The Cards

Card Types
There are six different basic card types in the game to represent the various units, creatures, magical gimmicks and deadly warmaschines in your army. Additionally each cardtype is divided into subtypes, basicly being the same type of card but featuring some special abilities.

• Battle Cards
Basicly all cards in the game are so called Battle Cards – as they all feature the Conflict Resolution Table (short CRT). A Battle Card is the most common denominator of all card types in the game. So whenever a rules text or ability refers to a Battle Card, every card type is affected.

• Unit Cards
Units are the main cards in the game and represent warbands, hordes, heroes and wizards alike. Units are the backbone of every army and do the actual fighting. In addition to that a player scores victory points for destroying enemy units.

Unit Card Subtypes:
• Personality

• Terrain Cards
Terrains are the regions the war is fought on and provide tactical advantage. In addition to that a player scores victory points by controlling terrain cards.

Terrain Card Subtypes:
• Domain

• Landmark Cards
Landmarks symbolize additions to the Terrain Cards and are always attached to such a card. Landmarks provide further tactical advantage to their controller.

• Artefact Cards
Artefacts represent weapons, armor or relics of magical power to aid your units. Most artefacts enhance the combat abilities of the unit that carries them. Artefacts are automatically destroyed when the last unit being able to carry an artefact is killed.

Artefact Subtypes:
• Weapon
• Armor
• Relic
etc.

• Spell Cards
Spells represent the magical powers that wizards can unleash. Spell cards can affect almost every aspect of the game, but have to be bought seperately and require a fair amount of spellcasters in your army. Once you bought a spell, it can be used by every wizard in your army. Most of the spells are unlimited in use.

Spell Card Subtypes:
• Ritual

• Tactic Cards
Tactics represent commands and orders that the leaders in your army can issue. Those tactics can turn the tide in the heat of the battle. Altough they are mundane and thus not nearly as powerful as Spells (at first sight), Tactics are easier applied. Once you bought a Tactic, it can be used by every leader in your army. Most the the tactics are unlimited in use.

Tactic Card Subtypes:
• Commands
• Objectives

 

Card Anatomy

• Elements/Level
The number and color of dice this card contributes to an attack. Also shows the cost to draft this card.

• Keywords
Special Traits that interact with other cards or provide additional abilities.

• Collectors Info
The set the card can be found in, Card Number in the set, Rarity, Copyright blah blah and Illustrator of the card.

• Card Type
A quick reference of the card type, card types can also be distinguished by the border of the card.

• Flavor Text
Some cards contain flavor text, wich has absolutely no effect on the gameplay.

• Conflict Resolution Table
The main part of every card shows the abilities triggered by a die roll. In conjunction those abilities describe how the card works, it’s strength’s and weaknesses. Most abilities include reminder text after their name. Certain abilities require a specific colored dice to trigger – in addition to the rolled number.

Background Story – Chapter 3:
“Silence!” shouted Oberon, the leader of the high council. The elder smashed his fist upon the table, with power undreamt of a person of his high age. The gathered crowd went silent immediately. The table still shook from the force of Oberons fist and a crystal carafe started to dance around nervously. Almost erveryone of the present persons watched the carafe eagerly, but nobody acted. And so the receptacle fell over and broke, spilling wine all over the wooden table. A sweet, alcoholic smell filled the room. Oberon – obviously annoyed – continued his address to the council: “Members of the council!”. The people raised their heads again, there where knight among them, priests and wizards too. “Members of the council! As far as we examined the facts, we have come to the agreement that further steps of how to deal with the so called threat will be decided after the messenger arrives” spoke oberon to the crowd. The elder wanted to take a sip of wine, but went for a rhetorical pause instead after his eye fell on the empty glass. Dahlia – who sat next to Ashra in the first row, raised her voice. “What if the messenger had been killed?”. A murmur went through the crowd and Dahlia earned lots of sly glances. Ashra, who noticed the uprising among the people, got out of his chair and started to talk calmly: “My dear friends and allies!”. The members of the council – including Oberon himself – awaited eagerly what Ashra had to say. The swordsinger continued: “Although the overall situation is as worse as it could be, I appeal to our common sense when I say that we should deal with the ongoing war instead of racking our minds about the threat”. Ashra let his view pass across the room, he registered a nodding here and there. Someone choughed and others whispered agreements to their neighbours. Ashra sighed, once more he managed to calm down this kindergarten of a council – and this earned him a respectful look from Oberon. But Dahlia had the feeling that the members ignored her like a little child. And so the young princess turned her attention to Oberon and started talking with a frozen voice: “Why do we not name our child? We all know very well that this so called threat will be our doom. There, take a look out of the window – its coming closer every hour – and its coming to kill us all”. One of the priests uttered a high pitched moan as if he realized the situation only just by now. “So I may ask my question again grandmaster Oberon: What if the messenger had been killed?”. Oberon threw a withering glance at Dahlia while Ashra didn’t deign her a look. The words of the princess had been like pouring oil into a flame: Suddenly the crowd broke out into argumentation: wizards verbally attacking priests, priests insulting knights. And some of the royal guard even forgot the codex and reviled oberon. but the old man kept his self-control and answered as flast as possible: “if the messenger died on his journey, then the last vestige of hope for theese lands died with him”.