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Friday, February 11, 2011

Factions TCG

Introduction

As most if not all of you know, I like games. As most of you also know, I am a builder, a doer. I like to create things. Therefore, I have a natural passion for game creation. A little while ago, I started a project which I titled simply "Factions". Factions is a Trading card game (or TCG) in which I took a lot of concepts from other games, and incorporated it into my own. While card games inevitably involve luck, I wanted to create something that required deep strategy and resource management as well. I liked Magic's resource system of Lands, but I found the idea of Basic Lands boring. I don't know about other Magic players, but forcing myself to reserve X amount of cards in my deck for mana really sucks. Instead, I incorporated a static mechanic, Build to provide high costs for high-powered cards, and low costs for low-powered cards, so you don't get the "Yu-Gi-Oh!" effect, where all cards can be played for no cost.

Rulebook


Objectives: Factions is a card-battle game in which each player controls a Faction, led by a Capital. The goal of the game is to destroy the opponent's Capital, while defending your own. To do so, Players can recruit units, use war-changing battle cards, use locations to your advantage, and even equip your units with deadly weapons. To conquer your opponent, however, requires a careful amount of planning, resource management, and strategy.

Deck Requirements: Decks made for Factions contains 60 cards. A deck may not contain any more than 6 cards of the same name. Besides those conditions, there are no other deck-building requirements.

Game Components: The game board contains several components the players must keep track of.

Hand: Each player has a hand, or a group of cards, private from his or her opponent, that have been drawn from the deck but have not yet been played. Each time a card is drawn from the deck, it is added to that player's hand.

Build points: Build points are a type of 'currency' in the game which each player keeps track of in their Build pool. Build points are common knowledge, a player can ask his opponent at any time how many build points they have available. Players can also keep track of their opponent's build in addition to their own if they wish.

Capital: Each player has a capital, which starts with 100 HP. When it takes damage, that damage reduces its current hit-points by that amount. When a capital takes damage which reduces its hit-points below 0, that capital's owner loses the game. One can remove damage from capitals, but a capital can never have more hit-points than its original hit-points.

Zone: The game board is divided into five zones, each connected to eachother in a line. Each zone can contain any number of unit cards and one location. The zone closest to each player is called that player's Home Zone, and their Capital is placed on that Zone and considered a Unit. A zone can also be controlled by a player. A zone is considered controlled by a player if there is a unit on that zone, and all units at that zone are owned by that player.

Starting the Game: At the beginning of play, each player shuffles his or her deck, then allows their opponent to cut their deck if they wish. Each player declares their Faction (explained later), then decides who will have first initiative. Typical ways of selecting who chooses initial initiative is by either rolling a dice or flipping a coin. Players then draw seven cards, adding those cards to their hand. In addition, each player begins play by adding 50 Build points into their Build pool.

Game Flow: The game contains three rotating phases, the Upkeep phase, the Build phase and the Combat phase. The Build phase is split into two turns, one belonging to each player. A set of each this rotation is known as a Turn cycle. Each Turn cycle has an initative player, or the player who acts first in each phase. The initiative player is rotated each Turn cycle.

Upkeep phase:During the upkeep phase, each player (starting with the initiative player) draws 1 card from their deck, then adds 20 build to their build pool. In addition, players gain 2 bonus build points for each zone they control excluding their Home zone. Then, unactivate all cards on the field. The Upkeep phase is skipped, however, on the first turn.

Build phase: Each player receives a Build phase, starting with the initiative player. During this time, players may choose to do actions in any order:
  1. Recruit units from your hand. Recruited units are deployed on your Home zone.
  2. Play Equipment cards, and place them on a unit in your Home zone.
  3. Play Location cards, and place them on any zone you currently control.
  4. Destroy a Location in a zone you control by tapping two of your units at that location.
Combat phase: Finally, both players enter the combat phase. Starting with the initiative player, players take turns "activating" units. The initiative player will activate a unit first, followed by the other player. Players must activate a unit if they have one unactivated. When a unit is activated, place it horizontal as opposed to vertical to show that it has already been activated. This continues until both players have activated all their units. A unit's activation is made up of an optional Move and an Attack. Order is chosen by the player, Units may Attack then Move or Move then Attack. Moving a unit changes what zone it is in. Typically, units can only move 1 zone, meaning they can move into any adjacent Zone. However, if the unit chooses not to attack on its turn, it can move 2 zones in that turn. In addition, a unit cannot advance (or, move away from its controller) past a zone in which an enemy unit is in. Units can only declare attacks on units they are in range in. Typically, this means units can only attack other units in the same zone as it.

Cards: Each card belongs to one of four different types. These types are Unit cards, Battle cards, Location cards, and Equipment cards. In addition, each card is associated with a Faction and a Build cost required to be paid to play the card. Effects cannot be played unless the cost for them can be payed. Effects that target must have a legal target to be played. An effect that does not target, however, can still be activated even if that effect would affect nothing.

Unit cards: Unit cards are powerful creatures, warriors, or wizards that fight for you in your quest to eliminate your opponent. Units contain several different values: Creature type, HP, Defense, Attack, and Damage. In addition, a creature may have any number of effects or Commander effects. Some units may also have a Magic value, which determines how many Magic points the unit comes into play with. Magic points can be used as costs for effects the unit has. Units cannot spend Magic points more than once each cycle. Magic effects with only a damage value listed are considered magic attacks. Target one unit within that attack's range, and damage is dealt to that unit equal to the amount. Magic points can also be used as a cost to re-roll the attack roll in the Hit step of that unit's attack, to move an additional space during that unit's turn, or re-roll a failed save. A unit is defeated if it takes damage greater than its HP value. Commander effects are usually static or triggered effects that have a range of 1, meaning they can affect their own zone and adjacent zone(s).

Battle cards: Battle cards can be powerful magic, strategies, or occurrences created by the player to advance their position in the game. Battle cards can be played at any phase, even when it is not your turn. When playing a battle card, pay its cost, then resolve it by reading the card and apply all of its effects.

Location cards: Location cards are places or constructs that players can create and place on zones they control. Locations can be played only during the Build phase, and only when it is your turn to build. Play Location cards only on zones you control. You cannot build a Location card at a zone that already has one. Locations typically contain effects (usually static or triggered) that only affect the zone they are at.

Equipment cards: Equipment cards are designed to permanently enhance a single unit at a time. It can add many kinds of effects to that creature, or an Equipment can have its own effects. Up to two Equipment cards can be attached to a unit at one time. When you play an Equipment card, attach it to a Unit that you control in your Home zone (excluding your Capital). Equipment cards card destroyed when the Unit they are attached to are destroyed.

Factions: The game contains five unique factions (six if you include the faction created in the second expansion, which may or may not be posted later). Each faction has its own cards that belong to it, as well as a special bonus for choosing that faction. Each Player must declare his Deck's faction at the beginning of play. One may play cards of another faction, but its Build cost increases by 20% (rounded up). Therefore, players should usually build decks to focus around a single faction. In addition, there is a Neutral faction, which consists of cards that can be added to any deck without penalty. One can also declare a "Neutral" deck for reduced Build costs of Neutral cards.

Kingdom: This faction is known for their physical power and dominance in combat. They are efficient and have dominating military strategists. Kingdom controls the majority of Tactia. Faction bonus: Gets 1 additional build per round during your upkeep.

Mage Guild: A powerful faction of mages known to have deadly magical abilities. The Kingdom and the Mage Guild have been allies for generations, but the recent years of rivalry has torn this once strong alliance apart. Faction bonus: Units with a Magic rating that rolls an 18 or higher on any roll gain +1 Magic.

Alliance: The Alliance is a relatively new faction to resist the Kingdom. They consist of a diverse population of humans, dwarves and elves who feel that the Kingdom’s control is becoming too large. Faction bonus: Your capital starts at +40 HP.

Barbarian: This faction of orcs, trolls, and ogres are powerful and dangerous. They are not very coordinated and rarely ally with another faction. Still, their troops are a powerful asset to them. Faction bonus: Your capital can attack at 8 ATK and 20 DAM.

Underworld: Little is known about this underworld-dwelling faction except they are a dangerous cult of dark wizards and warriors. With an excellent balance of magic and power, they plan to invade the overworld and destroy whatever stands in their way. Faction Bonus: After you draw a card at the beginning of your turn, you may shuffle it back into your deck to draw again.

Neutral: Units of this faction are mostly mercenaries, bounty hunters, or creatures who can fight for any faction. Faction bonus: Neutral cards cost 10% less build (rounded down).

Attacking: When a player declares an attack, combat occurs. The Attacking rules are broken down into a number of steps to determine the outcome of the attack.

Declaration step: Most triggered affects that affect attacking resolves in this step, prior to testing a hit or calculating damage.

Hit step: First, you must determine if the attack hits or misses. To determine this, roll a 20-sided die and add the rolled number to the attacker's Attack value. If this value meets or exceeds the defender's Defense value, the attack hits. If not, the attack misses. If the attacker rolls a natural 20 on the die, the attack always hits and it scores a critical hit. If the attacker rolls a natural 1, the attack always misses. Capitals typically have no defense value, and attacks hit automatically.

Damage step: If the attack is a hit, the attacker deals damage to the defender equal to the attacker's Damage value. If the attack was a critical hit, it deals double its damage instead. If the defender then has more damage than Hitpoints, it is defeated.

Advanced Card Interactions: First of all, when dealing with any card effects, keep in mind that card effects by definition change the game. When the rules and a card's text are in conflict, always side with the effect as written on the card. An effect is considered the playing of a card, or anything that card does.

The Stack: Sometimes, players may want to resolve multiple card effects at once. When this happens, card effects enter The Stack. Strictly speaking, the turn player (defined as whose turn it is to draw / add build in Upkeep, whose current turn it is to build, or whose unit is currently activating) has priority to activate effects in response to something (or at whim). When the turn player chooses not to activate any effects in response to an event, priority shifts to the opponent (Non-turn players cannot activate effects at whim, it must be in response to an event). An event is considered one of the following.
  1. A phase, activation, or step starts or ends.
  2. A unit declares an attack or move.
  3. Destruction of a card.
  4. A stack has finished resolving.
When a player decides to activate an effect, the opposing player then has priority to "stack" one of his own effects. If not, that player can choose to stack another one of his own effects to the stack. Priority shifts in this way between the two players until both players decide to not put any more effects on the stack. Costs of activated effects (such as Build, Magic, or something else) are always paid at activation, After that, effects resolve in reverse order that they were activated. That is, the effect activated last resolves first, and the effect activated first (the one starting the stack) resolves last.

Card effects are seperated into three different kinds:

Activated effects: Activated effects must be activated to be used. All Battle cards are considered Activated effects. You know an effect is an Activated effect if its effect is instantaneous and can be activated at any time (excluding cost restrictions and condtions). Sometimes a unit's activated effects may replace its Attacks or Turn. In that case, treat that as a cost for the effect. Playing a card is also considered an activated effect.

Static effects: Static effects are never activated, but rather are always in effect. One can never stack to a static effect, because it never activates. You know an effect is static if it gives its effect always, unconditionally. If two Static effects are in conflict, the one that was put into play first has priority.

Triggered effects: Triggered effects are effects that activate (sometimes automatically) when a specific event occurs. Most of the time, you can identify triggered effects as effects that use the word "When" or static effects with conditions.

Game Dictionary: The game uses several keywords on effects and in the rules that aren't always clear. When trying to decipher the  meaning of a word, refer to this dictionary:

activated effect: Activated effects are a type of effect that are activated when the player wants them to be activated, and are instantaneous. See Advanced Card Interactions for more.

activation: Activation can apply to two terms. In regards to units, it can refer to whether or not a unit has done its turn in the current round or not. Units that have already activated are considered activated. In regards to effects, effect activation is considered the declaration of intent to use the effect. Costs for the effect are paid at activation, then the effect enters the stack.

affect: If a card's effect alters another card in any way, the effect is considered to affect that card.

ally: Some effects affect "allies". Allies are considered cards that are controlled by the same player who controls the card. A card does NOT count as its own ally.

ATK: Short for "Attack", it is a characteristic of units describing how well that unit can hit other units (avoid misses). See Attacking for more.

attack: An attack is a unit action which one unit tries to damage another using a physical means. An attack uses the attacking rules.

battle: Battle cards are a type of card that provides an activated effect. See Cards for more.

build: Build points are used as costs to play cards. It could also refer to the Build phase. See Game Flow for more.

capital: Capital refers to each player's unit in which when destroyed, that player loses the game. Typically, capitals start with 100 HP and cannot attack, move, or be equipped.

combat: The combat phase is the phase in which all unit activation is done. See Game Flow for more.

commander: Commanders are considered any unit with a Commander Effect. See Cards for more.

counter: Counters can refer to either physical markers reminding the user of certain card effects or variables associated with a card, or it can refer to the act of countering a card or effect. When a card or effect is countered, it is considered to have never been played, and does not resolve. If a card is countered, it is put in the graveyard. Costs of countered cards are still payed.

cost: Any resource that is payed in order to activate or play a card or effect is called a cost. Costs can be just about anything: build, magic points, taping, discard, or even replace unit actions, such as attacks or its entire turn. and are payed as soon as the card is activated, and even if the card or effect is countered. Cards or effects cannot be played or activated unless the cost can be payed. Sometimes, costs of cards can be unclear. Usually the keyword "to" can help recognize costs.

creature type: Creature type a group of words associated with a Unit. By themselves, creature type affects nothing. However, some card effects may only affect units of a certain creature type.

cycle: A cycle is a group of an Upkeep phase, Build phase, and Combat phase. See Game Flow for more info.

critical hit: A critical hit is a hit that does double damage, and always hits. It is typically obtained by rolling a natural 20 on an attack roll. See Attacking for more info.

critical miss: A critical miss is a hit that always misses. It is typically obtained by rolling a natural 1 on an attack roll. See Attacking for more info.

DAM: Short for Damage, it is an attribute of units that describes how much damage it deals to other units on a successful attack.

damage: Damage is a temporary value of creatures that describes how hurt it is. When a unit has more damage on it than it has hitpoints, it is defeated.

deck: The deck is the pile of cards each player has to play the game with.

DEF: Short for Defense, it is an attribute of units that describes how well the unit evades attacks.

defeat: Defeat is a keyword for destroying a unit.

destroy: Destroy is a keyword for removing a card from the field. When a card is destroyed, move it from play to your graveyard.

discard: Discarding is short for putting a card from your hand into the graveyard.

draw: Draw usually refers to the act of putting a card from the top of your deck into your hand. It could also refer to a tie game, in which the game ends but neither player wins or loses.

effect: An effect is either the act of playing a card or anything a card does. See Advanced Card Interactions for more info.

equipment: Equipment is a card type that enhances a single unit. See Cards for more info.

equip: Equip is the keyword for attaching an Equipment to a unit.

faction: Factions are an attribute of a card that affects how much that card costs in a certain deck. Each player declares a Faction of choice at the beginning of the game. See Factions for more info.

follower: A follower is considered any unit that is not a commander.

graveyard: The graveyard is your discard pile. When a card is removed from the field or discarded from your hand, it is put into the graveyard. Cards in the graveyard cannot typically affect the game.

hand: Cards in your hand are private cards that have been drawn but not yet been played.

heal: Heal is a keyword for removing damage from a unit.

immune: Immune is a keyword that describes that the permanent is not affected by something.

HP: HP, which is short for hitpoints, is a value of units that describes how much damage that unit can take before being defeated.

initiative: In each cycle, a single player has initiative, and goes first in each Phase. This rotates from cycle to cycle. See Game Flow for more info.

location:Locations are a type of card that affects a single zone. See Cards for more info.

magic: Magic refers to Magic points, which can be used as costs for certain Magic-based creature affects. Magic points can also be used to use three global magic effects: Reroll an attack made by that unit, move an additional space during that unit's turn, or re-roll a failed save by that unit. See Cards for more info.

magic attacks: Magic attacks are shorthand for magic effects that deal damage to units. They can be identified by magic effects that only have a damage value. They target one unit within its range. They aren't actual attacks, so one does not roll for them. See Cards for more info.

move: A move action is when a unit goes from one zone, to another adjacent zone. Usually, units can move one zone a turn and one additional zone by replacing its attacks (as a cost). See Game Flow for more info.

negate: Negate is a keyword for stopping an effect from existing. Negate can never refer to the playing of cards, it only applies to a permanent's effect. When an effect is negated, it cannot be activated. If it is already activated, it is automatically countered.

neutral: Neutral is a special faction that does not cost more to play if you did not declare Neutral.

permanent: Permanents refer to any card that stays on the field, such as units, locations, and equipments. Only permanents can be destroyed.

phase: A phase refers to a part of the game. See Game Flow for more info.

play: Play usually refers to the act of playing a card. You may usually only play cards from your hand, after paying the appropriate costs associated with that card.

range: Range refers to how far an effect or attack of a permanent can affect or target. Most unit attacks or effects that do not specify a range assume a range of 0, or that unit can only target or affect other units or cards in the same zone as itself.

replaces: Replaces is a keyword for a special kind of card that states that it replaces the use of a game mechanic in order to activate that effect. Common examples are unit affects that "Replace attacks" or "Replace turn". That means that the effect can be activated instead of attacking, or instead of doing any actions for that unit's turn. Effects that replace can only be activated when whatever it replaces can be activated. An effect that "replaces attacks" therefore can only be used on that unit's turn, and only if an attack has not already been made on its turn.

resolve: Resolve refers to resolution, when an effect actually does something. See Advanced Card Interactions for more info.

round: A round refers to a single Combat phase.

save: Some effects allow those affected to evade, or ignore the effect. Such effects have the "Save" keyword. When a unit is affected by an effect with a Save, it rolls a d20. If it meets or exceeds the save value, that unit is unaffected by the effect.

self: "Self" is sometimes used on a unit to describe itself.

speed: Speed refers to how many zones a unit can move each turn. Unless specified, all units have a Speed of 1, which means it can move 1 zone per turn (or two if it does not attack). Units with greater speed add one zone to this (but can still only move one additional zone for not attacking).

stack: The stack is a mechanic used when players want to use effects at the same time. See Advanced Card Interactions for more info.

static effect: Static effects are effects on permanents that are continuous, and are not activated. See Advanced Card Interactions for more info.

step: A step is a part of the Attacking mechanic. See Attacking for more info.

tap: Tap is a keyword for making a unit count as though it is activated. When an effect says to tap a unit, do not activate it, however.

target: Effects that target are effects that effect a single (or multiple single) permanents. Effects that are not global (or affect everything... like most static effects) target. Usually, effects that target allow you to choose the targets for effects you control.

triggered effect: A triggered effect is a type of effect that has a condition in which it is activated. See Advanced Card Interactions for more info.

turn: A turn can refer to two things. First, a turn can be used to describe the "turn player" which player is currently upkeeping, building, or activating a unit. The turn player has priority to play cards or effects. See Game Flow and Advanced Card Interactions for more info on this kind of turn. Secondly, turn could refer to a single activation of a unit. A unit's turn is any time they begin activating until when their activation is over.

type: A type is an attribute of a card. See Cards for more info.

unit: A unit is a type of card that describes a creature, warrior, or mage that fights for the player. See Cards for more info.

unique: Unique is an attribute of a creature that means it is one of a kind. There cannot be two of any Unique unit of the same name on the field at one time. One cannot play units if there is a Unique unit of the same name currently on the field. If somehow there ever exists two Unique creatures of the same name on the field, destroy them both (count this effect as a triggered effect).

upkeep: Upkeep is the phase in which cards are drawn, build is added, and units are unactivated. See Game Flow for more info.

zone: A zone is a place where units and locations can reside. See Game Components for more info.

Base Set
10 very rares, 20 rares, 30 uncommons, 50 commons
  1. Squire (C)
  2. Knight (C)
  3. High Knight (UC)
  4. Heavy Blade (C)
  5. Field Medic (UC)
  6. Knight Commander Gregorry (R)
  7. Sir Knight Tiranny (R)
  8. General Luther Maxwell (R)
  9. Commander William Rendar (R)
  10. King Jeffery (R)
  11. Prince Vaan (VR)
  12. Apprentice Mage (C)
  13. Mage (C)
  14. Alchemist (C)
  15. Fire Elemental (UC)
  16. Earth Elemental (UC)
  17. Water Elemental (UC)
  18. Energy Elemental (UC)
  19. Sage (UC)
  20. Battle Mage (C)
  21. Raven the Destroyer (VR)
  22. Evans, Mage-Knight (R)
  23. Wizard Commander Radd (R)
  24. Alliance Trooper (C)
  25. Elf Scout (UC)
  26. Human Commando (UC)
  27. Elf Commando (UC)
  28. Dwarf Commando (UC)
  29. Lorenzo Maydon (R)
  30. Lorenzo Maydon, Knight of the Alliance (VR)
  31. General William Rendar (R)
  32. Rebel Dragon Rider (UC)
  33. Orc Grunt (C)
  34. Troll Axethrower (C)
  35. Ogre Warrior (C)
  36. Elite Orc Warrior (C)
  37. Troll Shaman (C)
  38. Ogre Berzerker (UC)
  39. Spiked Catapult (UC)
  40. Doomfly (UC)
  41. Tank of Ragnos (UC)
  42. Thastalos, Barbarian Overlord (VR)
  43. Skeleton (C)
  44. Zombie (C)
  45. Dark Knight (UC)
  46. Necromancer (UC)
  47. Mana Hunter (C)
  48. Shadow Ninja (UC)
  49. Kruul, Ninja Master (VR)
  50. Raven, Apprentice of Zeal (R)
  51. Zeal, Void Knight (VR)
  52. Peasant (C)
  53. Sword-for-Hire (C)
  54. Bow-for-Hire (C)
  55. Sharpshooter (C)
  56. Bounty Hunter (UC)
  57. Arian, Bounty Hunter (R)
  58. Ragnos Beast (C)
  59. Zeal, Renegade Knight (R)
  60. Blue Dragon (R)
  61. Red Dragon (R)
  62. Yellow Dragon (R)
  63. Green Dragon (R)
  64. White Dragon (VR)
  65. Black Dragon (VR)
  66. March the Troopers (C)
  67. Blockade (R)
  68. Meditation (C)
  69. Mana Bomb (UC)
  70. Tome of Knowledge (UC)
  71. Advantageous Cover (C)
  72. Rendar’s Gambit (C)
  73. Deploy the Spies (C)
  74. Berzerking (UC)
  75. Recruitment Center (UC)
  76. Powerful Blow (UC)
  77. Necromancy (C)
  78. Decay and Rejuvenation (C)
  79. Counterspell (UC)
  80. Dragon Call (UC)
  81. Piercing Shot (R)
  82. Fortress (C)
  83. Peasant Village (VR)
  84. Grandmagician Headquarters (C)
  85. Area of Regeneration (UC)
  86. Hidden Base (C)
  87. Laranosk Woods (C)
  88. Stronghold (C)
  89. Barracks (C)
  90. Swamps of Kiran (C)
  91. Imperial Blade (C)
  92. Commander Medallion (UC)
  93. Teleportation Relic (VR)
  94. Improved Firearm (C)
  95. Axe of Despair (C)
  96. Spiked Armor (UC)
  97. Sword of Darkness (R)
  98. Short Sword (C)
  99. Battle Suit (C)
  100. Stun Gun (R)
SQUIRE
Unit, Kingdom
Human Warrior
8 points
20 HP
16 DEF
8 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)

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.)

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.)

FIELD MEDIC
Unit, Kingdom
Human Cleric
19 points
40 HP
14 DEF
5 ATK
10 DAM
Heal 20 (Replaces attacks, heal self or ally by 20.)
Throw Potion 10 (Replaces attacks, range 1, heal ally by 10.)

KNIGHT COMMANDER GREGORRY
Unit, Kingdom
Human Warrior
27 points
70 HP
18 DEF
10 ATK
10 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:
Other allied Warriors get +2 attack and +2 defense.

SIR KNIGHT TIRANNY
Unit, Kingdom
Human Warrior
26 points
80 HP
18 DEF
12 ATK
20 DAM
Unique
Bow Attack 10 (Replaces attacks, range 1, Make one attack with -2 attack and 10 damage.)
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)
Commander Effect:
Allies may re-roll each failed save once.

GENERAL LUTHER MAXWELL
Unit, Kingdom
Human Diplomat
25 points
50 HP
16 DEF
5 ATK
10 DAM
Unique (You may only control one of these units at a time.)

Commander Effect:
At the end of this character’s turn, one ally may make an immediate attack. Then, swap the zones of two allies.

COMMANDER WILLIAM RENDAR
Unit, Kingdom
Human Diplomat
10 points
20 HP
15 DEF
8 ATK
10 DAM
Unique, counts as General William Rendar
Double Attack (This unit may make one extra attack instead of moving.)

Commander Effect:
Followers in the same zone as this unit may re-roll each failed attack once.

KING JEFFERY
Unit, Kingdom
Human Diplomat
31 points
80 HP
19 DEF
8 ATK
20 DAM
Unique (You may only control one of these units at a time.)
Bow Attack 10 (Replaces attacks, range 1, Make one attack with -2 attack and 10 damage.)

Magic 1

Commander Effect:
You may deploy units in the same zone that this character is instead of your home zone.

PRINCE VAAN
Unit, Kingdom
Human Warrior
54 points
110 HP
20 DEF
12 ATK
20 DAM
Unique (You may only control one of these units at a time.)
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.)
Bow Attack 20 (Replaces attacks, range 1, Make one attack with -2 attack and 20 damage.)
Sweep (Replaces attacks, attack each enemy in the same zone once.)
Mettle (When this unit re-rolls an attack or save, increase the roll by 4.)

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

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)

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 tapped, save 11.)

ALCHEMIST
Unit, Mage Guild
Human Cleric
23 points
30 HP
13 DEF
3 ATK
20 DAM
Throw Potion 20 (Replaces attacks, range 1, heal ally by 20.)
Unknown Potion (Replaces attacks, range 1, choose a target than this unit rolls a save. On a roll of 20, that target is defeated. On a roll of 11 to 19, that target takes 20 damage. On a roll of 2 to 10, that unit heals 20 damage. On a roll of 1, that unit is healed completely.)

Magic 2
Master Magician 2 (This unit may use magic twice in a single turn.)

FIRE ELEMENTAL
Unit, Mage Guild
Elemental
25 points
60 HP
15 DEF
10 ATK
30 DAM
Recoil (A unit attacking this unit with a non-ranged attack takes 10 damage.)
Vicious Attack (This unit scores critical hits on rolls of 19 or higher.)

Magic 2
Fireball (Magic 2, range 1, replaces attacks, 20 damage)

EARTH ELEMENTAL
Unit, Mage Guild
Elemental
25 points
70 HP
15 DEF
6 ATK
20 DAM
Damage Reduction 10 (When this unit takes damage, reduce that damage by 10.)
Penetration (This unit’s attacks ignores Damage Reduction.)

Magic 2
Gather Power 20 (Magic 2, +20 damage on this unit’s next attack.)

WATER ELEMENTAL
Unit, Mage Guild
Elemental
25 points
70 HP
17 DEF
5 ATK
10 DAM
Regeneration 10 (At the end of this unit’s turn, if it didn’t move, it heals 10 damage.)
Heal 10 (Replaces attacks, heal self or ally by 10.)

Magic 2
Blizzard (Magic 2, range 1, replaces attacks, 10 damage and target is tapped, save 11.)

ENERGY ELEMENTAL
Unit, Mage Guild
Elemental
25 points
60 HP
16 DEF
12 ATK
20 DAM
Quick Reactions (When this unit is hit by an attack, it may make one immediate attack against the attacker.)
Stun (When this unit hits a non-activated enemy, it is tapped with a save of 11.)

Magic 2
Chain Lightning (Magic 2, range 0, replaces attacks, 10 damage to all other units in the zone.)

SAGE
Unit, Mage Guild
Human Wizard
29 points
50 HP
15 DEF
4 ATK
10 DAM
Magic 3, Magic Renewal 1
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 tapped, save 11.)

BATTLE MAGE
Unit, Mage Guild
Human Wizard Warrior
30 points
60 HP
18 DEF
10 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)

Magic 3
Sparks (Magic 1, range 1, replaces attacks, 10 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.)
Gather Power 20 (Magic 2, +20 damage on this unit’s next attack.)

RAVEN THE DESTROYER
Unit, Mage Guild
Elf Wizard
49 points
100 HP
19 DEF
10 ATK
20 DAM
Unique (You may only control one of these units at a time.)
Ranged (This unit’s attacks have a range of 1.)
Mana Shield (When this unit takes damage from a Magic ability, take no damage with a save of 11.)

Magic 2, Magic Renewal 1
Master Magician 2 (This unit may use magic twice in a single turn.)
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 tapped, save 11.)
Black Death (Magic 4, range 1, target is defeated, save 6.)

Commander Effect:
This commander effect has infinite range: Wizard followers with a Magic rating that are deployed start with +1 Magic.

EVANS, MAGE-KNIGHT
Unit, Mage Guild
Human Wizard Warrior
47 points
110 HP
20 DEF
13 ATK
20 DAM
Unique (You may only control one of these units at a time.)
Magic Hunter (+4 attack and +10 damage against enemies with a Magic rating.)
Double Attack (This unit may make one extra attack instead of moving.)
Magic Drain (When this unit’s attack damages an enemy with Magic points remaining, that unit gets -1 Magic and this unit gets +1 Magic.)

Magic 2
Gather Power 10 (Magic 1, +10 damage on this unit’s next attack.)
Sense Attack (Magic 1, When this unit is hit by an attack, it takes no damage with a save of 11.)
Magic Strike (Magic 1, replaces attacks, make two attacks.)
Magic Sweep (Magic 1, replaces attacks, attack each enemy in the same zone once.)

WIZARD COMMANDER RADD
Unit, Mage Guild
Human Wizard Diplomat
33 points
80 HP
16 DEF
8 ATK
20 DAM
Unique (You may only control one of these units at a time.)

Magic 1, Magic Renewal 1
Master Magician 2 (This unit may use magic twice in a single turn.)
Levitation (Magic 2, range 1, move target to another zone within a range of 1 of this character.)
Sparks (Magic 1, range 1, replaces attacks, 10 damage)
Blizzard (Magic 2, range 1, replaces attacks, 10 damage and target is tapped, save 11.)

Commander Effect:
Followers with a Magic rating gain Magic Renewal 1.

ALLIANCE TROOPER
Unit, Alliance
Human Rogue
7 points
10 HP
14 DEF
4 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)

ELF SCOUT
Unit, Alliance
Elf Archer
13 points
10 HP
12 DEF
2 ATK
10 DAM
Greater Ranged (This unit’s attacks have a range of 2.)
Stealth (This unit cannot be attacked or targeted by an ability by a unit in a different zone.)

HUMAN COMMANDO
Unit, Alliance
Human Ranger
17 points
40 HP
16 DEF
6 ATK
20 DAM
Ranged (This unit’s attacks have a range of 1.)
Combine Fire (Tap this unit to give an ally in the same zone +4 attack for a single attack.)
Speed +1 (This unit may move one extra zone in a single turn.)

Commander Effect:
Allied “Alliance Trooper”s gain Combine Fire.

ELF COMMANDO
Unit, Alliance
Elf Ranger
17 points
30 HP
18 DEF
5 ATK
10 DAM
Double Attack (This unit may make one extra attack instead of moving.)
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.)
Speed +1 (This unit may move one extra zone in a single turn.)

Commander Effect:
Allied “Alliance Trooper”s gain Stealth.

DWARF COMMANDO
Unit, Alliance
Dwarf Ranger
17 points
60 HP
18 DEF
7 ATK
20 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.)
Speed -1 (This unit can move one less zone in a single turn.)

Commander Effect:
Allied “Alliance Trooper”s gain Parry.

LORENZO MAYDON
Unit, Alliance
Human Rogue
35 points
90 HP
19 DEF
10 ATK
20 DAM
Unique
Ranged (This unit’s attacks have a range of 1.)
Evade (When hit by a ranged attack, this unit takes no damage, save 16.)
Speed +1 (This unit may move one extra zone in a single turn.)
Mobile Attack (Replaces turn, move this unit one zone, make an attack, then move this unit one more zone.)

Commander Effect:
Followers gain Evade.

LORENZO MAYDON, KNIGHT OF THE ALLIANCE
Unit, Alliance
Human Warrior
41 points
120 HP
20 DEF
12 ATK
20 DAM
Unique, counts as Lorenzo Maydon
Momentum (This unit gets +4 attack and +10 damage if it moved this turn.)
Dodge (When this unit is hit by an attack, it takes no damage, save 16.)

Commander Effect:
Followers gain Dodge.

GENERAL WILLIAM RENDAR
Unit, Alliance
Human Diplomat
16 points
40 HP
13 DEF
2 ATK
10 DAM
Unique
Ranged (This unit’s attacks have a range of 1.)

Commander Effect:
Allies may re-roll each failed attack once.

REBEL DRAGON RIDER
Unit, Alliance
Dragon Human Rogue
44 points
110 HP
20 DEF
12 ATK
30 DAM
Speed +1 (This unit may move one extra zone in a single turn.)
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)
Penetration (This unit’s attacks ignores Damage Reduction.)

Magic 3
Fireball (Magic 2, range 1, replaces attacks, 20 damage)

ORC GRUNT
Unit, Barbarian
Orc Warrior
7 points
10 HP
16 DEF
9 ATK
20 DAM

TROLL AXETHROWER
Unit, Barbarian
Troll Archer
9 points
20 HP
13 DEF
5 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)
Regeneration 10 (At the end of this unit’s turn, if it didn’t move, it heals 10 damage.)

OGRE WARRIOR
Unit, Barbarian
Ogre Warrior
10 points
20 HP
16 DEF
8 ATK
30 DAM

ELITE ORC WARRIOR
Unit, Barbarian
Orc Warrior
16 points
30 HP
18 DEF
11 ATK
20 DAM
Mighty Swing (If this character doesn’t move, it gets +4 attack and +10 damage on all attacks)

TROLL SHAMAN
Unit, Barbarian
Troll Cleric
15 points
20 HP
15 DEF
3 ATK
20 DAM
Regeneration 10 (At the end of this unit’s turn, if it didn’t move, it heals 10 damage.)

Magic 3
Sparks (Magic 1, range 1, replaces attacks, 10 damage)
Cure 10 (Magic 1, range 1, replaces attacks, heal self or ally by 10.)

OGRE BERZERKER
Unit, Barbarian
Ogre Warrior
30 points
60 HP
16 DEF
14 ATK
30 DAM
Double Attack (This unit may make one extra attack instead of moving.)
Speed +1 (This unit may move one extra zone in a single turn.)

SPIKED CATAPULT
Unit, Barbarian
Construct
24 points
20 HP
20 DEF
8 ATK
40 DAM
Recoil (A unit attacking this unit with a non-ranged attack takes 10 damage.)
Penetration (This unit’s attacks ignores Damage Reduction.)
Ranged (This unit’s attacks have a range of 1.)
Splash 10 (When this unit attacks, each unit in the same zone takes 10 damage, save 11.)
Careful Aim (This unit cannot move and attack in the same turn.)

DOOMFLY
Unit, Barbarian
Insect
42 points
110 HP
18 DEF
10 ATK
20 DAM
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Paralyze Poison (Replaces attacks, range 1, target is tapped and doesn’t count as an enemy in the zone when moving forward, save 11.)

TANK OF RAGNOS
Unit, Barbarian
Construct
50 points
100 HP
22 DEF
8 ATK
30 DAM
Charging Assault (This unit can move up to 2 zones and still attack.)
Recoil (A unit attacking this unit with a non-ranged attack takes 10 damage.)
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.)

THASTALOS, BARBARIAN OVERLORD
Unit, Barbarian
Ogre Warrior
55 points
140 HP
21 DEF
16 ATK
20 DAM
Unique
Triple Attack (This unit may make two extra attacks instead of moving.)
Mighty Swing (If this character doesn’t move, it gets +4 attack and +10 damage on all attacks)

Commander Effect:
Barbarian Followers gain an Extra Attack (This effect can stack. This unit may make one additional attack instead of moving.).

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.)

DARK KNIGHT
Unit, Underworld
Human Warrior
21 points
60 HP
17 DEF
9 ATK
20 DAM
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)
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.)

Magic 1

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.)

MANA HUNTER
Unit, Underworld
Dwarf Cleric
22 points
50 HP
17 DEF
9 ATK
20 DAM
Magic Hunter (+4 attack and +10 damage against enemies with a Magic rating.)

SHADOW NINJA
Unit, Underworld
Human Rogue
29 points
50 HP
21 DEF
11 ATK
20 DAM
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Greater Parry (When hit by a non-ranged attack, this unit takes no damage and makes an immediate attack against the attacker, save 16.)
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.)
Speed +1 (This unit may move one extra zone in a single turn.)

KRUUL, NINJA MASTER
Unit, Underworld
Human Rogue
44 points
60 HP
21 DEF
14 ATK
20 DAM
Unique
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Double Attack (This unit may make one extra attack instead of moving.)
Ninja Dodge (When this unit is hit by an attack, it takes no damage with a save of 11.)
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.)
Speed +1 (This unit may move one extra zone in a single turn.)

RAVEN, APPRENTICE OF ZEAL
Unit, Underworld
Elf Wizard
30 points
80 HP
17 DEF
9 ATK
10 DAM
Unique, counts as Raven the Destroyer (You may only control one of these units at a time.)
Dark Shield (When this unit takes damage, reduce the damage by 10 with a save of 11.)

Magic 1, Magic Renewal 1
Sparks (Magic 1, range 1, replaces attacks, 10 damage)
Dark Bomb (Magic 3, range 1, replaces attacks, 20 damage to every character in the zone.)

ZEAL, VOID KNIGHT
Unit, Underworld
Human Wizard Warrior
60 points
150 HP
19 DEF
13 ATK
20 DAM
Unique
Double Attack (This unit may make one extra attack instead of moving.)
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 4, Magic Renewal 1
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)

PEASANT
Unit, Neutral
Human
3 points
10 HP
8 DEF
0 ATK
10 DAM
Productive (Get +1 build during your build step)
High Population (You may have an unlimited amount of this card in your deck for deck-building purposes.)

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

BOW-FOR-HIRE
Unit, Neutral
Human Rogue Archer
10 points
10 HP
14 DEF
8 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)
Mercenary (This unit cannot move if there is an enemy it can attack.)

SHARPSHOOTER
Unit, Neutral
Human Archer
21 points
10 HP
14 DEF
9 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.)
Penetration (This unit’s attacks ignores Damage Reduction.)

BOUNTY HUNTER
Unit, Neutral
Human Rogue
16 points
40 HP
15 DEF
7 ATK
20 DAM
Bounty Hunter 4 (+4 attack against Unique enemies)
Mercenary (This unit cannot move if there is an enemy it can attack.)

ARIAN, BOUNTY HUNTER
Unit, Neutral
Human Rogue
22 points
70 HP
16 DEF
10 ATK
20 DAM
Unique
Bounty Hunter 4 (+4 attack against Unique enemies)
Ranged (This unit’s attacks have a range of 1.)
Accurate Shot (This unit gets +4 attack if it doesn’t move this turn.)

RAGNOS BEAST
Unit, Neutral
Beast
19 points
90 HP
12 DEF
6 ATK
30 DAM
Savage (This unit must end its turn in a zone containing an enemy, if able.)
Speed +1 (This unit may move one extra zone in a single turn.)

ZEAL, RENEGADE KNIGHT
Unit, Neutral
Human Warrior
31 points
60 HP
18 DEF
11 ATK
10 DAM
Unique, counts as Zeal, Void Knight
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.)

Magic 0, Magic Renewal 1
Unleash the Darkness (Magic 6, replaces attacks, defeat all units in the current zone (including this unit), with a save of 6.)

BLUE DRAGON
Unit, Neutral
Dragon
76 points
140 HP
20 DEF
11 ATK
30 DAM
Speed +1 (This unit may move one extra zone in a single turn.)
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)
Heal 20 (Replaces attacks, heal self or ally by 20.)

Magic 4
Blizzard (Magic 2, range 1, replaces attacks, 10 damage and target is tapped, save 11.)

RED DRAGON
Unit, Neutral
Dragon
76 points
110 HP
19 DEF
16 ATK
30 DAM
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.)
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)

Magic 3
Fireball (Magic 2, range 1, replaces attacks, 20 damage)

YELLOW DRAGON
Unit, Neutral
Dragon
76 points
100 HP
19 DEF
15 ATK
30 DAM
Quick Reactions (When this unit is hit by an attack, it may make one immediate attack against the attacker.)
Speed +2 (This unit may move two extra zones in a single turn.)
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)

Magic 2
Chain Lightning (Magic 2, range 0, replaces attacks, 10 damage to all other units in the zone.)

GREEN DRAGON
Unit, Neutral
Dragon
76 points
150 HP
21 DEF
10 ATK
30 DAM
Intercept (When an ally in a range of 1 is targeted by an attack or ability, you may change the target to this unit.)
Speed +1 (This unit may move one extra zone in a single turn.)
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)

Magic 2
Treasure Horde (Magic 2, gain 5 build points.)

WHITE DRAGON
Unit, Neutral
Dragon
101 points
160 HP
22 DEF
14 ATK
30 DAM
Intercept (When an ally in a range of 1 is targeted by an attack or ability, you may change the target to this unit.)
Regeneration 10 (At the end of this unit’s turn, if it didn’t move, it heals 10 damage.)
Speed +1 (This unit may move one extra zone in a single turn.)
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)
Damage Reduction 10 (When this unit takes damage, reduce that damage by 10.)

Magic 2, Magic Renewal 1
Cure 20 (Magic 1, range 1, replaces attacks, heal self or ally by 20.)
Treasure Horde (Magic 2, gain 5 build points.)

BLACK DRAGON
Unit, Neutral
Dragon
101 points
150 HP
21 DEF
16 ATK
30 DAM
Double Attack (This unit may make one extra attack instead of moving.)
Magic Immunity (This unit is not affected by the effects of magical abilities.)
Speed +1 (This unit may move one extra zone in a single turn.)
Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.)
Penetration (This unit’s attacks ignores Damage Reduction.)

Magic 5
Fireball (Magic 2, range 1, replaces attacks, 20 damage)

BATTLE / LOCATION CARDS / EQUIPMENT

MARCH THE TROOPS
Battle, Kingdom
5 points
You may move each of your units to one adjacent zone (You can move forward even if the current zone is occupied by an enemy in this way).

BLOCKADE
Battle, Kingdom
8 points
Units may not move in or out of target zone this round.

MEDITATION
Battle, Mage Guild
5 points
You may tap each of your Mage Guild units with a Magic rating to give them +2 Magic.

MANA BOMB
Battle, Mage Guild
8 points
Deal 30 damage to target enemy unit in any zone within range 1 of a Wizard.

TOME OF KNOWLEDGE
Battle, Mage Guild
7 points
Draw 2 cards from your deck.

ADVANTAGEOUS COVER
Battle, Alliance
5 points
All of your units in target zone gain Stealth (This unit cannot be attacked or targeted by an ability by a unit in a different zone.) until the end of the round.

RENDAR’S GAMBIT
Battle, Alliance
3 points
Flip a coin. If heads, Look at the top 5 cards of your opponent’s deck and re-order them in any order you choose. If tails, your opponent looks at the top 3 cards of your deck and re-orders them in any order they choose.

DEPLOY THE SPIES
Battle, Alliance
3 points
Look at your opponent’s hand.

BERZERKING
Battle, Barbarian
4 points
Target controlled unit gains +4 attack and +10 damage until the end of the round.

RECRUITMENT CENTER
Battle, Barbarian
16 points
Search your deck for one non-Unique unit and add it to your hand.

POWERFUL BLOW
Battle, Barbarian
9 points
All of your units gets +4 attack and gains Penetration (This unit’s attacks ignores Damage Reduction.) until the end of the round.

NECROMANCY
Battle, Underworld
5 points
Play this card only when an enemy unit is defeated. Search your deck for 1 “Skeleton” and put it in the same zone as the defeated enemy.

DECAY AND REJUVINATION
Battle, Underworld
11 points
Your opponent’s capital takes 10 damage. Your capital heals 10 damage.

COUNTERSPELL
Battle, Underworld / Mage Guild
15 points
Counter target card (Countered cards are never considered played. Costs for that card are still payed. Place a card in its owner's graveyard after countered).

DRAGON CALL
Battle, Neutral
22 points
Search your deck for one unit with “Dragon” in its name and add it to your hand.

PIERCING SHOT
Battle, Neutral
12 points
All of your units gain Penetration (This unit’s attacks ignores Damage Reduction.) until the end of the round.

FORTRESS
Location, Kingdom
10 points
Enemies attempting to move into this location get -1 speed. Kingdom units at this Location get +2 defense.

PEASANT VILLAGE
Location, Kingdom
17 points
At the end of your build step, you can search your deck for one “Peasant” and put it into play on this Location.

GRANDMAGICIAN HEADQUARTERS
Location, Mage Guild
11 points
Mage Guild units with a Magic Rating at this location gain Magic Renewal 1.

AREA OF REGENERATION
Location, Mage Guild / Underworld
9 points
Units at this location gain Regeneration 10 (At the end of this unit’s turn, if it didn’t move, it heals 10 damage.).

HIDDEN BASE
Location, Alliance
9 points
Allied Alliance units at this location gain Stealth (This unit cannot be attacked or targeted by an ability by a unit in a different zone.).

LARANOSK WOODS
Location, Alliance
5 points
Allied units with “Elf” in their name at this location gain Productive (Get +1 build during your build step).

STRONGHOLD
Location, Barbarian
5 points
All units in this location get +4 attack.

DEADLANDS
Location, Underworld
12 points
All non-Underworld units who end their turn at this location take 10 damage.

BARRACKS
Location, Neutral
15 points
You may deploy units at this location's zone in addition to your home zone.

SWAMPS OF KIRAN
Location, Neutral
9 points
Units attempting to move into this location get -1 speed.

IMPERIAL BLADE
Equipment, Kingdom
3 points
This equipment can only be equipped to a Kingdom unit. The equipped unit gains +4 attack.

COMMANDER MEDALLIAN
Equipment, Kingdom
13 points
This equipment can only be equipped to a unit with a Commander Effect. The equipped unit’s Commander Effect now has unlimited range.

TELEPORTATION RELIC
Equipment, Mage Guild
25 points
This equipment can only be equipped to units with a Magic Rating. The equipped unit gains Teleportation (Magic 2, replaces movement, this unit may move into any zone).

IMRPOVED FIREARM
Equipment, Alliance
9 points
This equipment can only be equipped to units with Ranged or Greater Ranged. The equipped unit gets +2 attack and an Extra attack. If the unit had Ranged, it now has Greater Ranged (This unit’s attacks have a range of 2.).

AXE OF DESPAIR
Equipment, Barbarian
6 points
The equipped unit gets +10 damage.

SPIKED ARMOR
Equipment, Barbarian
5 points
The equipped unit gains Recoil (A unit attacking this unit with a non-ranged attack takes 10 damage).

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.).

SHORT SWORD
Equipment, Neutral
7 points
The equipped creature gets +2 attack.

BATTLE SUIT
Equipment, Neutral
10 points
The equipped unit gets +2 attack and +2 defense.

STUN GUN
Equipment, Neutral
11 points
This equipment can only be equipped to units with Bounty Hunter. The equipped unit gains Stun (When this unit hits a non-activated enemy, it is tapped with a save of 11.).

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