Don't think for a moment that "Final Edition" means that the game will never again be edited.  It simply means that I have found system now that works, and that I like.





PART ONE:  What you need to play the game

        1> Two to four players.
        2> A deck for each player.
        3> The three abilities dice.
        4> The four Warlord tokens.
        5> Each player's mind point counters.
        6> Each player's creature tokens.
        7> Multi Sided dice (d4, d6, d8, d10, d12, d20)
        8> A coin (not terribly important).
        9> Pieces to mark blocked and pit squares.

PART TWO:  How to win

        The point of the game is to defeat your opposing Warlords by casting spells and summoning creatures.

PART THREE:  The board

        The board looks like this.

        Each Warlord starts on one of the corner squares and controls that quadrant.  Quadrants are marked by colored areas.  Black and white squares are neutral.  Each player then sets up their quadrant as they choose with blockades. Blockades are squares that are impassible to Warlords and Creatures. A player is allowed to blockade any square in his quadrant, with the exception of the castle square (The corner), and the three summoning squares (the two adjacent colored squares).  Blockades are all to be placed before the game begins, and cannot be altered during the course of the game.  If less than four people are playing, all unused quadrants are blockaded off and are not considered part of the board.  Finally, once a player has been reomoved from the game, that player's quadrant is considered neutral.

PART FOUR:  Order of play

        All players roll a six sided dice to see who goes first.  High roll wins.  Players take turns in a clockwise rotation.

PART FIVE:  Turns and rounds

        A turn begins with the beginning phase (Phases explained below) of a player, and ends after their end phase is over.  Rounds also begin a player's beginning phase, but do not end until their next beginning phase starts.

PART SIX:  Phases of a turn

        Beginning Phase: The first phase of a turn.  Only certain cards effect this phase, including most anything that happens every turn or round occours during the Beginning Phase.

        Mind Point Phase: This is the point where a Warlord rolls for mind points to be accumulated.

        Draw Phase: Simple.  Draw a card from your respective deck.

        Main Phase: This is where the main game takes place.  Warlords can cast spells, and .summon creatures.  Creatures, as well as Warlords can move and attack during this phase.

        Discard Phase:  If a player has more than ten cards at the end of the turn, they must discard down to ten.

        End Phase: Like the Beginning Phase, only cards specifically refering to the end of a turn effect this phase.

PART SEVEN:  The Warlord

        The Warlord is the player's main piece.  When your Warlord is defeated, your game is over.  Warlords may move and attack during their main phase.  Warlords have 4 attributes: Life, Strength, Speed, and Mind.  These attributes will be explained further down.

PART EIGHT:  Creatures

        Creatures can be summoned by a Warlord during his main phase.  They can move their first turn.  They can also attack if the  recipiant of the attack is in the summoner's quadrant.  Creatures, unless otherwise specified, must be summoned on to the summoner's castle square, or one of the summoning squares.  Creatures have 3 abilities:  Life, Strength, and Speed.  These are almost identical to the Warlord attributes of the same name and will also be explained below.

PART NINE:  Life

        Life is the amount of damage a creature or Warlord can take before it is killed.  Warlords start with 35 life.  All creatures have specific life amounts determined by their card.

PART TEN:  Strength

        Strength is the amount of damage a creature or Warlord can inflict on another creature or Warlord.  As with life, creatures have specific strengths determined by their card.  Warlords attack with 1d8 + the Strength Dice.  The Strength Dice gives the Warlord more power on attacks.  The bonuses are as follows.  +1, +2, +3, +4, Kill, and Control.  The +'s are simple.  The number rolled on the dice + the bonus rolled is the amount of damage dealt.  Kill and Control are still fairly self explainitory, but still require a brief explaination.  When a Warlord rolls a Kill, the recipiant of the attack, unless it is a Warlord, is instantly killed.  When a Warlord rolls a Control, the recipiant of the attack, unless it is a Warlord, becomes the attacking Warlord's creature.  Kill and Control have no effect when a Warlord is the recipiant of the attack.

PART ELEVEN:  Speed

        Speed is the number of squares a creature or Warlord can move in a turn.  As with other attributes, all creatures have their own speeds deterined by their cards.  Warlords move 1d8 + the Speed Dice.  The bonuses on the Speed Dice are +2, +2, +3, +3, Warp, and Move Twice.  The bonuses with +'s work like the Strength Dice.  The special rolls, Warp and Move Twice, work as follows.  Warp, speed becomes zero for turn, but you may place your Warlord token anywhere on the board.  Move Twice means you get a second move;  roll the 8 sided dice again, and add that to your previous speed roll, the total is the Warlord's speed for the turn.

PART TWELVE:  Creature special abilities

        Creatures can be given special abilities.  A creature's card explains a creatures special abilities in more detail.  However there are specific abilities a creature can possess, and they are as follows.

        Missle Attack:  Creatures with this ability can attack a creature any number of squares away in a straight line as though the creature was adjacent.

        Coordination:  Creatures with this ability can move and attack diagonally.

        Shadow Walking:  Creature with this ability can move through blockades, other creatures, and Warlord.  A creature with Shadow Walking cannot end his movement on any of these impassable squares, however they can move in them, attack, and move back.  Also to be noted:  any quadrant blocked off because there is not player in it is not considered part of the game, and therefor a Shadow Walker cannot enter it.

        Counter Attack:  When a creature with this ability is attacked, it deals an attack to the attacker.  Creatures with Counter Attack who are Counter Attacked do not Counter Attack (Is everybody clear about this one?).  Also to be noted:  if a special attack is used to attack a creature with Counter Attack, such as a Missile Attack, the creature with Counter Attack must be legally able to attack the creature for the Counter Attack to work.  As well if a Shadow Walker attacks a Counter Attacker from inside a wall or creature, the Counter Attacker must have Shadow Walking to Counter Attack.

        NOTE: The above four abilities can be combined.  Example:  A creature with Missile Attack and Coordination can Missle Attack diagonally.  As well, a character with Missile Attack and Shadow Walking can Missile Attack through walls and creatures.

        Protection from Magic:  Spells cast do not effect creatures with this ability.

        Protection from Battle:  Creatures with this ability do not take damage in battle.

PART THRITEEN:  Mind Points

        During the Mind Point Phase of a turn, Warlords gain Mind Points.  These can be spent to cast spells, summon creatures, or use special abilities of cards in play.  Warlords roll their base dice + the Mind Dice to figure out how many Mind Points they recieve at the beginning of a turn.  The bonuses on the Mind Dice are as follows:  +1, +1, +2, +2, X2, and Discount.  The +'s just add to the roll on the base dice.  X2 doubles the roll on the base dice.  Discount is an advatage that lasts until the end of the turn.  All cards played by that Warlord on that turn cost 2 Mind Points less.  Cards which cost 2 or 1 may be played without paying any Mind Points.  When a Discount is rolled, the Warlord still gains Mind Points equal to the roll on the base dice.

        Depending on where your Warlord token is on the board determines your base dice.

        If your Warlord token is anywhere in your own quadrant, your base dice is 1d4.

        If your Warlord token is in a neutral area, your base dice is 1d6.

        If your Warlord token is in an enemy quadrant, your base dice is 1d8.

        If your Warlord token is on the center square of the board, your base dice is 1d8.

        If your Warlord token is on an opponent's castle square, your base dice is 1d12.

        NOTE: Remember that after a player has been removed from the game, consider that player's quadrant  neutral.  Thus a player in a dead player's quadrant receives the 1d6 base for being in a neutral area.

PART FOURTEEN:  Cards

        This is the main guts of the game.  Cards have two basic piles:  The deck and the discard.  Each player must construct a deck of no less than fifty cards from cards they own.  This is their set of cards as they play Warlords.  The discard is a pile that used cards are placed in when they are finished being used.

        At the beginning of their first turn, players draw 5 cards from their deck.  Every turn afterwards you are to only draw one.  A player can carry as many card in their hand during a turn, but during the Discard Phase, they must discard down to ten.  Cards basically look like this.

        Cards can be played during the Main Phase of a Warlord's turn, and certain cards can be played at anytime.  Cards come in two varieties:  Creatures and Spells.  Creatures are summoned and put on the board as tokens.  The card remains in play until the creature is killed.  When the creature is killed, the card is moved you the owner's discard pile.  Spells have a specific effect and duration.  Spells remain in play until they are countered, destroyed, or the duration runs out.  When either of the prementioned events happen, Spells are then placed in the discard pile.

PART FIFTEEN:  Spells and spell attributes

        Spells have 3 main attributes:  Speed, Target, and Duration.  Their meaning is simple.

        Speed:  Fast or slow.  Fast spells can be played out of turn and in response to other actions.  Slow spells must be played on the Main Phase of the caster's turn, and cannot be played in response to another action.

        Target:  The recipient of the effect.  For example the taget might be "Creature", which means that spell's effect is on any 1 creature of the caster's choice.

        Duration:  How long the effect lasts.  For example "Instant" means the spell ends as soon as the effect is resolved.  Other common Durations are "1 Turn" and "1 Round".  Another duration is "Perminant", which means the spell has a continuous effect and doesn not leave play until it is destroyed.

        Spells also have their main effect, which happens to the target at the speed and duration specified.  For example the card "Roadblock" is fast, targets a square and is perminant.  The effect is, "Become impassable."  This means that caster targets a square of choice, and it becomes impassable perminantly.  Notice as well, that it is played fast, and thus can be played out of turn, and in response to another action, for example, you could cast this spell to create a barrier as an enemy creature is moving toward you to attack.

PART SIXTEEN:  List of existing cards

        KEY:

        Card Name Type Cost / Life, Casting Speed / Strength, Target / Speed, Duration / Abilities, Effect  Common, Uncommon, or Rare

        Card List:

        Absorb S 4 / Slow / Warlord / Perminant / 0: Take 1 damage, gain 1 mind point. R

        Acid Rain S 15 / Slow / All Cards in Play / Instant / Destroy. R

        Advantage S 0 / Slow / Warlord / Instant / Gain 5 mind points. U

        Air Elemental C 15 / 10 / 5 / 15 /  R

        Anarchy S 8 / Slow / All Warlords / Perminant / 1: Gain control of target creature until end of turn.  Warlords can use this ability only on thier turn. R

        The Ancient C 15 / 10 / 10 / 10 / Counter Attack R

        Angel of Charity C 6 / 10 / 2 / 1d10 / 0: Gain 2 life. Target opponent with less mind points than you gains 3 mind points.  You lose 3 mind points. R

        Angel of Courage C 6 / 10 / 2 / 1d10 / 0: Gain 1 life.  None of your creatures may move of attack this turn. R

        Angel of Faith C 6 / 10 / 2 / 1d10 / 0: Gain 2 life.  Decline to draw a card. R

        Angel of Forsight C 6 / 10 / 2 / 1d10 / 0: Skip your turn.  Put a counter on Angel of Forsight.  Remove a counter from Angel of Forsight on any subsequent turn to take another turn after the turn the counter was removed. R

        Angel of Hope C 6 / 10 / 2 / 1d10 / 0: Gain 3 life.  Target opponent draws a card.  If target opponent has 10 or more cards, he is not required to discard until after he is down to 9 cards. R

        Angel of Purity C 6 / 10 / 2 / 1d10 / 0: Gain 2 life.  Use this ability at the beginning or your turn, and only if Angel of Purity is the only creature you contol. R

        Angel of Temperance C 6 / 10 / 2 / 1d10 / 0: Gain 3 life.  Use the abitlity at the beginning of your turn, and only if you have not play any cards since the beginning of your last turn. R

        Ankh Spectre of De'Prix C 25 / 14 / 8 / 8 / Protection from Magic, Coordination, Counter Attack, Missle Attack, Shadow Walking R

        Apprentice of the Dark S 4 / Slow / Caster's Deck / Instant / Search for 1 card.  Place that card in your hand.  Reshuffle target afterwords. U

        Apprentice of the Light S 4 / Slow / Card in Caster's Discard / Instant / Place in your hand. U

        Archer C 3 / 4 / 1d4 / 5 / Missle Attack C

        Armor of Faith S 5 / Slow / Creature / Perminant / Gains Protection from Magic. R

        Armor of Will S 5 / Slow / Creature / Perminant / Gains Protection from Battle. R

        Armyhack S 2 / Slow / All Creatures / Perminant / Strength + 1. R

        Behemoth C 20 / 18 / 10 / 10 /  R

        Beholder C 5 / 15 / 5 / 1 / Missle Attack R

        Black Art S X / Slow / Any number of caster's Creatures / Instant / Destroy.  Gain X life.  X = Total life of all creatures killed by Black Art. R

        Blackmail S 6 / Slow / Warlord / Perminant / Target must give caster 1 mind point every round on target's beginnig phase, or take 1 point of damage. R

        Blast of Doom S X, Y / Slow / X Creatures / Instant / Take Y damage. U

        Blaze of the Mind S 2 / Slow / Creature / 1 Turn / 1: Strength + 1 until end of turn. C

        Bleaque S 3 / Slow / All Perminant Spells / Perminant / Destroy, with exception of Bleaque.  None may be cast or put into play. R

        Blob C 2 / 1d6 / 1d6 / 1d6 /  C

        Blood of the Wizard C X / X / X / X / X= Caster's starting life - Caster's present life. R

        Blue Wizard C 4 5 1 1d6 2: Target Creature gains Shadow Walking until end of turn. U

        Brain Growth S X / Slow / Warlord / Instant / Draw X cards. U

        Brain Leech C 4 / 1 / 1 / 1d4 / Any Warlord that takes damage from Brain Leech has his mind point reserve emptied. U

        Brainmerge S 3 / Slow / All Decks / Instant / Become 1 deck all Warlords draw from. R

        Brainpower S 3 / Slow / All Discards / Instant / Are shuffled back into the appropriate deck. R

        Brainsplit S 3 / Slow / All Decks / Instant / Are split into 2 equal piles.  Warlords can draw from either deck when they have to draw. R

        Brainswitch S 3 / Slow / 2 Decks / Instant / Switch. R

        Celestial Guard C 12 / 10 / 1d8 / 1d8 / Shadow Walking, Coordination, Counter Attack R

        Chameleon C 6 / 2d6 / X / X / Distribute 8 points when cast to strength and speed when cast.  Caster can redistribute each round. R

        Chance S X X X  / Slow / X Creatures / Instant / Flip a Coin.  Heads- Destroy target.  Tails- Target apponent can reassign the target.  That target is then destroyed.  Opponent does not need to target all X creatures. R

        Chaos S 2 / Slow / World / Perminant / After each turn, roll 1d4.  1- Red takes next turn. 2- Blue takes next turn. 3- Green takes next turn. 4- Yellow takes next turn.  Reroll if rolled color is not playing. R

        Circular Slash S 3 / Slow / Creature / Perminant / Attack goes in all directions including diagonal at once. R

        Clone S 2 / Slow / Creature / Instant / You may cast Target, as if the card was in your hand. U

        Claw C 4 / 10 / 3 / 8 / Shadow Walking U

        Coordination S 2 / Slow / Creature / Perminant / Gains Coordination. U

        Counter Attack S 2 / Fast / Creature / 1 Turn / Gains Counter Attack. C

        Counterspell S 2 / Fast / Card Being Cast / Instant / Is countered. C

        Cromwell C 12 / 12 / 1d8 / 1d8 / Missle Attack.  1: Attack.  Use this ability only once every turn, and not during contoller's turn.  This ability is played as a fast effect. R

        Cross Spectre of De'Prix C 25 / 14 / 8 / 8 / Protection from Battle, Coordination, Counter Attack, Missle Attack, Shadow Walking R

        Crystal Shield S 1 / Slow / Creature / Perminant / Takes no damage from any attacks requiring Counter Attack, Missle Attack, Coordination, or Shadow Walking. R

        Darkness S 1 / Fast / Combat / Instant / Does not happen. C

        Demonic Storm S 10 / Slow / All Creatures Being Cast / Perminant / 25%: Immediate destruction. R

        Demon of Envy C 6 / 10 / 2 / 1d10 / 0: Take 2 damage.  Bring a random card from target opponent's hand to your own. R

        Demon of Gluttony C 6 / 10 / 2 / 1d10 / 0: Sacrifice a creature.  Gain X life.  X= Sacrificed Creature's life.  This ability can only be used as a slow effect. R

        Demon of Greed C 6 / 10 / 2 / 1d10 / 0: Take 2 damage.  Draw 1 card. R

        Demon of Lust C 6 / 10 / 2 / 1d10 / 0: Take 3 damage.  Target warlord cannot move or attack this turn. R

        Demon of Pride C 6 / 10 / 2 / 1d10 / 0: Take 3 damage.  Your Warlord gets another move and attack this turn. R

        Demon of Sloth C 6 / 10 / 2 / 1d10 / 0: Skip your next turn.  Remove your Warlord from the board.  On your next turn return your Warlord to your castle square. R

        Demon of Wrath C 6 / 10 / 2 / 1d10 / 0: Take 1 damage.  Target Creature or Warlord takes 1 damage. R

        Destiny S 4 / Slow / All Creatures / Perminant / Cannot move or Attack.  Put 5 counters on Destiny when cast.  Remove 1 counter each turn.  If there are no counters on Destiny, destroy Destiny.  Any warlord may pay 5 to remove or place a counter on Destiny. R

        Destiny Knight C 6 / 1d10 / 1d10 / 1d10 / Counter Attack U

        Devious Conspirator C 6 / 3 / 1d4 / 1d6 / Draw an extra card each round. R

        Disease S 3 / Slow / Creature / Perminant / Lose 1 life each round.  All adjacent creatures, including diagonal, have an identical copy of Disease cast on it. R

        Dispell S 2 / Fast / Perminant Spell / Instant / Destroy. C

        Ditto S 6 Fast / Card Caster Can See / Instant / Ditto becomes a copy of target and returns to Caster's hand as that card.  Caster must declare what Ditto is copying, and if opponents cannot see card, Caster must show card. R

        Djini of the Lamp C 20 / 15 / 5 / 1d8 / Shadow Walking.  When cast place 3 counters on Djini.  Sacrifice a counter: Change the text of target Spell in play or being cast by changing one word with another.  Djini cannot change number or anything mathimatical, numerical, or anthing that implies value.  Djini also cannot make a change that will instantly kill an opponent, or win the game. R

        Doctor C 4 / 4 / 1d8 / 1d6 / Anything damaged by Doctor gains life instead of loosing it. C

        Dragon C 20 / 3d6 / 3d4 / 3d6 / Missle Attack.  1: Strength + 1 until end of turn. R

        Dream Knight C 15 / 10 / 10 / 10 / Shadow Walking R

        Duplicate S 4 / Fast / Spell / Instant / Is duplicated.  Caster of duplicate chooses target for Duplicate. R

        Earth Elemental C 15 / 15 / 10 / 5 /  R

        Electric Ball S 0 / Slow / All Mind Point Reserves / Instant / Empty. R

        Eruption S 2 / Slow / All Warlords / Perminant / Gain 2 extra mind points each round. U

        Exocutioner's Block S 0 / Fast / Warlord / Perminant / 0: Destroy target creature you control. R

        Expansion S 8 / Slow / World / Perminant / All Warlords take 2 turns instead of 1. R

        False God C 6 / 4 / 0 / 1d8 / Any Creature attacked by False God is now controlled by False God's controller.  All controlled creatures return to original controller if False God leaves play. R

        Field Aura S 1 / Fast / Spell with a single target / Instant / Targets all availible Targets. R

        Firebreathing S 2 / Slow / Creature / Perminant / Gains Missle Attack. U

        Fire Elemental C 15 / 5 / 15 / 10 /  R

        Fire of Command S 6 / Fast / Card in Play / Instant / Destroy. U

        Fire Lizard C 10 / 4d4 / 2d4 / 3d6 / Missle Attack C

        Flames From Below S 15 / Slow / All Creatures / Instant / Destroy. R

        Flee S 1 / Fast / Creature / Instant / Moves. C

        Flesh Golem C 8 / 15 / 5 / 6 /  U

        Fluxuation S 6 / Slow / All Warlords / Perminant / Gain double mind points from all sources. R

        Forgotten Lore S 3 / Slow / Warlord / Perminant / 4: Draw 1 card. U

        Fortune S 4 / Fast / Dice Roll / Instant / Choose outcome. C

        Freak S 4 / Slow / Warlord / Perminant / Target may summon 2 creatures into 1 token.  The resulting creature has the added stats of both, and both creatures abilities. R

        Freeze Spell S 2 / Fast / Spell / Perminant / After Spell's effect, Spell remains in play as a perminant spell with freeze spell cast on it.  X: Cast spell as though it was in you hand, except it require no more Mind Points.  X= Target's casting cost times 2. R

        Full Moon S 5 / Slow / Creature / 1 Turn / Double strength and speed. U

        Garath C 12 / 8 / 1 / 2d4 / Creatures adjacent to Garath, including diagonals, cannot move or attack. R

        Garath's Curse S 6 / Slow / All Warlords / Perminant / At the beginning of every round, place a counter on Garath's Curse.  At the end of every turn, the player who just went takes X damage, where X is the number of counters on Garath's Curse.  All players may pay the following.  X: Do not take damage from Garath's Curse.  2X + 5: Destroy Garath's Curse. R

        Gas Spore C 3 / 1 / 4 / 1d6 / If Gas Spore dies, all creature are unable to move or attack until Gas Spore's Controller's next turn. U

        The Gathering Place S 4 / Slow / Square Caster is Standing on / Perminant / Caster can summon creatures in on Target. U

        Gauntlet S 2 / Slow / Creature / Perminant / Gains Counter Attack. U

        Ghoul C 3 / 1d6 / 1 / 1d6 / Any Creature damaged by Ghoul cannot move or attack durning it's Controller's next turn. C

        Golden Glove S 3 / Slow / Creature / Perminant / Can attack twice. U

        Gore C 4 / 4 / 5 / 1d12 / Every turn place a counter on Gore.  0: Remove a counter to do 1 point of damage to any creature in missle attack range. R

        Great Power S 2 / Fast / Creature / 1 Turn / Strength + 1d6. U

        Green Wizard C 4 / 5 / 1 / 1d6 / 2: Target Creature gains Coordination until end of turn. U

        The Grim Reaper C 10 / 1 / 1d4 / 1d20 / Protection from Battle, Protection from Magic.  When a creature is dealt lethal damage from The Grim Reaper, controller of The Grim Reaper may place that creature in any hand, deck, or discard.  The Grim Reaper cannot attack Warlords. R

        Guardsman C 2 / 1d4 / 1d6 / 1d6 /  C

        Heal S 2 / Slow / 1 Target / Instant / X: Target Creature gains X life.  X X X: Target Warlord gains X life. C

        Hell S 1 / Slow / All Cards Entering Discards / Perminant / Enter Your Discard. R

        Horseman C 3 / 4 / 4 / * / Shadow Walking.  *- Horseman moves like a knight in Chess. U

        Hurt S 2 / Slow / 1 Target / Instant / X: Target Creature takes X damage.    X X X: Target Warlord takes X damage. C

        Hyloth C 12 / 10 / 6 / 6 / Counter Attack, Coordination.  Hyloth can attack twice. R

        Iceball S X / Slow / Creature / X Rounds / Cannot move or attack. U

        Ice Beast C 3 / 1 / 1d6 / 1d6 / Protection from Battle U

        Imp C 5 / 15 / 4 / 10 / Protection from Magic, Counter Attack.  Imp cannot attack.  0:  Force any adjacent creature to attack imp.  Use this ability only once during controller's turn. U

        Inspiration C X / X / X / X / X /  R

        Intelligence S 6 / Slow / All Warlords / Perminant / Draw 1d4 cards instead of 1. R

        Jinx S 6 / Slow / Warlord / 1 Round / Does not take a turn. U

        Jumbled Thoughts S 1 / Slow / All Hands / Instant / Shuffle togeather and redistribute the correct number of cards to each player. R

        Kain C 12 / 10 / 1 / 1d10 / Any Creature attack by Kain dies instantly. R

        Kill S 4 / Slow / Creature / Instant / Destroy. C

        Lake of Blood S X X / Fast / X Unihabited Adjacent Squares / Perminant / If a Creature walks on Target, Creature is destroyed.  This death cannot be prevented.  The square the Creature walked on returns to normal.  X= Any number not exceeding the number of creatures in all discards. R

        Living Tree C 10 / 15 / 20 / 0 / When cast, place Living Tree anywhere on the board.  Living Tree cannot attack it's first round in play.  Living Tree can attack once every Round, but it does not have to be on controller's turn.  Living Tree's attack is played as a fast effect. R

        Lore Strike S 0 / Fast / Hand / Instant / Take a random card from target.  Place Lore Strike in target.  Lore Strike cannot be played in responce to any action. R

        Madman C 3 / 4 / 4 / 4 / Coordination.  At the end of every turn, Madman returns to full life. U

        Magic Mace S 2 / Slow / Warlord / Perminant / 2: Target creature takes 1 damage. U

        Mastermind C 6 / 1d8 / 1d6 / 1d6 / Controller gains 2 extra mind points each round. U

        Mechanical Golem C 5 / 10 / 6\2 / 3\8 / Has 2 modes, choose at the beginning of every round. U

        The Maestro C 12 / 4 / 10 / 1d8 / Missle Attack, Coordination R

        Mind Blast S 2 / Slow / All Mind Point Reserves / Instant / Double. R

        Mind Contol S 2 / Slow / Creature / 1 Turn / Control. U

        Mindlink S 1 / Slow / All Decks / Perminant / The top card is face up. R

        Minotaur C 5 / 1d10 / * / 1d8 / *- Anything attacked by Minotaur looses half its life.  Round up for Creatures, and down for Warlords. U

        Mist of Suicidal Tendency S 6 / Slow / Warlord / Perminant / When cast, an identical copy is cast on all legal targets.  At the beginning of every round, Target must sacrifice 1 creature.  If target has no Creatures, Mist of Suicidal Tendency is destroyed. R

        Mummy C 4 / 1d10 / 1d10 / 1d4 /  C

        Nightcrawler C X / X / X / X / X= Number of Creatures in all discards.  Recaculate X every turn, but Nightcrawler's life does not change.  Nightcrawler gains 1 life when ever a creature goes to a discard. R

        Nighmare Image C 6 / 5 / 5 / * / *- Once during controller's turn, Nightmare Image can warp to any square. U

        Nobleman C 5 / 8 / 5 / 5 / Counter Attack U

        Peasant C 0 / 1 / 2 / 2 /  C

        Phantom C 3 / 4 / 4 / 5 / Shadow Walking C

        Pillar of Fire S 1 / Slow / Warlord / Perminant / Gain 1 extra mind point each round. U

        Pirate C 5 / 5 / 4 / 5 / Counter Attack C

        Poltergeist C 5 / 1d6 / 1d8 / 6 / Missle Attack U

        Portal S 3 / Slow / 2 Squares / Perminant / Caster's creatures and Warlord can move between targets with one movment. R

        Possession S 2 / Fast / Creature / 1 Turn / Replace with target creature in any discard. U

        Powerful World S 6 / Slow / All Creatures / Perminant / Can move and attack twice during controller's turn. R

        Priest's Blessing S 4 / Slow / All Warlords / Perminant / Gain + 1 on all roles. R

        Prophecy S 2 / Fast / Turn / 1 Turn / Must be cast befor target begins.  Declare one action that player will make.  This cannot be a required action.  If the player makes that move, caster gains 10 life.  Prophecy can only target an opponent's turn. R

        Psi-Attack S 2 / Fast / Creature or Warlord / Instant / Attack with caster's strength. U

        Psychosis S 3 / Slow / Warlord / Perminant / Takes 1 damage each round. R

        Queen C 4 / 1 / * / * / *- Queen moves like a queen in Chess, and kills creatures like queen takes pieces in chess.  Queen cannot kill Warlords. R

        Rabid Dragon C 10 / 3d6 / 3d4 / 3d6 / Missle Attack.  1: Strength + 1 until end of turn.  All Warlords can control Rabid Dragon on thier turn. R

        Rainbow Wizard C 6 / 5 / 2 / 1d6 / 2: Target creature gain Shadow Walking, Counter Attack, Missle Attack, or Coordination until end of turn. R

        Rebirth S 3 / Slow / Creature in Caster's Discard / Instant / Return to hand. C

        Redirect S 4 / Fast / Spell With Target / Instant / Choose target. R

        Red Wizard C 4 / 5 / 1 / 1d6 / 2: Target Creature gains Missle Attack until end of turn. U

        Revive S 2 / Fast / Dying / Creature / Instant / Prevents death.  Returns to original life. C

        Roadblock S 1 / Fast / Square / Perminant / Becomes impassible. C

        Rot Grub C 1 / 1 / 1 / 1 / Sacrifice Rot Grub to kill an adjacent creature. U

        Sale S 4 / Slow / All Cards Being Cast / Perminant / Cost 1/2 less, round up. R

        Satanic Guidance S 4 / Slow / Hand / Insant / View.  Choose 1 card.  Bring that card to your hand. U

        Scout C 1 / 2 / 2 / 15 /  C

        Screams of Writhing Pain S 3 Slow / All Warlords / Perminant / Take 1 damage each round. R

        Shade C 6 / 1d8 / 3 / 1d6 / When Shade deals damage, Shade gains life equal to the amount of damage it causes. U

        Shadow Walking S 2 / Slow / Creature / Perminant / Gain Shadow Walking. U

        Shalmehr C 12 / 6 / 4 / 6 / 0: Take back any action as long as nothing but fast effect have followed it. R

        Shapeshifter C / 10 / 1d20 / * / * / At the beginning of every round, Shapeshifter can take all characteristics except life of any creature card that has been in play with Shapeshifter. R

        Sleep S 1 / Fast / Creature / 1 Turn / Cannot move or attack. C

        Sleepless Night S 8 / Slow / Warlord / Instant / Takes next turn.  Target cannot use fast effects after this turn until his next turn. U

        Soldier C 1 / 4 / 1d4 / 1d4 /  C

        Soul Jumper C 5 / * / * / * / When cast, Soul Jumper inhabites any creature.  Soul Jumper may switch to any creature within Missle Attack range. R

        Soulless Armor S 4 / Slow / Creature / Perminant / Life = 0.  Target cannot leave play.  Place a counter on Soulless Armor at the beginning of each round, when three counters are on Soulless Armor, destroy. R

        Spectral Twin C 15 / X / 1d6 / 1d6 / X= Half caster's life.  Spectral Twin acts as a Warlord and as a Creature.  At the beginning of every round it gains 1d4 mind points and draws a card from controller's deck.  Controller may cast cards in Spectral Twin's hand with Spectral Twin's mind points, under controller's control.  If Spectral Twin leaves play its hand is discarded. R

        Spellhack S 1 / Fast / Slow Spell / Instant / Is played fast. U

        Spikes of Judgement S 15 / Fast / All Creatures on Black Squares / Instant / Destroy. R

        Spirit Grasp S 12 Slow / Warlord / Perminant / When rolling for mind points, target takes mind points from other Warlords, if they don't have enough, target only gets what they have. R

        Spy C 3 / 3 / 3 / 1d10 / 1: Look at next card in target deck.  10: Draw next card in target deck. U

        Stone Golem C 8 / 15 / 6 / 5  U

        Stop S X / Slow / All Cards / X Rounds / None may be cast or put in play. R

        Suit of Death S 0 / Fast / Creature Caster Controls / Instant / Destroy.  Gain X mind points, where X is target's casting cost. U

        Sword S 1 / Slow / Creature / Perminant / Strength + 3. C

        Sword of Destruction S 0 / Fast / Creature / Instant / 10%: Destroy. U

        Tax S 4 / Slow / All Cards Being Cast / Perminant / Cost twice as much. R

        Teleport S 3 / Fast / Creature / Instant / Move to any square. C

        Telescope S 1 / Slow / Warlord / Perminant / 1: View target hand. U

        Theives of the Night S 5 / Slow / Warlord / Perminant Draw from any deck. R

        Tholar C 12 / 15 / 5 / 1d8 / Counter Attack.  Anything that takes Counter Attack damage from Tholar is insantly killed. R

        Tholar's Bane S 4 / Slow / All Warlords / Perminant / Whenever life is taken to a value below 0, life is set at 1. R

        Thought Beast C 15 / X / X / X / X= Caster's Mind Points.  Recalculate this every turn, but Thought Beast's life doesn't change. R

        Time Traveler C 10 / 10 / 1d12 / 1d6 / Missle Attack R

        Trap C 1 Slow / Square / Perminant / 40%: Any creature or Warlord who passes over target takes 1d6 damage. C

        Triplicate C 2 / Fast / Spell / Instant / Is Triplicated.  Caster of Triplicate chooses target for first copy.  Target opponent chooses target for second copy. R

        Vampire C 3 / 10 / 8 / 7 / At the beginning of every round, place a counter on Vampire.  If there are 3 counters on Vampire it instantly dies.  If Vampire kills a Creature or Warlord, remove all tokens from Vampire. R

        Vendetta S 2 / Slow / 2 / Creatures / Perminant Cannot attack, with the exception of the other target.  If one target dies, Vendetta is destroyed. R

        Viscious Dreams C 6 / 5 / 6 / 1d8 / 1: Set Viscious Dreams' life to 1. R

        Violence S 6 / Slow / All Creatures / Perminant / Gain Counter Attack. R

        Walking Dead C 3 / 10 / 5 / 1d4 /  C

        War Golem C 8 / 15 / * / * / At the beginning of every round, choose one of the following settings for War Golem. 1d6/1d8- Coordination.  1d8/1d6- Missle Attack.  1d8/1d6- Counter Attack.  1d6/1d8- Shadow Walking. R

        Warrior C 3 / 5 / 3 / 1d6 / Counter Attack C

        Warrior From Below C 6 / * / * / * / *- When cast distribute these three values among the attributes- 1d10, 1d8, 1d6. U

        Water Elemental C 15 / 1d20 / 1d20 / 1d20 /  R

        The Weak Minded S X / Slow / Warlord / Instant / Discard X cards. U

        Winter S 6 / Slow / All Warlords / Perminant / May only move and attack with one creature each round. R

        Wish S 4 / Fast / Spell / Instant / Change the text of target by changing one word with another.  Wish cannot change numbers or anything mathimatical, numerical, or anthing that implies value.  Wish also cannot make a change that will instantly kill an opponent, or win the game. R

        Wizard's Block S 4 / Slow / All Warlords / Perminant / Can only cast one card on all turns. R

        Wolf-In-Sheeps-Clothing C 6 / 5 / 10 / 0 / Summon W-I-S-C in on any square, but keep it a secret.  Write it down.  W-I-S-C cannot attack it's first round iin play.  W-I-S-C can attack out of turn, and as a fast effect, as long as W-I-S-C's position remains a secret. R

        Wolves C 3 / 2 / 4 / 1d8 / Coordination C

        Wrath S 1 / Fast / Creature or Warlord / Instant / Takes 3 damage. C

        Yellow Wizard C 4 / 5 / 1 / 1d6 / 2: Target creature gains Counter Attack until end of turn. U

        Zombie Knight C 3 / 13 / 6 / 2 /  U
 

PART SEVENTEEN: Final words from the creator

        That is about all there is to Warlords.

        While it is true some cards are unbalanced, and there are some combinations that figuring out the result of them would be worse than Quantum Mechanics, part of the fun of the game should be figureing out how those things work.  Everytime I play the game, I notice something else, and I tweek it.  Especially the casting cost of certain cards is always changing, as well is the timing of cards, and durations.  It is not a perfected game yet... and I stress yet.  I try to find as many people to play as I can so I can tweek the game as needed.  Reguardless of it's problems, the game is still quite fun to play.
 
 

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