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 |