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Make the Arena Even Deadlier With Threat Cards!

by Audrey Jaeger on Sep 12, 2025
Make the Arena Even Deadlier With Threat Cards!
Threats come crashing down on all Vault Hunters. No safe zones, no mercy, just pure chaos turned up to maximum carnage!

Threat cards are a new feature from the Invincible Arena, but can also be used during any scenario from Mister Torgue’s Arena of Badassery™ – even during Bounty Hunts! Playing with threats is always optional, so use ‘em only if your group has the guts to sign up for pain.
At the start of the game, shuffle the threat cards face down to form the threat deck. At the beginning of each round, discard any threats in play, unless the card has an Ongoing ability. Then, draw one new threat card and place it face up next to the Arena. If the new threat has an Ongoing ability, discard any previous Ongoing threat and replace it with the new one. Only one Ongoing threat can be active at a time.

A threat card’s ability stays active while the card is in play. As soon as the card is discarded, its ability ends immediately.

Now that we know how threats work, let’s take a look at some of their deliciously deadly abilities!
Unlucky Streak causes Vault Hunters to Fumble when they roll a Fumble or 2 result. While your roll is likely going to end in failure by rolling a 2 anyway, most enemies have a negative ability that’s triggered when you roll a Fumble. Since Unlucky Streak’s ability is Ongoing, it can add insult to injury for several rounds. 
Against All Odds is another Ongoing ability, but this can be a blessing or a curse. Vault Hunters must roll a purple (d4) whenever they attack with a red Action token. While this increase their changes of rolling a Fumble, it also increases their chances of rolling a Crit! Combo this with Accurate or abilities that allow you to reroll attacks, and the odds just swung into your favor. 
Price of Glory doubles the cost to respawn; Vault Hunters will need to spend $1000 cash. New threats are revealed at the start of the round; fortunately, you have time to react and plan accordingly. Now is a good time to pick up any Health tokens that dropped as loot or end your activation out of the line of fire from enemy attacks. 
Out of Luck prevents Vault Hunters from rerolling any attack and defense roll; there are no second chances when the dice give you a Fumble. 
Crush Their Spirit is a brutal mind game that twists every defense roll into a gamble with the red die, no matter what Action token you use. The good news? Yellow and green tokens won’t drop you dead on the spot, and just turn into a wounded red action as normal. 
Some threats are only used when playing a raid boss scenario, as indicated by the symbol in the card’s top-left corner. These cards are removed from the deck when playing a standard game of Mister Torgue's Arena of Badassery™, but all of these cards are used when playing in the Invincible Arena™.

Raging Inferno turns every raid boss attack into a firestorm of Incendiary carnage. If the boss already has Incendiary, its attacks are upgraded to extra crispy, and Burning tokens rain down on a roll of 3 or a Crit. Remember to always roll for elemental effects even if the attack fails. You can dodge a fist, maybe even a bullet, but good luck dodging a Raging Inferno!

Follow For More Updates!

This is only a taste of the threats to be unleashed upon the vault hunters. Invincible Arena™ is jam-packed with threat cards and other delicious new mechanics that not only affect Raid Bosses, but all of your games of Mister Torgue's Arena of Badassery™.

Make sure you follow so you don't miss any updates or that all-important launch notification!

Tags: Boardgames, Borderlands, Borderlands: Mister Torgue's Arena of Badassery, Game Play, Game Rules, Gearbox, Monster Fight Club
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