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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.

Sunday, February 13, 2011

Factions TCG Expansion: Dimensional Invasion

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

A few days ago, I revealed a TCG project I was working on for awhile, and hinted there also existed a few expansion sets for it. This is the first Factions expansion, titled Dimensional Invasion. Why? Because the theme of this set is that a new Faction has entered the world of Tactia - the Subspace. No one knows where they came from, or who they are, but they seem determined to conquer everything in sight! Dimensional Invasion adds new cards, strategies, and concepts to the base set for a larger card base.

Information on the new faction:

Subspace: Invaders from another dimension, the Subspace Legion threatens to conquer the known world using its foreign technology and different fighting style. Faction Bonus: Starts the game with 1 extra card and 5 extra build points.

DIMENSIONAL INVASION LIST
10 very rares, 20 rares, 30 uncommons, 50 commons
  1. Dimensional Invader (C)
  2. Dimensional Captain (C)
  3. Horror (C)
  4. Subspace Collaborator (C)
  5. Invasion Blademaster (UC)
  6. Greater Horror (UC)
  7. Arian, Subspace Collaborator (R)
  8. Negativity Elemental (UC)
  9. Subspace Phazer (C)
  10. Emperor Luminous (VR)
  11. Tra’Ghul (VR)
  12. Squire (C)
  13. Royal Footman (C)
  14. Royal Guard (UC)
  15. Knight (UC)
  16. Task Force Soldier (C)
  17. Kramza, Task Force Leader (R)
  18. Gremlin (C)
  19. Master Gremlin (UC)
  20. Diciple of Lucien (C)
  21. Beholder (UC)
  22. Gifted Apprentice (C)
  23. Living Fireball (R)
  24. Master Lucien Fehl (VR)
  25. Alliance Trooper (C)
  26. Phaze Trooper (UC)
  27. Tactical Officer (R)
  28. Dwarf Miner (C)
  29. Dwarf Warrior (UC)
  30. Elf Medic (UC)
  31. Laura Knightsbane (VR)
  32. Goblin Slave (C)
  33. Troll Scout (C)
  34. Troll Axethrower (C)
  35. Warmonger Grunt (C)
  36. Troll Shaman (C)
  37. Troll Berzerker (UC)
  38. Warmonger Commando (UC)
  39. Troll Warlord (R)
  40. Warmaster Bloodscream (VR)
  41. Demon Spawn (C)
  42. Shadow Knight (UC)
  43. Demon Spellcaster (C)
  44. Demon Axewielder (C)
  45. Demon Archer (C)
  46. Demon Juggernaught (R)
  47. Demaska, Demon Overlord (VR)
  48. Goblin Fringer (C)
  49. Goblin Captain (C)
  50. Merciless Raider (UC)
  51. Life Force (UC)
  52. Life Blood (R)
  53. Goblin War Machine (C)
  54. Goblin Flying Machine (R)
  55. Support Soldier (C)
  56. Wayward Monk (R)
  57. Messenger (R)
  58. Mercenary Commander (C)
  59. Young Hero (C)
  60. Skylee, Bounty Hunter (R)
  61. Subspace Mercenary (C)
  62. Tiranny, Mercenary (VR)
  63. Corrupted Hero (UC)
  64. Veteran Hero (UC)
  65. Arian, Redeemed Scoundrel (VR)
  66. Invasion Planning (UC)
  67. Dimensional Invasion (R)
  68. Dimensional Cannon (C)
  69. Promotion (R)
  70. Remove the Disruption (R)
  71. Lucien’s Teachings (UC)
  72. Subspacial Charges (C)
  73. Quick Dodge (R)
  74. Hasty Bloodlusting (UC)
  75. Greater Block (R)
  76. Number of the Devil (UC)
  77. Demonic Power (C)
  78. Block (UC)
  79. First Aid (UC)
  80. Hasty Building
  81. Subspace (R)
  82. Subspacial Port (C)
  83. Task Force HQ (C)
  84. Heavy Weapons Center (UC)
  85. Holy Grounds (R)
  86. Dwarf Mines (UC)
  87. Battlefield of Targ (R)
  88. Isle of the Damned (UC)
  89. Goblin Fort (C)
  90. Bounty Guild (VR)
  91. Subspace Gun (UC)
  92. Subspace Sword (UC)
  93. Subspace Armor
  94. Crown of the King (VR)
  95. Staff of Relar Var (R)
  96. Dwarvern Axe (UC)
  97. Iron Fists (C)
  98. Corrupted Staff (UC)
  99. Goblin Stick (C)
  100. Reliable Armor (C)

DIMENSIONAL INVADER
Unit, Subspace
Horror
7 points
10 HP
15 DEF
4 ATK
10 DAM
Swarm (This unit gets +1 attack and defense for each ally in the same zone with the same name as this unit.)
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)

DIMENSIONAL CAPTAIN
Unit, Subspace
Horror
10 points
20 HP
16 DEF
4 ATK
10 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)

Commander Effect:
Allied Horrors gain Double Attack (This unit may make one extra attack instead of moving.).

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.)

SUBSPACE COLLABORATOR
Unit, Subspace
Human Rogue
11 points
40 HP
13 DEF
5 ATK
10 DAM
Outwit (Replaces turn, target ability of target unit is negated until this unit’s next turn.)

INVASION BLADEMASTER
Unit, Subspace
Horror Warrior
18 points
40 HP
17 DEF
7 ATK
20 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Sweep (Replaces attacks, attack each enemy in the same zone once.)

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.)

ARIAN, SUBSPACE COLLABORATOR
Unit, Subspace
Human Rogue
25 points
80 HP
18 DEF
11 ATK
20 DAM
Unique, counts as Arian, Bounty Hunter
Ranged (This unit’s attacks have a range of 1.)
Accurate Shot (This unit gets +4 attack if it doesn’t move this turn.)
Outwit (Replaces turn, target ability of target unit is negated until this unit’s next turn.)

NEGATIVITY ELEMENTAL
Unit, Subspace/Underworld/Mage Guild
Elemental
25 points
60 HP
17 DEF
9 ATK
20 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Dark Shield (When this unit takes damage, reduce the damage by 10 with a save of 11.)

Magic 2
Dark Jab (Magic 2, range 1, 30 damage, save 11.)

SUBSPACE PHAZER
Unit, Subspace
Horror
27 points
60 HP
20 DEF
8 ATK
20 DAM
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Evade (When hit by a ranged attack, this unit takes no damage, save 16.)
Sturdy (This unit is immune to critical hits.)

EMPEROR LUMINOUS
Unit, Subspace
Horror Diplomat
41 points
90 HP
21 DEF
8 ATK
30 DAM
Unique
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 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.)
Sturdy (This unit is immune to critical hits.)
Speed +1 (This unit may move one extra zone in a single turn.)

Magic 2
Invasion Planning (Magic 1, replaces turn, Draw 1 card from your deck and gain 3 build points.)

Commander Effect:
Allies gain Study (Replaces turn, Draw 1 card from your deck.).

TRA’GHUL
Unit, Subspace
Dragon Horror
42 points
110 HP
20 DEF
12 ATK
20 DAM
Unique
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Sweep (Replaces attacks, attack each enemy in the same zone once.)

Commander Effect:
Followers with Dimensional Variance gain Twin Attack.

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.)

ROYAL FOOTMAN
Unit, Kingdom
Human Warrior
8 points
20 HP
17 DEF
10 ATK
10 DAM
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)

ROYAL GUARD
Unit, Kingdom
Human Warrior
8 points
30 HP
14 DEF
5 ATK
10 DAM
Bodyguard (If an ally in the same zone as this unit takes damage, this unit may take that damage instead.)
Subspace Hunter (+4 attack and +10 damage against Subspace enemies.)
Opportunist (+4 attack and +10 damage against enemies who have already activated this round.)

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.)

TASK FORCE SOLDIER
Unit, Kingdom
Human Warrior
15 points
60 HP
16 ATK
6 ATK
10 DAM
Subspace Hunter (+4 attack and +10 damage against Subspace enemies.)
Preemptive Strike (+4 attack and +10 damage against enemies who have not activated this round.)

KRAMZA, TASK FORCE LEADER
Unit, Kingdom
Human Warrior
24 points
70 HP
17 DEF
8 ATK
20 DAM
Unique
Subspace Hunter (+4 attack and +10 damage against Subspace enemies.)
Preemptive Strike (+4 attack and +10 damage against enemies who have not activated this round.)

Commander Effect:
Allies gain Subspace Hunter.

GREMLIN
Unit, Mage Guild
Creature
4 points
10 HP
12 DEF
2 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)

MASTER GREMLIN
Unit, Mage Guild
Creature
7 points
20 HP
14 DEF
4 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)

Magic 1

DICIPLE OF LUCIEN
Unit, Mage Guild
Human Cleric Archer
11 points
10 HP
13 DEF
1 ATK
10 DAM
Study (Replaces turn, Draw 1 card from your deck.)

Magic 2
Magic Arrow (Magic 1, range 2, replaces attacks, 10 damage)

BEHOLDER
Unit, Mage Guild
Creature
14 points
20 HP
16 DEF
5 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)
Detect (Enemies within a range of 1 of this unit with Stealth or Greater Stealth lose Stealth or Greater Stealth.)

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

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.)

LIVING FIREBALL
Unit, Mage Guild
Elemental
24 points
20 HP
15 DEF
12 ATK
30 DAM
Explosive 40 (When this unit is defeated, deal 40 damage to all units in the same zone.)

MASTER LUCIEN FEHL
Unit, Mage Guild
Human Wizard Archer
59 points
100 HP
19 DEF
9 ATK
10 DAM
Unique
Mana Shield (When this unit takes damage from a Magic ability, take no damage with a save of 11.)
Study (Replaces turn, Draw 1 card from your deck.)
Outwit (Replaces turn, target ability of target unit is negated until this unit’s next turn.)

Magic 4, Magic Renewal 1
Master Magician 2 (This unit may use magic twice in a single turn.)
Magic Arrow (Magic 1, range 2, replaces attacks, 10 damage)
Explosion (Magic 3, range 1, replaces attacks, 30 damage)
Fire Storm (Magic 4, range 1, replaces attacks, 30 damage too all units in the zone.)
Teleportation (Magic 2, replaces movement, this unit may move into any zone.)
Sense Enemy (Magic 2, range 1, All enemies with Stealth or Greater Stealth lose Stealth or Greater Stealth until the end of the round.)

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.)

PHAZE TROOPER
Unit, Alliance
Human Ranger
10 points
10 HP
14 DEF
6 ATK
10 DAM
Alliance Trooper (This unit’s name counts as “Alliance Trooper”.)
Ranged (This unit’s attacks have a range of 1.)
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Dimensional Scrambler (When this unit defeats an enemy with Dimensional Variance, negate that enemy’s Dimensional Variance.)

TACTICAL OFFICER
Unit, Alliance
Human Diplomat
10 points
10 HP
12 DEF
0 ATK
10 DAM
Commander Effect:
Rogue allies gain Opportunist (+4 attack and +10 damage against enemies who have already activated this round.).

DWARF MINER
Unit, Alliance
Dwarf
11 points
30 HP
15 DEF
6 ATK
20 DAM
Productive (Get +1 build during your build step)
Speed -1 (This unit can move one less zone in a single turn.)

DWARF WARRIOR
Unit, Alliance
Dwarf Warrior
20 points
70 HP
19 DEF
10 ATK
30 DAM
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)
Mighty Swing (If this character doesn’t move, it gets +4 attack and +10 damage on all attacks)
Speed -1 (This unit can move one less zone in a single turn.)

ELF MEDIC
Unit, Alliance
Elf Cleric
21 points
30 HP
16 DEF
4 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)
Evade (When hit by a ranged attack, this unit takes no damage, save 16.)
Throw Potion 10 (Replaces attacks, range 1, heal ally by 10.)

Magic 0, Magic Regeneration 1
Cure 20 (Magic 1, range 1, replaces attacks, heal self or ally by 20.)

LAURA KNIGHTSBANE
Unit, Alliance
Human Warrior
52 points
150 HP
21 DEF
12 ATK
20 DAM
Unique
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.)
Shockwave (Replaces attacks, All other units in the same zone are activated this round, save 11.)

GOBLIN SLAVE
Unit, Barbarian
Goblin
3 points
10 HP
9 DEF
0 ATK
10 DAM
Productive (Get +1 build during your build step)

TROLL SCOUT
Unit, Barbarian
Troll Rogue
6 points
30 HP
13 DEF
2 ATK
10 DAM
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.)
Regeneration 10 (At the end of this unit’s turn, if it didn’t move, it heals 10 damage.)

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.)

WARMONGER GRUNT
Unit, Barbarian
Orc Warrior
12 points
30 HP
16 DEF
8 ATK
20 DAM
Careful Aim (This unit cannot move and attack in the same turn.)

Magic 1
Bloodlust (Magic 1, range 1, replaces attacks, This unit or target ally gets +2 attack on its next attack. This effect can stack.)

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.)

TROLL BERZERKER
Unit, Barbarian
Troll Warrior
18 points
40 HP
17 DEF
7 ATK
10 DAM
Ranged (This unit’s attacks have a range of 1.)
Twin Attack (When this unit makes an attack, it may make one additional attack against the same target.)
Regeneration 10 (At the end of this unit’s turn, if it didn’t move, it heals 10 damage.)

WARMONGER COMMANDO
Unit, Barbarian
Orc Ranger
20 points
50 HP
18 DEF
10 ATK
20 DAM
Disruptive (Negate all enemy commander effects within a range of 1.)

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.)

TROLL WARLORD
Unit, Barbarian
Troll Wizard
23 points
60 HP
16 DEF
10 ATK
20 DAM
Regeneration 20 (At the end of this unit’s turn, if it didn’t move, it heals 20 damage.)

Magic 1

Commander Effect:
All allied Trolls get Regeneration +10.

WARMASTER BLOODSCREAM
Unit, Barbarian
Orc Warrior
51 points
110 HP
20 DEF
14 ATK
30 DAM
Unique
Double Attack (This unit may make one extra attack instead of moving.)
Mighty Swing (If this character doesn’t move, it gets +4 attack and +10 damage on all attacks)
Stun (When this unit hits a non-activated enemy, it is activated with a save of 11.)

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 followers gain Mighty Swing. Orc followers get +10 damage.

DEMON SPAWN
Unit, Underworld
Demon
6 points
10 HP
14 DEF
9 ATK
10 DAM
Magic 1

SHADOW KNIGHT
Unit, Underworld
Human Warrior
17 points
40 HP
16 DEF
8 ATK
20 DAM
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)
Stealth (This unit cannot be attacked or targeted by an ability by a unit in a different zone.)

Magic 1

DEMON SPELLCASTER
Unit, Underworld
Demon Wizard
19 points
50 HP
15 DEF
8 ATK
10 DAM
Magic 3
Eternal Darkness (Magic 2, Your opponent cannot draw cards except the one at the beginning of their turn. When this unit is defeated, this effect is negated.)
Bloodlust (Magic 1, range 1, replaces attacks, This unit or target ally gets +2 attack on its next attack. This effect can stack.)
Dark Bomb (Magic 3, range 1, replaces attacks, 20 damage to every character in the zone.)

DEMON AXEWIELDER
Unit, Underworld
Demon Warrior
20 points
80 HP
16 DEF
10 ATK
30 DAM
Magic 1
Bloodlust (Magic 1, range 1, replaces attacks, This unit or target ally gets +2 attack on its next attack. This effect can stack.)

DEMON ARCHER
Unit, Underworld
Demon Archer
20 points
60 HP
15 DEF
9 ATK
20 DAM
Ranged (This unit’s attacks have a range of 1.)
Magic 1

DEMON JUGGERNAUGHT
Unit, Underworld
Demon
28 points
90 HP
19 DEF
13 ATK
20 DAM
Momentum (This unit gets +4 attack and +10 damage if it moved this turn.)

Magic 3
Bloodlust (Magic 1, range 1, replaces attacks, This unit or target ally gets +2 attack on its next attack. This effect can stack.)

DEMASKA, DEMON OVERLORD
Unit, Underworld
Demon Wizard
42 points
90 HP
19 DEF
13 ATK
20 DAM
Unique
666 (Replaces turn, roll three 20-sided dice. If there is one 6, your opponent’s city takes 10 damage. If there are two 6s, your opponent’s city takes 30 damage. If there are three 6s, you win the game.)
Demon Channeling (You may deploy units with “Demon” in their name in the same zone that this character is instead of your city zone.)

Magic 3
Eternal Darkness (Magic 2, Your opponent cannot draw cards except the one at the beginning of their turn. When this unit is defeated, this effect is negated.)
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:
Allied Demons get +2 attack and defense. Tap allied Demon to give Demaska, Demon Overlord +2 attack until the end of turn.

GOBLIN FRINGER
Unit, Neutral
Goblin Rogue
3 points
10 HP
10 DEF
0 ATK
10 DAM

GOBLIN CAPTAIN
Unit, Neutral
Goblin Diplomat
8 points
10 HP
11 DEF
2 ATK
10 DAM
Self Destruct 20 (Replaces attacks, Defeat this unit to deal 20 damage to every other unit in the same zone.)

Commander Effect:
Allied Goblins and Constructs get Self Destruct 10 (Replaces attacks, Defeat this unit to deal 10 damage to every other unit in the same zone.)

MERCILESS RAIDER
Unit, Neutral
Orc Rogue
9 points
20 HP
12 DEF
2 ATK
10 DAM
Speed +1 (This unit may move one extra zone in a single turn.)
Momentum (This unit gets +4 attack and +10 damage if it moved this turn.)

LIFE FORCE
Unit, Neutral
Elemental
10 points
10 HP
10 DEF
0 ATK
10 DAM
Life Force (If this unit is in a Kingdom deck, it gains Double Attack (This unit may make one extra attack instead of moving.) and Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.). If this unit is in a Mage Guild deck, it gains Magic 2 and Sparks (Magic 1, range 1, replaces attacks, 10 damage). If this unit is in an Alliance deck, it gains Ranged (This unit’s attacks have a range of 1.) and Stealth (This unit cannot be attacked or targeted by an ability by a unit in a different zone.). If this unit is in a Barbarian deck, it gains +4 attack, +10 damage and Mighty Swing (If this character doesn’t move, it gets +4 attack and +10 damage on all attacks). If this unit is in an Underworld deck, it gains Revival (When this unit is defeated, bring it back to life at 10 HP with a save of 11.) and 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.). If this unit is in a Subspace deck, it gains Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.). If this unit is in a Neutral deck, it gains +20 HP, +4 DEF, +4 ATK and +10 DAM.)

LIFE BLOOD
Unit, Neutral
Elemental
10 points
10 HP
10 DEF
0 ATK
0 DAM
Commander Effect:
Allies with the ability “Life Force” can choose what faction the deck is for the purposes of “Life Force” at the beginning of that unit’s activation.

GOBLIN WAR MACHINE
Unit, Neutral
Goblin Construct
11 points
30 HP
16 DEF
2 ATK
20 DAM
Fragile (When this unit takes damage, it takes an additional 10 damage.)
Charging Assault (This unit can move up to 2 zones and still attack.)
Penetration (This unit’s attacks ignores Damage Reduction.)
Explosive 10 (When this unit is defeated, deal 10 damage to all units in the same zone.)

GOBLIN FLYING MACHINE
Unit, Neutral
Goblin Construct
11 points
30 HP
17 DEF
0 ATK
10 DAM
Fragile (When this unit takes damage, it takes an additional 10 damage.)
Occasional Flight (At the beginning of this unit’s turn, roll a save of 11. If the save succeeds, this unit gains Flying (This unit can move forward even if the current zone is occupied by an enemy. Flying enemies negate this ability.) until the end of the round. If the save fails, this unit gains Immobile (This unit cannot move.) until the end of the round.)
Anti-Air Turret (Replaces attacks, range 1, Make an attack at +8 attack and 30 damage against a Flying enemy.)

SUPPORT SOLDIER
Unit, Neutral
Human Archer
12 points
20 HP
14 DEF
1 ATK
10 DAM
Combine Fire (Activate this unit to give an ally in the same zone +4 attack for a single attack.)
Ranged (This unit’s attacks have a range of 1.)

WAYWARD MONK
Unit, Neutral
Human Cleric
16 points
40 HP
18 DEF
10 ATK
10 DAM
Parry (When hit by a non-ranged attack, this unit takes no damage, save 16.)
Iron Fists (When this unit hits an enemy unit with an attack, that unit takes 10 more damage with a save of 11.)

MESSENGER
Unit, Neutral
Human Diplomat
17 points
20 HP
14 DEF
0 ATK
10 DAM
Relay Orders (Allied Commander Effects normally restricted to a range of 1 can also affect units within a range of 1 of this unit.)

MERCENARY COMMANDER
Unit, Neutral
Human Rogue Diplomat
19 points
30 HP
16 DEF
5 ATK
10 DAM
Charging Assault (This unit can move up to 2 zones and still attack.)
Momentum (This unit gets +4 attack and +10 damage if it moved this turn.)
Ranged (This unit’s attacks have a range of 1.)

Commander Effect:
Allies with Mercenary negate the effect of Mercenary and gain Charging Assault.

YOUNG HERO
Unit, Neutral
Human
20 points
50 HP
16 DEF
8 ATK
20 DAM
Opportunist (+4 attack and +10 damage against enemies who have already activated this round.)
Disruptive (Negate all enemy commander effects within a range of 1.)

SKYLEE, BOUNTY HUNTER
Unit, Neutral
Elf Rogue
20 points
60 HP
15 DEF
6 ATK
20 DAM
Unique
Bounty Hunter 2 (+2 attack against Unique enemies)
Subspace Hunter (+4 attack and +10 damage against Subspace enemies.)
Synergy with Arian (This unit gets +4 attack and defense when there is an ally with “Arian” in its name in the same zone.)
Ranged (This unit’s attacks have a range of 1.)

SUBSPACE MERCENARY
Unit, Neutral
Horror
22 points
60 HP
16 DEF
9 ATK
10 DAM
Double Attack (This unit may make two extra attacks instead of moving.)
Mercenary (This unit cannot move if there is an enemy it can attack.)
Dimensional Variance (When this unit is defeated, you may return it to your hand with a save of 16.)
Preemptive Strike (+4 attack and +10 damage against enemies who have not activated this round.)

TIRANNY, MERCENARY
Unit, Neutral
Human Rogue
31 points
90 HP
19 DEF
8 ATK
20 DAM
Unique, counts as Sir Knight Tiranny (You may only control one of these units at a time.)
Double Attack (This unit may make two extra attacks instead of moving.)
Mercenary (This unit cannot move if there is an enemy it can attack.)
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.)
Disruptive (Negate all enemy commander effects within a range of 1.)
Loner (This unit gets +4 attack when there are no allies in the same zone.)

CORRUPTED HERO
Unit, Neutral
Human Warrior
35 points
70 HP
17 DEF
12 ATK
20 DAM
Double Attack (This unit may make two extra attacks instead of moving.)
Preemptive Strike (+4 attack and +10 damage against enemies who have not activated this round.)
Loner (This unit gets +4 attack when there are no allies in the same zone.)

VETERAN HERO
Unit, Neutral
Human Warrior
35 points
80 HP
18 DEF
10 ATK
20 DAM
Double Attack (This unit may make two extra attacks instead of moving.)
Opportunist (+4 attack and +10 damage against enemies who have already activated this round.)
Disruptive (Negate all enemy commander effects within a range of 1.)

ARIAN, REDEEMED SCOUNDREL
Unit, Neutral
Human Rogue
49 points
90 HP
18 DEF
10 ATK
20 DAM
Unique, counts as Arian, Bounty Hunter
Double Attack (This unit may make two extra attacks instead of moving.)
Bounty Hunter 4 (+4 attack against Unique enemies)
Subspace Hunter (+4 attack and +10 damage against Subspace enemies.)
Preemptive Strike (+4 attack and +10 damage against enemies who have not activated this round.)
Accurate Shot (This unit gets +4 attack if it doesn’t move this turn.)
Ranged (This unit’s attacks have a range of 1.)

INVASION PLANNING
Battle, Subspace
9 points
Draw 3 cards from your deck.

DIMENSIONAL INVASION
Battle, Subspace
50 points
Look at the top 5 cards of your deck, and then recruit any units with Dimensional Variance from them. The rest of the cards are discarded.

DIMENSIONAL CANNON
Battle, Subspace
1 point
Deal 10 damage to target unit without Dimensional Variance.

PROMOTION
Battle, Kingdom
10 points
Target allied commander gains the Commander Effect: “All followers gain +2 attack and +2 defense.”

REMOVE THE DISRUPTION
Battle, Kingdom
16 points
Defeat target enemy with Disruptive that is within a range of 1 of an allied commander.

LUCIEN’S TEACHINGS
Battle, Mage Guild
6 points
All allies gain Study (Replaces turn, Draw 1 card from your deck.) until the end of the round.

SUBSPACIAL CHARGES
Battle, Alliance
4 points
Deal 40 damage to target unit with Dimensional Variance. If that unit is defeated, negate its Dimensional Variance.

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

HASTY BLOODLUSTING
Battle, Barbarian
3 points
Bloodlust on units you control no longer replaces attacks until the end of the round.

GREATER BLOCK
Battle, Barbarian
6 points
Play this card only when one of your units takes damage. Reduce that damage by 20.

NUMBER OF THE DEVIL
Battle, Underworld
13 points
Play this card only when a dice is rolled. Change the result to 6. You can only play one of these cards per turn.

DEMONIC POWER
Battle, Underworld
28 points
Deal 10 damage to the opponent’s city for each Demon unit you control.

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.

HASTY BUILDING
Battle, Neutral
1 point
Discard two cards from your hand. Then, gain 10 build points.

SUBSPACE
Location, Subspace
20 points
Units at this location with Dimensional Variance lose Dimensional Variance and instead gain +4 attack, +4 defense, and Subspace Repulse (Replaces attacks, deal 20 damage to each enemy unit within a range of 1.)

SUBSPACIAL PORT
Location, Subspace
3 points
Allied units at this location without Dimensional Variance gain Dimensional Variance.

TASK FORCE HQ
Location, Kingdom
6 points
Allied units at this location gain Subspace Hunter (+4 attack and +10 damage against Subspace enemies.).

HEAVY WEAPONS CENTER
Location, Kingdom
10 points
This location is controlled by and may be destroyed by the controlling player at this location’s zone. This location is not considered controlled if this location’s zone is currently in contention. At the end of the round, the controller of this location can deal 40 damage to a city or 10 damage to a unit within a range of 1.

HOLY GROUNDS
Location, Mage Guild
9 points
Units at this location gain Recovery 20 (Magic 1, replaces attacks, Heal this unit by 20.).

DWARF MINES
Location, Alliance
7 points
All Dwarf units at this location get +2 attack and +2 defense. The controlling player at this location’s zone gains 3 extra build points during their build step.

BATTLEFIELD OF TARG
Location, Barbarian
10 points
All allied units at this location get +6 attack.

ISLE OF THE DAMNED
Location, Underworld
9 points
At the end of the round, this location can attack one unit at this location at +8 attack and 20 damage.

GOBLIN FORT
Location, Neutral
4 points
All Goblin units at this location do not damage allies with the effects of Self-Destruct and Explosive.

BOUNTY GUILD
Location, Neutral
11 points
All units with Mercenary or Bounty Hunter gain Bounty (When this unit defeats a Unique enemy, draw 2 cards from your deck and gain 5 build points.) permanently when they enter this location.

SUBSPACE GUN
Equipment, Subspace
6 points
This equipment can only be equipped by units with Dimensional Variance. The equipped unit gains Ranged (This unit’s attacks have a range of 1.).

SUBSPACE SWORD
Equipment, Subspace
6 points
This equipment can only be equipped by units with Dimensional Variance. The equipped unit gets +4 attack and +10 damage when attacking a unit in the same zone.

SUBSPACE ARMOR
Equipment, Subspace
5 points
The equipment can only be equipped by units with Dimensional Variance. The equipped unit’s Dimensional Variance only requires a save of 11 instead of 16.

CROWN OF THE KING
Equipment, Kingdom
12 points
You may deploy units in the same zone as the equipped character instead of your city zone.

STAFF OF RELAR VAR
Equipment, Mage Guild
7 points
This equipment can only be equipped by units with a Magic rating. This unit may re-roll attacks and saves for Magic 0. Re-rolling attacks and saves still counts as spending Magic points.

DWARVERN AXE
Equipment, Alliance
6 points
This equipment can only be equipped by Dwarf units. The equipped unit gets +4 attack and +10 damage.

IRON FISTS
Equipment, Barbarian
3 points
The equipped unit gains Iron Fists (When this unit hits an enemy unit with an attack, that unit takes 10 more damage with a save of 11.).

CORRUPTED STAFF
Equipment, Underworld
14 points
This equipment can be equipped to enemy units in the same zone as an ally. This equipped cannot be un-equipped. At the beginning of the equipped unit’s turn, the equipped unit takes 10 damage.

GOBLIN STICK
Equipment, Neutral
1 point
This equipment can only be equipped by Goblin units. The equipped unit gets +1 attack.

RELIABLE ARMOR
Equipment, Neutral
6 points
The equipped unit gains Sturdy (This unit is immune to critical hits.).