Corruption Cards is a part of "roguelike" card system featured in Back 4 Blood.
The Director draws unique cards at the outset of every single level. Corruption cards apply various randomized game parameters related to the Ridden, the weather, etc, and these cards stack additional dangers with every passing chapter. These cards are said to offer the player replayability.
After the Director picks their cards, players will draw their cards. In Trial of the Worm, all Corruption Cards have a level, which reflects the approximate beneficial or detrimental potency. The higher the level, the stronger the positive or negative impact of the card.
Common Ridden[]
To simplify the overview, variants of cards have been excluded from this list.
| Card Art | Title | Description |
|---|---|---|
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Armored Joggers | Campaign: SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down. Swarm: |
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Armored Runners | Campaign: SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down. Swarm: |
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Armored Sprinters | Campaign: SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down. Swarm: |
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Armored Walkers | Campaign: SWAT armor was meant to protect against bullets, not devil worms. These Ridden are going to be harder to take down. Swarm: |
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Blighted Ridden | Campaign: A Mutation has turned the Ridden blood into acid, they leave behind pools of caustic acid on death. Swarm: |
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Blitzing | Campaign: This is what remains of the living. Aim for the head to put them down quickly. Swarm: |
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Charred Ridden | Campaign: These burning Ridden ignore the flames entirely. Keep your distance or burn alive. Swarm: |
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Festering Ridden | Campaign: Festering Common attacks cause a stacking loss of Stamina and Healing Efficiency. Medkits, First Aid Cabinets, and Doc's healing ability can remove the effects. Swarm: |
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Infected Troops | Campaign: Military Ridden are heavily fortified from head to toe. Resistant to Razor Wire and sporting heavy duty helmets, be sure to focus them down before they get too close. Swarm: |
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Jogging Ridden | Campaign: This is what remains of the living. Aim for the head to put them down quickly. Swarm: |
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Running Ridden | Campaign: This is what remains of the living. Aim for the head to put them down quickly. Swarm: |
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Shambling Ridden | Campaign: This is what remains of the living. Aim for the head to put them down quickly. Swarm: |
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Sprinting Ridden | Campaign: This is what remains of the living. Aim for the head to put them down quickly. Swarm: |
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Volatile Ridden | Campaign: These Ridden have developed an unstable cyst in their skull cavity. Head trauma will cause them to explode violently. Swarm: |
Cultists & Mutations[]
Cards with other variants due to enhancements have been removed from this list to keep the overview clearer.
| Card Art | Title | Description |
|---|---|---|
|
Armored Bruiser | Bruisers can take a lot of punishment. Keep moving and don't let them get close. |
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Armored Crusher | Getting crushed is the worst way to die. Attack the Crusher to free your teammates. |
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Armored Exploder | Stay away from these two-legged death bombs. |
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Armored Hocker | Melee teammates to free them from Hocker pins. |
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Armored Lobber | The Lobber hurls sticky bombs that damage and burn any Cleaners caught in its large blast radius. Mind your ammo and give these explosives a wide berth! |
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Armored Retch | Acidic spew leaves dangerous bile pools. |
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Armored Ripper | This Warped Ridden flings spiked cysts in a line from his massive arm to attack from afar. |
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Armored Shredder | This subterranean Warped Ridden launches adhesive tendrils that pull Cleaners toward it, applying the Pus Covered status. |
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Armored Stalker | A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates. |
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Armored Stinger | Stinger spit toxic spittle from long distances or high vantage points. |
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Armored Swarmer | Lurking Swarmers send out Clouds of insects from behind cover to track down Cleaners. Burn these pests and hunt down the Swarmer before you're consumed. |
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Armored Tallboy | These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out. |
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Armored Urchin | This subterranean Warped Ridden hurls Urchin Mines that damage and slow Cleaners. Damage the Mines to clear them! |
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Armored Wailer | This minelayer births Gas Sacs that track any enemies foolish enough to get close. Destroy the Gas Sacs before you're overwhelmed. |
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Boss Mutation | Beware, a dangerous Boss Mutation lurks nearby. |
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Breaker | Rumor is, some Cleaners beat up a Breaker, but didn't finish it. |
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Bruiser | Bruisers can take a lot of punishment. Keep moving and don't let them get close. |
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Crone | Fires silent arrows which deal significant damage |
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Crusher | Getting crushed is the worst way to die. Attack the Crusher to free your teammates. |
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Exploder | Stay away from these two-legged death bombs. |
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Hag | A Hag is stalking you. |
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Hocker | Melee teammates to free them from Hocker pins. |
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Lobber | The Lobber hurls sticky bombs that damage and burn any Cleaners caught in its large blast radius. Mind your ammo and give these explosives a wide berth! |
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Ogre | You've drawn the attention of the Ogre. |
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Pusflinger | Lobs jars full of a Cultist Concoction that attract Ridden to the target and drain a Cleaner's Stamina. |
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Reeker | Reeker guts can call the horde if they explode on you. |
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Retch | Acidic spew leaves dangerous bile pools. |
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Ripper | This Warped Ridden flings spiked cysts in a line from his massive arm to attack from afar. |
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Shredder | This subterranean Warped Ridden launches adhesive tendrils that pull Cleaners toward it, applying the Pus Covered status. |
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Slasher | Uses long Claws to slash at targets, inflicting a Bleed effect which causes damage over time. |
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Sniper | Eliminates targets using a Hunting Rifle with a Laser pointer from the relative safety of their hunting blinds. |
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Stalker | A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates. |
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Stinger | Stinger spit toxic spittle from long distances or high vantage points. |
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Swarmer | Lurking Swarmers send out Clouds of insects from behind cover to track down Cleaners. Burn these pests and hunt down the Swarmer before you’re consumed. |
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Tallboy | These towering mutations can surge into powerful slam attacks. Aim for the weakspot or use fire to take them out. |
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Urchin | This subterranean Warped Ridden hurls Urchin Mines that damage and slow Cleaners. Damage the Mines to clear them! |
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Wailer | This minelayer births Gas Sacs that track any enemies foolish enough to get close. Destroy the Gas Sacs before you're overwhelmed. |
Challenge & Rewards[]
Cards that have multiple variations have not been listed for clarity.
| Card Art | Title | Description |
|---|---|---|
|
Blood Samples | Find and bring the Specimen Container to the end of the level to earn 500 Copper. |
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Cut The Red Wire | Complete the level within the time limit without triggering any birds, Snitches, Car Alarms, or Alarmed doors to earn 500 Copper. |
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Hasty Exit | Complete the level within the time limit with all cleaners alive to earn: +500 Copper, +10 Supply Points |
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No One Left Behind | Complete the level with all four Cleaners alive to earn 500 Copper. |
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Razor Worms | Clusters of Razor Worms grow and spread throughout the area. Crouch through them to avoid their effects. |
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Safety First | Complete the level without the cleaners being incapacitated more than 4 times to earn 500 Copper. |
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Silence Is Golden | Complete the level without triggering any birds, Snitches, Car Alarms or Alarmed doors to earn 500 Copper. |
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Skull Totems | Find |
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Speed Run | Complete the level within the time limit to earn 500 Copper. |
Events[]
| Card Art | Title | Description |
|---|---|---|
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Biohazard | Ridden deal 25% extra damage. 3 Temporary Health granted by kills. 100% Team Bolstered Health. Temporary Health decay rate increased by 200%. |
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Break Time | Health set to 60 Regenerate 10 Health per second + 100%Trauma Resistance + 2Lives - 150% Incap Bleed Damage |
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Cave In | Rocks line the ceiling. Watch out when the ground starts shaking! |
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Cost of Avarice | Copper piles are replaced by Warped Copper. For each pile picked up, that player's Damage Resistance is reduced by 5%. For every 100 Copper carried by any player, Move Speed, Sprint Speed, and Sprint Efficiency are reduced by 2%. |
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Cultist Hordes | Waves of Cultists attack on a timer and additional Bear Traps are spawned. |
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Gloom | Power is out in most of the area. Only emergency door alarms remain active. |
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Hunted | There are rampaging hordes in this area. It's only a matter of time before they find us. (Horde Spawns every 3 minutes) |
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Mist | An Unnatural fog has settled on this area. |
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Noxious Fumes | Noxious gas fills the air. Fill up on oxygen at generators found throughout the map before moving forward. Breathing the fumes without oxygen will have increasing negative effects. |
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Onslaught | The horde is right on our heels, move fast or be overrun. |
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Pure Chaos | Timed Hordes Healing Efficiency reduced by 50% Large quantities of Frags or Molotovs appear in the map |
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Ravenous | Every 30 seconds you become more hungry, eating food reverses this. You take 1 Trauma Damage every 15 seconds for each stack of Hunger, but recover 1 Trauma Damage for each stack of Well Fed. |
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Reeker Hordes | Huge hordes of Reekers, Retches, and Exploders will attack on a timer. |
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Slumber Party | The area is infested with Sleepers, stay together and keep your eyes open. |
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Stinger Hordes | Huge hordes of Stingers, Stalkers, and Hockers will attack on a timer. |
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Tallboy Hordes | Huge hordes of Tallboys, Crushers, and Bruisers will attack on a timer. |
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Tattlers | The mindless babbling of Snitches can be heard constantly here. Work together to avoid notice. |
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Terrifying Hordes | Campaign: Terrifying Hordes have been roaming the area. If a Horde is called, your team accumulates Trauma over time and suffers from negative combat effects. However, Cleaners receive powerfull buffs by staying close to each other. Swarm: |
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The Birds | Large flocks of crows have gathered in this area to feast on the dead. Startling them could call the horde down on you. |
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The Dark | The Power is out and a new Snitch mutation has emerged that will instantly call a horde when alerted. Stay quiet and you may make it through. |
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The Fog | Beware of what awaits you in The Fog. |
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The Lockdown | Entering a High Security Area. Many of the Alarmed doors are still intact. Proceed with Caution. |
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Timed Reeker Horde | Reekers horde this area. |
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Timed Stinger Horde | Packs of Stingers hunt the players. |
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Timed Tallboy Horde | Tallboys appear sooner, and in greater numbers. |
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Toxic Spill | Your health slowly rots away, but kills grant a small reprieve. |
Finales[]
| Card Art | Title | Description |
|---|---|---|
|
The Devil's Return | Campaign: Escape across the Evansburgh Bridge toward Finleyville with a horde on your heels. Swarm: |
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Search and Rescue | Campaign: Create a distraction in the Bar so the survivors can escape to Fort Hope. Swarm: |
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The Dark Before The Dawn | Campaign: Reestablish supply lines to the Diner. Swarm: |
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Blue Dog Hollow | Campaign: Collapse the mine to cutoff the source of the Ridden. Swarm: |
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The Armory | Campaign: Gain access to the armory in the Police Station. The hordes are increasingly aggressive here. Swarm: |
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Plan B | Campaign: Secure the weapons cache and send it back to Fort Hope. Swarm: |
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Job 10:22 | Campaign: Meet with Phillips' operative at the Church. Stay alert, there's a new Snitch mutation in the area that will always call the horde when alerted or killed. Swarm: |
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Dr. Rogers' Neighbourhood | Campaign: Hold back the horde to buy time to secure Rogers' Research. Swarm: |
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Remnants | Campaign: Take the weapon to the heart of the Ridden Infestation. Swarm: |
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The Abomination | Campaign: Defeat the Ridden Abomination to save Fort Hope. Swarm: |
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Awaiting Our Justice | Campaign: Locate the Truck and escape through the mines. Swarm: |
Warped Chests[]
| Card Art | Title | Description |
|---|---|---|
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Chronic Injuries | Campaign: Trauma Resistance is reduced by 20% Damage Resistance is reduced by 5% Swarm: |
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Deep Wounds | Campaign: Instantly receive Trauma Damage Swarm: |
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Sluggish | Campaign: Max Stamina is reduced by 20% Stamina Regeneration is reduced by 20% Move Speed is reduced by 5% Swarm: |
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Sticky | Campaign: Reload Speed is reduced by 20% Weapon Swap Speed is reduced by 20% Swarm: |
Boons & Curses[]
The Trial of the Worm mode features two new types of Corruption Cards in the form of Boons, which are beneficial, and Curses, which have detrimental effects upon Cleaners.
Boons[]
Boons are powerful enhancements for the Cleaners that increase their chances of successfully completing a Mission.
To keep the overview simple, variants of Boon cards have been omitted from the list.
| Card Art | Title | Description |
|---|---|---|
|
Bonus Agility | Swap Speed, ADS Speed, and Reload Speed are increased by 25% |
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Bonus Currency | Additional Copper spawns in the environment |
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Bonus Damage | Damage dealt to Ridden is increased by 25% |
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Bonus Intel | More Intel spawns in the environment |
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Bonus Life And Revive Speed | All Cleaners receive 1 Extra Life and have 100% faster Revive Speed |
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Bonus Max Ammo | Trauma Resistance is increased by 25% |
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Bonus Trauma Resistance | Trauma Resistance is increased by 25% |
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Flamethrower | A Flamethrower spawns in the Safe Room and additional Gas Cans are added to the environment |
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Legendary Accessories | Legendary Accessories can be found in a Prepper Stash |
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Legendary Attachments | Legendary Attachments can be found in a Prepper Stash |
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Legendary Weapon | A Legendary Weapon can be found in a Prepper Stash |
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Trauma Recovery | Instantly recover 25 Trauma |
Curses[]
Curses are the polar opposite of Boons. These cards make it more difficult for the Cleaners to successfully complete Missions.
For clarity, variants of Curse cards have been excluded from the list.
| Card Art | Title | Description |
|---|---|---|
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ADS Disabled | ADS is disabled |
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Extra Lives Reduced | Cleaners permanently lose an Extra Life |
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Fast Bleed Out | Incap Bleed out Speed is increased by 25% |
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Healing Reduced | Healing Efficiency is reduced by 12.5% |
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Increased Incoming Damage | Incoming Damage is increased by 12.5% |
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Instant Trauma | Cleaners receive Trauma Damage upon opening the Saferoom Door |
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Loss Of Offensive Slot | Offensive Slots are reduced by 1 |
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Loss Of Quick Slot | Quick Slots are reduced by 1 |
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Loss Of Support Slot | Support Slots are reduced by 1 |
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Max Ammo Reduced | Max Ammo is reduced by 12.5% |
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Max Health Reduced | Max Health is reduced by 12.5% |
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No Copper | No Copper spawns in this Chapter |
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No Extra Lives | Cleaners start with no Extra Lives |
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Reduced Agility | Weapon Swap Speed, ADS Speed, and Reload Speed are reduced by 12.5% |
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Reduced Mobility | Used Speed and Melee Speed are reduced by 12.5%, and Sprint Cost is increased by 12.5% |
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Ridden Stumble Resistance | Ridden Stumble Resistance is increased by 12.5% |
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Sprint Disabled | Sprint is disabled |
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Stamina Reduced | Max Stamina and Stamina Regen are reduced by 12.5% |
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Strong Locked Doors | Locked Doors are much harder to destroy |
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Vendor Disabled | The Vendor is disabled |
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Vendor Permanently Disabled | The Vendor is permanently disabled for the rest of this run |


































































































































