Cards & Components
Fighter boards and every distinct Fight-card face.
Boards
The board images below are the matching French-language boards from the English Tag Team TTS module. Fighter names, tracks, and values follow the publisher’s English Fighters’ Guide; French labels are left visible in the images.
| Picture | Description |
|---|
 | Bödvar — begins with a Rage track and can transform into the Berserker Bear. Fighter rules. |
 | Berserker Bear — Bödvar’s reverse side; the board flip changes which parts of his cards apply. Fighter rules. |
 | Ching Shih — tracks her growing fleet, which changes several card effects. Fighter rules. |
 | Joan — gains Divine Voice along her special track. Fighter rules. |
 | The Golem — uses a presence token with its Partner and has a special Health track. Fighter rules. |
 | The Fey Folk — switches between its Spirit and ordinary forms, changing how its cards work. Fighter rules. |
 | Shango — builds Power and marks a Fighter with Aflame! tokens. Fighter rules. |
 | The Wild Bunch — uses the Sheriff token and a Health track with Stops. Fighter rules. |
 | Milady — plants and unleashes Schemes. Fighter rules. |
 | Mephisto — uses the Serpent token to switch which card effects are active. Fighter rules. |
 | Mordred — can build Power to meet thresholds on his cards. Fighter rules. |
 | Maman Brijit — has two KO spaces and a special response to enemy healing. Fighter rules. |
 | Wong Fei-Hung — uses Concentration tokens and transfers Power. Fighter rules. |
Cards
The publisher lists 12 Draft cards and 120 Fight cards (10 for each Fighter). The fight cards below show each distinct face in the matching English sheets from the Tag Team English TTS module; duplicate copies of the same face are represented once. Fighter names and the visible card names, icons, frequencies, conditions, and values were compared with the publisher’s 2026 English rules and Fighters’ Guide. Most Fight-card text is specific to its Fighter; the linked Card Actions page explains the shared timing rules.
Bödvar
| Picture | Description |
|---|
 | Enrage — gain a Rage step; in human form it also Attacks, while the Bear side Attacks both opposing Fighters. Actions. |
 | Spirit Trance — gain 2 Power; if Bödvar himself is Attacked this Turn, he also takes 2 Direct Damage. Actions. |
 | Rune of Transformation — Block, then gain a Rage step if the Block stops an Attack. Actions. |
 | Rune of Strength — Block, then gain 1 Power if it succeeds. Actions. |
 | Blood Ties — human Bödvar heals his Partner 2 HP; Bear Bödvar Attacks instead. Actions. |
 | Berserk! — human Bödvar Attacks the active opponent; the Bear Attacks both opponents. Actions. |
Ching Shih
| Picture | Description |
|---|
 | Terror of the Seas — at 0–7 Ships, Attack; at 8–15, heal 2 HP; at 20, deal Direct Damage to both opponents equal to their remaining HP minus 1. Then reset Ships to 0 and gain 1 Ship. Actions. |
 | Secret Harbour — Block; on success, gain 3 Ships. Actions. |
 | Spirited Defense — Block; on success, gain 1 Power. Actions. |
 | Revenge of the Red Flag Fleet — Attack; with 8–15 Ships, the Partner also Attacks. Actions. |
 | Raiding Party — with 0–7 Ships, the Partner gains 1 Power. Actions. |
 | Outmaneuvered — Attack, then gain 1 Ship. Actions. |
 | Join the Fleet! — gain 2 Ships. Actions. |
 | Gunpowder Wine — heal 3 HP; at 8–15 Ships, the Partner heals 3 HP too. Actions. |
The Fey Folk
| Picture | Description |
|---|
 | All Legends Must Pass — if all Fey Folk are Spirits at the start of the Turn, they are knocked out. Actions. |
 | Summoning: The Green Man — Block; if it stops an Attack, turn this card upside down for the rest of the Fight so later reveals use its Spirit action. Actions. |
 | Spirit Storm — Attack with strength increased by one for each Spirit. Actions. |
 | Summoning: Redcap — Block; if it stops an Attack, turn this card upside down for the rest of the Fight so later reveals use its Spirit action. Actions. |
 | Summoning: Leshi — Block; if it stops an Attack, turn this card upside down for the rest of the Fight so later reveals use its Spirit action. Actions. |
 | Fairy Ring — the Partner heals 2 HP for each Spirit. Actions. |
 | Entanglement — Cancel the opponent’s revealed card. Actions. |
The Golem
| Picture | Description |
|---|
 | Protect the Innocent — give the Golem token to the Partner and take 3 Direct Damage; if the Partner already has it, Attack instead. Actions. |
 | Self Sacrifice — transfer 1 Power from The Golem to the Partner. Actions. |
 | Fist of Clay — Attack. Actions. |
 | Protect the Innocent — another copy face; hand the token to the Partner and take 3 Direct Damage, or Attack if they already hold it. Actions. |
 | Reanimation — apply the next card drawn on the following Turn twice. Actions. |
 | Heal the Wounded — the Partner heals 1 HP. Actions. |
Milady
| Picture | Description |
|---|
 | Dressed to Kill — plant a Scheme. Actions. |
 | With a Stab and a Smile — Attack; on success, unleash a Scheme. Actions. |
 | So Predictable — Block; on success, unleash a Scheme. Actions. |
 | What Doesn’t Kill You Makes Me Stronger — if the Attack is blocked, gain 1 Power. Actions. |
 | Licking My Wounds — heal 2 HP; then, if at 16 HP, plant a Scheme. Actions. |
 | I Keep My Friends Close — the Partner heals HP equal to Milady’s Power. Actions. |
 | Checkmate — unleash a Scheme. Actions. |
Maman Brijit
| Picture | Description |
|---|
 | Chili Pepper Rum — take 1 Direct Damage, then Attack. Actions. |
 | You Are Mine — Block; on success, redirect Attacks against your team to the opponent’s Partner this Turn. Actions. |
 | Sacrifice of Love — the Partner takes 1 Direct Damage and heals 4 HP. Actions. |
 | Soul Embrace — the Partner takes 1 Direct Damage and gains 1 Power. Actions. |
 | Chili Pepper Rum — repeated face with a different frequency count; take 1 Direct Damage, then Attack. Actions. |
 | The Black Rooster — Cancel the opponent’s card. Actions. |
 | Eternal Youth — cancel opposing healing and heal Maman Brijit by the amount cancelled, then gain 2 Power. Actions. |
Joan
| Picture | Description |
|---|
 | Dieu Premier Servi — gain 1 Divine Voice. Actions. |
 | Hand of the Righteous — Attack and gain 1 Divine Voice. Actions. |
 | Holy Shield — Block; on success, gain 1 Divine Voice. Actions. |
 | Divine Vision — Joan and her Partner each heal 2 HP. Actions. |
 | Sword of St. Michael — Attack; on success, heal HP equal to Joan’s Power. Actions. |
Mephisto
| Picture | Description |
|---|
 | Twin Serpents — the visible Serpent determines whether Mephisto Attacks or gains Power, then the token flips. Actions. |
 | Twin Serpents — alternate frequency face; use the visible Serpent to choose its Attack or Power effect, then flip the token. Actions. |
 | Fury of the Damned — if the opponent plays a Starting Card, deal 4 Direct Damage to them. Actions. |
 | Drag You to Hell — if your team would lose this Turn, win the Fight immediately instead. Actions. |
 | Soul Siphon — Block; on success, heal HP equal to the Power of the attacking opponents. Actions. |
 | Serpent of the Pit — with the Black Serpent visible, Attack; with the White Serpent visible, take 1 Direct Damage. Actions. |
 | Serpent of the Void — heal 3 HP with the White Serpent visible, or 1 HP with the Black Serpent. Actions. |
Mordred
| Picture | Description |
|---|
 | Dark Power — gain 1 Power; if Mordred already has at least 8 Power when the card is played, Attack too. Actions. |
 | Vicious Riposte — Block; on success, Attack. Actions. |
 | Hidden Danger — Attack if neither opposing Fighter Attacks this Turn. Actions. |
 | Execution — after the opponent’s card resolves, deal Direct Damage equal to the target’s remaining HP if they have 4 or less. Actions. |
 | Cloak of Shadow — Block; on success, heal 3 HP. Actions. |
Shango
| Picture | Description |
|---|
 | Aflame! — put an Aflame! token on the opponent’s Active Fighter; if none is there, move any from their Partner first. Actions. |
 | Lightning Strike — Attack all other Fighters, using Shango’s Flamepower against each target. Actions. |
 | Thunder Stone — transfer 1 Power from the Partner to Shango. Actions. |
 | Breath of Fire — Attack with Flamepower; on success, place an Aflame! token. Actions. |
 | Wall of Flame — Block; on success, you and your Partner each gain 1 Power. Actions. |
 | Cauterize — the Partner heals 3 HP. Actions. |
The Wild Bunch
| Picture | Description |
|---|
 | Corrupted Lawman — if you hold the Sheriff token, pass it to the opponent and Attack; if they hold it, gain 1 Power, reclaim it and gain another Power. Actions. |
 | Keys to the Armory — the token holder gains 2 Power, then passes the Sheriff token to the opponent. Actions. |
 | We Ain’t Here to Talk — Attack the opponent’s Partner. Actions. |
 | Sheriff’s Personal Gatling Gun — if you hold the Sheriff token, Attack both opponents; on success, take 1 Direct Damage. Actions. |
 | Outlaw Doc — after adding it to the deck, announce it; the Wild Bunch heals 1 HP and the Partner heals 3 HP. Actions. |
 | Bribe — Block; on success, take the Sheriff token. Actions. |
 | Back to the Hideout — after adding it to the deck, announce it; the Wild Bunch heals 1 HP. Actions. |
Wong Fei-Hung
| Picture | Description |
|---|
 | The Harder They Fall — place a Concentration token; if one is already there, Attack using the opponent’s Power, then take the token back. Actions. |
 | Tiger Fist — Attack; on success, transfer 1 Power to the Partner. Actions. |
 | Ging Bridge — transfer 2 Power to the Partner. Actions. |
 | Ging Balance — Block; on success, make Wong’s Power equal to the Partner’s Power. Actions. |
 | Crippling Touch — after the opponent’s card resolves, remove it from play before it would be placed with played cards. Actions. |
 | Chi Focus — gain 1 Power and have the Partner heal 2 HP. Actions. |
 | The Harder They Fall — repeated face with a different frequency count; place a token or, if one is already there, Attack with the opponent’s Power and reclaim it. Actions. |
Draft cards
Tiles
The base game has no tile component.
Tokens & pieces
The matching TTS module shows the distinct token faces below. The rulebook lists 6 Health markers, 40 Power cubes, 4 Special markers, 1 Sheriff token, 1 two-sided Serpent token, 2 Concentration tokens, 11 Scheme tokens, 5 Aflame! tokens and 1 Golem’s Presence token.
| Picture | Description |
|---|
 | Health marker — green marker for tracking a Fighter’s remaining Health. |
 | Power cube — purple marker for a Fighter’s Power. |
 | Special marker — yellow marker used on Fighter boards; the board and Fighter rules specify its purpose. |
 | Sheriff token — the Wild Bunch’s cards check who holds this token and may pass it between teams. Wild Bunch rules. |
 | Serpent token, black side — one face of Mephisto’s two-sided token. Mephisto rules. |
 | Serpent token, white side — the reverse face; its visible side changes which Mephisto card effect applies. Mephisto rules. |
 | Concentration token — Wong’s cards place and reclaim this marker to set up a later effect. Wong Fei-Hung rules. |
 | Aflame! token — marks an opposing Fighter for Shango’s effects. Shango rules. |
 | Golem’s Presence token — passed between the Golem and Partner; several Golem cards change effect depending on who holds it. Golem rules. |
 | Scheme token 1 — reminder face with a burst, +1 Power and a blue figure; use with Milady’s Scheme actions. Milady rules. |
 | Scheme token 2 — reminder face with a potion icon; use with Milady’s Scheme actions. Milady rules. |
 | Scheme token 3 — reminder face with +1 Power twice and a blue figure; use with Milady’s Scheme actions. Milady rules. |
 | Scheme token 4 — reminder face with a burst and a red star; use with Milady’s Scheme actions. Milady rules. |
 | Scheme token 5 — reminder face with four −1 icons; use with Milady’s Scheme actions. Milady rules. |
 | Scheme token 6 — reminder face with +2 Power; use with Milady’s Scheme actions. Milady rules. |
 | Scheme token 7 — reminder face with +6 and a blue figure; use with Milady’s Scheme actions. |
 | Scheme token 8 — reminder face with +2 Power and a blue figure; use with Milady’s Scheme actions. |
 | Scheme token 9 — reminder face with two red stars and a yellow figure; use with Milady’s Scheme actions. |
The mod shows nine distinct Scheme-token faces among the 11 listed tokens; repeated copies are not duplicated in this table. Some Scheme reminder icons are not explained in the available rules text, so their effect meaning should be checked against the physical component.
Icons
Attack, Block, Heal, Direct Damage, Power, Success, Stop, Partner and Opponent icons are explained in the Card Actions rules. The special icon on a Fighter’s board is described in that Fighter’s guide entry.