Expansion For Tag Team

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Sa angreal
Posts: 5
Joined: 19 January 2026, 04:14

Expansion For Tag Team

Post by Sa angreal »

Hi all.
I haven't been playing this game for very long in comparison to many of you, but I was at one point 20th (ish) on the rankings, so I do have some experience with the game.
So, what did I do?
I made two sets of expansions for the game.
One is based off the Netflix Series Dragons Race to the Edge, a How to Train Your Dragon spin-off. The other has a bunch of random fighters that is compatible with the base game (the HTTYD expansion is not).
I made a new system of drafting, because I made some characters that rely heavily on dragon matchups.
So, when drafting fighters, instead of shuffling all of them together, you shuffle together the dragons and deal them evenly (there's 6), and you both choose 1.
Then you do the same with the fighters (there's 8). You will end up with 1 dragon and 1 fighter. If you get the canonical pairing, (i.e. Hiccup and Toothless), each gets a +1 power bonus. Nothing game-breaking (or at least I think so).
Anyways, here's the list:

HTTYD
Draw: Shuffle the dragons together, then distribute the deck evenly. Choose one dragon. Shuffle the humans together. Distribute them evenly. Choose 1. Both players should end up with 1 dragon and 1 human. If you have the canonical pairing, both fighters gain 1 power.

Hiccup
HP 15, starting power 1
Support, Versatile
Base Card:
Born leader (1x): If you have less than 4 power, gain 1 power. Then, if you have 4+ power, your partner attacks.
2x Inventor’s touch: Your partner heals 2HP. If they have full HP, you gain 1 power
2x Crossbow Shield: Attack OR Block
1x Give Inspiration: Your partner gains 1 power. If they have more power than you, they attack.
1x Tactical Decision: Transfer 1 power to your partner.
1x Rallying Cry: You and your partner gain 1HP. If they have less power than you, they gain 1 power.
2x Coordinated Strike: Your partner attacks. If they have more power than you, gain 1 power.

Toothless (The Night Fury)
HP 21, starting power 3, shot limit 10
3x Plasma Blast (Base Card): Attack. Expend 1 shot.
1x Multiple Blasts: Attack, and attack your opponent’s partner. Expend 2 shots.
1x Rest and Recovery: Regain 1 expended shot, and gain 1 power
2x Like a Shadow: Gain 2 HP. Block.
2x Wingshield: Block. Success = Your partner gains 2HP
1x Tooth and Claw: Attack without expending a shot.

Astrid
HP 16, starting power 2
Base card:
Warrior Maiden (2x): Attack. If blocked, gain 1 power.
1x Training: If attacked, attack. If not attacked, gain 1 power.
2x Tenacious Warrior: Attack. If blocked, deal 1 direct damage to your opponent.
1x Best Form of Defense is Offense: Attack. If attacked, block.
2x A Viking’s Resilience: Block. Success = gain 2 HP
2x Protective stance: Attack. Success = you and your partner gain 1HP

Stormfly (The Deadly Nadder)
HP 20, starting power 2, shot limit 7, spines 8
Key Feature: Spines. Some of Stormly’s cards use the Spine effect, meaning that the damage of your attack is equal to your power + any spine tokens on your opponent. If Stormfly spines a fighter, discard 1 spine from their partner (if any) unless they are both attacked (i.e. spine volley)
Base Card:
3x Spine Shot: Attack using the Spine effect. Expend a spine. Success = place the spine on your opponent.
1x Spine Volley: Attack your opponent and their partner. Expend 3 spines. Success = place 1 of the spines on each fighter. Discard the third.
2x Magnesium Flame: Attack. Expend 1 shot.
1x Rest and Recovery: Regain 1 shot and 1 discarded Spine, and 2HP
2x Corkskrew: Block. Success = Your partner heals 2HP
1x Aerial Roll: Block. Success = Gain 1 power

Snotlout
HP 17, starting power 1
Base Card:
Fighting Dirty (2x): Attack. If attacked, steal one power from your opponent.
2x Lazing Around: Gain 2HP. If attacked, take an extra 1 direct damage.
2x Cringe: Block. If not attacked, your opponent steals one power from you.
2x Ambitious Gaze: Attack. Success = If your opponent has more power than you, steal 1.
1x Mockery: Gain 1 power. If attacked, take an extra 1 direct damage.
1x Snotlout, Snotlout, Oy Oy Oy!: Attack. If you have more power than your opponent, deal 1 extra direct damage to your opponent.

Hookfang (The Monstrous Nightmare)
HP 20, starting power 2, shot limit 8, 5 fire tokens, shot limit 7
Base card:
Key Feature: Fire Tokens. While Hookfang has a Fire token on his board, he deals an extra 1 damage on every successful attack (Included in the attack). At the end of each Fight round, remove the Fire token from his board, and discard it. Then, Hookfang takes 1 Direct Damage.
Ignite (1x): Aflame! Place 1 available Fire token on your player board.
1x Rest and Recovery: Regain 1 discarded Fire token, 1 shot, and gain 2HP
2x Fire Breath: Attack. Expend 1 shot. Success = If Aflame, your opponent takes 2 direct damage.
2x Flaming Defense: Block. Success = If Aflame, your opponent takes 1 direct damage.
2x Fiery Charge: Attack. Success = If Aflame, your opponent takes 1 direct damage.
2x Burning Focus: If Aflame, gain 1 power. If not, heal 2HP

Fishlegs
HP 16, starting power 0
Key Feature: Dragon Knowledge track. He has a track that goes from 0-15, with several bonuses along the track when he passes through them. When he reaches the 15, he has a permanent block against draconic attacks.
Base Card:
Dragonlore (1x): Gain 1 Dragon Knowledge.
2x Careful Study: Gain 1 Dragon Knowledge. If attacked, take an extra 1 direct damage.
2x Firsthand experience: Block. If success, and a dragon attack = gain 2 Dragon Knowledge.
1x Scholar’s attack: Attack. If 10-15, and attacking a dragon, they take an extra 1 direct damage
2x Dragon Anatomist: If 5-15, your partner heals 3HP
2x Dragon Expert: Attack. If 5-15, gain 1 power. If 10-15, your partner gains 1 power too.

Meatlug (The Gronckle)
HP 19, starting power 1, shot limit 6
Base Card:
Magma Blast (2x): Attack. Expend 1 shot.
2x Rocks Are Fuel: Regain 1 expended shot. If at 6 shots, gain 1 power.
3x Resilient: Block. Success = gain 2HP
2x Gronkle Iron: Transfer 1 power to your partner.
1x Defend Your Rider: Block. Success = your partner heals 2HP

Ruffnut and Tuffnut
HP 16, starting power 1, 6 Trap tokens
Key Feature: Traps. Some cards will set Traps. To do so, place a Trap token from the stack next to your player board. Some cards will Trigger a Trap. To do so, roll a d6. On a 1 or 2, a Net Trap is triggered. On a 3 or 4, a Pit Trap is triggered. On a 5 or 6, a Tripwire is triggered.
Net Trap: Give your opponent the net token. When their next card is played, it is cancelled. Then they give the Net token back to Ruffnut and Tuffnut. If a Net trap is triggered a second time before the first Net is resolved, reroll.
Pit Trap: Your opponent takes 2 direct damage. Gain 1 power.
Tripwire: Your opponent loses 1 power. If they have no power, they take 1 direct damage.
Base Card:
Masters of Chaos (1x): Set a Trap
2x Loki’d!: Trigger a Trap.
1x Glimmers of Intelligence: If attacked, Trigger a Trap. When rolling, make 2 rolls and choose 1
2x Too Crazy to Work: Attack your opponent and their partner. Success = take 1 direct damage.
2x Misdirection: Attack. If blocked, Trigger a Trap.
2x Plotting Time: Gain 2HP. If at 16HP (full), Set a Trap.

Barf and Belch (The Horrendous Zippleback)
HP 18 (2 tracks with 9 each), starting power 1, 8 gas tokens
Key Feature: Twin Heads track: place a token on the track, starting on the one with gas streaming from his mouth. Certain cards will swap the head marker, and change based on which head is active. If 1 head track is at 0HP, they are dead, and cards referencing them have no effect. The other head is permanently active. They cannot be healed. However, Barf and Belch only die if both heads die. Barf and Belch also have Zippleback Gas tokens, which can be ignited by certain cards. When the gas is ignited, a fighter takes 2 damage for every gas token on their player board, and the tokens are discarded. If the fighter Blocks, the Block counts as successful, and they take half damage. If you give a gas token to a fighter that doesn’t already have one, remove one from their partner’s board (if any) and discard it. If an attack or heal targets Barf and Belch, the active head takes the damage or healing.
Base Card:
Two Heads (2x): If (Gas head), give your opponent a Zippleback Gas token. If (spark head), Spark. Then swap the head marker.
1x Gas cloud: If (Gas head), give your opponent a Zippleback Gas token. If (spark head), heal 1HP. Do not swap the head token.
1x Spark: If (spark head), Spark. If (Gas head), heal 1HP. Do not swap the head token.
2x Distracting Strike: Attack. Success = the other head heals 2HP
1x Tandem Attack: Give your opponent 1 Zippleback Gas token, then Spark.
1x Rest and Recovery: Gain 1 power and 1 discarded gas token.
2x Protection: Block. Success = your partner heals 2HP.
1x “My Turn, Now!”: Swap the head token.

Ryker Grimborn
HP 18, starting power 2
Base Card
Known Quarry (2x): Block a dragon’s attack. Success = gain 1 power.
2x Dragon Hunter: Attack. If on a dragon: Success = gain 1 power.
2x Dragon Traps: Your opponent’s card is cancelled.
2x Vicious Scimitar: Attack your opponent and their partner.
2x Brawny Warrior: Block. Success = gain 2HP

Viggo Grimborn
HP 17, starting power 1
Key Feature: Plan track. Certain cards rely on how far the Plan marker has advanced, and others advance it. The Plan Tracker goes from 0-20.
Base Card:
Master Planner (1x):
If 0-4, attack. 5-7, gain 1 power. 8-13, heal 2HP. 14-16, heal 1 HP. If 20, your opponent takes direct damage equal to their current HP minus 1, and ignores any other damage or healing from this turn. Then, Viggo heals 6HP. Then Viggo returns to 0 on his Plan track.
Then, Advance 1 space on the Plan track.
1x Plans Within Plans: 0-5, partner attacks. 6-8, Partner gains 1 power. 9-14, partner heals 1HP.
2x Outmaneuvered: Attack. Advance the Plan tracker 1.
2x Too Predictable: Block. Success = Advance the Plan tracker 3
1x Strategic Thinker: Advance the Plan tracker 2.
1x Feint: Attack. If Blocked, Advance the Plan tracker 2.
1x Masterstroke: Attack. If 8-15, your Partner attacks too.
1x Maces and Talons: Block. If 8-15, your opponent takes 1 direct damage.

Heather
HP 17, starting power 1
Key Feature: Heather has a Rage track, which is a circle, with 6 spaces (gain 1 power / - / attack / - / +2HP / - /).
Base Card:
Berserker Heritage (1x): Gain 1 Rage.
2x Two Axeheads Are Better Than One: Attack both opponents.
2x Evasive Action: Block. Success = gain 2HP
2x Nimble dodge: Block. Success = gain 1 power.
1x Blood Rage: Attack. If attacked, gain 1 rage.
2x Headstrong Attack: Gain 1 power. Attack. If attacked, take 1 direct damage.

Windshear (The Razorwhip)
HP 20, starting power 2, shots 8, spines 5
Key Feature: Cutting Form and Deflecting Form are two different forms Windshear has. Certain cards will allow her to switch forms, and different effects apply based on which form she is in. Windshear begins the fight in Cutting Form.
Base Card:
Wing Slice (2x):
If in Cutting Form, Attack. Success = deal 1 direct damage.
If Deflecting Form, Block. Success = gain 1 power.
Then, switch Form
2x Tail Whip: Attack using the spine effect.
If in Cutting Form, success = deal 1 direct damage.
If in Deflecting Form, success = 1 spine
Then, switch Form
1x Rest and Recovery: Regain 1 discarded spine, 1 expended shot, and 2HP
1x Spine Shot: Attack using the Spine effect. Success = 1 spine.
2x Metallic Guard: Block
Success = if in Deflecting Form, deal 1 direct damage.
2x Flame Strike: Attack. Expend 1 shot. If blocked, your opponent takes 1 direct damage.


I'm not sold on all of the names of the cards, so if you have any that you don't like, feel free to make your displeasure known. I would love for these to be playtested (along with the other ones below this), and recieve feedback. And if anyone wants to do the card art, that would be incredible.

The second list:
Miyamoto Musashi: HP 15, with a switch stance Health Track marker at 5HP, starting power 1
Key Feature: Miyamoto has two sword stances: Niten (meaning two-sword) and Itto (meaning single-sword). Some cards allow him to switch stances, and different cards have different uses based on his current stance.
Base Card:
Way of Two Heavens (1x): If Niten, attack. If Itto, block. Then, switch stance.
2x Crossing Cut: Attack. If in Niten, gain 1 power.
1x Single‑Stroke Finish: Attack. If your opponent is 6HP or less, deal 1 extra direct damage.
2x Quiet Mind: Block. Success = heal 2HP
1x Two-Fold Parry: Block. Success = deal 1 direct damage.
2x Flowing Water: Switch Stance. If moving to Itto, heal 2HP
1x Two Heavens as One: If Niten, gain 1 power. If Itto, your partner gains 1 power.

Robin Hood: HP 14, starting power 1
Base Card:
Steal From the Rich (1x): Attack. Success = if your opponent has more power than your partner, steal 1 power and give it to your partner.
2x Disguise: Block. Success: if your opponent has more power than you, steal 1 power from them. Failure = take one direct damage.
3x Refuge of the Greenwood: Block. Success = gain 2HP
2x Merry Men: Attack. Your partner attacks as well.
2x Arrow of the Greenwood: Attack. Success = if your opponent has more power than you, they take 1 direct damage.

Sauron: HP 16, starting power 1
Key Feature: Ring Track. The Ring Track is a track that goes from 0-10. When Sauron reaches the top, he flips his Ring Token from the side that has the Ring on a chain to the side where it is on his finger - he now has the Ring. Some of his cards move his Ring Track Marker, others depend on whether he has the Ring or not.
Base Card:
One Ring To Rule Them All (1x): If without the Ring, move 1 step on the Ring Track. If with the Ring, gain 1 power.
2x Ringwraiths: Attack.
1x Nine For Mortal Men: Attack. Success = move 1 step on the Ring Track.
2x Eye Of Sauron: Block. Success = move 1 step on the Ring Track.
1x Armies of Darkness: Attack. Success = gain 1 power.
2x The Dark Lord: Block. Success = Heal 3HP.
1x Barad-Dur: If without the Ring, Block. Success = gain 1 power. If with the Ring, Attack.

Gandalf: 2 Health tracks (1 with 6 one with 9). He starts on the smaller one, and if he reaches the bottom of that HP track, he gains 1 power. That HP track can’t be healed anymore, starting power 1
Base Card:
The Grey Wanderer (1x): If your partner has less power than you, they gain one power. If not, gain 1 power.
2x You Shall Not Pass!: Block. If Grey: Failure = take 1 direct damage.
1x Bearer of the Secret Flame: Attack. Success = heal 1HP
2x Gandalf the White: If Grey, Block. If White, cancel your opponent’s card.
2x The White Rider: If Grey, take 1 direct damage. If White, attack.
2x Gandalf Greyhame: If Grey, your partner heals 2HP. If White, you and your partner heal 2HP.

Spellcaster: HP 14, starting power 1.
Key Feature: Magical Energy. He can have no more than 6 at a time.
Base Card:
Font of Magic (3x): gain 1 Magical Energy token.
1x Arch-mage’s Staff: Attack. Expend 1 Magical Energy.
2x Heal the Wounded: Expend a Magical energy token to heal you or your partner 2HP
1x Bolt of Lightning: Attack. Deal extra damage equal to your Magical Energy, then expend 1 Magical Energy. If you don’t have enough, this card has no effect.
2x Arcane Ward: Block. Success = Gain 1 power and expend 1 Magical Energy.
1x Burst of Flame: Attack your opponent and their partner, dealing 1 extra damage for every 2 Magical Energy. Then expend 2 Magical Energy. Then, take 1 direct damage. If you don’t have enough, this card has no effect.

Dracula HP 20, starting power 2
Key Feature: Day/Night token. At the end of every round, flip the Day/Night Marker.
Base Card:
Count Dracula (1x): If Day, take 1 extra direct damage if attacked. If Night, Gain 1 power and attack.
2x Regeneration: If Day, heal 1. If Night, Heal 3
2x Transformation: Block.
2x Vampire Bite: Attack. Success = If Night, heal equal to your power
2x Hypnotic gaze: Cancel your opponent’s card.
1x Blood Hunger: Attack. If Day, deal 1 less damage. If Night, deal 1 more damage.

Captain Nemo HP: 17, starting Power: 1
Core Mechanic: Submerged state
Base Card:
Dive! (1x): Become Submerged. If already Submerged, gain 1 power.
2x Torpedo Strike Attack.If you are Submerged, this attack deals 1 less damage.
2x Pressure Hull: Block. Success = gain 1 power. Fails if Submerged.
2x Nautilus Ram: Attack. If you are Submerged, deal +1 damage and surface.
1x Abyssal Escape: Become Submerged. If attacked this turn, ignore all damage.
1x Call of the Deep: Your partner heals 2 HP. If Submerged, they heal 4 HP instead.

Norse Rune-Caster HP 15, starting power 1
Base Card:
Rune of Calling (1x): Inscribe 1 rune of your choice. If you already have three, invoke 1 of your choice instead.
2x Hagalaz: Inscribe the Hagalaz rune. If you already have the Hagalaz rune, attack. Then remove the Hagalaz rune.
2x Elhaz: Inscribe the Elhaz rune. If you already have the Elhaz rune, block. Then remove the Elhaz rune.
2x Uruz: Inscribe the Uruz rune. If you already have the Uruz rune, gain 1 power.
2x Gebo: Inscribe the Gebo rune. If you already have the Gebo rune, your partner heals 1HP.
1x Rune Circle: Invoke 2 runes of your choice.
Runic effects (When invoked):
Hagalaz (Destruction): Attack
Elhaz (Protection): Block
Uruz (Strength): Gain 1 power
Gebo (Gift): Your partner gains 2HP

Valkyrie HP 16, Starting Power: 1
Core Mechanic: Fate Mark
You have 1 Fate Mark token.
Cards either place it or gain bonuses when interacting with the marked fighter.
Mark of Fate (1x): Place the Fate Mark on any fighter. If the marked fighter is attacked next turn, gain 1 power.
2x Deathly Touch:Attack. Success = gain 1 power. If the target is Fate‑Marked, gain 1 extra power.
2x Winged Messenger: Attack. If the target is Fate‑Marked, your partner heals 2 HP.
2x Shield of the Fallen: Block. Success = your partner gains 1 power.If your partner is Fate‑Marked, they gain 2 power instead.
1x Chooser of the Slain: If your partner is K.O.’d next turn, they instead ignore all damage and return at half HP (rounded down). If they are Fate‑Marked, they return at two‑thirds HP instead.
1x Judgment of the Valkyrie: Attack. If the target is Fate‑Marked, their next block automatically fails.

Sasaki Kojiro HP 16, starting power 1
Kojiro has a 3 space track that goes from Focus to Measure to Strike (starting on Focus). When an attack card is played and the Gauge is at Strike, the attack becomes Tsubame Gaeshi (Swallow Reversal) and cannot be blocked. After the attack is resolved, he returns to Focus.
Base Card (1x):
Calm Before the Cut: Advance the Swallow Gauge 1 step. If already at Strike, gain 1 power instead.
3x Swallow’s Shadow: Block. Success = advance the Swallow Gauge 1 step. If this moves you to Measure, gain 1 power.
2x Longsword Sweep: Attack. Success = If at Measure, deal 1 direct damage.
2x Cutting Wind: Attack. Success = If Kojirō is at Focus when this card resolves, gain 2HP.
If Kojirō is at Measure, advance the Swallow Gauge.
1x Feather Step
If the Swallow Gauge is at Focus, Heal 1HP. If the Swallow Gauge is at Measure, Gain 2HP.
1x Tsubame Preparation: Advance the Swallow Gauge up to 2 steps. If this moves you to Strike, heal 2 HP.

As I said, feedback would be greatly appreciated!
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