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Monday, February 14, 2011

Factions TCG Expansion: Kingdom Reborn

The original post about what Factions TCG is and the rules can be found here.

This post contains the third and final (for now) expansion set I created for Factions, titled Kingdom Reborn. The Subspace advance from Dimensional Invasion has been mostly squelched by various factions allying together, but at what cost? Victory and war has brought pride back to the old Kingdom - and with that pride comes advancement. Now that the Dimensional Horror threat is all but over, each of the surviving Factions seek to advance their positions in the world of Tactia! Kingdom Reborn adds new cards, strategies, and concepts to the Factions card base.

KINGDOM REBORN LIST
10 very rares, 20 rares, 30 uncommons, 50 commons
  1. Imperial Trooper (C)
  2. Imperial Captain (UC)
  3. Knight (C)
  4. Imperial Officer (UC)
  5. High Knight (C)
  6. Heavy Blade (C)
  7. Crossbowman (UC)
  8. Elite Knight (R)
  9. Imperial Assassin (R)
  10. Imperial Spellcaster (C)
  11. Anti-Air Tower (UC)
  12. Great Wall (UC)
  13. Imperial Tank (R)
  14. Emperor Vaan (VR)
  15. Apprentice Mage (C)
  16. Learner of the Master (UC)
  17. Gifted Apprentice (C)
  18. Mage (C)
  19. Master Drey Chrisophson (VR)
  20. Master Vaander Korath (VR)
  21. Master Kelios Drake (VR)
  22. Rebel Sniper (UC)
  23. Rebel Infiltrator (C)
  24. Deflector (UC)
  25. Greggory, Rebel (R)
  26. Lorenzo Maydon, Grand Knight (VR)
  27. Goblin Spawn of Hatrid (C)
  28. Goblin Berzerker (C)
  29. Fidget, Goblin Warlord (R)
  30. Prophet of Targ (C)
  31. War Bird (UC)
  32. Wrecker (R)
  33. Skeleton (C)
  34. Zombie (C)
  35. Soldier of Darkness (C)
  36. Ghost (C)
  37. Haunted Soul (UC)
  38. Necromancer (C)
  39. Dark Mistress Leota (R)
  40. Dark Admiral Zeal (R)
  41. Zeal, Ultima Void Knight (VR)
  42. Subspace Survivor (C)
  43. Horror (C)
  44. Greater Horror (C)
  45. Horror of Nature (UC)
  46. Horror of Flesh (UC)
  47. Horror of Famine (UC)
  48. Horror Grandmaster Gluttus (R)
  49. Joyju Apprentice (UC)
  50. Kinwan Apprentice (UC)
  51. Sword-for-Hire (C)
  52. Wolf of Prey (C)
  53. Attack Fish (C)
  54. Mermaid (UC)
  55. Merman (UC)
  56. Seamur Maddox, Bounty Hunter (VR)
  57. Joyju Master (R)
  58. Kinwan Master (R)
  59. Great Shark (UC)
  60. Taragon Aquawyrm (UC)
  61. Weapons Master (UC)
  62. Neptune, Guardian of the Ocean (R)
  63. Master of Both Schools (R)
  64. Imperial Taxation (UC)
  65. Imperial Oppression (R)
  66. Tactical Assault (R)
  67. Strategic Move (C)
  68. For the Kingdom! (R)
  69. Flanking Support (C)
  70. Boycott (UC)
  71. Quick Dodge (C)
  72. Master Assault (R)
  73. Counter Tactic (C)
  74. Instant Death (VR)
  75. Heart Attack (UC)
  76. Locust Swarm (R)
  77. Fear of Targ (C)
  78. Horror Gate (UC)
  79. Flood (UC)
  80. Joyjitsu (C)
  81. Kinwante (C)
  82. Block (C)
  83. First Aid (C)
  84. Imperial Command Center (VR)
  85. Imperial Fortress (UC)
  86. Master’s Chambers (R)
  87. Resistance HQ (C)
  88. Alliance Knight HQ (C)
  89. Strike Base (UC)
  90. Gigantic Wall (C)
  91. Haunted Mansion (UC)
  92. Ocean (C)
  93. Medal of Honor (UC)
  94. Master Staff (C)
  95. Sword of Lorenzo Maydon (R)
  96. Club of Punishing (UC)
  97. Cloak of the Undead King (VR)
  98. Sword of Darkness (C)
  99. Helm of Courage (C)
100. Improved Battle Suit (C)

IMPERIAL TROOPER
Unit, Kingdom
Human Archer
9 points
10 HP
16 DEF
3 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)

IMPERIAL CAPTAIN
Unit, Kingdom
Human Diplomat
12 points
10 HP
16 DEF
3 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)

Commander Effect:
Followers gain +2 defense.

KNIGHT
Unit, Kingdom
Human Warrior
15 points
50 HP
17 DEF
10 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)

IMPERIAL OFFICER
Unit, Kingdom
Human Diplomat
15 points
10 HP
14 DEF
0 ATK
10 DAM
Commander Effect:
Followers with 10 base damage gains Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.).

HIGH KNIGHT
Unit, Kingdom
Human Warrior
21 points
60 HP
18 DEF
10 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)
Bow Attack 10 (Replaces attacks, range 1, Make one attack with -2 attack and 10 damage.)
Greater Parry (When hit by a non-ranged attack, this unit takes no damage and makes an immediate attack against the attacker, save 16.)
Sweep (Replaces attacks, attack each enemy in the same zone once.)

HEAVY BLADE
Unit, Kingdom
Human Warrior
21 points
80 HP
16 DEF
8 ATK
30 DAM
Penetration (This unit’s attacks ignores Damage Reduction.)

CROSSBOWMAN
Unit, Kingdom
Human Archer
23 points
30 HP
16 DEF
10 ATK
20 DAM
Ranged (This unit’s attacks have a range of 1.)
Stealth (This unit cannot be attacked or targeted by an ability by a unit in a different zone.)
Penetration (This unit’s attacks ignores Damage Reduction.)

ELITE KNIGHT
Unit, Kingdom
Human Warrior
29 points
100 HP
19 DEF
11 ATK
20 DAM
Bow Attack 10 (Replaces attacks, range 1, Make one attack with -2 attack and 10 damage.)
Greater Parry (When hit by a non-ranged attack, this unit takes no damage and makes an immediate attack against the attacker, save 16.)
Sweep (Replaces attacks, attack each enemy in the same zone once.)

IMPERIAL ASSASSIN
Unit, Kingdom
Human Rogue
30 points
50 HP
16 DEF
13 ATK
30 DAM
Bounty Hunter 2 (+2 attack against Unique enemies)
Preemptive Strike (+4 attack and +10 damage against enemies who have not activated this round.)
Greater Stealth (This unit cannot be attacked or targeted except by a unit in the same zone and when there are no allies without Greater Stealth in this unit’s zone.)

IMPERIAL SPELLCASTER
Unit, Kingdom
Human Wizard
33 points
70 HP
19 DEF
9 ATK
10 DAM
Stun (When this unit hits a non-activated enemy, it is activated with a save of 11.)

Magic 3
Gather Power 10 (Magic 1, +10 damage on this unit’s next attack.)
Fireball (Magic 2, range 1, replaces attacks, 20 damage)
Chain Lightning (Magic 2, range 0, replaces attacks, 10 damage to all other units in the zone.)
Blizzard (Magic 2, range 1, replaces attacks, 10 damage and target is activated, save 11.)

ANTI-AIR TOWER
Unit, Kingdom
Construct
35 points
80 HP
19 DEF
0 ATK
0 DAM
Immobile (This unit cannot move.)
Air Net (Negate the effect of Flying of all enemies in the same zone as this unit.)
Anti-Air Turret (Replaces attacks, range 1, Make an attack at +8 attack and 30 damage against a Flying enemy.)
Desired Placement (This unit may be deployed in any zone you control instead of your city zone.)

GREAT WALL
Unit, Kingdom
Construct
40 points
60 HP
14 DEF
0 ATK
0 DAM
Immobile (This unit cannot move.)
Inanimate (This unit does not count when determining control of a zone. This unit does not benefit from Commander Effects.)
Damage Reduction 20 (When this unit takes damage, reduce that damage by 20.)
Desired Placement (This unit may be deployed in any zone you control instead of your city zone.)
Deconstruct (The player who controls the zone this unit is in may defeat this unit by activating four units in the same zone. That player then gains 5 build points.)

IMPERIAL TANK
Unit, Kingdom
Construct
45 points
90 HP
23 DEF
10 ATK
30 DAM
Sturdy (This unit is immune to critical hits.)
Penetration (This unit’s attacks ignores Damage Reduction.)
Damage Reduction 10 (When this unit takes damage, reduce that damage by 10.)
Bombard (This unit may attack with a range of 1 at -10 damage and -2 attack.)

EMPEROR VAAN
Unit, Kingdom
Human Warrior Wizard Diplomat
66 points
130 HP
22 DEF
15 ATK
20 DAM
Unique, counts as Prince Vaan
Triple Attack (This unit may make two extra attacks instead of moving.)
Greater Parry (When hit by a non-ranged attack, this unit takes no damage and makes an immediate attack against the attacker, save 16.)
Bow Attack 30 (Replaces attacks, range 1, Make one attack with -2 attack and 30 damage.)
Preemptive Strike (+4 attack and +10 damage against enemies who have not activated this round.)

Magic 2, Magic Regeneration 1
Magic Strike (Magic 1, replaces attacks, make two attacks.)
Sense Attack (Magic 1, When this unit is hit by an attack, it takes no damage with a save of 11.)

Commander Effect:
You may deploy units in the same zone that this character is instead of your city zone.
Followers gain +3 attack and +3 defense and gain Magic 1 if they do not have a Magic Rating.

APPRENTICE MAGE
Unit, Mage Guild
Human Wizard
8 points
10 HP
14 DEF
2 ATK
10 DAM
Magic 1
Sparks (Magic 1, range 1, replaces attacks, 10 damage)

LEARNER OF THE MASTER
Unit, Mage Guild
Human Wizard
10 points
10 HP
14 DEF
0 ATK
10 DAM
Call for Master (When this unit is recruited, search your deck for one unit with “Master” in its name and add it to your hand.)
Learning from Master (This unit gains +2 attack and +2 defense for each unit with “Master” in its name in the same zone as this unit. This unit can spend Magic points of units with “Master” in its name in the same zone.)

Magic 1
Sparks (Magic 1, range 1, replaces attacks, 10 damage)

GIFTED APPRENTICE
Unit, Mage Guild
Human Wizard
16 points
20 HP
14 DEF
2 ATK
10 DAM
Magic 1, Magic Regeneration 1
Sparks (Magic 1, range 1, replaces attacks, 10 damage)
Repulse 20 (Magic 2, Deal 20 damage to every unit in the zone except this unit and move each one zone closer to their city zone.)

MAGE
Unit, Mage Guild
Human Wizard
20 points
30 HP
14 DEF
3 ATK
10 DAM
Magic 4
Sparks (Magic 1, range 1, replaces attacks, 10 damage)
Fireball (Magic 2, range 1, replaces attacks, 20 damage)
Chain Lightning (Magic 2, range 0, replaces attacks, 10 damage to all other units in the zone.)
Blizzard (Magic 2, range 1, replaces attacks, 10 damage and target is activated, save 11.)

MASTER DREY CHRISOPHSON
Unit, Mage Guild
Human Wizard
34 points
80 HP
18 DEF
6 ATK
10 DAM
Unique
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)
Double Attack (This unit may make one extra attack instead of moving.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Opportunist (+4 attack and +10 damage against enemies who have already activated this round.)

Magic 3
Sense Enemy (Magic 2, range 1, All enemies with Stealth or Greater Stealth lose Stealth or Greater Stealth until the end of the round.)
Fireball (Magic 2, range 1, replaces attacks, 20 damage)
Sense Attack (Magic 1, When this unit is hit by an attack, it takes no damage with a save of 11.)
Gather Power 10 (Magic 1, +10 damage on this unit’s next attack.)

MASTER VAANDER KORATH
Unit, Mage Guild
Elf Wizard
44 points
100 HP
17 DEF
10 ATK
10 DAM
Unique
Speed +1 (This unit may move one extra zone in a single turn.)

Magic 3, Magic Rengeneration 1
Sense Enemy (Magic 2, range 1, All enemies with Stealth or Greater Stealth lose Stealth or Greater Stealth until the end of the round.)
Chain Lightning (Magic 2, range 0, replaces attacks, 10 damage to all other units in the zone.)
Lightning Bolt (Magic 4, range 1, replaces attacks, 50 damage. Target is activated with a save of 11.)

MASTER KELIOS DRAKE
Unit, Mage Guild
Dwarf Wizard
64 points
120 HP
18 DEF
9 ATK
10 DAM
Unique
Multi-Tasker (This unit may use two abilities that replaces attacks in a single turn.)

Magic 4, Magic Regeneration 2
Master Magician 3 (This unit may use magic three times in a single turn.)
Sense Enemy (Magic 2, range 1, All enemies with Stealth or Greater Stealth lose Stealth or Greater Stealth until the end of the round.)
Fireball (Magic 2, range 1, replaces attacks, 20 damage)
Chain Lightning (Magic 2, range 0, replaces attacks, 10 damage to all other units in the zone.)
Blizzard (Magic 2, range 1, replaces attacks, 10 damage and target is activated, save 11.)
Magic Blast (Magic 3, range 1, replaces attacks, 30 damage)

Commander Effect:
This commander effect has unlimited range. Allies with a Magic rating may spend this unit’s Magic points instead of their own. They cannot combine their own Magic points with this unit’s Magic points.

REBEL SNIPER
Unit, Alliance
Human Archer
18 points
20 HP
16 DEF
11 ATK
30 DAM
Ranged (This unit’s attacks have a range of 1.)
Careful Aim (This unit cannot move and attack in the same turn.)
Sniper (This enemy’s attacks can target enemies with Stealth or Greater Stealth.)
Opportunist (+4 attack and +10 damage against enemies who have already activated this round.)

REBEL INFILTRATOR
Unit, Alliance
Dwarf Warrior
18 points
40 HP
17 DEF
9 ATK
20 DAM
Momentum (This unit gets +4 attack and +10 damage if it moved this turn.)
Pursuit (When an enemy moves out of this unit’s zone, this unit may make an immediate attack against that unit.)

DEFLETOR
Unit, Alliance
Construct
27 points
60 HP
18 DEF
0 ATK
0 DAM
Speed -1 (This unit can move one less zone in a single turn.)
Shields (When this unactivated unit is hit by an attack, you may activate this unit to reduce the damage by 20.)
Shield Generator (Allies in the same zone as this unit gain Shields (When this unactivated unit is hit by an attack, you may activate this unit to reduce the damage by 20.).)

GREGGORY, REBEL
Unit, Alliance
Human Warrior
43 points
110 HP
21 DEF
11 ATK
20 DAM
Unique (You may only control one of these units at a time.)
Triple Attack (This unit may make two extra attacks instead of moving.)
Bow Attack 20 (Replaces attacks, range 1, Make one attack with -2 attack and 20 damage.)
Greater Parry (When hit by a non-ranged attack, this unit takes no damage and makes an immediate attack against the attacker, save 16.)

Commander Effect:
Alliance allies gain +2 attack and +2 defense.

LORENZO MAYDON, GRAND KNIGHT
Unit, Alliance
Human Warrior
57 points
140 HP
22 DEF
13 ATK
20 DAM
Unique, counts as Lorenzo Maydon
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Momentum (This unit gets +4 attack and +10 damage if it moved this turn.)
Pursuit (When an enemy moves out of this unit’s zone, this unit may make an immediate attack against that unit.)
Dodge (When this unit is hit by an attack, it takes no damage, save 16.)

Commander Effect:
Followers gain Twin Attack and Dodge.

GOBLIN SPAWN OF HATRID
Unit, Barbarian
Goblin
4 points
10 HP
15 DEF
7 ATK
10 DAM
Blind Rage (When this unit attacks, it may attack at -4 attack and +10 damage.)

GOBLIN BERZERKER
Unit, Barbarian
Goblin Warrior
9 points
10 HP
14 DEF
2 ATK
10 DAM
Occasional Berzerking (At the beginning of this unit’s turn, roll a save of 11. If the save succeeds, this unit gets +4 attack and +20 damage until the end of the round.)
Explosive 20 (When this unit is defeated, deal 20 damage to all units in the same zone.)

FIDGET, GOBLIN WARLORD
Unit, Barbarian
Goblin Diplomat
12 points
30 HP
15 DEF
8 ATK
10 DAM
Unique
Triple Attack (This unit may make two extra attacks instead of moving.)
Explosive 20 (When this unit is defeated, deal 20 damage to all units in the same zone.)
Self Destruct 10 (Replaces attacks, Defeat this unit to deal 10 damage to every other unit in the same zone.)

PROPHET OF TARG
Unit, Barbarian
Orc Cleric
14 points
20 HP
15 DEF
8 ATK
10 DAM
Magic 2
Bloodlust (Magic 1, range 1, replaces attacks, This unit or target ally gets +2 attack on its next attack. This effect can stack.)

Commander Effect:
Barbarian allies gain +4 attack.

WAR BIRD
Unit, Barbarian
Beast
25 points
50 HP
18 DEF
9 ATK
30 DAM
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)
Shields (When this unactivated unit is hit by an attack, you may activate this unit to reduce the damage by 20.)
Anti-Air Turret (Replaces attacks, range 1, Make an attack at +8 attack and 30 damage against a Flying enemy.)

WRECKER
Unit, Barbarian
Ogre Warrior
40 points
90 HP
20 DEF
8 ATK
20 DAM
Unique
Double Attack (This unit may make one extra attack instead of moving.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Momentum (This unit gets +4 attack and +10 damage if it moved this turn.)
Speed +1 (This unit may move one extra zone in a single turn.)
Quick Reactions (When this unit is hit by an attack, it may make one immediate attack against the attacker.)
Mobile Attack (Replaces turn, move this unit one zone, make an attack, then move this unit one more zone.)

SKELETON
Unit, Underworld
Undead
5 points
10 HP
13 DEF
5 ATK
10 DAM
Undead (When this unit is healed, it takes that much damage instead. This unit is immune to critical hits.)
High Population (You may have an unlimited amount of this card in your deck for deck-building purposes.)

ZOMBIE
Unit, Underworld
Undead
10 points
10 HP
15 DEF
5 ATK
10 DAM
Undead (When this unit is healed, it takes that much damage instead. This unit is immune to critical hits.)
Revival (When this unit is defeated, bring it back to life at 10 HP with a save of 11.)

SOLDIER OF DARKNESS
Unit, Underworld
Human Rogue
12 points
30 HP
16 DEF
7 ATK
10 DAM
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)

GHOST
Unit, Underworld
Undead
13 points
20 HP
19 DEF
3 ATK
10 DAM
Undead (When this unit is healed, it takes that much damage instead. This unit is immune to critical hits.)
Dodge (When this unit is hit by an attack, it takes no damage, save 16.)
Revival (When this unit is defeated, bring it back to life at 10 HP with a save of 11.)

HAUNTED SOUL
Unit, Underworld
Undead
15 points
50 HP
18 DEF
8 ATK
20 DAM
Undead (When this unit is healed, it takes that much damage instead. This unit is immune to critical hits.)

NECROMANCER
Unit, Underworld
Undead Cleric
21 points
40 HP
15 DEF
5 ATK
10 DAM
Undead (When this unit is healed, it takes that much damage instead. This unit is immune to critical hits.)
Mana Shield (When this unit takes damage from a Magic ability, take no damage with a save of 11.)

Magic 4
Necromancy (Magic 2, range 1, when an enemy is defeated you may search your deck for 1 “Skeleton” and put it into play in the same zone as the defeated enemy.)
Dark Bomb (Magic 3, range 1, replaces attacks, 20 damage to every character in the zone.)

DARK MISTRESS LEOTA
Unit, Underworld
Undead Cleric
24 points
40 HP
16 DEF
8 ATK
10 DAM
Unique
Noble (This unit cannot be attacked unless it is the only legal target.)
Undead (When this unit is healed, it takes that much damage instead. This unit is immune to critical hits.)

Magic 2
Dark Strike (Magic 1, range 1, 20 damage, save 11.)
Necromancy (Magic 2, range 1, when an enemy is defeated you may search your deck for 1 “Skeleton” and put it into play in the same zone as the defeated enemy.)

Commander Effect:
Followers with Revival only need a save of 6, instead of 11. Followers with Undead gain Revival.

DARK ADMIRAL ZEAL
Unit, Underworld
Human Warrior Diplomat
39 points
100 HP
19 DEF
12 ATK
20 DAM
Unique, counts as Zeal, Void Knight
Double Attack (This unit may make one extra attack instead of moving.)
Greater Parry (When hit by a non-ranged attack, this unit takes no damage and makes an immediate attack against the attacker, save 16.)
Dark Shield (When this unit takes damage, reduce the damage by 10 with a save of 11.)

Magic 2, Magic Renewal 1
Dark Bomb (Magic 3, range 1, replaces attacks, 20 damage to every character in the zone.)
Unleash the Darkness (Magic 6, replaces attacks, defeat all units in the current zone (including this unit), with a save of 6.)

Commander Effect:
Allies gain Dark Shield.

ZEAL, ULTIMA VOID KNIGHT
Unit, Underworld
Human Warrior
71 points
160 HP
21 DEF
16 ATK
20 DAM
Unique, counts as Zeal, Void Knight
Triple Attack (This unit may make two extra attacks instead of moving.)
Magic Hunter (+4 attack and +10 damage against enemies with a Magic rating.)
Life Drain (When this unit deals damage with an attack, roll a save of 11. If it succeeds, this unit heals damage equal to the damage dealt.)
Dark Shield (When this unit takes damage, reduce the damage by 10 with a save of 11.)

Magic 5, Magic Renewal 1
Sense Attack (Magic 1, When this unit is hit by an attack, it takes no damage with a save of 11.)
Dark Bomb (Magic 3, range 1, replaces attacks, 20 damage to every character in the zone.)
Dark Void (Magic 10, range 1, replaces attacks, defeat target enemy)

SUBSPACE SURVIVOR
Unit, Subspace
Horror
3 points
10 HP
17 DEF
1 ATK
10 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)

HORROR
Unit, Subspace
Horror
10 points
10 HP
19 DEF
3 ATK
20 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Speed +1 (This unit may move one extra zone in a single turn.)

GREATER HORROR
Unit, Subspace
Horror
20 points
20 HP
22 DEF
4 ATK
30 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Speed +1 (This unit may move one extra zone in a single turn.)

HORROR OF NATURE
Unit, Subspace
Horror Elemental
20 points
20 HP
21 DEF
5 ATK
20 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Nature Bending (When this unit is recruited, destroy all locations in the game. When this unit is defeated, both players may search their discard for one location and place it into play on a zone they control.)

HORROR OF FLESH
Unit, Subspace
Horror Elemental
20 points
20 HP
20 DEF
6 ATK
20 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Flesh Bending (When this unit is recruited, all units in the game except this unit take 20 damage. When this unit is defeated, all units in the game heal 20 damage.)

HORROR OF FAMINE
Unit, Subspace
Horror Elemental
20 points
30 HP
20 DEF
4 ATK
20 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Resource Bending (When this unit is recruited, both players receive 10 less build during their next build step. When this unit is defeated, both players gain 10 extra build during their next build step.)

HORROR GRANDMASTER GLUTTUS
Unit, Subspace
Horror Diplomat
25 points
30 HP
23 DEF
4 ATK
30 DAM
Unique
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Horror Return (Replaces turn, Range 1, Return one allied unit with Horror in its name back to your hand.)
Speed +1 (This unit may move one extra zone in a single turn.)

Commander Effect:
Allied units with "Horror" in their name double their base attack. Allied effects with “Bending” in their name do not affect you or cards controlled by you.

JOYJU APPRENTICE
Unit, Neutral
Elf Monk
8 points
10 HP
14 DEF
6 ATK
10 DAM
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Dodge (When this unit is hit by an attack, it takes no damage, save 16.)

Magic 1

KINWAN APPRENTICE
Unit, Neutral
Dwarf Monk
8 points
10 HP
14 DEF
6 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)

Magic 1
Magic Strike (Magic 1, replaces attacks, make two attacks.)

SWORD-FOR-HIRE
Unit, Neutral
Human Warrior
10 points
20 HP
14 DEF
10 ATK
20 DAM
Mercenary (This unit cannot move if there is an enemy it can attack.)

WOLF OF PREY
Unit, Neutral
Beast
10 points
20 HP
16 DEF
10 ATK
10 DAM
High Population (You may have an unlimited amount of this card in your deck for deck-building purposes.)
Swarm (This unit gets +1 attack and defense for each ally in the same zone with the same name as this unit.)

ATTACK FISH
Unit, Neutral
Fish
11 points
40 HP
20 DEF
10 ATK
20 DAM
Swimming (This unit is unaffected by the effect of “Ocean”.)
Ocean Home (This unit may be deployed in any zone with an “Ocean” location instead of your city zone.)
Ocean Dependence (If this unit is in a zone without an “Ocean” location, it is defeated.)

MERMAID
Unit, Neutral
Fish
15 points
40 HP
19 DEF
8 ATK
10 DAM
Swimming (This unit is unaffected by the effect of “Ocean”.)
Ocean Home (This unit may be deployed in any zone with an “Ocean” location instead of your city zone.)
Seadweller (This unit gains Immobile (This unit cannot move.) if it is not in a zone with an “Ocean” location.)
Charm (Replaces attacks, range 1, Target unit gets -4 attack and -10 damage until the end of the round.)

MERMAN
Unit, Neutral
Fish
24 points
40 HP
19 DEF
9 ATK
10 DAM
Swimming (This unit is unaffected by the effect of “Ocean”.)
Ocean Home (This unit may be deployed in any zone with an “Ocean” location instead of your city zone.)
Seadweller (This unit gains Immobile (This unit cannot move.) if it is not in a zone with an “Ocean” location.)
Ocean Builder (When this unit is recruited, search your deck for one “Ocean” location and put it into play within a range of 1 of this unit.)
Productive (Get +1 build during your build step)

SEAMUR MADDOX, BOUNTY HUNTER
Unit, Neutral
Human Rogue
25 points
70 HP
20 DEF
11 ATK
20 DAM
Unique
Bounty Hunter 2 (+2 attack against Unique enemies)
Dodge (When this unit is hit by an attack, it takes no damage, save 16.)
Pursuit (When an enemy moves out of this unit’s zone, this unit may make an immediate attack against that unit.)
Mobile Attack (Replaces turn, move this unit one zone, make an attack, then move this unit one more zone.)

JOYJU MASTER
Unit, Neutral
Elf Monk
26 points
50 HP
17 DEF
10 ATK
10 DAM
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Dodge (When this unit is hit by an attack, it takes no damage, save 16.)
Mettle (When this unit re-rolls an attack or save, increase the roll by 4.)

Magic 1, Magic Regeneration 1
Master Magician 2

Commander Effect:
Allies named “Joyju Apprentice” gain Magic Regeneration 1 and Mettle.

KINWAN MASTER
Unit, Neutral
Dwarf Monk
26 points
50 HP
16 DEF
11 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Blind Rage (When this unit attacks, it may attack at -4 attack and +10 damage.)

Magic 3
Magic Strike (Magic 1, replaces attacks, make two attacks.)
Magic Sweep (Magic 1, replaces attacks, attack each enemy in the same zone once.)

Commander Effect:
Allies named “Kinwan Apprentice” gain Blind Rage and Magic Sweep.

GREAT SHARK
Unit, Neutral
Fish Beast
28 points
90 HP
21 DEF
14 ATK
30 DAM
Swimming (This unit is unaffected by the effect of “Ocean”.)
Ocean Home (This unit may be deployed in any zone with an “Ocean” location instead of your city zone.)
Ocean Dependence (If this unit is in a zone without an “Ocean” location, it is defeated.)
Ram Attack (Replaces attacks, move up to two zones then attack at 20 damage.)
Giant Jaw Attack (Replaces turn, make an attack at 50 damage.)

TARAGON AQUAWYRM
Unit, Neutral
Fish Beast
30 points
110 HP
17 DEF
8 ATK
30 DAM
Swimming (This unit is unaffected by the effect of “Ocean”.)
Ocean Cloak (When this unit is at an “Ocean” location, it gains Greater Stealth (This unit cannot be attacked or targeted except by a unit in the same zone and when there are no allies without Greater Stealth in this unit’s zone.).)

WEAPONS MASTER
Unit, Neutral
Human Warrior
38 points
60 HP
20 DEF
12 ATK
20 DAM
Many Weapons (This unit may make extra attacks equal to its current HP divided by 10 instead of moving.)

NEPTUNE, GUARDIAN OF THE OCEAN
Unit, Neutral
Fish Avatar
47 points
140 HP
21 DEF
14 ATK
20 DAM
Unique
Swimming (This unit is unaffected by the effect of “Ocean”.)
Ocean Cloak (When this unit is at an “Ocean” location, it gains Greater Stealth (This unit cannot be attacked or targeted except by a unit in the same zone and when there are no allies without Greater Stealth in this unit’s zone.).)
Ocean Home (This unit may be deployed in any zone with an “Ocean” location instead of your city zone.)
Seadweller (This unit gains Immobile (This unit cannot move.) if it is not in a zone with an “Ocean” location.)

Magic 4
Sea Minion Summon (Magic 1, Search your deck for one unit with Swimming and add it to your hand. You may then spend build points equal to its build cost to recruit it in the same zone as this unit.)
Blizzard (Magic 2, range 1, replaces attacks, 10 damage and target is activated, save 11.)
Storm (Magic 2, replaces attacks, 20 damage to target unit in a zone with an “Ocean” location.)

Commander Effect:
Allies with Swimming may gain Ocean Cloak. (This commander effect is optional.)

MASTER OF BOTH SCHOOLS
Unit, Neutral
Elf Dwarf Monk
50 points
60 HP
19 DEF
13 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Blind Rage (When this unit attacks, it may attack at -4 attack and +10 damage.)
Dodge (When this unit is hit by an attack, it takes no damage, save 16.)
Mettle (When this unit re-rolls an attack or save, increase the roll by 4.)
Resourceful (When this unit fails a save, you may reroll that save once.)

Magic 3, Magic Regeneration 1
Master Magician 2
Magic Strike (Magic 1, replaces attacks, make two attacks.)
Magic Sweep (Magic 1, replaces attacks, attack each enemy in the same zone once.)

Commander Effect:
Monk followers gain +4 attack and +4 defense. This unit gains +2 attack and +2 defense for each unit benefiting from this unit’s commander effect.

IMPERIAL TAXATION
Battle, Kingdom
5 points
Each time your opponent spends build points this cycle, your opponent loses 1 build point and you gain 1 build point.

IMPERIAL OPPRESSION
Battle, Kingdom
8 points
Your opponent loses 10 build points.

TACTICAL ASSAULT
Battle, Kingdom
15 points
Allied Commander’s Commander Effects have unlimited range until the end of the round.

STRATEGIC MOVE
Battle, Kingdom
8 points
Play this card only at the end of a round. Move one allied unit up to 3 zones.

FOR THE KINGDOM!
Battle, Kingdom
6 points
When a allied unit deals damage to the opponent’s city this round, deal an additional 10 damage to it.

FLANKING SUPPORT
Battle, Alliance
4 points
Play this card when one of your units declares an attack. Activate an ally within a range of 1 who can legally target the same unit to give the attack +10 damage.

BOYCOTT
Battle, Alliance
3 points
Your opponent loses 5 build points.

QUICK DODGE
Battle, Alliance
8 points
Play this card only when one of your units takes damage. That unit takes no damage

MASTER ASSAULT
Battle, Mage Guild
10 points
You can only activate this card when you control three Unique Mage Guild units with “Master” in its name in the same zone. Activate them and pay 2 Magic from each of them to deal 50 damage to your opponent’s capital or deal 100 damage to target non-capital unit in any zone.

COUNTER TACTIC
Battle, Mage Guild
9 points
Play this card only when your opponent plays a Battle card. Negate the Battle card.

INSTANT DEATH
Battle, Underworld
80 points
Defeat target non-capital unit.

HEART ATTACK
Battle, Underworld
45 points
Deal 50 damage to target non-capital unit.

LOCUST SWARM
Battle, Barbarian
20 points
This card may be in Underworld and Mage Guild decks. Destroy one location in any zone.

FEAR OF TARG
Battle, Barbarian
35 points
Activate all of your opponent’s units with a save of 11.

HORROR GATE
Battle, Subspace
14 points
All allied Horrors recruited this round can be recruited for half of its build cost.

FLOOD
Battle, Neutral
60 points
For each zone on the field that does not have “Ocean” as its location, search your deck for one “Ocean” and put it into play on that zone.

JOYJITSU
Battle, Neutral
4 points
Play this card when one of your units are hit by an attack. Take no damage from the attack with a save of 16.

KINWANTE
Battle, Neutral
4 points
Play this card when one of your units declares an attack. That unit gets -4 attack and +10 damage for the attack.

BLOCK
Battle, Neutral
5 points
Play this card only when one of your units takes damage. Reduce that damage by 10.

FIRST AID
Battle, Neutral
7 points
Heal target unit by 10.

IMPERIAL COMMAND CENTER
Location, Kingdom
27 points
Commanders at this location’s commander effects have unlimited range.

IMPERIAL FORTRESS
Location, Kingdom
26 points
Allied Kingdom units at this location gain Damage Reduction 10 (When this unit takes damage, reduce that damage by 10.).

MASTER’S CHAMBERS
Location, Mage Guild
10 points
At the end of the round, all units at this location with “Master” in its name with a Magic rating gain 2 Magic.

RESISTANCE HQ
Location, Alliance
6 points
Kingdom units at this location gets -2 attack and -2 defense. Allied Alliance units at this location gets +2 attack and +2 defense.

ALLIANCE KNIGHT HQ
Location, Alliance
5 points
When a unit with “Lorenzo Maydon” in its name is at this location, all allied units at this location except for units with “Lorenzo Maydon” in its name gain +4 attack and +4 defense.

STRIKE BASE
Location, Barbarian
11 points
Allies within a range of 1 of this location gain Mobile Attack (Replaces turn, move this unit one zone, make an attack, then move this unit one more zone.).

GIGANTIC WALL
Location, Barbarian
13 points
This location has an HP of 60 and can be attacked and destroyed. All enemy units (including Flying units) can not advance past this location. Allied Barbarian units at this location gain +2 defense.

HAUNTED MANSION
Location, Underworld
9 points
Undead units may be recruited at this location instead of the city zone. All Undead units at this location who fail their save with Revive are returned to their owner’s hand instead of being destroyed. All Undead units gain +2 attack and +2 defense.

OCEAN
Location, Neutral
10 points
You may have an unlimited amount of this card in your deck for deck-building purposes. Non-Flying units attempting to move into this location get -1 speed. Units who end their move in this zone take 10 damage.

MEDAL OF HONOR
Equipment, Kingdom
3 points
This equipment can only be equipped to a Unique unit. The equipped unit gains the commander effect “Allies gain +2 attack and +2 defense.”

MASTER STAFF
Equipment, Mage Guild
5 points
This equipment can only be equipped to a unit with “Master” in its name with a Magic rating. At the end of the round, the unit equipped with this equipment gains 1 Magic.

SWORD OF LORENZO MAYDON
Equipment, Alliance
9 points
This equipment can only be equipped to a unit with “Lorenzo Maydon” in its name. The equipped unit gets +2 attack and gains Resourceful (When this unit fails a save, you may reroll that save once.)

CLUB OF PUNISHING
Equipment, Barbarian
20 points
The equipped unit gets +20 damage.

CLOAK OF THE UNDEAD KING
Equipment, Underworld
8 points
This equipment can only be equipped to a unit with Undead or with Necromancy. When the equipped unit defeats an enemy unit, search your deck for one “Skeleton” and put it into play in the same zone as the defeated unit.

SWORD OF DARKNESS
Equipment, Underworld
16 points
The equipped unit gains Life Drain (When this unit deals damage with an attack, roll a save of 11. If it succeeds, this unit heals damage equal to the damage dealt.) and Revival (When this unit is defeated, bring it back to life at 10 HP with a save of 11.).

HELM OF COURAGE
Equipment, Neutral
3 points
This equipment can only be equipped to Goblin units. The equipped unit gains Blind Rage (When this unit attacks, it may attack at -4 attack and +10 damage.) and Charging Assault (This unit can move up to 2 zones and still attack.).

IMPROVED BATTLE SUIT
Equipment, Neutral
13 points
The equipped unit gets +3 attack and +3 defense.

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