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Fame
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LevelRewardFame
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1Command Token012
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2Skill / Advanced Action34567
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3Command Token891011121314
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4Skill / Advanced Action151617181920212223
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5Command Token2425262728293031323334
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6Skill / Advanced Action35363738394041424344454647
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7Command Token484950515253545556575859606162
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8Skill / Advanced Action6364656667G 686970717273747576777879
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9Command Token8081828384N 8586T 878889909192939495969798
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10Skill / Advanced Action99100101102103104105106107108A 109110111112113114115116117118119
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ReputationA X-5-3-2-1NG -100011223T 35
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Advanced Actions
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Spells
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Underground Travel / Underground AttackMove by up to 3 revealed spaces on the map. You may not move to or through swamps or lakes this way, and you must end your move on a safe space. Moving this way does not provoke rampaging enemies.Same as the basic effect, except you have to end you move on a fortified site (or on a space occupied by another player). It ends your movement and counts as an assault (or as an attack on that player). Ignore site fortifications. If withdrawing after the combat, return to your original position.
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Mind Read / Mind StealChoose a color. Gain a crystal of the chosen color to your Inventory. Each other player must discard a Spell or Action card of that color from their hand, or reveal their hand to show that they have none.Same as the basic effect. In addition to that, you may decide to permanently steal one of the Action cards (not Spells) discarded this way and put it into your hand.
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Energy Flow / Energy StealReady a Unit. If you do, you may spend one Unit of level II or less in each other player's Unit area.Ready a Unit. If you do, that Unit also gets Healed, and you may spend one unit of level III or less in each other player's Unit area.
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UnitsCostLvlArmLocation (V= Village, M=Monastery, K=Keep, T=Mage Tower)
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Guardian Golems723+PKTAttack or Block 2Fire Block 4Ice Block 4
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Altem Guardians1147CAttack 5Block 8. An enemy blocked this way loses Swiftness.All units you control gain all resistances this turn.
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Utem Swordsmen624KAttack or Block 3Attack or Block 6. This Unit becomes Wounded.
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Monastery Advanced Actions
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None
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Common Skill OfferMotivation - Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
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Motivation - Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
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Bright Negotiation - Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
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Healing Ritual - Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
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Night Sharpshooting - Once a turn: Ranged attack 1 (durng the Day), or Ranged attack 2 (during the Night)
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Cold Swordsmanship - Once a turn: Attack 2, or Ice attack 2
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Forward March - Once a turn: Get Move 1 for each Ready and Unwounded Unit you control, to maximum of Move 3
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Who Needs Magic? - Once a turn: One card played sideways gives you +2 instead of +1. If you use no die from the source this turn, it gives +3 instead.
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I Feel No Pain - Once a turn, except in combat: Discard one wound from hand. If you do, draw a new card.
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Polarization - Once a turn: You can use one mana as a mana of the opposite color (red<->blue, white<->green, gold<->black). During the Day, you could use a black mana as any color other than black (not to power the stronger effect of spells). At Night, you could use a gold mana as black to power the stronger effect of a Spell, but not as any other color.
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White Crystal Craft - Once a round: Flip this to gain a blue crystal to your Inventory and a white mana token
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Green Crystal Craft - Once a round: Flip this to gain a blue crystal to your Inventory and a green mana token
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Day Sharpshooting - Once a turn: Ranged Attack 2 (during the Day), or Ranged attack 1 (at Night)
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Motivation - Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a white mana token. You cannot use another motivation skill until the end of your next turn.
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Glittering Fortune - Once a turn, during interaction: Get Influence 1 for each different color crystal in your Inventory. This Influence cannot be used outside of interaction.
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Freezing Powers - Once a turn: Siege Attack 1, or Ice Siege Attack 1
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Dark Fire Magic - Once a Round: Flip this to gain one red crystal to your inventory, and one red or one black mana token.
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Mana Source (frozen)BlueBlueBlueRedWhite (claimed)Red
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LvlArmHandDraw/Hand/DiscardTactics
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Norowas (theorel)94702291: Early Bird
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CrystalsBlueBlueWhiteWhiteWhiteRedRedGreen
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SkillsLeaves in the Wind - Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
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Leadership - Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
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Bonds of Loyalty - When you gain this Skill, add two Regular Units to the Units offer. Put this Skill in you Unit area as a Command token. It costs 5 less Influence (minimum 0) to recruit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.
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Dark Negotiation - Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
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Units (5/5+1)
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Foresters514VMove 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0Block 3
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Red Cape Monks724MAttack or Block 3Fire Attack or Fire Block 4
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Catapults934KCSiege Attack 3Siege Fire Attack 5Siege Ice Attack 5
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Bonds of Loyalty: Altem Mages1245+FICGain 2 mana tokens of any colorsCold Fire attack or Cold Fire Block 5. You can pay a blue or red mana to increase this to 7, or pay both to increase this to 9.Pay a black mana: Choose one: All attacks you play this combat become Cold Fire Attacks, or all your attacks become Siege Attacks in addition to any elements they have.
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withBanner of GloryAssign this to a unit you control. The assigned unit gets armor +1 and +1 to any attacks or blocks it makes. Whenever this unit attacks or blocks, fame +1Units you control get armor +1 and +1 to any attacks or blocks the make this turn. Fame +1 for each unit that attacks or blocks this turn.
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Fire Mages934+FTMRanged Fire Attack 3Fire Attack or Fire Block 6Gain a red mana token and a red crystal to your Inventory.
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LvlArmHandDraw/Hand/DiscardTactics
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Goldyx (Jorbles)84616172: Rethink - When you take this Tactic, discard up to 3 cards (including Wounds) from your hand, then draw that many cards. Shuffle your discard pile back into your Deed deck.
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CrystalsBlueBlueRedRedWhiteGreen
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SkillsUniversal Power - Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
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Flight - Once a Round: Flip this to move to an adjacent space for free, or to move two spaces for 2 Move points. You must end this move in a safe space. This move does not provoke rampaging enemies.
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Shield Mastery - Once a turn: Block 3, or Fire block 2, or Ice block 2
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Source Freeze - Once a Round: Put this skill token in the Source. While it is there other players cannot use their usual one die from the Source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die) then take this token back and flip it.
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Units (3/4)
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Guardian Golems723+PKTAttack or Block 2Fire Block 4Ice Block 4
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Northern Monks724MAttack or Block 3Ice Attack or Ice Block 4
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withBanner of FearAssign this to a unit you control. During the block phase of combat, you may spend this unit to cancel one attack. If you do, fame +1.Skip the block and damage assigning phases of this combat.
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LvlArmHandDraw/Hand/DiscardTactics
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Arythea (Watno)104777195: Great Start - You may immediately draw 2 cards.
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CrystalsWhiteWhiteRedBlueGreen
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SkillsPower of Pain - Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
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Burning Power - Once a turn: Siege Attack 1, or Fire Siege Attack 1.
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Hot Swordsmanship - Once a turn: Attack 2, or Fire Attack 2.
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Invocation - Once a turn: Discard a Wound card to gain a red or black mana token, or discard a non-wound card to gain a white or green mana token. You must spend a mana token gained this way immediately, or you cannot use the ability.
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Dark Paths - Once a turn: Move 1 (during the Day), or Move 2 (at Night)
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Units (1/5)
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Peasants (wounded)413VAttack or Block 2Influence 2
Move 2
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LvlArmHandDraw/Hand/DiscardTactics
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Tovak (pops)94700256: The Right Moment - One time this Day during your turn, you can announce that you will take another turn immediately after this. If you do, flip this card face down.
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CrystalsGreenGreenBlueBlueRedWhite
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SkillsDouble Move - Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
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Red Crystal Craft - Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.