Infinity Quest: League Store
 

Welcome to the Infinity Quest League Store.

This is the place where you can spend your Victory Points from your Victory Point Pool.  Each item has a stock number and a re-stock number - this represents its availability.  Once the stock hits 0, the restock will replenish the item, but the price may increase by as much as DOUBLE the original amount.

Any item that has an in-game effect MUST be used in your next game.

Happy Shopping!

 

Points Stock Item

Item Description

75

 

10

(10)

Luck Stone

 

One of your Heroes begins the game with a Luck Stone.

 

150

 

15

(20)

Extra Activation

 

Allows your team to utilize an extra Activation each Turn for the entirety of your next game.  Limit 1 per Heroic Team.

 

100

 

25

(25)

Medical Attention

 

At the beginning of your next game, any Wounded Hero may roll on the Wounded Table again to attempt to change their status.  Medical Attention may only be given to a Hero once per game.

 

100

 

15

(15)

Deflection

 

At the beginning of the game choose a Hero who has a Hex placed upon them.  That Hero no longer suffers from that particular Hex, instead the Hex is deflected back at a member of the Heroic Team that purchased it.  Limit 1 per game.

 

25

 

3

(5)

Home Field Advantage

 

You may move a single Dungeon Element to any legal location.  This is done once set up is complete but before the first player begins their turn.  Limit 1 per game.

 

100

 

27

(100)

Experience Point

 

Team Option - Adds 1 Experience point to your Upgrade Points.  Experience gained this way is not affected by the in-game limits.  Your team may not earn more than 20 Experience points in this manner during the course of the league.

 

50 + X

 

19

(20)

Reserve Member

 

Team Option - Allows your team to recruit a Reserve Members (see Rulebook).  X = The Point Value of the Character being recruited as a Reserve Member.

 

250

 

5

(5)

Switching Sides

 

Team Option - Allows your team to purchase a character that is normally classified as being of an opposite alignment from that of your team (Hero/Villain).  Note that all standard rules of purchase apply.

 

75

 

12

(12)

Unlucky

 

Hex - Choose a single opposing Hero at the beginning of the game.  This Hero may not use any re-rolls that derive from its team.

 

75

 

12

(12)

Cursed

 

Hex - Choose a single opposing Hero at the beginning of the game.  At the beginning of each turn the Cursed Hero rolls 1d6.  On a 1-4 this Hero will receive a -1 penalty to any rolls it makes this turn.  On a 5-6 the Hero is unaffected by the curse for this turn.  You may only Curse 1 Hero per Heroic Team.

 

75

 

12

(12)

Doomed

 

Hex - Choose a single opposing Hero at the beginning of the game.  At the beginning of each turn the Doomed Hero rolls 1d6.  On a 1-3 this Hero may not receive any bonuses to its stats or damage dealt.  (Powers, Infinity Gems, Objects, etc.)  On a 4-6 the Hero is unaffected this turn.  You may only Doom 1 Hero per Heroic Team.

 

75

 

12

(12)

Poisoned

 

Hex - Choose a single opposing Hero at the beginning of the game.  Any time the Poisoned Hero would receive any clicks of Healing roll 1d6.  On a 1-4 subtract 1 click from the amount of Healing.  On a 5-6 the Hero is Healed normally.  If the Hero has Regeneration currently showing on its dial you may add +1 to this roll.  Heroes adjacent to friendly Heroes with Support may add +1 to this roll as well.  If this Hero is KO'd at the end of the game it will receive a -1 penalty to its Wounded roll.  You may only Poison 1 Hero per Heroic Team.

 

5

 

50

(50)

Light Object Token

 

Object - You may purchase an additional Light Object Token to be placed on the field with any other Object Tokens you may have.  The total number of Object Tokens you may place on the field per game may not exceed 5.

 

7

 

49

(50)

Heavy Object Token

 

Object - You may purchase an additional Light Object Token to be placed on the field with any other Object Tokens you may have.  The total number of Object Tokens you may place on the field per game may not exceed 5.

 

15

 

24

(25)

Special Object (Light)

 

Object - You may purchase a Special Object of your choice to be placed on the field with any other Object Tokens you may have.  The total number of Special Object Tokens you may place on the field per game may not exceed 3.  Special Object Tokens also count toward your Object Token limit of 5.

 

40

 

19

(25)

Special Object (Heavy)

 

Object - You may purchase a Special Object of your choice to be placed on the field with any other Object Tokens you may have.  The total number of Special Object Tokens you may place on the field per game may not exceed 3.  Special Object Tokens also count toward your Object Token limit of 5.

 

20

 

23

(25)

Special Object (Immobile)

 

Object - You may purchase a Special Object of your choice to be placed on the field with any other Object Tokens you may have.  The total number of Special Object Tokens you may place on the field per game may not exceed 3.  Special Object Tokens also count toward your Object Token limit of 5.

 

25

 

10

(10)

Cowardice

 

Dungeon Element - You may remove a single Villain Token from the board.  This is done once set up is complete but before the first player begins their turn.

 

50

 

20

(20)

Flunkie Villain Token

 

Dungeon Element - You may place an additional Flunkie Villain Token on the field.  The token is placed as per the standard rules.

 

50

 

18

(20)

Criminal Villain Token

 

Dungeon Element - You may place an additional Criminal Villain Token on the field.  The token is placed as per the standard rules.

 

200

 

20

(20)

Megalomaniac Villain Token

 

Dungeon Element - You may place an additional Megalomaniac Villain Token on the field.  The token is placed as per the standard rules.

 

25

 

5

(5)

Crystal-Light

 

Dungeon Element - You may remove a single Cosmic Crystal from the board.  This is done once set up is complete but before the first player begins their turn.  Limit 5 per Heroic Team.

 

100

 

9

(10)

Cosmic Crystal

 

Dungeon Element - You may place an additional Cosmic Crystal on the field.  The Cosmic Crystal is placed as per the standard rules.   If you are unable to place the Cosmic Crystal per the standard rules, then it is lost.

 

10

 

3

(3)

Rushed Assault

 

Battlefield Condition - The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.

 

15

 

3

(3)

Overconfidence

 

Battlefield Condition - A character with Perplex may use it only on its own combat values.

 

25

 

3

(3)

Antimatter Universe

 

Battlefield Condition - Critical hits do not increase damage dealt.

 

25

 

3

(3)

Assembled

 

Battlefield Condition - When a Heroic Team has more than four Heroes on it with the same team symbol, each character gets +1 to its attack value when adjacent to a friendly character with the same team symbol.

 

25

 

1

(3)

Crystals of Light

 

Battlefield Condition - All rolls made for the Cosmic Crystals receive a +1 Bonus.

 

25

 

3

(3)

Dark Crystals

 

Battlefield Condition - All rolls made for the Cosmic Crystals receive a -1 Penalty.

 

100

 

2

(3)

Hostile Territory

 

Battlefield Condition - Add a +1 to any rolls on the Villain Table when revealing Villain Tokens.

 

25

 

3

(3)

Internal Strife

 

Battlefield Condition - Characters get +1 to their attack values whenever they make a close or ranged combat attacks against opposing characters with which they share the same team symbol.

 

25

 

3

(3)

Madness

 

Battlefield Condition - Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.

 

25

 

1

(3)

Ordinary Day

 

Battlefield Condition - Cancel a single target battlefield condition.  May not be used to counter another ordinary day.

 

25

 

3

(3)

Poor Teamwork

 

Battlefield Condition - Characters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.

 

25

 

3

(3)

Radiation Leak

 

Battlefield Condition - When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.

 

25

 

3

(3)

Telekinetic Strain

 

Battlefield Condition - When Telekinesis is used to move a character or object 6 or more squares, the character using Telekinesis is dealt 1 unavoidable damage after the movement is resolved.

 

30

 

3

(3)

Infiltration

 

Battlefield Condition - When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to their unmodified speed values from their starting areas.

 

30

 

3

(3)

White Noise

 

Battlefield Condition - When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.

 

50

 

3

(3)

Armor Wars

 

Battlefield Condition - When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.

 

50

 

3

(3)

Bright Lights

 

Battlefield Condition - When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.

 

50

 

3

(3)

Crosswinds

 

Battlefield Condition - Characters with the wing speed symbol gain Earthbound. This ability may not be countered.

 

50

 

3

(3)

Damage Control

 

Battlefield Condition - Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement.

 

50

 

3

(3)

Darkness

 

Battlefield Condition - Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.

 

50

 

3

(3)

Debris

 

Battlefield Condition - Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield.

 

50

 

3

(3)

Deep Shadows

 

Battlefield Condition - Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to affect characters more than 6 squares away instead affect characters up to 6 squares away.

 

100

 

3

(3)

Double Trouble

 

Battlefield Condition - The roll of double on the Villain Table when revealing Villain Tokens allows the player choosing the villains to either a) Add an additional Villain for the point total that was rolled or b) choose a single villain worth double the point value that was rolled.  Villains valued over 160 points must be provided by the players.

 

50

 

3

(3)

Extraordinary Day

 

Battlefield Condition - A roll of 11 or 12 on any attack is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.

 

50

 

2

(3)

Inertial Interference Field

 

Battlefield Condition - When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.

 

50

 

3

(3)

Isolation

 

Battlefield Condition - Combat values can't be replaced by higher values.

 

50

 

3

(3)

Loyalty

 

Battlefield Condition - Before the game begins, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character, or the effects of its default Team Ability. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.

 

50

 

3

(3)

Pacification

 

Battlefield Condition - When 4 or more damage would be dealt, reduce damage dealt by 1.

 

50

 

3

(3)

Proximity Mines

 

Battlefield Condition - At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.

 

50

 

3

(3)

Recon

 

Battlefield Condition - After all Heroic Teams have set up but before the game begins, each player may peek at up to 3 Villain Tokens.

 

50

 

3

(3)

Resistance

 

Battlefield Condition - Characters can't be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.

 

50

 

3

(3)

Shrunk

 

Battlefield Condition - All characters with the giant damage symbol have the starburst damage symbol instead. All range values are halved, as is the range of all effects that have a range.

 

50

 

3

(3)

Unholy Ground

 

Battlefield Condition - No Re-Rolls are allowed for the entire game.

 

50

 

3

(3)

War Zone

 

Battlefield Condition - A character using Support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.

 

60

 

3

(3)

Low Gravity

 

Battlefield Condition - Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.

 

60

 

2

(3)

Malice

 

Battlefield Condition - At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.

 

75

 

3

(3)

Astral Plane

 

Battlefield Condition - Blocking and Hindering terrain features become clear terrain for movement purposes.

 

75

 

3

(3)

Communication Breakdown

 

Battlefield Condition - Before the beginning of the game, the player playing Communication Breakdown chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.

 

75

 

3

(3)

De-Feated

 

Battlefield Condition - At the beginning of each player's turn, that player must roll a d6.  On a result of 1, all feats on the battlefield are ignored until the beginning of the next player's turn.

 

75

 

3

(3)

Disbanded

 

Battlefield Condition - Ignore all team abilities.

 

75

 

3

(3)

Earthquake

 

Battlefield Condition - At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.

 

75

 

3

(3)

High Gravity

 

Battlefield Condition - Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves.

 

75

 

1

(1)

Inferno

 

Battlefield Condition - At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.

 

75

 

3

(3)

Mistrust

 

Battlefield Condition - When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by -1, to a maximum of -1.

 

75

 

3

(3)

Power Dampening Field

 

Battlefield Condition - Damage values higher than 3 become 3 instead.

 

75

 

3

(3)

The Great Arena

 

Battlefield Condition - Any successful attack roll resulting in doubles is a critical hit.

 

100

 

1

(1)

Back-Alley Brawl

 

Battlefield Condition - Characters who make close combat attacks using no powers, feats, team abilities, Battle Auras, or Infinity Gems and who are not affected by the powers, feats, team abilities, Battle Auras, or Infinity Gems of any friendly character get +2 to their attack values.

 

100

 

1

(1)

Ground Zero

 

Battlefield Condition - Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.

 

150

 

1

(1)

Atlantis Rising

 

Battlefield Condition - All clear grounded terrain is water terrain.

 

150

 

1

(1)

Wasteland

 

Battlefield Condition - All of the Dungeon Walls become Hindering terrain instead of Blocking terrain.