Jolly Bludger

Jolly Bludger (Yellow)

When this attacks, you may tap a cog you control. If you do, this gets overpower.

When this deals damage to a hero, steal that many items they control.

Thrice per Turn Instant - tap a cog you control: This gets +1power.

Rulings

From the High Seas release notes · June 6 2025
  • Jolly Bludger’s first ability triggers when it resolves on the stack and becomes an attacking card. This is an optional effect: You choose whether or not to tap a cog you control at the time the triggered effect resolves. If you do, this gets overpower.
  • Jolly Bludger’s second ability triggers when it deals damage to a hero. This is not an optional effect: you must steal a number of items from that hero equal to the damage dealt, and you must choose those items at the time the triggered effect resolves. When resolving this triggered effect, if that hero controls less items than the amount of damage dealt to them by this card, you will steal all their items.
  • Jolly Bludger’s activated ability can be activated three times only while it is on the combat chain as an attacking card. It cannot be activated while it is a defending card.

Keyword notes

Overpower - The defending hero can’t defend this with more than one action card.
  • Overpower is a static ability that generates a continuous effect.
  • A player can not declare more than one defending action card against an attack with overpower.
  • Overpower does not prevent additional action cards being added as defending cards through effects (e.g. Amulet of Havencall).
All keywords
Steal
  • Steal is an effect keyword.
  • When a player is instructed to steal something from another player, they choose what to steal and they gain control of it.
  • Any objects stolen from the other player will remain in its current state (e.g. tapped/untapped, existing counters, etc.).
  • If a player is instructed to steal an object that is equipped, that player must have a respective empty zone and must be able to equip that object to that zone. If that player does not have the required empty zone and/or the zone already has another object equipped to it, the steal effect will fail and the object will stay where it is.
  • Stealing an equipped object from another player will equip the object. This can satisfy any conditions and can trigger any effects that specifically look at when the object is equipped.
  • The effect of stealing an object does not satisfy any conditions nor trigger any effects that specifically look at when the object enters the arena or is played because the object is already in the arena and the control of the object is simply changing.
  • Stealing an object does not count as giving control of an object for the purposes of rules or effects.
  • Stealing an object counts as gaining control of an object for the purposes of rules or effects; however, gaining control of an object does not count as stealing for the purposes of rules or effects.
All keywords

Versions

Price history

SEA005

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