I thought it might be useful for people to have a list of these for reference as I'd put it together anyway. I'm sure I've missed a few though, so please let me know what. Dealing with Opponents Block Rolls Use "Unblockable" attacks or attack from behind. "Hard to Block" cards also help, but are still RNG. "Unblockable" Offensive Cards: Smashing Spin, Rocket Charge, Charge, Brutal Charge "Hard to Block" Offensive Cards: Skillful Strike, Unnerving Strike, Tricky Stab, Short Spark, Deadly Spark, Powerful Spark, Mighty Spark, Devastating Spark, Spark, Obliterating Spark, Feinting Strike, Potent Spark, Long Spark, Arcing Spark, Jump Spark, Spark Generator, Spark Inductor. Block Removal/Reduction Cards: Startling Strike, Unnerving Strike, Bad Luck Special: Spark Generator, Spark Inductor, Surestrike Blessing, War Cry, Flaring Laser, Pulverizing Bludgeon, Pulverizing Hack Dealing with Opponents Armor Rolls Get "Penetrating" attacks or armor removal. "Penetrating" Offensive Cards: Laser Thrust, Penetrating Lunge, Impaling Stab, Touch Of Death, Penetrating Cut, Puncturing Stab, Perforating Strike, Penetrating Stab, Penetrating Zap, Penetrating Stab, Jumpspark, Sundering Strike (though not labelled as "Penetrating") Armor Removal: Sundering Strike, Boiling Armor, Dissolve Armor, Acid Jet, Acid Spray, Acid Blast, Melt Armor Special: Surestrike Blessing, Frenzy Aura, Hot Flames, Barbed Platemail, Short Perplexing Ray or Memory Loss (try to do this when they only have Armor visible) Removing RNG from YOUR Block Rolls Lifesaving Block, Toughness (though technically it's armor) Removing RNG from YOUR Armor Rolls Cushioning Armor, Reliable Mail, Reliable Hide Armor, Chain Armor, Enchanted Harness, Leather Harness
Pulverizing Bludgeon/Pulverizing Hack, Melt Armor, Chain Harness, Enchanted Harness, Leather Harness Misspelled Feinting Strike and Short Perplexing Ray P.S. Don't get poked by the Startling Stick (Startling Strike)
Toughness is an Armor card, not a Block card. It might be handy to note some of the cards that make it significantly easier to get an attack from behind. For instance, Nimble Strike is a Fly 2 step attack, making it easier to get behind an opponent and attack him for... well, not massive damage, unless you're Unholy Wellspringed + Blind Raged or something like that. But Nimble Strike is one of those cards that's relatively hard to block on many maps if you're actually trying to contest victory point tiles instead of standing with your back against a wall. Jump, Soldier! might merit a mention, because it is a Push 1 card that applies to the enemy... and is a Cantrip card, meaning that you can order an enemy to turn his back to your warrior who can immediately then dish out his All Out Attack + Pulverizing Bludgeon or whatever without worry of Parry or the like. Jump, Soldier isn't flagged as unblockable, but at least it's not melee so it can't be parried. Disorienting Block lets you move the opponent one and yourself one when it works; this can be good enough to briefly expose a back if it's melee range. Slippery... perhaps overshadowed by Elven Maneuvers combined with step attacks, but it offers a 3-step free move immune to Encumber, which means that you can slide behind a nearby opponent before playing your first card. Cantrip moves like Quick Run aren't necessarily tagged Free Move, but a 3-step cantrip move (and Healing Dash is a 4-step cantrip move for a priest with Talented Healer active) has potential if there's enough room to go around. ...also, for PvE: Whirlwind Enemies is quite decent for identifying and drawing out ranged blocks that packs of monsters have. Additional note: Bloodied Block is unusually reliable if you're not at full health: while it normally requires a 5+, 4 is added to the roll if you're at all wounded. It can still fail (Bad Luck and Hard to Block modifiers still apply), however.
Amended. Thanks. I know what you mean, but in this context it is substituting a Block. I've added a comment to clarify though. Yep, good stuff. I mention going from behind to not get blocked, but it's probably worth adding the cards that help you do that. I'll add this when I get more time later. Yep. Added.
This is still rng, right? And I miss the Nimble Strike as unblockable strike. Allthough it is blockable by Defender's Block of another character, I will admit that.
I know what you are saying, but it's still a way to remove armor, which is why it's in that section. It's also in the Penetrating section even though it's not technically labelled as Penetrating.
Savage Curse technically also removes armor. I agree with @Sentient_Toaster about adding Bloodied Block. Maybe add a section for Immunity. Adaptable, Grounding Plates, Resistant Hide, Toughness plus Force Field and Impenetrable Nimbus even though they don't technically grant Immunity. I forgot Perplexing Ray was a card so you can add that back on. Chain Armor should be changed to Chain Harness.