Card Picture |
Card Description |
Quantity |
 |
Army of Light
Hope; Cast on town or colony. Creates two vision novices. |
11 |
 |
Ascension
Hope; Cast on recruit. Recruit is removed from the game.
(This does not set off any death triggered spells) |
13 |
 |
Atonement
Hope; Cast on Recruit. When recruit is killed, the attacker's owner discards
all spells in hand.If killed by a recruit, Atonement tranfers to the killer. |
2 |
 |
Bella's Sigil
Hope; Cast on monster. It becomes immobile. (Immobile monsters cannot be moved.) |
2 |
 |
Burst of Clarity
Hope; Cast on Globe. Caster gets +2 clarity next turn. |
13 |
 |
Centaurs
Hope; M:2(x2)A:0 HP:10(x2)L:1Nomadic. Two attacks; Cast on forest.
Creates two centaurs. |
4 |
 |
Chalice of Hope
Hope; Cast on globe. All owned structures create one novice each turn.
Duration: turn of casting +3 |
0 |
 |
Change of Heart
Hope; Cast on neutral town or colony. town joins casters side. Any group in
town is removed from game. |
0 |
 |
Citizen's Militia
Hope; Cast on non-neutral town or colony. Creates four level zero vision swordsman
off the board. Before combat, they appear in town when a nonfriendly group is
adjacent. After all combat, they disappear again. Enemy groups cannot enter town.
Dispelled when killed or if town is captured. |
13 |
 |
Deva's Quiver
Hope; Cast on archer. Archer gets +2 missile damage and +1 level, and ignores opponent's armor. |
1 |
 |
Emancipation
Hope; Cast on globe. All monster groups on the board get Emancipated (monster group becomes neutral). |
0 |
 |
Empathy
Hope; Cast on friendly recruit. Enemy group spells cast on recruit's group are squandered, and recruit takes damage equal to the casting cost of the squandered spell. |
0 |
 |
Farm-Boys
Hope; Cast on town or colony. Every recruit created in town gets Farm-boy(-1 level) |
0 |
 |
Griffon
Hope; H:3 A:1 HP:12 L:1 Territorial, Flight. Cast on mountain. Cannot be targeted by
Despair individual spells. Deals Magical damage against shadows.
(Magical Damage ignores armor, immunities and spells.) |
5 |
 |
Hand of Zana
Hope; Cast on globe. All friendly groups gain Flight. (Groups may cross any terrain, and are immune to adverse terrain effects.) Duration: M turns. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast). |
0 |
 |
Hero's Legacy
Hope; Cast on recruit. When recruit dies, all surviving members of it's group
Get Hero's Legacy.( +1 level) |
15 |
 |
Illender
Hope; Cast on square. Void, lava, and desert become barren land. Barren land becomes plains. Volcano becomes mountain. Swamp becomes forest. |
0 |
 |
Inspiration
Hope; Cast on globe. A random spell is added to the top of the caster's deck,
altered to caster's mana types. (Any Spell in the game may be obtainedin this way.) |
1 |
 |
Leadership
Hope; Cast on recruit. Recruit gets +1 level. Swordsman in group get +1 hand damage |
0 |
 |
Leap of Faith
Hope; Cast on globe. Caster discards all cards in hand that were not cast this turn |
16 |
 |
Man of Iron
Hope; H:3 A:2 HP:12 L:2 Nomadic. |
1 |
 |
Mountain Pass
Hope; Cast on mountain or volcano. Caster's groups can cross this square.
( This does not protect groups from volcano damage.) |
18 |
 |
Pegasus
Hope; Cast on Mountain. H:4 A:1 HP:12 L:2 Nomadic, Flight, Move 2. |
0 |
 |
Perfection
Hope; Cast on town or colony. Dispels all structure spells. (This does not destroy colonies.) Town or colony cannot be targeted by structure spells. |
0 |
 |
Piercing Rays
Hope; Cast on vision archer. Archer gets +1 missle damage, or +3 damage
against shadows. |
0 |
 |
Prophet
Hope; Cast on recruit. recruit generates +1 mana of each type associated
with it's nation for both players each turn. |
1 |
 |
Sanctuary
Hope; Cast on square. At start of combat., any group in squarewithdraws,
ending combat. |
0 |
 |
Settlement
Hope; Cast on recruit group not in a structure. Group is replaced by by a
colony belonging to owner of the group. ( A new colony dispels its square
and changes it to plains.) |
1 |
 |
Shield of Vela
Hope; Cast on recruit. Recruit's hits give Gorgon's Gaze(-1 damage and
+1 armor, cumulative. A player who is hit by three or more of any gaze is
killed.) |
0 |
 |
Spirit Sword
Hope; Cast on Swordsman. Swordsman now get +1 damage and ignores Opponent's
armor. |
10 |
 |
Sublimity
Hope; Cast on friendly town or colony. After all combat, each recruit in town gets -2 maximum hit points, or Sublimity is dispelled if town is unoccupied. For each affected recruit, town generates +1 primary mana next turn. |
0 |
 |
Sword of Zana
Hope; Cast on on recruit group not in structure. At start of combat,
opposing group dies, ending combat. Dispelled after next combat. |
0 |
 |
Sword of Zana II
Hope; Cast on on recruit group not in structure. At start of combat,
opposing group dies, ending combat. Dispelled after next combat. |
0 |
 |
Threshhold of Order
Hope; Cast on globe. Caster gets +1 Order each turn. May be cast more than once. |
16 |
 |
Unerring Focus
Hope; Cast on recruit. Recruit's attacks ignore opponent's level.(i.e.
Opponent cannot dodge regardless of it's level). |
13 |
 |
Unicorn Herd
Hope; H:2 |
0 |
 |
Vale of Peace
Hope; Cast on town or colony. Monsters cannot enter or be targeted on squares in the 3x3 diamond centered on town. |
0 |
 |
Valiant Stand
Hope; Cast on town or colony. Swordsmen in town get +2 hand damage.
Dispelled after next combat or if town is captured. |
0 |
 |
Volunteers
Hope; Cast on globe. Before movement, for every new recruit created, a new Vision archer is created in the new recruit's group. Duration: Turn of casting +2. |
0 |
 |
Zana
Hope; H:2 A:1 HP:7 L:2 Cast on a recruit group. Creates Zana, a
vision hero swordsman. While Zana is in play, all monsters join the
caster's side. (Each hero may be cast only once per game.) |
0 |
 |
Zana's Blessing
Hope; M:2 A:1 HP:7(x2) L:1 Cast on Recruit group. At start of combat, two
vision level 1 archers are created in the group. At end of combat, they are
removed frpm the game. ( If group is in a structure, all town spells affect
the new recruits.) Dispelled after next combat. |
0 |
 |
Zana's Champion
Hope; H:4 A:4 HP:7 L:2 Cast on friendly, unoccupied town or colony. Town or colony is replaced by Zana's Champion, a Vision swordsman. Champion's group and its members cannot be targeted by any group spells or individual spells. Only one in play at a time. |
0 |