
Dash
Attack
2
Gain 10 Block.
Deal 10 damage.
Deal 10 damage.

Dash+
Attack
2
Gain 13 Block.
Deal 13 damage.
Deal 13 damage.
Dash
SilentAttackUncommon
For 2 energy you gain 10 Block and then hit one enemy for 10 (13 and 13 upgraded). The Block lands first, then the attack, so Dexterity boosts the shield and Strength boosts the hit independently. It is an Attack, so it counts toward attack-count relics and unblocked-damage triggers.
When to take Dash
Good in Act 1 when you are short on Block, since 10 and 10 for 2 energy needs no setup. Skip it in Shiv or Poison decks that want cheap plays instead.
Cards that synergize with Dash

Footwork
Power
1
Gain 2 Dexterity.
FootworkFootwork adds its Dexterity to the Block half every time.Gain 2 Dexterity.

Envenom
Power
2
Whenever an Attack deals unblocked damage, apply 1 Poison.
EnvenomEnvenom turns the unblocked hit into Poison.Whenever an Attack deals unblocked damage, apply 1 Poison.

Finisher
Attack
1
Deal 6 damage for each Attack already played this turn.
FinisherFinisher gets another 6 for it having been played.Deal 6 damage for each Attack already played this turn.

Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.
BlurBlur keeps the 10 Block into next turn.Gain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.

Shadowmeld
Skill
1
Double your Block gain this turn.
ShadowmeldShadowmeld makes Block count for more, and Dash gains itDouble your Block gain this turn.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of HopeBeacon of Hope makes Block count for more, and Dash gains itWhenever you gain Block on your turn, other players gain half that much Block.

Entrench
Skill
2
Double your Block.
EntrenchEntrench makes Block count for more, and Dash gains itDouble your Block.

Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
ProlongProlong makes Block count for more, and Dash gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Dash
KunaiKunaiKunai and Shuriken count it as one of the three Attacks per turn.Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
ShurikenShurikenKunai and Shuriken count it as one of the three Attacks per turn.Every time you play 3 Attacks in a single turn, gain 1 Strength.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Dash gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Dash gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Dash gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Dash gains itThe first time you gain Block from a card each combat, double the amount gained.
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and Dash is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- Dash card now properly gains block before attacking, protecting the player if the enemy has Thorns power
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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