ARCANE ARMIES
INTRODUCTION
Common Deck Card game for 2-4+ players.
Fantasy Army-Building Conquest Theme.
VICTORY
You win if, at the beginning of your turn, your Cards in play have a combined strength of 40 or more.
THE DECK
Players share a common deck.
DAMAGE TOKENS
Damage Tokens (DT) are used to keep track of damage on units.
If the DT on a unit exceeds its Strength it is destroyed and discarded.
DT should be Red.
STRENGTH TOKENS
Each Strength Token (ST) is worth Strength +1.
ST should be Blue.
BASIC CARD TYPES
There are 2 basic card types: Units and Spells.
Units are further divided into Individuals and Groups.
SETUP
Shuffle the deck and place it face down in the center of the table.
Flip over the top card of the deck to be the start of the discard pile.
Determine turn order:
Roll high on 1D6. High roll goes first.
Play proceeds clockwise.
The first player to go is dealt 2 cards.
The second player to go is dealt 3 cards.
The third player to go is dealt 4 cards and so on.
TURN SEQUENCE
Players take turns.
Each turn is divided into 4 Phases:
1. Conquest Phase
2. Scour Phase
3. Deploy Phase
4. Last Phase
CONQUEST PHASE
You win if, at the beginning of your turn, your Cards in play have a combined Strength of 40 or more.
Important Note: Units with Damage Tokens have their Strength reduced by the number of Tokens.
SCOUR PHASE
Draw 1 card from the deck and put it in your hand.
If the deck runs out, shuffle the discard and draw from it.
DEPLOY PHASE
Play 1 card from your hand face up to the table.
Immediately resolve the card’s Special Ability.
If the card has a strength of zero (most Spells) it is immediately discarded.
Otherwise it stays in play as part of your army, its Strength contributing to your Armies total Strength.
You may play a second card if the Strength of both cards played is 10 or less.
This number is called the Deployment Limit. (Note that most spells have Strength = 0)
Note: The first player on his first turn of the game can play a max of 1 card.
LAST PHASE
You may unflip a card in play by discarding a card from your hand.
Max hand size is 5 Cards.
Discard excess cards.
---------------------------------------------------------------------------------
SPECIAL ABILITIES
All cards have a special ability (SA) that is activated and resolved as soon as the card is played.
AMBUSH SA
In the form of Ambush = X.
The card does X damage to the very next enemy Unit that is put into play.
ARMOR SA
In the form of Armor = X.
This Unit takes X less damage from every Attack or Ambush directed against it.
ATTACH SA
As long as this unit is in play the target Unit gets the indicated bonus/benefit.
If the target Unit is destroyed/discarded a new target may be chosen.
This Unit cannot be targeted by Attacks or Ambushes while it is attached.
ATTACK SA
In the form of Attack = X.
The card does X damage to target enemy card in play.
If there are no targets the attack is wasted.
Place Damage Tokens (DT) to keep track of Damage.
If a card has multiple attacks they must all be against different targets.
BANDING SA
This is an Unstated automatic property of all Units except Relics, Heroes, and Mages.
For every unit over 1 with the same type in your army gets +1 Strength in Conquest Phase.
For example: You have 4 Humanoids in play, so your total strength is +3 in Conquest Phase.
BOOST SA
Next Unit you play gets 4 Strength Tokens.
BUFF SA
Target Friendly Unit gets 3 Strength Tokens.
CHARGE SA
Even if damaged, this unit is always worth its Strength +1 in Combat Phase.
CONDITIONAL-X SA
This SA only happens if a unit of type X is in play.
Use these types of cards only in pre-constructed decks.
CONQUEROR SA
This unit’s Strength counts as double for Victory Conditions.
CONTROL SA
If there is a target Unit of the indicated type in play controlled by an opponent, it is
Now under your control. If there are multiple targets, choose one.
DEATH EATER SA
This unit gains 1 ST every time a unit is killed.
DEFENSE SA
The next Attack or Ambush against this unit is negated.
DISRUPT SA
When played opponent must discard random card from hand.
FIND SA
Flip over cards of the deck until you find one of the indicated type, then put it in your hand.
Reshuffle the deck.
FLIP SA
Flip target Unit card over so back is facing.
This unit does not contribute it's Strength or Special Abilities while flipped.
Units can be unflipped by other SA or actions.
FLYING SA
In Conquest Phase if you have more Flying Units than your opponent gain 5 Strength.
GROWTH SA
At the beginning of your turn this Unit gains 1 Strength Token.
HEAL SA
Remove X Damage Tokens from one of your Units.
This also unflips petrified units.
HORDE SA
This unit comes into play with 3 ST on it.
LEADER SA
All your other Units except Relics or Locales get +1 Strength.
LOOT SA
Steal 1 Random card from opponent’s hand.
MARTYR SA
The owner of this Unit may choose to have it be the target of a SA instead of
The Target chosen by the Attacker.
OUTFLANK SA
All enemy Units are worth -1 Strength in Conquest Phase.
OVERRUN SA
Slay target Unit that is smaller by 2 or more strength.
PETRIFY SA
Just like the flip SA however, petrified units can only be unflipped if they are
the target of a Heal effect.
RAISE DEAD SA
Return to play the last Unit of yours that was destroyed.
RANGED SA
In Conquest Phase if you have more ranged Units than your opponent gain 5 Strength.
REACTION SA
This card is played on your opponent's turn from your hand as a reaction to a
card play or action he takes as appropriate.
REGENERATE SA
Remove 1 Damage Token from this Unit in Last Phase.
RETURN SA
Return target Unit to their Controller's Hand.
SCRY SA
When played draw 1 card and look at opponent's hand.
SKIRMISH SA
Draw 1 Card and Flip enemy Unit with higher Strength.
SLAY SA
If there is a target Unit of the indicated type in play controlled by an opponent, it is
Automatically destroyed (discarded). If there are multiple targets, choose one.
SLEEPING SA
This Unit comes into play flipped.
When played it does not cost anything against your Deployment Limit.
SPELL IMMUNITY SA
Unit cannot be affected by spells.
SPELL POWER SA
This unit gains 1 ST every time you cast a Spell.
STEALTH SA
If possible another unit must be targeted by a SA instead of this one.
TAUNT SA
Flip target Unit. That unit cannot be unflipped until this unit is destroyed.
TOUGH SA
This unit’s Strength counts as double for how much Damage it can take before being Destroyed.
WEAKENED SA
Unit gains a number of Damage Tokens to bring its Strength down to
The indicated level.
--------------------------------------------------------------------------------
COMMON DECK CARD LIST
Name: STR Type Special Ability:
Wizard 7 Mage Find Spell
Druid 5 Mage Also Nature. Find Nature
Necromancer 7 Mage Also Undead. Find Undead
Magician 5 Mage Draw 1 Card
Battle Mage 6 Mage Attack = 4 and Attack = 2 Ranged
Elementalist 6 Mage Also Elemental. Find Elemental
Priest 4 Mage Also Holy. Heal = 4
Sorcerer 5 Mage All of your Attack Spells get Attack +3
Demonologist 5 Mage Also Demon. Find Demon
Warlock 7 Mage Slay Fey
Rune Master 7 Mage Leader
Fortune Teller 3 Mage Scry
Geomancer 6 Mage Also Earth. Find Earth
Pyromancer 6 Mage Also Fire. Find Fire
Enchantress 4 Mage Return = 3 (Sleep)
Illusionist 4 Mage Flip 1 Target Unit
Artificer 5 Mage Also Relic. Find 1 Relic
Alchemist 4 Mage Draw 3 Cards and Discard 2 Cards
Cleric 6 Mage Also Holy. Slay Undead
Apprentice 3 Mage Find Mage
Shaman 5 Mage Return = 1. Also Humanoid
Fireball 0 Spell Attack = 4 to 3 Target Units. Also Fire
Lightning Bolt 0 Spell Attack = 10 to 1 Random enemy Unit. Also Air
Cone of Cold 0 Spell Attack = 2 to 5 Target Units. Also Cold
Ritual 0 Spell Deployment Level +10 this Turn
Inferno 0 Spell Do 3 Damage to all Units in Play. Also Fire
Blizzard 0 Spell Do 2 Damage to all Units in Play. Also Cold
Tornado 0 Spell Attack = 4 and Attack = 2. Also Air
Vanish 0 Spell Return = 2 (Thin Air)
Illusion 0 Spell Flip 1 and Return = 1
Vision 0 Spell Draw 1 and Look at Opponent’s Hand
Divination 0 Spell Draw 1 and look at next 7 cards in Deck
Polymorph 0 Spell Target Unit Weakened to 2 or gains 4 ST
Turn to Frog 0 Spell Target Unit Weakened to 1
Strength Potion 0 Spell Target Unit gets 6 Strength Tokens
Curse 0 Spell Target Unit Weakened to 2.
Petrification 0 Spell Petrify. Also Earth
Slow 0 Spell Draw 1 and Target Unit Weakened to 3
Haste 0 Spell Draw 1 and Target Unit gets 3 Strength Tokens
Magic Missile 0 Spell Draw 1 and Attack = 3
Wish 0 Spell Look at next 20 cards in deck and keep 1
Forget 0 Spell Opponent discards 2 Random cards from hand
Bloodlust 0 Spell All your Units get 2 Strength Tokens each
Charm 0 Spell Control Target Unit Hero or Mage
Command 0 Spell Control Target Unit that is not a Hero or Mage
White Knight 6 Hero Armor = 2
Black Knight 6 Hero Ambush = 6
Ranger 6 Hero Also Nature. Slay Humanoid. Ranged
Dwarf Lord 7 Hero Also Earth. Slay Giant
Warlord 8 Hero Conqueror
Hunter 6 Hero Slay Beast. Ranged
Bard 4 Hero All Heroes gain Banding
Assassin 5 Hero Slay Hero. Also Arab
Ninja 4 Hero Slay Hero. Also East
General 5 Hero Leader
Dragon Master 7 Hero Also Dragon. Find Dragon. Flying
Dragon Slayer 8 Hero Slay Dragon
Witch Hunter 8 Hero Slay Mage
Thief 4 Hero Control Relic
Berserker 5 Hero Attack = 8 (Wild Swings)
Beast Master 5 Hero Also Beast. Find Beast
Bodyguard 6 Hero Martyr
Sergeant 4 Hero Boost
Highwayman 5 Hero Outflank
Chevalier 6 Hero Charge
Warrior 8 Hero Slay Monster
Paladin 6 Hero Also Holy. Slay Demon
Monk 5 Hero Also East. Attack = 3 and Attack = 3 (Kung Fu)
Barbarian 7 Hero Tough. Also Cold
Raid Leader 5 Hero Your Unit Attacks are at +1. Also Humanoid
Myrmidon 7 Hero Also Greek. Attack = 6
Samurai 6 Hero Also East. Attack = 7 (Cut)
Squire 3 Hero Find Hero
Catapult 3 Relic Attack = 6 (Barrage) Ranged
Flying Machine 2 Relic Attach: Hero gets Strength +4 and Flying
War Banner 2 Relic Leader
Poisoned Dagger 1 Relic Attach to Hero. Slay Hero or Mage
Ring of Power 8 Relic Control Target Mage. Attach to Target
Spellbook 3 Relic Attach to Mage. Find 2 Spells
Eldritch Sword 4 Relic Find 1 Spell. Attach: Hero gets Strength +3
Cloak of Invisibility 5 Relic Attach: Hero gets Stealth
Magic Wand 3 Relic Attack = 4. Attach: Mage gets Strength +3
Horn of Summoning 3 Relic Attach to Hero. Draw 2 Cards
Enchanted Bow 5 Relic Attach: Hero gets Ranged
Legendary Armor 4 Relic Attach: Hero gets Armor = 4
Vorpal Blade 5 Relic Attach to Hero. Slay Any Target
Aegis Shield 6 Relic Also Greek. Attach: Hero gets Tough
Amulet of Protection 5 Relic Attach: Mage gets Tough
Staff of the Magi 3 Relic Attach: Mage gets Strength +7
Juggernaut 10 Relic Overrun (Steamroll)
Ogre 6 Giant Attack = 3 (Maul)
Ogre Magi 6 Giant Find Spell. Also East
Hill Giant 7 Giant Attack = 4 (Club)
Troll 7 Giant Regenerate
Stone Giant 8 Giant Attack = 5 (Boulders). Also Earth, Ranged
Fire Giant 8 Giant Attack = 6 (Fire Arrows). Also Fire. Ranged
Frost Giant 9 Giant Attack = 7 (Great Axe). Also Cold
Cloud Giant 9 Giant Attack = 8 (Thunder Bolts). Also Air. Ranged
Titan 10 Giant Leader
Kobolds 2 Humanoid Ambush = 3 (Sneak Attack)
Goblins 3 Humanoid Skirmish
Orc Horde 5 Humanoid Horde
Lizard Men 6 Humanoid Tough
Wolf Riders 4 Humanoid Charge. Also Beast
Troglodytes 4 Humanoid Ambush = 4
Hobgoblins 5 Humanoid Outflank (Cavalry)
Gnolls 6 Humanoid Attack = 5 (Raid)
Bugbears 7 Humanoid Ambush = 6
Dragon Men 7 Humanoid Conqueror. Also Dragon
Minotaurs 8 Humanoid Also Greek. Stealth (Labyrinth)
Goblin King 6 Humanoid Find Humanoid. Also Hero
Soldiers 5 Men Conqueror
Phalanx 5 Men Tough. Also Greek
Men at Arms 6 Men Attack = 6 (Lances)
Footmen 3 Men Martyr
Militia 4 Men Slay Humanoid
Bandits 4 Men Loot (Pillage)
Barbarians 6 Men Horde. Also Cold
Skeletons 3 Undead Regenerate
Zombies 4 Undead Horde. Regenerate
Ghoul 5 Undead Death Eater
Vampire 6 Undead Control Hero. Flying
Werewolf 7 Undead Tough. Also Nature
Wraith 8 Undead Slay Men
Shade 5 Undead Disrupt. Also Cold
Lich 9 Undead Find Spell. Also Mage
Rat Swarm 2 Beast Growth. Also Nature
Viper 1 Beast Slay Hero (Poison) . Also Nature
Boars 2 Beast Charge. Also Nature
Wolves 3 Beast Draw 1 Card. Also Nature
Bears 5 Beast Tough. Also Nature
Apes 4 Beast Attack = 5 (Ferocious). Also Nature
Lions 6 Beast Leader. Also Nature
Crocodiles 5 Beast Stealth (Muddy River). Also Nature
Eagles 4 Beast Attack = 6 Flying. Also Nature
Giant Spiders 4 Monster Growth. Also Nature
Hydra 9 Monster Also Greek. Regenerate (Heads Regrow)
Griffon 6 Monster Attack = 5 Flying
Abomination 8 Monster Tough. Also Undead
Gargoyle 5 Monster Stealth. Flying. Also Earth
Rust Monster 3 Monster Slay Relic
Naga 7 Monster Attack = 7 (Poison Arrows)
Sea Monster 8 Monster Attack = 8 (Jaws). Also Water
Doppelganger X Monster Strength is that of a Unit in Play
Medusa 7 Monster Also Greek. Petrify
Faerie Dragon 2 Dragon Also Fey. Stealth. Flying
Wyvern 3 Dragon Attack = 3 (Stinger). Also Air. Flying
White Dragon 4 Dragon Attack = 4 (Cold Breath). Also Cold. Flying
Green Dragon 6 Dragon Attack = 4 and Attack = 2 (Poison Gas) Flying
Black Dragon 7 Dragon Attack = 7 (Acid Breath) Flying
Blue Dragon 8 Dragon Attack = 5 and Attack = 3 (Lightning) Flying
Red Dragon 10 Dragon Attack = 6 and Atk = 4. Also Fire. Flying
Slyphs 2 Fey Stealth (Invisible). Also Air. Flying
Sprites 3 Fey Skirmish. Also Fire. Flying
Gnomes 3 Fey Find Relic. Also Earth
Satyr 4 Fey Flip Target Unit. Also Greek
Dryads 4 Fey Stealth (Tree Walking). Also Nature
Dwarves 5 Fey Tough. Spell Immunity. Also Earth
Nymphs 3 Fey Control Hero or Men
Elves 6 Fey Stealth. Also Nature. Ranged
Ents 8 Fey Martyr. Tough. Also Nature
Unicorn 7 Fey Leader. Stealth. Also Nature
Faerie Queen 4 Fey Find Fey. Also Mage. All your Fey get Str +1
Air Spirit 4 Elemental Attack = 5 (Wind). Also Air. Flying
Water Weird 5 Elemental Attack = 6 (Drown). Also Water
Earth Spirit 7 Elemental Tough (Rock). Also Earth
Fire Spirit 6 Elemental Attack = 7 (Flames). Also Fire
Golem 6 Elemental Regenerate (Clay). Also Relic
Wall of Fire 4 Elemental Tough. Also Fire
Wall of Ice 6 Elemental Regenerate. Also Cold
Imps 2 Demon Taunt. Flying
Quaist 3 Demon Attach: Mage gets Strength +3. Also Fire
Lemures 4 Demon Growth. Regenerate
Succubus 5 Demon Control Hero (Seduction) Flying
Ice Devil 6 Demon All Enemy Units are Strength -1. Also Cold
Bone Devil 7 Demon Attack = 7 (Scythe)
Pit Fiend 9 Demon Attack = 6 and Attack = 3 (Sword & Whip)
Guardian Angel 7 Holy Martyr. Flying
Avenging Angel 8 Holy Slay Demon. Flying
Arch Angel 9 Holy Tough. Flying
Amazons 5 Greek Attack = 5 (Arrows) Ranged
NEED MORE CARDS!!?
More cards to add to the pile, or for rotation:
PIRATE ADD ON
Buccaneers 4 Pirate Charge. Also Water. Also Men
Corsairs 5 Pirate Ambush = 5. Also Men
Swashbuckler 6 Pirate Attack = 5 and Attack = 1. Also Hero
Captain 7 Pirate Leader. Also Hero
First Mate 4 Pirate Find Pirate. Also Hero
Sea Rover 6 Pirate Tough. Also Water
Freebooters 5 Pirate Loot. Also Men
Ghost Ship 7 Pirate Also Undead. Also Water
RELIC ADD ON
Monolith 5 Relic Also Earth. Also Locale. Deployment Limit +1
Ankh 3 Relic Attach to Mage. Also Holy. Heal = 5
Vise 3 Relic Opponent Hand Size -2
Crown of Command 5 Relic Attach to Hero or Mage. Control Target Unit
Healing Salve 3 Relic Attach to Hero or Mage. Heal = 4
Ring of Regeneration 3 Relic Attach: Hero or Mage gets Regeneration
Sacred Cup 5 Relic Also Holy. Heal = 2 All Friendly Units
Magic Helm 4 Relic Attach: Hero gets Conqueror
Magic Talisman 3 Relic Attach: Hero gets Spell Immunity
Coral Trident 6 Relic Also Water. Find Water
Orb of Evil 4 Relic Also Undead. All Undead get Strength +1
Gauntlets of Strength 4 Relic Attach: Hero gets 4 ST and Armor = 1
Magic Robes 4 Relic Attach to Mage. Deployment Limit +1
Disrupting Rod 5 Relic Disrupt
Crystal Ball 3 Relic Scry
Rune Sword 7 Relic Attach: Hero gets Death Eater
Ice Cage 4 Relic Flip Target Unit. Also Cold
Dark Throne 5 Relic Also Undead. Also Locale. Find Undead
Simulacrum 1 Relic Martyr
LOCALE ADD ON
Castle 8 Locale All your Units get Armor +2
Fairy Circle Ring 4 Locale Also Fey. Find Fey
Jungle 5 Locale Also Beast. Find Beast
Forest 4 Locale Also Nature. Find Nature
Mountain 6 Locale Also Earth. Find Earth
Graveyard 5 Locale Also Undead. Find Undead
Island 5 Locale Also Water. Find Water
Abyss 7 Locale All Damaged Units are Discarded
Swamp 6 Locale Also Water. Also Nature. Regenerate
Sanctuary 5 Locale Also Holy. Target Hero or Mage gains Stealth
Holy Ground 5 Locale Also Holy. Find Holy
Quick Sand 4 Locale Also Earth. Slay target non-flying Unit
Maze 6 Locale Also Greek. Flip target non-flying Unit
Altar 5 Locale Destroy Friendly Unit. Draw 2 Cards
Shrine 6 Locale Also East. Find East
Fountain of Life 4 Locale Heal = 2 All of your Units
Giant’s Playground 6 Locale Also Giant. Find Giant
Wizard’s Tower 7 Locale Hand Size +2
Trap 3 Locale Also Relic. Ambush = 6
Ley Lines 5 Locale All your Mages get Strength +2
Stream of Life 4 Locale Also Nature. Heal = 2 all Friendly Units
Temple 5 Locale Also Greek. Find Greek
SPELL ADD ON
Animate Dead 0 Spell Draw 1 Card. Find Undead
Animate Relic 0 Spell Draw 1 Card. Relic gets 5 Strength Tokens
Recall 0 Spell Find 1 Card from Discard
Armageddon 0 Spell Draw 1 Card. Slay all Locales
Divine Wrath 0 Spell Slay all Units with 5 or more Strength
Blessing 0 Spell Find Holy. Target Unit gains 3 ST
Flight 0 Spell Draw 1 Card. Attach: Unit gets Flying
Elemental Blast 0 Spell Attack = 5
Giant Growth 0 Spell Discard 1 Card. Target Unit gains 8 ST
Ward 0 Spell Reaction: Negate Attack
Counterspell 0 Spell Reaction: Negate Spell
Crumble 0 Spell Slay Relic
Resurrection 0 Spell Raise Dead
Immolate 0 Spell Attack = 4 and 1 DT to all other enemy units
Instill 0 Spell Return = 1. Unflip Unit. Draw 1 card
Psionic Blast 0 Spell Slay 1 Friendly and 1 Enemy Unit
Soul Exchange 0 Spell Slay Target Unit. Opponent Draws 1 Card
Disintegrate 0 Spell Discard 1 Card. Slay Target Unit
Circle of Protection 0 Spell Attach: Unit gets Armor = 5
Fog 0 Spell Negate next attack made by Opponent
Force of Nature 0 Spell Find Nature. Target Unit gets 4 ST
Disenchant 0 Spell Discard all Attachments and ST
Mass Crumble 0 Spell Draw 1 card. Slay all Relics in Play
Deal With the Devil 0 Spell Find Demon. Target Unit gets 4 ST
Fear 0 Spell Negates the next Enemy Attack or Ambush
Time Stop 0 Spell Take another Turn after this One
Force Field 0 Spell Target Unit gets Defense
Binding 0 Spell Distribute 6 DT to Units. Do not Destroy any
Freeze 0 Spell Flip Target Unit. Also Cold
Drain 0 Spell Attack = 4. Target Unit gains 4 ST
Lure 0 Spell Give Target Unit Ambush = 6
Pestilence 0 Spell All non-elemental/undead/relic Units get 3 DT
Sleep 0 Spell Flip 2 Random Enemy Units
Volcanic Eruption 0 Spell Every Unit in play has a 50% of being Destroyed
Wanderlust 0 Spell Flip one of your Heroes. Draw 3 Cards
Winter 0 Spell Flip all non-relic/cold/undead Units in play
Earthquake 0 Spell Do 3 Damage to all Non-Flying Units
Cyclone 0 Spell Do 5 Damage to all Flying Units
Vortex 0 Spell Slay target Flying Unit
Deflect 0 Spell Reaction: Change target of target Spell
Chaos 0 Spell Trade Hands with Target Player
Fortune 0 Spell All players Draw 2 cards
Equality 0 Spell All Units Weakened to 1 Strength
Flood 0 Spell Flip all Non-Water, Non-Flying Units
Teleport 3 Spell Attach: Hero or Mage gets Outflank
Transmutation 0 Spell Replace target Unit with one in your hand
ARAB ADD ON
Jihad 5 Spell Also Arab. Growth. All Arab units get Str +1
Leper 2 Arab Also Men. All Units get 1 WT
Djinn 7 Jinn Also Arab. Also Air. Tough. Flying
Efreeti 6 Jinn Also Arab. Also Fire. Charge
Marid 5 Jinn Also Arab. Also Water. Attack = 5
Magic Lamp 3 Relic Also Arab. Find Jinn
Flying Carpet 4 Relic Also Arab. Attach: Hero gets Str +2 and Flying
Dervishes 4 Arab Also Men. Attack = 6 (Whirling)
Caravan 4 Arab Also Men. Draw 1 Card
Dancing Sword 5 Arab Also Relic. Attack = 2 and Atk = 2 and Atk= 1
Desert 5 Locale Also Arab. Find Arab
Oasis 4 Locale Also Arab. Heal = 4
Pharaoh 7 Undead Also Arab. Raise Dead
Mummy Guards 6 Undead Also Arab. Attack = 3 and Attack = 2
Sphinx 8 Monster Also Arab. Draw 1 Card
Sandstorm 0 Spell Also Air. All Units in play get 1 DT
EAST ADD ON
Ronin 5 Hero Also East. Attack = 5
Tengu 4 Air Also East. Attack = 4. Flying
Holy Man 4 Mage Also East. Also Holy. Boost
Jade Warrior 6 Earth Also East. Tough
River Dragon 7 Dragon Also East. Also Water. Stealth
Kappa 5 Water Also East. Ambush = 5
Karma 0 Spell Find East. Draw 1 Card
UNIT ADD ON
Giant Moles 5 Earth All Earth Units get +2 Strength
Crusader 6 Hero Also Holy. Attack = 6
Kudzu 4 Nature Growth. Slay Locale
Archers 4 Men Ranged
Guards 4 Men When played target Unit gets Defense
Dragon Egg 2 Dragon If Destroyed, Becomes a Whelp of Strength = 5
Two-Headed Giant 6 Giant Attack = 4 and Attack = 4
Will-o-Wisp 1 Undead Flip Target Unit
Mammoth 6 Nature Also Cold. Overrun
Mad Bomber 3 Hero Also Humanoid. Attack = 3 and Attack = 3
Old God 10 Monster Find Monster
Sappers 4 Humanoid Also Men. Slay Locale
Spies 3 Humanoid Also Men. Scry
Fire Lord 8 Elemental Also Fire. Attack = 8
Bog Monster 7 Nature Also Monster. Stealth
Clockwork Cogs 4 Relic Armor = 2
Toadstool Folk 4 Nature Regenerate
Insect Swarm 5 Nature Attack = 7
Jaguar 4 Beast Ambush = 6
Sleeping Dragon 9 Dragon Sleeping
Pooka 4 Fey Buff
Banshee 1 Undead Give all Units in play 2 DT
Yeti 5 Cold Stealth
Blacksmith 3 Humanoid Also Men. Boost
Halflings 4 Men Stealth
Carrion Crawler 4 Nature Death Eater
Sea King 8 Mage Also Water. Find Water
Time Elemental 4 Elemental Unflip target Unit and Draw 1 Card
Ice Elemental 6 Elemental Also Cold. Flip random Enemy Unit
Sleeping Giant 8 Giant Sleeping
Dead King 7 Undead Sleeping. Also Hero. Leadership
Elder Dragon 8 Dragon Slay Unit of 5 or less Strength
Hellhounds 7 Demon Attack = 6
War Machine 6 Relic Charge
Witch 5 Mage Weaken target Unit to Strength = 1
Ice Queen 7 Mage Also Cold. Find Cold
Archmage 7 Mage Spell Power
Kraken 10 Water Attack = 10
Leviathan 10 Water Spell Immunity
Behemoth 10 Beast Tough
Colossus 10 Relic Armor = 3
Raiders 5 Humanoid Also Men. Disrupt
Basilisk 4 Beast Petrify
Buzzards 2 Beast Death Eater. Flying
Jester 2 Hero Taunt
Puppet Master 4 Mage Control Target Hero
Primordial Ooze 3 Nature Grow
Fallen Angel 5 Demon Slay Holy
Inventor 4 Mage Strength +2 for each attached Relic
Skeletal Dragon 7 Dragon Also Undead. Regenerate
Cultists 4 Men Find Monster
Familiar 2 Beast Attach: Mage gets Strength +3
Centaur 5 Greek Outflank
Vodoo Priest 4 Mage Raise Dead
Gypsies 3 Men Loot
Scorpion 1 Beast Ambush = 5
Homunculus 2 Relic Spell Power
DECK BUILDING OPTION
Players can make their own Decks.
40 Card minimum.
Max 1 copy of each card.
SAMPLE CONDITIONAL CARDS FOR PRECONSTRUCTED DECKS
Convert 0 Spell Conditional-Holy: Control Target Unit
Web 0 Spell Conditional-Nature: Flip 2 Target Units
Cocoon 0 Spell Conditional-Nature: Flip Unit. It gets 7 ST
Blight 0 Spell Conditional-Undead: Destroy all Nature Units
Tsunami 0 Spell Cond-Water: All non-flying Enemy Units get 3 DT
Hurricane 0 Spell Conditional-Air: All Enemy Units get 3 DT
Hellfire 0 Spell Conditional-Demon: All Enemy Units get 3 DT
Avalanche 0 Spell Conditional-Cold: All Enemy Units get 3 DT
Rock Slide 0 Spell Conditional-Earth: All Enemy Units get 3 DT
LINKS