# Official Errata Bulletins Source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/errata-bulletins.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/functional-errata.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-1.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-3.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-4.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-5.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-6.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-7.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-8.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-9.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-10.md --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/errata-bulletins.md Publisher's current source: [Legend Story Studios](https://fabtcg.com/rules-and-policy-center/errata-bulletins/) # Official Flesh and Blood Errata Bulletins Errata is the highest-priority source in this skill. If an erratum applies, use the errata'd behavior for every printing of that card. Do not let an older release note, card printing, or Comprehensive Rules wording override it. The official index distinguishes functional errata from major non-functional templating/syntax corrections and excludes minor text changes. Both types are authoritative for the card text they publish. ## Source and citation - Official index: - Legacy official index: - Citation form: `Errata Bulletin #N` plus the direct URL below. ## Local archive The full source text is stored one bulletin per file in `official-updates/errata/`, with provenance and a source-content hash in each file's front matter. Bulletin #2 is a legacy-source summary because its official host is no longer locally resolvable. Search this index first, then open just the matching bulletin. Normalize the local documents with: ```sh node .agents/skills/fab-rules/scripts/format-official-updates.ts ``` ## Resolution procedure 1. Search this file for the card name, relevant keyword, or mechanic. 2. Read the linked bulletin before relying on a physical printing or release note. It contains the exact current wording and any important scope note. 3. Apply the most recent applicable bulletin. A newer clarification about the same card takes precedence over an older one. 4. If no listed erratum applies, continue with the current Comprehensive Rules and only then a release note. ## Complete bulletin index | Bulletin | Date | Official URL | Affected topics/cards | | -------- | ---------------------- | ---------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | #10 | 9 Mar 2026 (effective) | | Cheating Scoundrel; Snarky Prick; Helm of Sharp Eye; Merciless Battleaxe; Zephyr Needle; Current Funnel; Earthlore Bounty; Murky Water; Northern Winds; Pummel; Shifting Tides; Thaw. | | #9 | 23 May 2024 | | Bonds of Attraction; Bonds of Memory; Endless Arrow; Gaze the Ages; weapon attacks and go again (Harmonized Kodachi, Mandible Claw, Quicksilver Dagger, Searing Emberblade, Blood on Her Hands, Ironsong Determination). Explicitly **no errata** for Enchanting Melody or Down and Dirty. | | #8 | 2 Feb 2024 | | Heavy Hitters-era bulletin; consult its local archive file for the complete card list and exact wording. | | #7 | 14 Jul 2023 | | Lost in Thought; Charge of the Light Brigade; Decimator Great Axe. | | #6 | 15 Mar 2023 | | Give and Take; Back Heel Kick. | | #5 | 3 Oct 2022 | | Runechant; Quicken; Zephyr Needle; Phantasmal Footsteps; Blossoming Spellblade; Cognition Nodes; Evergreen; Over Loop; Salvage Shot; Timekeeper's Whim; Warmonger's Recital; Fractal Replication; Forked Lightning; Gambler's Gloves; Metacarpus Node; Mordred Tide; four Monarch mentors. | | #4 | 12 Jan 2022 | | Briar, Warden of Thorns; Briar. | | #3 | 5 Nov 2021 | | Blizzard. | | #2 | 4 Jun 2021 | | Seeds of Agony; Vestige of Sol; non-functional Become the Arknight. | | #1 | 1 Sep 2020 | | Ira, Crimson Haze; Gambler's Gloves. | ## High-value behavior constraints These compact entries make common conflicts searchable; cite and consult the linked bulletin for exact wording before implementing card behavior. - **All errata:** treat every printing as having the errata'd text. - **#10 — weapon-attack wording:** Helm of Sharp Eye, Merciless Battleaxe, and Zephyr Needle refer to the weapon _attack's_ power, not the weapon object's power. The bulletin also updates timing/ownership wording for Current Funnel, Earthlore Bounty, Murky Water, Northern Winds, Pummel, Shifting Tides, and Thaw; load Bulletin #10 for the card-specific constraint. - **#9 — Bonds of Attraction / Bonds of Memory:** the same color/name condition is part of the banish trigger, so the first banish does not gain life merely because another banish occurs before resolving triggers. - **#9 — weapon go again:** the _attack_, not merely the original weapon/card, must have go again for the attacker to gain the action point. The named weapon effects are worded as their attacks getting go again. - **#9 — ownership:** Endless Arrow and Gaze the Ages go to their **owner's** hand. - **#7 — Lost in Thought:** the selected attack action is revealed; this preserves opponent verifiability even when targeting yourself. - **#7 — Decimator Great Axe:** the target defending card's halved base defense lasts only until end of turn. - **#6 — Give and Take:** it triggers whenever an action card _defends_, i.e. each event of becoming a defending card, not once for a continuing `defended` state. - **#6 — Back Heel Kick:** its Combo power-replacement ability functions while the card is face up in any zone, including while it is on the stack. - **#5 — Runechant / Quicken:** trigger when an attack action is played **or** a weapon attack is activated. - **#5 — Zephyr Needle / Phantasmal Footsteps:** their destruction condition triggers while defending, then destroys at combat-chain close; do not defer the initial trigger to chain close. - **#5 — owner-zone principle:** cards returned to a deck by the named effects go to their **owner's** deck, not a controller's deck. - **#5 — Forked Lightning:** its two target assignments are one simultaneous damage package; the same hero may be targeted twice. - **#5 — Fractal Replication:** gains base abilities, base power, and base defense from the relevant Illusionist attack action cards, not granted or currently-applied abilities. - **#4 — Briar:** Embodiment of Earth is the first qualifying attack-action damage each turn; Embodiment of Lightning is the second non-attack action played each turn. - **#3 — Blizzard:** target the **attack**; its controller pays to avoid losing and being unable to gain go again. - **#2 — Seeds of Agony:** each granted "When you attack" effect is a separate triggered effect; prevention can apply to each separate arcane-damage event. - **#2 — Vestige of Sol:** the Light-pitch resource boost is a replacement effect, not a trigger that waits for a later resolution. - **#1 — Ira, Crimson Haze:** has the Young subtype. - **#1 / #5 — Gambler's Gloves:** use the newest applicable #5 wording and timing, rather than the older #1 wording. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/functional-errata.md Publisher document: [Legend Story Studios](https://legacy.fabtcg.com/en/resources/rules-and-policy-center/errata-bulletins/functional-errata/) # Functional Errata (Errata Bulletin #2) This historical bulletin remains linked by the official errata index, but its legacy host is no longer resolvable from the local downloader. This local preservation records all of its rule-bearing topics for progressive discovery; use the source URL when exact historical typography or image-based text is needed. ## Seeds of Agony - May be played from its owner's banished zone. - The next qualifying attack action card gains a separate "When you attack" arcane-damage trigger for each Seeds of Agony effect applied to it. - Therefore, if two effects are applied to the same attack, they generate two distinct 1-arcane-damage triggered effects; prevention applies separately to each event. ## Vestige of Sol - If a card was put into the hero's soul that turn, pitching a Light card is a replacement-effect event: gain that many resource points plus one. - It is not a delayed trigger that waits to resolve after pitching. ## Become the Arknight - The bulletin records a non-functional erratum that clarifies the card's non-modal wording when its discard option is unavailable or declined. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-1.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-1/) # Errata Bulletin #1 The following cards have received functional errata. ## Ira, Crimson Haze Ira, Crimson Haze was originally printed in 2018 as part of the face card of the Welcome Deck that shipped to stores around to world to launch Flesh and Blood on October 11, 2019. When we printed Ira, we knew at some point in the future we wanted a fun and fast format variant to exist, but the details of what that looked like were yet to be decided. That format ended up being Blitz, which features young heroes. After Blitz was announced, it was apparent that fans wanted Ira to be included. With the release of Crucible of War, Ira, Crimson Haze gains the Young sub-type, making her officially legal to play in Blitz. ### Errata Young sub-type added ## Gambler’s Gloves We’re taking a reroll on how this card is worded. The intention is very obvious. You use Gambler’s Gloves to reroll Scabskin Leathers, Bonehead Barrier, Crazy Brew, Kayo hero effect…. Unfortunately, how this card was printed as a triggered ability doesn’t achieve this intention. ### Errata If an effect would resolve that includes rolling a 6 sided die, instead you may destroy Gambler’s Glove. If you do, the controller of the effect rerolls all 6 sided dice rolled this way. (You decide whether to use Gambler’s Gloves after seeing the result of the die roll.) Gambler's Gloves --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-3.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-3/) # Errata Bulletin #3 ## Functional Errata The following cards have received functional errata. ## Blizzard It has been brought to our attention that there is an obscure error that was highlighted by the technical interaction between Blizzard and Exude Confidence. Specifically, the current rules as written allow the passive player to play Blizzard targeting an attack action card when it is played, but before there is an attacking hero. This means that the opponent would not have the opportunity to pay the cost to prevent the effect from removing or preventing go again, because they have not yet been assigned the attacking hero label for that chain link. For this reason, we are giving a functional errata to Blizzard, effective immediately. This change aligns the “window of play” with the opponent being able to pay the cost to prevent the effect, ensuring that the card works as intended. This change will also allow Blizzard to function intuitively on ally attacks. ### Errata Target attack loses and can’t gain go again unless its controller pays . --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-4.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-4/) # Errata Bulletin #4 ## Functional Errata The following cards have received functional errata. ## Briar, Warden of Thorns Following the banned and restricted announcement, the Briar hero cards have received the following errata. ### Errata Essence of Earth and Lightning The first time an attack action card you control deals damage to an opposing hero each turn, create an Embodiment of Earth token. The second time you play a ‘non-attack’ action card each turn, create an Embodiment of Lightning token. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-5.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-5/) # Errata Bulletin #5 After a thorough review of existing card text following the publication of the comprehensive rules 2.0, we’ve identified some areas which require improvement for consistency and comprehension. This bulletin serves as a reference for players and judges to have the most recent card text for these cards before any of these cards may be reprinted. We consider functional errata as a change to the text of a card or token that fundamentally changes any rulings about interactions within the game. We do not consider errata that update card text to use new syntax as functional errata if this is not the case. With the continuous increase in the total card pool for players, we recognize that finding the correct most up-to-date card text for any card is becoming more difficult and we are planning to address this in the future. Stay tuned for future developments in this area. The following changes are effective immediately. ## Functional Errata ### Runechant and Quicken trigger on play AND activation of an attack Runechant and Quicken tokens make up a fundamental part of the Flesh and Blood game; Runechant tokens being a core design element of the Runeblade class, and Quicken tokens being a staple element generated by many generic cards (with more to come). The Monarch core set introduced a key interaction that was initially overlooked, where targeting an aura (with spectra) with an attack action card would trigger these tokens, but not if you targeted them with a weapon. There are some other minor interactions involving trigger order and conditions for other cards, but ultimately the inconsistency between attack action cards and weapon attacks for these tokens has been an issue for new and old players alike to comprehend and apply correctly. After much internal deliberation, we have decided to unify the trigger timing for both of these cards and will be reprinting them in upcoming sets. #### Quicken When you play an attack action card or activate a weapon attack, destroy Quicken and the attack gains go again. #### Runechant When you play an attack action card or activate a weapon attack, destroy Runechant and deal 1 arcane damage to target opposing hero. ### Zephyr Needle, Phantasmal Footsteps first trigger when defending, not when the combat chain closes In a previous Back Alley Oracle that detailed the changes to cards for the Comprehensive Rules 2.0 update, we noted that Zephyr Needle and Phantasmal Footsteps would follow the same trigger syntax as cards with Battleworn, Bladebreak, etc. However, due to some fundamental rules around combat, this leads to some undesirable interactions. For example, under the previous text, your Zephyr Needle was defended by Carrion Husk, you could choose to resolve Carrion Husk’s defend trigger first, preventing Zephyr Needle from being destroyed (because it is no longer being defended by a card with greater than Zephyr Needle’s ). As such, this change will be reversed to its original intention. We have decided to update Zephyr Needle and Phantasmal Footsteps syntax to ensure that these undesirable and unintuitive interactions do not occur. Zephyr Needle and Phantasmal Footsteps’ triggered effects now trigger with a state-based condition. If the state is met at any given point, the effect will trigger, and create a delayed-triggered effect that destroys the card when the combat chain closes. #### Zephyr Needle Once per Turn Action – : Attack. Go again When Zephyr Needle is defended by a card with greater than Zephyr Needle’s , destroy it when the combat chain closes. #### Phantasmal Footsteps Once per turn, when an Illusionist attack action card you control is destroyed, you may pay . If you do, gain 1 action point. Whenever this defends, you may pay . If you do, its becomes 1 until end of turn. When Phantasmal Footsteps is defending a non-Illusionist attack with 6 or more , destroy it when the combat chain closes. ### Duration of Blossoming Spellblade effect Originally, Blossoming Spellblade had an ambiguous element to its effect that was ruled to last for the rest of the game. Specifically, if the card that was banished is played, but does not go to the graveyard that turn, players would have to continuously track that card throughout the game so that if it were to be put into the graveyard eventually, instead it would be banished. While there are few real cases where this would be applicable (e.g. Channel Mount Heroic, Energy Potion etc.), it was not originally designed to do so, and the burden on the players to track this information throughout the game is unreasonable without additional aides. As such, Blossoming Spellblade has been given a functional errata to correct this interaction. #### Blossoming Spellblade Earth and Lightning Fusion If Blossoming Spellblade was fused, it gains “Whenever this deals damage to an opposing hero, you may banish a ‘non-attack’ action card from your graveyard. If you do, you may play it this turn as though it were an instant and if it would be put into your graveyard this turn, instead banish it.” When you attack with Blossoming Spellblade, if it was fused, deal 1 arcane damage to target hero. ### Putting a card on the bottom of its owner’s deck In a retrospective review, we have found that the effects that specified that they returned to “your deck” may cause issues with future design spaces and lead to cards owned by another player ending up in your deck. To address the problem we’ve decided to universally errata mentions of “your deck” that would lead to those situations. Cards that you do not own should not end up in any of your zones that are not in the arena, including, deck, banished, graveyard, hand, and arsenal zones. #### Cognition Nodes Action – : If there are no steam counters on Cognition Nodes, put a steam counter on it. Go again Once per Turn Attack Reaction – Remove a steam counter from Cognition Nodes: Target attack action card gains “When this hits, put it on the bottom of its owner’s deck.” #### Evergreen If Evergreen is played from arsenal, put it on the bottom of its owner’s deck when the combat chain closes. #### Over Loop When Over Loop hits, put it on the bottom of its owner’s deck. Boost #### Salvage Shot When Salvage Shot hits, put it on the bottom of its owner’s deck. #### Timekeeper’s Whim Deal 5 arcane damage to target hero. If Timekeeper’s Whim is played during an opponent’s turn, put it on the bottom of its owner’s deck. #### Warmonger’s Recital The next attack action card you play this turn gains +3 and “When this hits, put it on the bottom of its owner’s deck.” Go again ## Non-Functional Errata The following cards have received non-functional errata. ### Fractal Replication updates Fractal replication was originally designed and printed while the comprehensive rules 2.0 were still in development. As such, its printed text does not accurately reflect the intention under the new set of rules. While the release notes detail the intentions of how the card should be ruled, it is receiving an errata to ensure that future printings of the card have the updated syntax to prevent misunderstandings. Specifically, that Fractal Replication gains the base abilities of all Illusionist attack action cards; and not gained abilities of, or effects that currently apply to, those cards. #### Fractal Replication When you play or defend with Fractal Replication, it gains the base abilities of all Illusionist attack action cards on the combat chain. Fractal Replication’s is equal to the greatest base among Illusionist attack action cards on the combat chain. Fractal Replication’s is equal to the greatest base among Illusionist attack action cards on the combat chain. ### Forked Lightning _sigh_ Forked lightning has been the topic of much conversation and debate since its initial release in Arcane Rising. The intention of the card is that upon resolution, the card deals arcane damage to two heroes simultaneously, as a single package/event. This prevents a player, that is targeted twice, from applying sources of arcane barrier (or other prevention) more than once as if they were separate instances. With the comprehensive rules 2.0, the wording of this card needs to be updated to reflect this intention and hopefully put an end to future debates regarding how the card functions and interacts with replacement effects. #### Forked Lightning Deal 2 arcane damage to two target heroes. You may target the same hero twice. ### Replacement effect syntax Replacement effect rules and syntax has, and continues to be, fleshed out with more cards being developed in the space. To ensure that older cards conform to the correct syntax usage to describe how they interact with modifying events, the following cards have been updated. Gambler’s Gloves has been updated to ensure the timing is explicitly mentioned in the modified event, Metacarpus Node has been updated to include the phrase “instead” to signify that it is a replacement effect, and Mordred Tide has been updated to ensure that it correctly applies to compound events. #### Gambler’s Gloves If a hero would roll one or more 6 sided dice, instead after the roll you may destroy Gambler’s Gloves. If you do, that hero rerolls all 6 sided dice rolled this way. #### Metacarpus Node Whenever you play a card with an effect that deals arcane damage, you may pay . If you do, instead it deals that much arcane damage plus 1, and destroy Metacarpus Node at the beginning of the end phase. Arcane barrier 1 #### Mordred Tide Until end of turn, if you would create one or more Runechant tokens, instead create that many plus 1. ### Mentors Mentors were initially developed with the intention that players would intuitively understand that they function correctly from arsenal. However, to avoid situations where exceptions must be applied on a card-by-card basis when the line between functional and non-functional abilities is blurred, we’ve decided to issue errata for the 4 mentors published in Monarch blitz decks to ensure that they have a syntax that functions correctly under the new rules. #### The Librarian While The Librarian is face down in arsenal, at the start of your turn, you may turn him face up. While The Librarian is face up in arsenal, once per turn when you create a Spectral Shield token, draw a card and put a lesson counter on The Librarian. Then if there are 3 or more lesson counters on him, banish him, search your deck for a specialization card, put it face up into arsenal, and shuffle. #### Lady Barthimont While Barthimont is face down in arsenal, at the start of your turn, you may turn her face up. While Barthimont is face up in arsenal, whenever you play an attack action card, banish the top card of your deck. If the banished card has 6 or more , the attack gains dominate and put a lesson counter on Barthimont. Then if there are 2 or more lesson counters on her, banish her, search your deck for a specialization card, put it face up into arsenal, and shuffle. #### Lord Sutcliffe While Sutcliffe is face down in arsenal, at the start of your turn, you may turn him face up. While Sutcliffe is face up in arsenal, whenever you play a ‘non-attack’ action card, deal 1 arcane damage to each hero and put a lesson counter on Sutcliffe for each damage dealt this way. Then if there are 3 or more lesson counters on him, banish him, search your deck for a specialization card, put it face up into arsenal, and shuffle. #### Minerva Themis While Minerva is face down in arsenal, at the start of your turn, you may turn her face up. While Minerva is face up in arsenal, 1H weapons you control have +1. Whenever a weapon you control hits, put a lesson counter on Minerva. Then if there are 3 or more lesson counters on her, banish her, search your deck for a specialization card, put it face up into arsenal, and shuffle. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-6.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-6/) # Errata Bulletin #6 With the final adjustments to the release notes for Outsiders, we have been made aware that two outstanding cards don’t technically function as intended with the rules as written. While we believe that the community already intuitively understands how the cards are designed to function, we are issuing this errata to ensure that the cards correctly fit into the rules as written instead of having to make them specific exceptions in the rulebook itself. We are learning more and more about how to accurately convey the technical meaning of a card to both reflect the technicalities of the rules and to efficiently and concisely communicate the intention of the card to the average player. We thank you all for your patience while Flesh and Blood continues to evolve to meet and hopefully exceed your expectations in being a great game. ## Give and Take The current printing of Give and Take uses the term “defended” as part of the trigger condition, which has previously been used for the state-based trigger for Phantasm. A state-based trigger triggers when its condition goes from false to true, and does not trigger additional times if the condition continues to just be true (you can’t have “double true”). An event-based trigger triggers every time an event occurs that meets its condition. While we are continuing to improve the way we accurately phrase triggered effect conditions, event-based triggers typically use a present tense verb (defends) and state-based triggers typically use a past tense (defended) or a continuous tense verb (defending). It may seem like semantics, but it’s an important part of how we can define complex game interactions in a small amount of text. Give and Take is designed to trigger each time an action card is added to its chain link as a defending card. The ambiguous combination of “whenever” and “defended” have led us to issue an erratum for Give and Take for consistency in the rules, and we are looking to put in place more safeguards to prevent these grammar mistakes from occurring. #### Give and Take Generic Action – Attack (RED) 1 3 3 Whenever an action card defends Give and Take, you may put an action card with cost less than Give and Take’s from your graveyard on top of your deck. Go again ## Back Heel Kick The current printing of Back Heel Kick does not have a while-condition, as part of its combo ability. The rules as written ensure that static-abilities in particular do not function on the stack and that abilities are generally non-functional until they’re in the arena. These rules ensure that cards like Channel Lake Frigid do not start taxing the opponent until it has resolved on the stack and entered the arena. Back Heel Kick requires such an exception in the form of a while-condition, to make it a while-static ability. Similar cards include Amplifying Arrow which does explicitly include the while-condition. Back Heel Kick is designed to have its combo ability effect apply to increases in power from cards like Twin Twisters and Benji, and can only do so if the granted ability from combo is functional while on the stack. This has led us to issue an errata for Back Heel Kick to ensure that this is the case. #### Back Heel Kick Ninja Action – Attack (RED|YEL|BLU) 0 3|2|1 3 Combo – If Twin Twisters was the last attack this combat chain, while this is face-up in any zone and would gain , instead it gains that much plus 1. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-7.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-7/) # Errata Bulletin #7 ### Lost in Thought The game of Flesh and Blood is built with the fundamental principle that any legal action a player takes can be verified by their opponent, or is made a specific exception (such as failing to find a card in your deck). Lost in thought was designed specifically with the intention to be able to target yourself, but unfortunately, the final text was not corrected during the proofing process and was printed to violate this principle. Rather than make an exception in the rules for this particular circumstance, we’ve decided to issue a functional errata that requires the player to reveal the attack action. This has minor implications for cards such as Korshem, and Channel the Bleak Expanse, but otherwise, we find that this is a cleaner solution than opening the floodgates to a design space which openly violates this verification principle. #### Lost in Thought Illusionist Action (RED) 1 2 Look at target hero’s hand. Choose an attack action card and reveal it. If you do, they put it on the bottom of their deck and create a Ponder token. Go again ### Charge of the Light Brigade The card Charge of the Light Brigade was intended to buff the next attack in which you charge a card to play. As it stands, the syntax does not accurately reflect a legal action that could be taken in-game (an attack only exists on the stack or combat chain, not in your hand or soul). As such we’ve adjusted the syntax slightly to ensure the proper communication of the effect. #### Charge of the Light Brigade Light Warrior Action (RED/YEL/BLU) 0 3 The next attack you charge to play this turn gets +3/2/1. Go again ### Decimator Great Axe The defense reduction of Decimator Great Axe originally applied to the non-equipment defending card as opposed to a target specified by the player, as such it did not have a duration clause earlier during testing, and this clause was missed during the final proofing stage when the syntax was changed to a targeted effect. To prevent complications where the base value of an object is considered halved, having to track that over multiple turns, we’ve decided to errata the effect duration to ensure that it is consistent with the design philosophy of an explicit duration for continuous effects that apply to permanents. #### Decimator Great Axe Warrior Weapon – Axe (2H) 4 Once per Turn Action — : Attack The first time this is defended by a non-equipment card each turn, halve the base of target defending card, rounded up, until end of turn. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-8.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-8/) # Errata Bulletin #8 ### Runeblood Barrier and Ironsong Pride The vast majority of aura cards are templated so that however they enter the arena (from being played or from an effect that just puts them there), their effects will trigger and resolve just the same. A small oversight during the proofing process led to Ironsong Pride and Runeblood Barrier being exceptions to this, where their text was templated to be in line with resolution abilities (i.e. happens when it resolves on the stack), as opposed to being triggered abilities (i.e. happens as a result of it entering the arena from anywhere). To bring these cards in line with other auras in the game and have consistency in how our players perceive the functionality of these cards, we have decided to issue an errata to update these cards to have triggered abilities that trigger when they enter the arena. #### Ironsong Pride Warrior Instant – Aura (RED) 1 When this enters the arena, put a +1 counter on target sword you control. When this leaves the arena, remove all +1 counters from swords you control. At the beginning of your end phase, if a sword has not hit this turn, destroy this. #### Runeblood Barrier Runeblade Action – Aura (YEL) 3 2 When this enters the arena, create 4 Runechant tokens. If your hero would be dealt damage, instead destroy that many Runechant tokens you control and prevent 1 damage for each Runechant token destroyed this way. At the beginning of your action phase, destroy this. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-9.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-9/) # Errata Bulletin #9 ## Bonds of Attraction / Bonds of Memory Bonds of Attraction and Bonds of Memory were originally designed with the goal that they should not trigger on the first card they banish, and you should only gain 1{h} for each subsequent card you banish with the same name/color. However, because there is no such thing as the “intervening-if” for triggered effects for Flesh and Blood, these triggered effects did not work as intended. This mistake lead to an unintended, and frankly unintuitive, interaction where banishing two cards before resolving the triggered effects would lead to you gaining 2{h} of its base banishing effect. As such, we are issuing errata to update the text to the cards to integrate the condition for checking the name/color as part of the initial banish trigger condition (i.e. changing “if” to “and”). Note that you can still gain 2+{h}, if you combine the Bonds cards with other banishing effects like Nuu. To understand how these cards work, please see the Rules Reprise article for Part the Mistveil. #### Bonds of Attraction Stealth When this hits a hero, banish the top card of their deck, then banish a card from their graveyard. Whenever this banishes a card and this has banished another card with the same color, gain 1{h}. #### Bonds of Memory Stealth When this hits a hero, banish the top card of their deck, then banish a card from their graveyard. Whenever this banishes a card and this has banished another card with the same name, gain 1{h}. ## Endless Arrow / Gaze The Ages These two cards failed to be updated in a previous errata bulletin that addressed cards going to their owner’s decks (Errata Bulletin #5). To ensure that these cards work consistently with similar effects that put cards into the hand/arsenal/deck/pitch zones, we are issuing errata to explicitly specify that they return to the owner’s hand, not the controller. #### Endless Arrow When this hits, put it into its owner’s hand. #### Gaze The Ages Opt 2 If you’ve played another Wizard non-attack action card this turn, put this into its owner’s hand. ## Weapon Attacks and Go Again Reality Refractor and Cosmo, Scroll of Ancestral Tapestry opened up a can of interactions that were previously only possible in games of UPF with Yorrick. Specifically, you can use cards with base go again, as weapons, and their go again would have applied to their attacks as well. An example would be Burn Them All. Because Burn Them All has base go again, it stands to reason that all of its attacks as a weapon would also have go again. However, this severely limited the design space of auras which were heavily restricted from adding go again onto certain auras (or other cards for that matter) especially as those cards may be used to produce attacks with go again. As such, we’ve updated the rules where the attack, not the original weapon (or otherwise), must have the go again for the attacker to gain the action point. This does come with non-functional errata for the following cards to ensure that they function as intended under this update to the rules of the game: #### Harmonized Kodachi Once per Turn Action — : Attack If you have a card in your pitch zone with cost 0, this card’s attacks get go again. #### Mandible Claw (Already Reprinted in HVY) Once per Turn Action – : Attack If you have discarded a card with 6 or more this turn, this card’s attacks get go again. #### Quicksilver Dagger If another weapon you control has gained go again this turn, this card’s attacks get go again. #### Searing Emberblade Once per Turn Action — : Attack If you control 2 or more Draconic chain links, this card’s attacks get go again. #### Blood on Her Hands Kassai Specialization As an additional cost to play Blood on Her Hands, destroy any number of Copper you control. Choose that many modes. You may choose each mode twice; - Target 1H weapon’s attacks get +1 this turn. - Target 1H weapon’s attacks get go again this turn. - Target 1H weapon may attack twice this turn. Go again #### Ironsong Determination Target weapon’s attacks get +1 and dominate until end of turn. Go again ## No Errata For These Cards We would like to apologize for any misunderstanding caused by the cards database beta which showed the true text of Enchanting Melody as having Ward, and Down and Dirty as having Ambush. The true text for the card database had been developed over a long period and during the review we had considered errata for the following cards to update them to match the relevant keywords. However, we have ultimately decided against issuing an official errata for these cards at this time. Errata are not issued lightly, and large relevant changes such as this (where text is replaced entirely) cannot be made in good conscience without having physical cards that do what they say to back them up. It was our mistake to have left this text in the card database beta without an official errata, and have since updated the true text to its correct form. We will reconsider an errata if/when we reprint these cards. --- Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-10.md Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-10/) # Errata Bulletin #10 Errata are effective Monday, 9 March, 2026. ## Compendium Cards #### Cheating Scoundrel Cheating Scoundrel’s printed wording implies that its wager effect is a continuous effect that can be applied to a card when it’s played. However, wager is a discrete effect that needs to happen after the attack resolves and the defending hero is established. This update restructures the wager as a triggered effect that occurs when the attack actually attacks, matching established wager templating. The next attack action card you play this turn gets +3 and “When this attacks, wager with the defending hero. The winner creates a Gold token.” #### Snarky prick Snarky Prick’s original wording unintentionally caused the destruction of the top card of the defending hero’s deck to be optional or mandatory depending on whether that color of that card was verifiable by the opponent. To remove this discrepancy and simplify resolution, this update makes the destruction optional in all cases, ensuring the card behaves consistently regardless of the information available to the opponent. When this attacks a hero, look at the top card of their deck. If it’s red, you may destroy it. If you do, this gets +4. ## Old Cards #### Specifying weapon attacks Back in Rosetta, with the Comprehensive Rules 2.9 update, we formally separated weapons from the attacks they generate to ensure that effects modifying a weapon attack do not also modify the weapon itself. Several existing cards (Helm of Sharp Eye, Merciless Battleaxe, and Zephyr Needle) were written prior to this distinction and continued to reference a weapon’s power rather than the power of the weapon attack, creating ambiguity under the updated rules. This update to their text ensures the cards reference the weapon attack’s power, rather than the weapon’s power, so that they will work as intended. ##### Helm of sharp eye Attack Reaction — , destroy this: Banish the top card of your deck. You may play it this combat chain. Activate this only if you control a weapon attack with greater than twice its base. Battleworn ##### Merciless Battleaxe Once per Turn Action — : Attack When this attacks, if the attack’s is greater than twice its base, the attack gets overpower. ##### Zephyr Needle Once per Turn Action — : Attack. Go again When this is defended by a card with greater than this weapon attack’s , destroy this when the combat chain closes. #### Current funnel Current Funnel unintentionally retained a non-triggered resolution ability during the Rosetta proofing process. This update adds a “when this attacks” trigger, aligning the card with current templating and providing a clear point of timing for its effect. When this attacks, if the last action card you played this turn was Lightning, this and the next action card you play this turn get go again. #### earthlore bounty Earthlore Bounty’s original wording was ambiguous between triggering multiple times and creating a single token each trigger, or triggering once and creating multiple tokens. This update is to officially confirm that when an effect draws you multiple cards, Earthlore Bounty’s triggered effect will trigger once and create that many tokens. Whenever you draw 1 or more cards from an action card effect, create that many Seismic Surge tokens. #### murky water Murky Water was originally proofed under the assumption that trap cards would only exist as deck-cards – that no longer holds with the introduction of trap equipment. Because Murky Water banishes traps face-down and selects one at random, this may result in unverifiable or illegal outcomes where arena-cards (equipment) may end up in the deck. This update restricts Murky Water to only being able to banish cards that can be played (i.e. ensuring that only deck-cards end up in the arsenal zone). When this hits, you may banish 3 traps with cost 0 or more from your graveyard face-down. If you do, choose one at random and put it into your arsenal. #### northern winds Northern Wind is a troublesome card on two fronts. It lacks a definitive timeframe for its freeze effect and it uses the “and/or” function in conjunction with “each hero”. The former was addressed with an update to the rules, but the latter still does not convey the correct way to play the card. We’ve decided to update the rules AND this card moving forward. Freeze will be specified by a timeframe on effects moving forward, and Northern Winds will have true text that correctly communicates how the card is played. Oldhim Specialization For each hero, freeze up to 1 equipment, item, and ally they control until the start of your next turn. Unity – When this defends together with a card from hand, create a Spellbane Aegis token under any number of heroes’ control. #### pummel This errata formalizes a functional update introduced with Pummel’s Welcome to Rathe – Unlimited reprint. The update clarifies that the trigger requires the attack to hit a hero for them to discard a card, and does not reference the defending hero. This ensures that hitting an ally (or similar) will not trigger the effect and cause the defending hero to discard a card. Target attack action card with cost 2 or more gets +4 and “When this hits a hero, they discard a card.” #### Shifting Tides Shifting Tides’ original text assumed the card would always be controlled by its owner, which can lead to incorrect interaction if it were played by another hero. This update ensures that the card goes to the correct player’s deck if the condition is met. At the start of your turn, pitch the top card of your deck. If it’s blue, put this on the bottom of its owner’s deck, otherwise destroy this. #### thaw The third mode of Thaw’s effect was originally intended to be able to unfreeze cards in arsenal, however, with targeting being limited to objects in the arena or on the stack, an update is needed to ensure that it works as intended. While this is in your graveyard, at the start of your turn, you may banish it and choose 1: - Destroy target Frostbite. - Destroy target Ice affliction. - Unfreeze target frozen card in the arena or an arsenal.