Welcome to the §ylvan Library


House of War


Card Picture

Card Description

Quantity

Amok


War; Cast on recruit group. Group moves twice this turn in its direction of travel. A player- controlled group moves in a random legal direction.
3

Armistice


War; Cast on globe. No group enters combat. (This prevents all start-of-combat effects as well.) Duration: Turn of casting +2.
6

Berserker Blade


War; Cast on swordsman. When swordsman is hit in combat, swordsman gets +1 hand damage, cumulative, until end of combat.
3

Berserkers


War; Cast on recruit group. When any member of group dies in combat, all other members of group get +1 hand damage per casualty, to a maximum of +3, until end of combat.
0

BloodLust


War; Cast on swordsman. Swordsman gets +1 attack each round.
7

Brimstone Dragon


War; H:4 A:1 HP:16 L:2 Territorial, Flight. Cast on mountain or volcano. At start of combat, casts Fireball (5 hit points of damage) on opposing group.
0

Call to Arms


War;Cast on town or colony. Call to Arms generates +2 Strife for town owner each turn.
5

Dragon Slayer


War; Cast on archer. When archer damages a monster, monster is killed.
2

Dragon's Teeth


War; H:2 A:1 HP:*(x2) L:1 Cast on friendly town or colony. Creates two level 1 swordsmen of random nations.
1

Encampment


War; Cast on friendly recruit group of two or more. Group disappears for turn of casting +3. Creates a friendly colony that does not generate novices and cannot be targeted by spells. When group reappears, colony is destroyed. Dispelled if colony is captured.
2

Field Surgery


War; Cast on friendly recruit group. All damaged members of group are fully healed, and get -1 maximum hit point.
0

Fireball


War; Cast on group. All members of group take five hit points of damage.
1

Firewyrm


War; H:2(x2) A:0 HP:12 L:1 Two attacks. Cast on globe. Creates Firewyrm off the board. Before combat, it appears in lava or barren land adjacent to a non-friendly group, and its square becomes lava. After all combat, it disappears again. Dispelled when killed. May be cast more than once.
0

Flaming Arrows


War; Cast on archer. Archer gets +3 missile damage against groups in a structure or forest. When archer hits opponent in forest, after all combat, opponent's square becomes barren land.
0

Flaming Sword


War; Cast on swordsman. Swordsman gets +2 hand damage.
5

Fog of War


War; Cast on globe. All minions are concealed from both sides. (Concealed minions cannot be targeted by enemy individual spells.) Duration: Turn of casting +2.
0

Forced March


War; Cast on recruit group. Group moves twice this turn in its direction of travel.
6

Good of the Many


War; Cast on friendly recruit. Recruit dies.
1

Hellion


War; H:4 A:1 HP:16 L:3 Nomadic. After all combat, if Hellion fought only non-Justice minions this turn, she changes sides.
1

Lava Flow


War; Cast on mountain or volcano. Mountain becomes volcano. At start of turn, volcano has 33% chance to erupt into 1-2 adjacent non-structure squares except mountain or volcano. Affected squares become lava for current turn +2, then change from lava to barren land.
0

Legionnaires


War; Cast on recruit group with swordsmen. Swordsmen in group get +1 hand damage.
7

Lone Wolf


War; Cast on swordsman in group of one. Swordsman gets +3 hand damage, +1 armor, and +6 maximum and current hit points. Swordsman cannot join groups, add new recruits, or be targeted by friendly individual spells. Swordsman's group cannot be targeted by friendly group spells.
7

Marksman


War;Cast on archer. Archer gets +1 missile damage, +1 attack each round, and +2 maximum and current hit points.
7

Ngozi


War; H:2 A:1 HP:7 L:2 Cast on recruit group. Creates Ngozi, a Human Hero swordswoman. Before movement, and after she moves, the four squares adjacent to her group become barren land. (Each Hero may be cast only once per game.)
1

Ngozi's Way


War; Cast on recruit group. All members of group get +1 level.
0

Palisade


War; Cast on square. While in square, archers in square get +1 armor.
0

Plains


War; Cast on square. Square becomes plains.
6

Point of Clarity


War; Cast on globe. Caster gets +1 Clarity each turn. May be cast more than once.
8

Rain of Arrows


War; Cast on recruit group with archers. Archers in group get +1 attack each round. Dispelled after next combat.
7

Renegades


War; Cast on recruit group of three or less not in a structure. Group becomes neutral. (Neutral groups move last, attack all other groups, and have "half-initiative" in combat. Neutral recruit groups cannot enter structures.)
0

Salamander


War; H:4 A:0 HP:12 L:1 Territorial, Firewalk. Target square becomes lava. (Lava causes 3 hit points of damage at start of turn unless group has Firewalk.)
4

Scorched Earth


War; Cast on forest. Affects all contiguous forest squares. Squares become barren land.
5

Shattering Blow


War; Cast on swordsman. When swordsman hits an opponent, opponent is killed, and Shattering Blow becomes Shattered Sword (-1 hand damage).
0

Skirmish


War; Cast on group. Group withdraws after the first full round of combat. Dispelled after next combat.
2

Swashbuckler


War; Cast on swordsman. Swordsman's armor is absorbed into its level, and swordsman cannot gain armor. (Swordsman gets -N armor and +N levels, where N is its armor on turn of casting. These stat changes cannot be dispelled.)
0

Thermites


War; Cast on recruit. When recruit hits an opponent, opponent gets Thermite Damage (-1 armor). Recruit ignores armor against Gargoyles.
5

Veteren


War; Cast on recruit. Recruit gets +1 hand damage, +1 armor, and +2 maximum and current hit points.
7

Volcano


War; Cast on square. Square becomes volcano. (Volcano causes 5 hit points of damage at start of turn unless group has Firewalk. Volcano blocks movement unless group has Mountainwalk.)
1

War Drums


War; Cast on recruit group. At end of combat, if group survives and opposing group died, triumphant music is played.
0

Warlord


War; H:5 A:1 HP:7 L:2 Cast on friendly town or colony. Creates a Human swordsman. Warlord gets +3 hand damage and +1 level. Other swordsmen in group get +1 hand damage.
0

Weapon Master


War; Cast on recruit. A swordsman gains a missile attack starting at M:2. An archer gains a sword attack starting at H:2. Recruit may now be targeted by both swordsman and archer spells. Cannot be targeted by Bear Spirit.
4

Wyrmling


War; H:2 A:2 HP:6 L:0 Nomadic, Flight. Neutral. Cast on volcano. If killed by a recruit group, that group gets Wyrmling Hide (all members of group get +2 armor).
2
Back to main page Home