quantity
3
Type
Scheme
Value
-
Boost
2
Target
John Henry
Description
Move John Henry up to 4 spaces. Gain 1 action.