All Known Objects
(Sorted by Date, Oldest First)

Key : Attack Defence Sidekick Meta Misc
Spend 50: If you survive until the end of the round, you win the game.
Use once per game: Gain 40 HP (to a maximum of 100 HP).
Ogre starts with 50 HP. Each round, he will split his Attack between any Adventurers who Attacked him last round; if none Attacked, he will defend at maximum. If Ogre dies and only one Adventurer Attacked him that round, that Adventurer gains (and may discard) a random non-Sidekick Object from the archive.
Double Sword of Slicing's Power Strength and add it to each Attack you make.
Add X to your Defence each round, where X is the amount of Energy that opponents are spending on anything other than Attack or Defence.
Toss a coin when you win this Object, to see if it's cursed. If heads, you get +20 to all Attacks. If tails, you get -20. You cannot discard this Object when you win it.
Whenever you take damage, subtract 5 from it.
Faithful Pet is a sidekick with 15 HP.
Nymph starts with 20 HP. If she damages an opponent, you may steal an Object from that opponent.
Choose an Object when you bid for this. That Object is discarded with no effect; the Adventurer who won it must still pay the bid price.
Spend 30, once per game: Either gain an Object of your choice from the online archive, or restore your HP to 100.
Burn 10. All your Attacks this round are +10 and Unblockable by normal Defense.
Any character who Attacks you has their Defense reduced to 0 for that Round.
Spend 5 Energy. Add Demon Shield's Strength to your Defense. Demon Shield's cost doubles each consecutive Round.
+10 to your Attacks. You gain HP equal to 1/2 any Damage you inflict with normal Attacks, rounded down. At the end of any Round during which you inflicted no Damage with normal Attacks, lose 10 HP.
Use once per game: All opponents must allocate the same (or less) HP to Attack and Defence, next round.
Use once per game: You may not be Attacked during the next two rounds after this one.
Use once per game: Randomly select a Potion from the online archive (other than this one), and take its effects.
Spend 40: Gain an Object at random from the online archive.
Spend 10: Remove a Sidekick or non-Sidekick Object from the game, and replace it with another of the same type, chosen randomly from the archive.
If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.
Spend 3X to Attack all enemies for 2X and deal X unblockable damage to one target.
+10 Defence if exactly one Adventurer is Attacking you.
+10 to all of your Attacks. At the end of any round in which you dealt no damage, you lose this Object.
Whenever you damage an opponent who wasn't Attacking you, take one Object from them.
Spend 10: If you deal damage to exactly one Adventurer this round, set their HP to 0; otherwise set your HP to 0.
You are considered to have a copy of every non-Sidekick Object held by every opponent.
Whenever you take a prime number of non-burn damage, you also gain 20 Energy. (1 is not prime.)
Every Adventurer whose total amount bid across all Objects was less than the mean average total amount bid becomes Terrified. A Terrified Adventurer has their Attacks against you halved. Your Attacks against Terrified Adventurers do an extra 25% damage. (Round up.)
All Attack damage you deal is prevented and not announced, and then applied as unblockable to the same target the turn after.
If you are the only Adventurer with any Objects, you win.
When another non-Sidekick Adventurer is eliminated, during the next allocation phase, choose one: You gain 15 Hit Points, You gain 25 extra Points of Attack to distribute each round, You gain 25 extra Points of Defense each round, or All numeric values in your Objects that are not part of a cost to be paid are doubled.
Once per round, you may gain a copy of an Object with Power Strength 10 or less. This power may only be used three times.
Whenever an Adventurer assigns half or more of their hit Points to Defense, Anti-Turtle Runes deals unblockable damage to them equal to half their Defense.
Spend 10 and choose an opponent's Object which has an activation cost: That Object has no effect this turn.
All abilities that target you only have a 20% chance of working.
Spend 2X to mark X Points of an Adventurer's Energy as Corroded. Corroded Energy can't be spent on Defense. When an Adventurer loses Energy, they lose non-Corroded Energy first.
Gain 5 HP at the end of every round. You may destroy this object at any time to gain 20 HP.
Each player's current lowest-strength Object is their "weapon", which passively adds its strength to all of their Attacks and Defense. Whenever someone dies, whomever Attacked them for the most that round gets their "weapon".
Flaw. (All players pay their bids for this, except for the lowest bidder(s), who must take it and cannot discard it.) On even turns, you may not spend more HP on defending than you did on the preceding odd turn. The same is true of your Attack against any given player, and of HP costs of Object usage of each of your Objects.
Flaw. (All players pay their bids for this, except for the lowest bidder(s), who must take it and cannot discard it.) This helmet flies off to fuse itself to the head of whoever needs it most. Whatever the wearer desires deepest in others is.. projected onto everyone else? When you win this Object, all other players and sidekicks not controlled by you gain a copy of [RANDOM OBJECT FROM THE ARCHIVES CHOSEN AFTER BIDDING].
v1.4, February 2020 - Game by Ben Wray - Site by Kevan Davis - See also BoardGameGeek