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Romping Club

Romping Club

Regular price £18.00 GBP
Regular price Sale price £18.00 GBP
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Product description

Once per Turn Action - {r}{r}: Attack

Once per Turn Effect - When you discard a card with 6 or more {p}, Romping Club gains +1{p} until end of turn.

Features list

- Signature Weapon: The default weapon for Brute heroes like Rhinar, offering a reliable 4-power attack.

- Power Scaling: Gains significant damage bonuses when a card with 6+ power is discarded during the turn.

- Resource Efficient: A 2-cost activation that fits perfectly into most Brute pitch curves.

[Additional Content Block: Game Overview]

Heading: Game Overview

Description: Weapons are permanent fixtures in a hero's arsenal in Flesh and Blood. Unlike attack actions, they remain in the arena and can be used every turn provided you have the resources. Managing your weapon's activation is key to maintaining pressure while keeping cards for defense.

[Additional Content Block: Set Highlights]

Heading: Set Highlights

Description: Crucible of War reinforces the fundamental tools of the original classes. The Romping Club remains a staple for Brute players, providing the "on-rate" damage needed to force blocks and maintain tempo in long-drawn-out matches.

Bullet One: Staple weapon for the Brute class.

Bullet Two: Consistent 4-power damage floor.

Bullet Three: Essential for Rhinar and Kayo decklists.

  • LGS / None / Cold Foil
  • XXX / None / Normal - Sold out
  • RNR / None / Normal - Sold out
  • 1HP / None / Normal
  • WTR / Alpha / Normal
  • WTR / Unlimited / Normal
  • CRU / First / Normal
  • CRU / Unlimited / Rainbow Foil - Sold out
  • ARR / None / Normal
  • FAB / None / Rainbow Foil

Only 3 left in stock

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Game Overview

Weapons are permanent fixtures in a hero's arsenal in Flesh and Blood. Unlike attack actions, they remain in the arena and can be used every turn provided you have the resources. Managing your weapon's activation is key to maintaining pressure while keeping cards for defense.

Set Highlights

Crucible of War reinforces the fundamental tools of the original classes. The Romping Club remains a staple for Brute players, providing the "on-rate" damage needed to force blocks and maintain tempo in long-drawn-out matches.

  • Staple weapon for the Brute class.
  • Consistent 4-power damage floor.
  • Essential for Rhinar and Kayo decklists.

Frequently asked questions

Can I use Romping Club multiple times per turn?

No, most weapons including Romping Club are limited to one activation per turn unless you have an effect that gives it "Go Again."

Does the damage bonus stack?

The bonus from discarding a 6-power card applies to the next time you attack with Romping Club that turn.

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