Card Picture |
Card Description |
Quantity |
 |
Armor to Meat
Unmaking; Cast on recruit. Recruit gets -2 armor. |
9 |
 |
Bedlam
Unmaking; Cast on square. At start of turn, each minion in square gets Chaos
Feature. (A recruit who gets 3 or more Chaos Features changes into a Misfit.) |
5 |
 |
Boggart
Unmaking; H:3 A:0 HP:15 L:1 Nomadic. |
1 |
 |
Bolt of Somersaults
Unmaking; Cast on group. Group is teleported to a random unoccupied
non-structure square. |
0 |
 |
Burst of Strife
Unmaking; Cast on globe. Caster gets +2 Strife next turn. |
17 |
 |
Carapace
Unmaking; Cast on minion. Minion gets +1 armor. |
5 |
 |
Changing Lands
Unmaking; Cast on square. Before combat, square becomes any of plains, forest,
barren land, ice, mountain, lava, water, or Void, at random. |
4 |
 |
Chaos Feature
Unmaking; Cast on minion. Minion gets a random individual spell. (A recruit who
gets 3 or more Chaos Features changes into a Misfit.) |
1 |
 |
Chaos Fog
Unmaking; Cast on recruit. Every other member of its group becomes invisible.
Recruit remains visible. (Invisible minions cannot be targeted by enemy individual
spells.) |
1 |
 |
Cockatrice
Unmaking; H:3 A:0 HP:12 L:1 Nomadic. Cockatrice's hits give Cockatrice's Gaze (-1
damage and +1 armor, cumulative. A minion who gets three or more of any Gaze is
killed). |
1 |
 |
Cruel Greaves
Unmaking; Cast on recruit. Recruit takes N hit points of damage, where N is recruit's armor.) |
1 |
 |
Devolution
Unmaking; L:0, Neutral. Cast on monster group. Monster group is replaced by an equal number of neutral Misfits of random class. (Neutral groups move last, attack all other groups, and have "half-initiative" in combat. Neutral recruit groups cannot enter structures.) |
0 |
 |
Disintegrate
Unmaking; Cast on minion. Minion dies. |
5 |
 |
Entropia
Unmaking; Cast on town or colony. Colony is destroyed. Dispels all spells
on town. Town cannot be targeted by structure spells. |
0 |
 |
Ergotism
Unmaking; Cast on recruit. At start of turn, recruit takes 1 hit point of damage. When recruit is dying, recruit is fully healed, has all individual spells dispelled (including Ergotism), and changes into a Misfit. |
0 |
 |
Erisian Blade
Unmaking; Cast on recruit. Recruit gets +1 hand damage for every nation in its group. |
16 |
 |
Fingle
Unmaking; H:2 A:1 HP:9 L:2 Cast on recruit group. Creates Fingle, a Misfit Hero swordsman. Every player- controlled group in the eight squares surrounding Fingle moves in a random legal direction. (Each Hero may be cast only once per game.) |
0 |
 |
Fingle's Folly
Unmaking; H:2(x4) A:2 HP:16 L:0 Nomadic. Neutral. Four attacks. When Fingle's
Folly dies in combat, it explodes as a Fireball (5 hit points of damage) on
opposing group. |
4 |
 |
Forbidden Ichor
Unmaking; Cast on recruit. Recruit changes into a member of a random nation. |
0 |
 |
Gatemouth
Unmaking; H:1 A:0 HP:3 L:0 Nomadic. Neutral. At start of turn, gets -1 maximum hit
point. Before combat, all adjacent groups are teleported to random unoccupied
non-structure squares not adjacent to this Gatemouth. |
0 |
 |
Gnax
Unmaking; H:2 A:0 HP:4(x2-6) L:0 Territorial. Creates two to six Gnax. When a Gnax
damages a Dwarf, the Dwarf gets Chaos Feature. (A recruit who gets 3 or more Chaos
Features changes into a Misfit.) |
0 |
 |
Gyre
Unmaking; Cast on group. Group gets M total Chaos Features, assigned randomly. (A recruit who gets 3 or more Chaos Features changes into a Misfit.) 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). |
1 |
 |
Hollow Jester
Unmaking; H:0 A:1 HP:9 L:1 Cast on recruit group. Hollow Jester is a Misfit swordsman. Group cannot add any new recruits. At start of turn, a random other recruit in group gets Chaos Feature. Duration: N turns, where N is the number of recruits in group. On expiration, Hollow Jester is removed from the game. |
0 |
 |
Instability
Unmaking; Cast on globe. Each monster group on the board is replaced by a new random monster group that can be targeted on squares. A monster group that cannot be replaced is removed from the game instead. (Monster groups that are off the board are not affected.) |
0 |
 |
Iron Shillelagh
Unmaking; Cast on recruit. When recruit damages an opponent, opponent has all
individual spells dispelled. If opponent is a Dwarf, opponent's group has all
group and individual spells dispelled. Duration: Turn of casting +3. |
15 |
 |
Jinx
Unmaking; Cast on minion. Minion gets -2 hand and missile damage. If minion
is killed, Jinx transfers to the killer. |
1 |
 |
Jumping Land
Unmaking; Cast on mountain. Before combat, mountain has a 60% chance to move to a
random adjacent non-structure square, leaving plains. Any group on the mountain
moves with it. Any group in the new square is removed from the game. |
4 |
 |
Leechwood
Unmaking; Cast on forest. Affects all contiguous forest squares. When cast, at
start of turn, and when group enters square, groups in squares have all spells
dispelled. |
2 |
 |
Maelstrom
Unmaking; Cast on friendly town or colony. On expiration, town or colony is destroyed, and square becomes Void. Duration: Turn of casting +2. |
0 |
 |
Magnetic Accrual
Unmaking;Cast on recruit. Recruit absorbs all armor from its group. (Every other recruit gets -A armor, where A is its armor on turn of casting. Target recruit gets +N armor, where N is the sum of all A's. These stat changes cannot be dispelled.) |
0 |
 |
Manticore
Unmaking; H:8 A:0 HP:10 L:2 Territorial. Withdraws after the first full round
of combat. |
0 |
 |
Ort
Unmaking; Cast on recruit group. Creates one or two recruits of random nation and class, or one or two recruits in group dies. |
0 |
 |
Pages to Dust
Unmaking; Cast on globe. At start of turn, both players discard all spells in
hand that were not cast last turn. |
1 |
 |
Runts
Unmaking; Cast on non-neutral town or colony. Town no longer creates novices. At start of turn, two swordsmen of random nations are created, and get Runt (-1 hand damage, -2 maximum hit points). Group in town cannot be targeted by group spells. Duration: Turn of casting +3. |
0 |
 |
Rust
Unmaking; Cast on town or colony. While in town, recruits in town get -1 armor. Dispelled after next combat or if town is captured. |
0 |
 |
Source of World
Unmaking; Cast on globe. Caster gets +1 World each turn. May be cast more than once. |
7 |
 |
The Unmagicking
Unmaking; Cast on globe. Dispels all spells. (Summonings, nation changes, recruit
class changes, and terrain changes are not dispelled.) Cast only once per game. |
1 |
 |
Treacherous Armor
Unmaking; Cast on recruit. When recruit is hit (before checking armor), recruit's
total armor x 2 is added to the enemy's attack. Recruit's remaining armor this
round will reduce this damage normally. |
1 |
 |
Void
Unmaking; Cast on square. Square becomes Void. (Void removes unprotected groups
from the game at start of turn, before movement, and before combat. Void does not
block movement.) |
0 |
 |
Weakness
Unmaking; Cast on minion. Minion gets -1 hand damage. May be cast more
than once on the same minion. |
6 |
 |
Werewolf
Unmaking; H:4 A:0 HP:18 L:1 Territorial. |
1 |
 |
Wrack
Unmaking; Cast on minion. Dispels all individual spells on minion. Minion
cannot be targeted by individual spells. |
7 |
 |
Zurzavar
Unmaking; Cast on town or colony. Any player-controlled group in town moves in a
random legal direction. Duration: Turn of casting +3. |
2 |