1. Wrath

    Red

    Destroy a defender’s Sin.

    Remove the defender’s large Sin die from play. If they hold more than one Sin, the Wrath attacker chooses which one to destroy.

  2. Sloth

    Light blue

    Lose your Nemesis die.

    The Sloth attacker’s Nemesis die is removed from play for the rest of the game. It is the only Nemesis die that can leave play.

  3. Pride

    Purple

    Roll the extra Pride die.

    The attacker rolls the metallic-purple Pride die. The defender scores it together with the two matching Pride dice in the penalty roll. Dice showing the same number in that penalty roll score 0.

  4. Lust

    Dark blue

    Take a Sin from elsewhere.

    The attacker takes a Sin from another attacker or the reserves. They cannot take the defender’s Sin. Move the matching token with it.

  5. Greed

    Gold

    Take a defender’s Sin.

    The attacker takes the defender’s large Sin die and its matching token.

  6. Gluttony

    Orange

    Take a reserve Sin and keep it.

    The attacker takes a Sin and its token from the reserves and subsequently plays that Sin. Add that Sin die to the defender’s penalty roll: score three dice, or four with Pride’s extra die. The attacker can accumulate all the Sins.

  7. Envy

    Green

    Exchange your Sin.

    The attacker exchanges their Sin for any Sin in the reserves or any other player’s Sin. Move the matching tokens with both exchanged Sins.