Buffy the Vampire Slayer CCG Card Spoilers – Challenge and Locations

November 4, 2002

 

Challenges

 

Set

#

Name

G/E

Dest

BK

SM

WE

CH

Text

PP

1

Feeding Time

E

1

10

 

 

 

 

PP

2

From the Ashes of Five Dead

E

2

 

4

7

 

If Ashes of Five Dead is assigned to a character facing this challenge, the controlling player receives 1 extra Destiny Point upon completing it.

PP

3

Young Frankenstein

E

1

 

6

4

 

If Body of a Dead Cheerleader is assigned to a character facing this challenge, the controlling player receives 1 extra Destiny Point upon completing it.

PP

4

Facing Your Fear

E

2

 

 

10

3

 

PP

5

Welcome to the Harvest

E

3

8

 

4

 

This challenge can only be faced at night.

PP

6

Abduction

E

3

5

 

5

 

When you defeat this challenge, choose a Companion or Minion your opponent controls, fatigue that character, and move it to this location.

PP

7

Body Switch

E

4

 

 

9

3

Trait Requirement:  Spellcraft.

PP

8

On Patrol

G

1

10

 

 

 

 

PP

9

A Quick Jaunt to the Funeral Home

G

4

3

9

 

 

If Ring of Prophecy is assigned to a character facing this challenge, the controlling player receives 1 extra Destiny Point upon completing this challenge.

Trait Requirement:  Demonology.

PP

10

Cheerleader Tryouts

G

1

 

 

 

9

If Cordelia is used to defeat this challenge, the controlling player gains 1 extra Destiny Point upon completing it.

PP

11

Oh, May Queen

G

4

 

4

 

7

Trait Requirement:  Spellcraft.

PP

12

Mayhem at the Bronze

G

2

9

 

 

 

Assign to The Bronze.

PP

13

A Dead Cheerleader Is a Good Cheerleader

G

3

 

 

8

4

If Sentient Cheerleading Trophy is assigned to a character facing this challenge, the controlling player receives 1 extra Destiny Point upon completing it.

PP

14

You Can Trust the Technopagan

G

4

 

10

4

 

Trait Requirement:  Computer.

PP

47

Primal Urges

E

4

8

 

3

 

Trait Requirement:  Occult.

PP

48

Reviving the Master

E

3

3

 

8

 

Assign to any subterranean location.

PP

49

Festival of Saint Vigeous

E

5

8

 

4

 

Assign to any school location.  Spike must be used to defeat this challenge.

PP

50

Turn Them On Each Other

E

5

 

9

4

 

Darla must be used to defeat this challenge.

PP

51

Hyenas in the Principal’s Office

G

4

 

9

 

4

Assign to any school, outdoor, or town location.

Trait Requirement:  Occult.

PP

52

Never Kill a Boy on the First Date

G

5

 

3

 

9

Buffy and Owen must both be used to defeat this challenge.

PP

53

When Good Mothers Go Bad

G

5

 

5

8

 

Trait Requirement:  Spellcraft, Occult.

PP

54

Why Yes, I am a Praying Mantis

G

6

8

1

3

 

This challenge may only be face at night.  Xander must be used to defeat this challenge.

Trait Requirement:  Demonology.

PP

55

Parent Teacher Night

G

3

4

 

 

7

Buffy must be used to defeat this challenge.

PP

139

A Boy and His Guillotine

E

6

 

8

1

4

Assign to Sunnydale High School Auditorium.  You must have An Innocent Guillotine assigned to one of the characters facing this challenge to complete it.

Trait Requirement:  Demonology.

PP

140

I Robot, You Jane

E

6

 

4

1

9

Assign to Sunnydale High School Library or CRD Complex.  You must have Tome of Moloch assigned to one of the characters facing this challenge to defeat it.

PP

141

The Master Returns

E

6

 

9

1

3

Assign to Pool of Blood.  The Master cannot be used to defeat this challenge.

Trait Requirement:  Spellcraft.

PP

142

Pergamum Prophecy

E

6

10

1

3

 

Assign to the Lair of the Master.  To complete this challenge you must have the Pergamum Codex assigned to one of the characters facing this challenge.

PP

143

The Talent Show Must Go On

G

6

 

4

5

6

Assign to Sunnydale High School Auditorium.  You must have Empty Puppet Case assigned to one of the characters facing this challenge to complete it.

PP

144

Nightmares of Mine

G

6

1

4

8

 

Assign to the Hospital.  You must have Lucky 19 Baseball Jersey assigned to one of the characters facing this challenge to complete it.

Trait Requirement:  Demonology.

PP

145

Demonic Smackdown

G

6

9

3

1

 

Assign to the Lair of the Master.  You must have the Pergamum Codex assigned to one of the characters facing this challenge to complete it.

PP

Pre3

Breaking the Bones

G

3

8

 

4

 

Buffy must be used to defeat this challenge.

AC

1

Bad Eggs

G

1

3

 

4

 

Assign to any school location.

AC

2

Die Young and Stay Pretty

E

2

 

4

 

3

Assign to the Sunset Club.  Billy Fordham must be used to defeat this challenge.

AC

3

Love Sucks

G

2

7

 

 

2

Assign to the Vampire Mansion.  Buffy must be used to defeat this challenge.

AC

4

Death Stalks the Dream

E

2

 

7

2

 

This challenge can only be faced at night.  If Der Kindestod is used to defeat this challenge, you gain +1 extra Destiny Point.

AC

33

A Soul’s Revenge

G

3

 

8

2

 

If Jenny Calendar, or a character that has the Orb of Thesulah attached is used to defeat this challenge, you gain 1 extra Destiny Point (or 2 extra if both).

Trait Requirement:  Spellcraft.

AC

34

An American Werewolf in Sunnydale.

G

4

6

 

6

 

Face only at night.  When you choose Oz to face this challenge, and you have enough Destiny Points to ascend, you may search your Resource Deck for Oz level 2, ascend Oz and shuffle the Resource Deck.

Trait Requirement:  Occult

AC

35

New Dad in Town

E

3

2

 

 

8

Assign to 1630 Revello Drive (Summer’s House).  Ted Buchanan must be used to defeat this challenge.

AC

36

Something Fishy This Way Comes

E

3

8

 

2

 

Assign to an outdoor location.  Coach Marin must be used to defeat this challenge.

Trait Requirement:  Occult

AC

37

The Dark Age

G

4

4

 

10

 

Assign to Ethan’s Costume Shop.  If Mark of Eyghon is attached to a character facing this challenge, the controlling player receives 1 extra Destiny Point. 

Trait Requirement:  Occult

AC

83

It’s The End of the World As We Know It

E

5

9

5

3

 

You must have Ritual of Acathla assigned to one of the characters facing this challenge to defeat it.  Angelus must be used to defeat this challenge.

AC

84

Jigsaw Judge

E

4

 

6

8

 

Assign to the warehouse.  The disembodied arm must be attached to one of your characters at this location in order to face this challenge.

AC

85

Ritual of Eligor

E

4

 

 

6

6

Assign to the warehouse.  Drusilla must be used to defeat this challenge.  When defeated, Drusilla gains +2 Butt-Kicking until she is discarded.

Trait Requirement:  Spellcraft

AC

P1

My Bloody Valentine

E

4

 

6

 

8

Angelus must be used to defeat this challenge.

‘99

1

Dead Man’s Party

G

2

10

 

 

 

Assign to 1630 Revello Drive (Summers’ House).  All Heroes here gain +1 Butt-Kicking while not facing a challenge.

‘99

2

Homecoming

G

3

 

8

 

8

If a character with Formal Wear is used to defeat this challenge, all characters here fatigue at the end of the Challenge/Resolve stage.

Trait Requirement:  Seduction.

‘99

59

And Hell Follows Him

E

3

8

 

2

 

Assign to the Vampire Mansion.  This challenge may only be faced at night.

‘99

60

Fairy Tales are Real

E

5

5

 

5

3

Hansel and Gretel must be used to defeat this challenge.

Trait Requirement:  Occult

‘99

61

Gingerbread

G

5

 

6

5

7

Characters with the Spellcraft Trait get a –1 to all of their talents while here.  A player needs 2 characters with Spellcraft facing this challenge to defeat it.

‘99

62

Hell’s Angel

E

1

10

 

 

 

If this challenge is defeated, all players discard 1 character they control and shuffle 1 challenge they control back into their Challenge Deck.

‘99

63

Price of True Evil

G

3

5

6

 

 

Faith must face this challenge alone.  If this challenge is defeated, you may search your Resource Deck for Faith’s next level and ascend her, ignoring Destiny Requirements.

‘99

64

Tento di Cruciamentum

G

2

6

7

 

 

Assign to Sunnydale Arms.  If Buffy defeats this challenge alone and has Slayer Kryptonite attached, this challenge is worth 3 extra Destiny Points.

‘99

65

Through the Demon Portal

E

4

6

6

 

3

Assign to Hell.  If Ken is used to defeat this challenge, this challenge is worth 1 extra Destiny Point.

Trait Requirement:  Demon

‘99

117

Ascension of Olivikan

E

2

7

7

7

7

Assign to Fountain Quad.  Only Mayor Richard Wilkens III and level 2 and above Villians may face this challenge.  This challenge is worth 1 extra Destiny Point for each Hero and Villian your opponent has in play.

‘99

118

Commencement Ceremonies

G

2

7

7

7

7

Assign to the Fountain Quad.  Only Buffy Summers and level 2 and above Heroes may face this challenge.  This challenge is worth 1 extra Destiny Point for each Hero and Villian your opponent has in play.

‘99

119

Flamma Vitae

G

4

2

10

6

 

You must have Living Flame and Tome of Mediocrity attached to 1 or more characters facing this challenge to defeat it.

Trait Requirement:  Demonology, Spellcraft.

‘99

181

Lover’s Return

E

3

 

 

3

7

If Witch Pez Dispenser is attached to a character that defeats this challenge, she may choose 1 card in her talent stacks to be placed on top of her Resource Deck.

Trait Requirement:  Spellcraft

‘99

182

Spring Madness

G

3

4

 

 

8

Assign to April Fools Dress Shop or a school location.

‘99

183

The Big Night

E

4

 

7

6

3

Disturbing Features must be attached to a character facing this challenge to defeat it.  If Tucker Wells is used to defeat this challenge, he does not discard his hand during this Challenge/Discard stage.

‘99

184

Young, Fast and Hot-Blooded

G

3

 

 

2

7

Assign to a town location.  If Rupert Giles and Joyce Summers are the only characters defeating this challenge, the challenge is worth 2 extra Destiny Points.

‘99

185

Beauty and the Beast

G

4

2

 

2

8

Assign to Garden Shed.  The first winner of a fight each turn at this location gains 1 extra Destiny Point.

‘99

186

Bring Me My Amulet

E

3

5

 

4

 

Characters at this location may swap an item to or from a character at an adjacent location.  The characters facing this challenge must have at least 4 items attached to defeat this challenge.

‘99

187

One Man Army

G

2

3

 

 

5

Assign to a school location or Sunnydale Park.  If Xander is your main character and is facing this challenge alone, this challenge is worth 3 extra Destiny Points.

‘99

188

Return of The First

E

5

10

3

7

 

Assign to a subterranean location.  The Harbingers must be used to defeat this challenge.

‘99

189

Slayerfest

E

5

9

6

3

 

Assign to an outdoor location.  If a Slayer is defeated in a fight while this challenge is in play, the winner of the fight gains 1 extra Destiny Point.

‘99

190

Lunch Special

G

3

 

8

3

 

If Lunch Lady is at this location, add her matching talents to the talent goals, and this challenge is worth 1 extra Destiny Point.

‘99

191

Doppelgangland

G

3

 

6

6

 

When facing this challenge, you may place a character card into a talent stack to add +1 to a talent of your choice if your opponent has the same character in play.

Trait Requirement:  Spellcraft.

‘99

192

Power of the Wish

E

1

 

 

10

 

If Anyanka is used to defeat this challenge, the player may either choose to gain 2 extra Destiny Points or search his Resource Deck for Symbol of Anyanka and attach it to Anyanka.

‘99

193

Start the Juicer

E

4

6

6

 

3

The Master must be used to defeat this challenge.  If defeated, for the remainder of the game, Humans that lose a fight to a Vampire are sent to the Crypt.  The first time this happens each turn, the winner gains 1 extra Destiny Point.

‘99

194

Wish Granted

G

1

 

3

7

 

If Cordelia is used to defeat this challenge, she does not fatigue during the Challenge/Resolve Stage, and you may place the top challenge of your Challenge Deck into play after you send this challenge to the Crypt.

 

 

 

 

 

 

 

 

 

 

 

 

Locations

 

Set

#

Name

Where?

Unique?

Text

PP

15

The Bronze

Town

Unique

Fatigued Companions at this location can Stunt-Double in a fight for any Hero located here.

PP

16

Weatherly Park Bike Trail

Outdoor

Non-Unique

Moving from this location to Sunnydale Park, or from Sunnydale Park to this location does not fatigue characters.

PP

17

Natalie French’s Cellar

Town

Unique

If Natalie French is refreshed at this location at the start of the Refresh Step, Companions with Smarts of 2 or less do not refresh when located here for that turn.

PP

18

The Nest

School

Non-Unique

You cannot move directly from Sunnydale Park to this location or vice versa.

PP

19

Pool of Blood

Subterranean

Unique

If a character with Demonology defeats The Master Returns at this location, you gain 1 extra Destiny Point.

PP

20

Streets of Sunnydale

Outdoor

Non-Unique

Heroes and Companions at this location gain +1 to all of their talents during the day and –1 to all of their talents during the night.

PP

21

Mausoleum

Outdoor

Non-Unique

During a fight or challenge at this location action cards cannot be used for their effects, and can only be used to give bonuses to talents.

PP

22

Power Station

Outdoor

Unique

Characters at this location that are attacked and are not defeated cannot be attacked again this turn.

PP

23

Public Restroom

Indoor

Non-Unique

You may move to any school location instead of moving to an adjacent location from Public Restroom.

PP

24

Sunnydale School Hallways

School

Unique

Moving to a school location from this location does not count as a move.  Can be used once per turn per player during the Movement Step.

PP

84

Sunnydale High School Library

School

Unique

Heroes and Companions at this location gain +1 Smarts.

PP

85

1630 Revello Drive (Summer’s House)

Town

Unique

Heroes and Companions at this location may be equipped to carry an extra item.  Only one additional item per character can be attached because of this location.

PP

86

Tunnels

Subterranean

Unique

Fatigue a character located here to move it to any other location in play.  Can only be used during the Movement Step.

PP

87

Madison House

Town

Unique

Characters gain the Spellcraft trait while at this location.

PP

88

Sunnydale Funeral Home

Town

Unique

Character card powers to not work at this location.

PP

89

Cemetary

Outdoor

Unique

Villains and Minions assigned to this location gain +1 Butt-Kicking.

PP

90

Hyena Exhibit

Town

Unique

Characters gain +1 Weirdness at this location.

PP

91

Sunnydale High School Computer Lab

School

Unique

Characters gain the Computer trait while located here.

PP

92

CRD

Town

Unique

Villians and Minions at this location may be equipped to carry an extra item.  Only one additional item per character can be attached because of this location.

PP

93

Sunnydale School Lawn

School

Unique

Once during the Movement Step, fatigue one of your characters at this location to move one of our opponent’s Minions or Companions to this location.

PP

94

Warehouse

Indoor

Unique

Villains and Minions gain +1 Smarts while at this location.

PP

161

Sunnydale High School Auditorium

School

Unique

Moving to or from this location fatigues Villains and Minions.

PP

162

Lair of the Master

Subterranean

Unique

Once per turn, do not fatigue a Villain at this location when attaching a skill.

PP

163

Hospital

Town

Unique

Once per turn, during the Resource Step, discard an action card to refresh a fatigued character located here.

PP

164

Football Field

Outdoor

Unique

Once per turn, do not fatigue a Hero at this location when attaching a skill.

PP

Pre1

Alley

Town

Unique

Moving to or from this location fatigues Companions.

PP

Pre2

Sunnydale High School Lobby

School

Unique

Moving from this location to any other school location does not count as a move.

AC

7

50’s Time Capsule

Indoor

Unique

Once per turn, if a player has a character here, that player may shuffle one item in her discard pile back into her Resource Deck.

AC

8

Dragon’s Cove Magic Shop

Town

Unique

During the Movement Step you may move to any town location instead of an adjacent location from Dragon’s Cove Magic Shop.

AC

9

Ethan’s Costume Shop

Indoor

Unique

Ethan Rayne and Rupert Giles gain +1 Weirdness while at this location.

AC

10

Sunset Club

Indoor

Unique

During the Prologue Step, any characters here gain the Vampire Trait until the end of the turn.

AC

51

Army Base

Outdoor

Unique

During the Prologue Step, if you have at least two refreshed characters here, all your opponents must discard two cards, if possible

AC

52

Sunnydale City Morgue

Indoor

Unique

Once per turn, you may fatigue one of your characters here to search your discard pile for 1 Companion or Minion and place it in your hand.

AC

53

Willy’s Bar

Indoor

Unique

Once per turn during the Resource Step, you may fatigue your character here to take the top card or your Challenge Deck and place it at the bottom of your Challenge Deck.

AC

102

Natural History Museum

Indoor

Unique

If a challenge can legally be played at this location, it must be played here.

AC

103

Vampire Mansion

Indoor

Unique

If Spike, Drusilla and/or Angelus are here during the Prologue Step, each of those characters at Vampire Mansion gain +1 to any talent of your choosing for the remainder of the turn. 

AC

120

St. Du Lac Mausoleum

Outdoor

Unique

Once per turn, you may fatigue your character here to search your Resource Deck for an item that can legally be attached to that character and attach it.  Reshuffle your Resource Deck.

AC

P4

Rupert’s Pad

Town

Unique

Once per turn during the Resource Step, you may fatigue your Hero or Villian here to retrieve 1 skill or item with a talent requirement from your discard pile to your hand.

‘99

8

April Fools Dress Ship

Indoor

Unique

Cordelia needs 2 less Destiny Points to ascend while here.

‘99

9

Boiler Room

School

Unique

During the Resource Step, if there are no characters, challenges or other cards here, the owner of this location may swap this location with any other legally playable location in her Crypt.

‘99

10

Faith’s Motel

Indoor

Unique

Once per turn, anything that would normally fatigue Faith does not fatigue her while she is here.

‘99

11

Garden Shed

Indoor

Non-Unique

Characters need 1 less Destiny Point to ascend while here.

‘99

86

Hell

Subterranean

Unique

Demons gain +1 to all of their talents while here.

‘99

87

Sporting Goods Store

Town

Unique

Once per turn per player, when a character attaches an item here, that character’s controller may draw a card.

‘99

88

Sunnydale Arms

Indoor

Unique

During the Movement Step, a player may move any challenge she controls here to any adjacent location if she has no challenge there.

‘99

143

Band Candy Warehouse

Town

Unique

Except for Ethan Rayne and Main Characters, any Heroes here are Companions instead, and any Villians here are Minions instead.

‘99

144

Fountain Quad

School / Outdoor

Unique

Characters do not fatigue while Stunt-Doubling here.

 

‘99

197

Bizarro Blood Bottling Plant

Town

Unique

Refreshed Vampires here gain +1 Butt-Kicking.  Villian Vampires gain an additional +1 Butt-Kicking while refreshed here.

‘99

198

Bizarro Bronze

Town

Unique

When a Vampire at this location Stunt-Doubles for another character, the Vampire does not fatigue.  Each player may do this once per turn.

‘99

199

Bizarro Streets of Sunnydale

Outdoor

Unique

Characters at this location are considered to be in Sunnydale Park, for the purposes of controlling Sunnydale Park.

‘99

200

Bizarro Sun Cinema

Town

Unique

If a player’s Main Character is at this location, that player may draw up to a 7 card hand during the Draw Step.

‘99

201

Bizarro Sunnydale High School

School

Unique

Main Characters may attach an additional skill per turn while here.

‘99

202

Bizarro Sunnydale School Library

School

Unique

When a Hero at this location Stunt-Doubles for another character, the Hero does not fatigue.  Each player may do this once per turn.

‘99

203

Deserted Cabin

Indoor

Non-Unique

Players draw 2 extra cards duing the fight / Draw Stage at this location.

‘99

255

City Hall

Town

Unique

Mayor Richard Wilkens III gains +1 to all his talents while at this location.  When a character starts a fight with Mayor Richard Wilkens III, the attacker must discard 2 cards.

‘99

Pre2

UC Sunnydale Commons

College

Unique

Characters may move between this location and any college location as if they were adjacent locations.

‘99

Pre3

Espresso Pump

Town

Unique

At the end of the Resource Step, every player chooses 1 of their opponents’ fatigued characters at this location if possible.  The chosen characters refresh.