Commanders
ABDUL IV OF THE PALE SUN
AFFILIATION: CRESCENTIA
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, RM, FL, FL
NOTES: Adjacent Establishments gain +2 to CV. Abdul may play warrior cards designated as CAVALRY.
ALI II OF THE ECLIPSE
AFFILIATION: CRESCENTIA
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, FD, FD, RM, FL
NOTES: Adjacent Establishments gain +1 to CV. During the Balance step, Ali only spends 1 Gold Unit to gain temporary control over a FD resource (instead of 2).
ASTINOU
AFFILIATION: TEMPLAR
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, RM, FL, FL
NOTES: Adjacent Establishments gain +2 to CV. Astinou pays half any Initial Cost (rounded down) when Mustering warriors.
CAIN MOURNOR
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 12
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, FD, FD, RM, RM, RM, FL
NOTES: Adjacent Establishments gain +2 to CV. If Cain's warriors do not attack during his turn, they may raid twice.
COUNTESS ALEXANDRA SPETZ
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, FD, RM, RM, FL, FL
NOTES: Adjacent Establishments gain +2 to CV. Spetz may disregard any one resource icon on each of her VEHICLES when checking for Balance. The ignored icon may change from turn to turn.
DUKE FRIEDRICH RAUFT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, FD, RM, FL, FL
NOTES: Adjacent Establishments gain +1 to CV. Rauft may discard up to 2 cards during his Discard step.
DUKE ERICH VON DRIER
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 12
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, FD, RM, RM, FL, FL, FL
NOTES: Adjacent Establishments gain +2 to CV. Drier's warriors may be given any EQUIPMENT cards, regardless of their affiliation. You must still first play a card that allows EQUIPMENT to be played.
ELIJAH CORMICK
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, FD, RM, RM, FL
NOTES: Adjacent Establishments gain +1 to CV. If this Commander card is successfully raided, Cormick decides which reward the opponent gains.
GRAND HERETIC MARCUS
AFFILIATION: DARK LEGION
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, RM, FL, FL
NOTES: Adjacent Establishments gain +3 to CV. Marcus may never build a BROTHERHOOD CATHEDRAL or play Brotherhood warriors. In addition to his own affiliation, Marcus may play cards affiliated with the Sons of Rasputin.
HUSSEIN OF THE DROWNED STAR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, FL
NOTES: Adjacent Establishments gain +2 to CV. Hussein may draw cards to 8 during his Draw step.
KOMMENDANT LEITHEUSSER
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, RM, FL, FL
NOTES: Adjacent Establishments gain +2 to CV. Leitheusser may play warrior cards designated as VEHICLES.
JONAH SAND
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, RM, FL, FL
NOTES: Adjacent Establishments gain +3 to CV. If Jonah has any RM resources left after balancing, he may immediately add an equal amount of Gold Units from the Common Pool to his Gold Reserves.
JOSEF GABRIEL
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, FD, FD, RM, RM, FL
NOTES: Adjacent Establishments gain +2 to CV. Josef may draw an additional card during his Draw step for every 3 Gold Units he spends. He may never draw more than 3 extra cards in this manner.
MONTÀGNE
AFFILIATION: TEMPLAR
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, RM, FL, FL
NOTES: Adjacent Establishments gain +2 to CV. Montágne earns 2 Gold Units per excess GD icon after Balancing (instead of 1).
NEPHARITE ANCYRITE
AFFILIATION: DARK LEGION
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, FL
NOTES: Adjacent Establishments gain +2 to CV. Ancyrite may never build a BROTHERHOOD CATHEDRAL or play Brotherhood warriors. All of Ancyrite's warriors are considered WORTHY OF DARK SYMMETRY (unless the warrior states it may never be WORTHY).
SAMIR OF THE RISING MOON
AFFILIATION: CRESCENTIA
COMBAT VALUE: 12
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, FD, RM, FL
NOTES: Adjacent Establishments gain +2 to CV. In addition to his own affiliation, Samir may play VEHICLES affiliated with the Templars, the Sons of Rasputin and the Lutheran Triad. You must still first play a card that allows VEHICLES to be played.
SERENNEL
AFFILIATION: TEMPLAR
COMBAT VALUE: 12
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, GD, FD, RM, FL, FL
NOTES: Adjacent Establishments gain +2 to CV. Serennel may never build an EMBASSY, but may build other Establishments at half Initial Cost (rounded down).
VERAGÉ
AFFILIATION: TEMPLAR
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, RM, FL
NOTES: Adjacent Establishments gain +1 to CV. All of Veragé's warriors are at +1 to their CVs when in his Borderlands. This modifier is applied after all others.
Establishments
ANTI-TERRORISM HEADQUARTERS
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 6. While in play, you are not affected by SABOTAGE cards.
ARABLE LAND
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED: FD, FD, FD
NOTES: Initial Cost: 1.
ARMORY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 7
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. Each time your EQUIPMENT card is discarded (even from your slain warriors), you may return the Equipment to your hand.
BARRICADE
NEIGHBORS: 1
AFFILIATION: GENERAL
COMBAT VALUE: 5
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: If you are raided by Land, this Establishment must be targeted before any other Establishment. If you have multiple Barricades in your Turf, the raider may chose which one to target. FALSE FRONT may not be attached to this card. NO DECK LIMIT.
BAZAAR
NEIGHBORS: 2
AFFILIATION: GENERAL
COMBAT VALUE: 6
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED: GD, FD, RM, FL
NOTES: Initial Cost: 3.
BOOT CAMP
NEIGHBORS: 3
AFFILIATION: GENERAL
COMBAT VALUE: 11
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. Choose an affiliation when you play this card. If during your turn you perform no actions you may place a marker on this card (you may attack and raid as normal). For each marker on this card, all your warriors of that affiliation gain +2 to their CVs. You may only have one Boot Camp per affiliation in your Turf.
BUTCHER
NEIGHBORS: 4
AFFILIATION: CRESCENTIA
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED: (FD)
NOTES: The Butcher will allow you to discard your CAVALRY warrior during your Balance step to gain a number of FD resources equal to the Cavalry's base CV. For each excess FD from the Cavalry, place one marker on this card. During your Balance step you may use these markers for needed food, one marker per FD. Cavalry that was just Mustered this turn may not be Butchered.
CRESCENT MUSK
NEIGHBORS:
AFFILIATION: CRESCENTIA
COMBAT VALUE: 17
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: FD, FD, FD
ICONS PROVIDED:
NOTES: This Establishment is actually a huge Beast. Place it underneath any one of your Establishment cards or Commander. The Musk is now carrying the card. The Establishment/Commander may not be raided unless the Crescent Musk is razed or discarded first. The Crescent Musk is not affected by cards that affect warriors.
CRESCENTIA EMBASSY
CARD NAME: CRESCENTIA EMBASSY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 2. EMBASSY. While in play you may play cards with the Crescentia affiliation.
DARK LEGION CITADEL
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 3. EMBASSY. While in play you may play cards with the Dark Legion affiliation.
DEEP MINE
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED: GD, GD, GD
NOTES: Initial Cost: 1.
DEFENSE CENTER
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. When your Turf is raided, immediately after the Tactic is announced, you may move one warrior from your Warband to your Borderlands, provided you first spend 3 Gold Units. If this warrior has the same Tactic as the raiders, it will stop the raid.
ESPIONAGE AGENCY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 7
BATTLE TACTICS: LAND
ICONS REQUIRED: GD, GD, GD
ICONS PROVIDED:
NOTES: Initial Cost: 4. Once per your turn, you may secretly look at the top 2 cards of any player's draw pile (replace them in the same order).
FERTILE GROUNDS
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 12
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED: FD
NOTES: INCONSPICUOUS. This Establishment may not be raided unless all the Establishments in the same Turf are also considered INCONSPICUOUS, or all other Establishments in the Turf may not be raided (due to card play).
GARBAGE DUMP
NEIGHBORS: 1
AFFILIATION: GENERAL
COMBAT VALUE: 5
BATTLE TACTICS: LAND
ICONS REQUIRED: GD
ICONS PROVIDED:
NOTES: While in play, for every 2 Gold Units you spend during your Discard step, you may discard an extra card.
GRAINERY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, GD
ICONS PROVIDED:
NOTES: Initial Cost: 1. STORAGE. During each Balance step, if you have excess FD icons, place a marker on this card for each surplus FD. You may spend a marker during your Balance step to gain an extra FD icon.
GROVE
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 11
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED: RM
NOTES: INCONSPICUOUS. This Establishment may not be raided unless all the Establishments in the same Turf are also considered INCONSPICUOUS, or all other Establishments in the Turf may not be raided (due to card play).
HOSPITAL
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. If your INFANTRY is killed in combat or a raid, you may return the warrior to your hand, provided you also pay a number of Gold Units equal to the warrior's base CV. Attachments are discarded.
IMPERVIOUS ROCK FORMATION
NEIGHBORS: 1
AFFILIATION: GENERAL
COMBAT VALUE:
BATTLE TACTICS:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: IMMOBILE. You may Build this ÒEstablishmentÓ in any legal spot within any player's Turf. It may not be placed next to a Commander. It may not be raided or affected by any card in any way. In effect, this card takes up space. Supply Lines will not move through this card. This card counts against other Establishments' Neighbor Allowances.
LIVERY
NEIGHBORS: 3
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED: FD, FL
NOTES: Initial Cost: 3. You may now play warrior cards designated as CAVALRY. In addition to producing warrior beasts, the Livery is a terrific source of methane gas and meat.
LUTHERAN TRIAD EMBASSY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 2. EMBASSY. While in play you may play cards with the Lutheran Triad affiliation.
MANUFACTURING PLANT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. You may now play Intrigue cards designated as EQUIPMENT.
METHANE PUMP
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 12
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED: FL
NOTES: INCONSPICUOUS. This Establishment may not be raided unless all the Establishments in the same Turf are also considered INCONSPICUOUS, or all other Establishments in the Turf may not be raided (due to card play).
MINEFIELD
NEIGHBORS: 2
AFFILIATION: GENERAL
COMBAT VALUE: X
BATTLE TACTICS: LAND
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: X. The base CV of the Minefield is equal to whatever Initial Cost you choose to spend (place the Gold Units on the card as a reminder). No Intrigue cards will affect the Minefield. Raiders must raid the Minefield before any card adjacent to it (unless the Minefield has no vulnerable edges). Warriors who raid the Minefield are automatically killed after the raid (but will still raze it if their CV is higher).
MINERAL DEPOSIT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 12
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED: GD
NOTES: INCONSPICUOUS. This Establishment may not be raided unless all the Establishments in the same Turf are also considered INCONSPICUOUS, or all other Establishments in the Turf may not be raided (due to card play).
MINT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 8
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. Adjacent Establishments that produce GD icons produce double the number of GD icons (this card is not affected). This modifier is factored after all others.
MOTOR POOL
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. If your VEHICLE is killed in combat or a raid, you may return the warrior to your hand, provided you also pay a number of Gold Units equal to the warrior's base CV. Attachments are discarded.
MUNITIONS DUMP
NEIGHBORS: 3
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. If you are able to play EQUIPMENT cards, you may play any Equipment card regardless of affiliation. Other restrictions on Equipment must still be followed.
NAVAL TRAINING CENTER
NEIGHBORS: 3
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 4. While in your Turf, all your INFANTRY warriors are considered Sailors in addition to their normal Tactical abilities.
NOTRE DAME
NEIGHBORS: 4
AFFILIATION: TEMPLAR
COMBAT VALUE: 19
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, GD, RM, RM, FL, FL
ICONS PROVIDED:
NOTES: UNIQUE. The central headquarters of the Templars, Notre Dame allows you to play Templar-affiliated cards (that you are allowed to play) at any time except during combat or a raid, without any Initial Cost. All Templar cards require one less resource icon, which you choose for each card at the beginning of each Balance step.
OIL FIELD
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED: FL, FL, FL
NOTES: Initial Cost: 1.
ORE DEPOSIT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 8
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED: RM, RM, RM
NOTES: Initial Cost: 1.
PREFABRICATION YARD
NEIGHBORS: 4
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 7
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 5. While in play you do not have to pay Initial Costs for Establishments.
PRISONER WORK CAMP
NEIGHBORS: 2
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 6. Each time your INFANTRY kills another Infantry (or group containing Infantry), you may place all defeated Infantry in the Work Camp instead of discarding them. For each Prisoner in the Camp, you gain one resource icon of your choice during each of your Balance steps. If this card is discarded, all prisoners are discarded as well.
PULP PLANT
NEIGHBORS: 4
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 7
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED: FD, FD, FD
NOTES: Initial Cost: 1. This Establishment helps produce the only food Lutheran Triad kinsmen may eat - a liquid porridge of rice and horse milk called Pulp.
PURIFICATION LAB
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 8
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. Adjacent Establishments that produce FL icons produce double the number of FL icons (this card is not affected). This modifier is factored after all others.
REFINERY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 8
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. Adjacent Establishments that produce RM icons produce double the number of RM icons (this card is not affected). This modifier is factored after all others.
SANCTUM
NEIGHBORS: 2
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, RM
ICONS PROVIDED:
NOTES: Any card adjacent to the Sanctum may not be raided. The Sanctum may be raided as normal. If this card's Neighbor Allowance is ever increased, it may never be greater than 3. FALSE FRONT may not be attached to this card.
SECURITY STATION
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 8
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 4. The Security Station will provide a +2 bonus to the CV of any adjacent Establishment or Commander.
SILO
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, GD
ICONS PROVIDED:
NOTES: Initial Cost: 1. STORAGE. During each Balance step, if you have excess RM icons, place a marker on this card for each surplus RM. You may spend a marker during your Balance step to gain an extra RM icon.
SOIL NUTRITURE
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 8
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. Adjacent Establishments that produce FD icons produce double the number of FD icons (this card is not affected). This modifier is factored after all others.
SOLAR POWER GENERATOR
NEIGHBORS: 4
AFFILIATION: TEMPLAR
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED: FL, FL, FL
NOTES: Initial Cost: 1.
SONS OF RASPUTIN EMBASSY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 2. EMBASSY. While in play you may play cards with the Sons of Rasputin affiliation.
STEAM TUNNEL
NEIGHBORS: 3
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 11
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED: FL, FL, FL
NOTES:
STOREHOUSE
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. You may store up to five cards from your hand in the Storehouse at any time by paying 2 Gold Units each (do not show stored cards). You may play a card from your Storehouse as you would play it from your hand. If the Storehouse is discarded or razed all its cards are discarded.
TANK
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, GD
ICONS PROVIDED:
NOTES: Initial Cost: 1. STORAGE. During each Balance step, if you have excess FL icons, place a marker on this card for each surplus FL. You may spend a marker during your Balance step to gain an extra FL icon.
TAVERN
NEIGHBORS: 3
AFFILIATION: GENERAL
COMBAT VALUE: 6
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. For each Tavern in your Turf, all the warriors in your Borderlands gain +1 to their CVs.
TEMPLAR EMBASSY
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 2. EMBASSY. While in play you may play cards with the Templar affiliation.
TRADING POST
NEIGHBORS: 2
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: You may at any time remove a ÒsurplusÓ marker from a card that is considered STORAGE to gain two Gold Units.
VAULT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 14
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. While in your Turf, no other player may affect or manipulate your Gold Units, unless you allow it to happen. Gold Units are no longer considered ÒyoursÓ once you spend them.
VEHICLE WORKS
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 13
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. You may now play warrior cards designated as VEHICLES.
VETERINARY HOSPITAL
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. If your CAVALRY is killed in combat or a raid, you may return the warrior to your hand, provided you also pay a number of Gold Units equal to the warrior's base CV. Attachments are discarded.
WAR ROOM
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 14
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 3. While in your Turf, no other player may look at, affect or manipulate your hand, draw pile or discard pile, unless you allow it to happen.
WATCH TOWER
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 9
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. When you are raided, after the raiders are announced, you may make an immediate attack against any one member of the raiding force, before the raid begins. The attacker must be from your Warband, and must attack using the same Tactic as the raid. You may not form an Attack Group. If it survives, it stays in your Borderlands.
WEAPONS FACTORY
NEIGHBORS: 3
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. If you are able to play EQUIPMENT cards, you do not have to pay any Initial Cost for them.
Warriors
BLITZTANK
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 12
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 3. VEHICLE. SOLITARY. The Blitztank may only be attacked by another VEHICLE or an Attack Group. Individual INFANTRY or CAVALRY may not attack it. It may attack individual INFANTRY and CAVALRY as normal.
BROTHERBOUND SERGEANT
AFFILIATION: CRESCENTIA
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. The Brotherbound Sergeant gains +1 to its CV for each BROTHERBOUND TROOPER in the same Warband or Borderlands.
BROTHERBOUND TROOPER
AFFILIATION: CRESCENTIA
COMBAT VALUE: 1
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. The Brotherbound Trooper gains +2 to its CV when in an Attack Group with at least one CAVALRY. NO DECK LIMIT.
CAVALIER
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 6
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: CAVALRY. Cavaliers gain +1 to their CVs for each additional CAVALIER in the same Warband or Borderlands. They will not affect their own CVs. They are never affected by negative modifiers to their CVs.
CONSCRIPT
AFFILIATION: GENERAL
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. NO DECK LIMIT.
CORARIUS TRANSPORT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 8
BATTLE TACTICS: AIR
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: VEHICLE. The Corarius may not attack, but will defend and raid normally. A raid composed of just Corarius Transports and JAEGER COMMANDOS may raid by Land, Sea or Air, and may target any Establishment or Commander card, even if the card has no vulnerable edges.
CORSAIR
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. In order to play this card, you must have a card in your Turf that allows you to play EQUIPMENT. The Corsair's CV is doubled when attacking. This modifier is applied before all others. Its CV is not affected when raiding. It may never be given WEAPONS or ARMOR.
COSSACK
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 5
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. If you form an Attack or Defense Group of just Cossacks, all the Cossacks in the Group gain +1 to their CVs.
COSSACK KOMMENDANT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 6
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. CAVALRY. The Kommendant gains +1 to its CV for each COSSACK in the same Warband or Borderlands.
COSSACK SCOUT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. Considered a COSSACK. Cossack Scouts in your Borderlands will prevent raids by Land, Sea and Air. They may only join Attack or Defense Groups with other Cossack Scouts.
CRESCENTIAN TWOTUSK
AFFILIATION: CRESCENTIA
COMBAT VALUE: 9
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD, FD
ICONS PROVIDED:
NOTES: CAVALRY.
ECLIPSE MAMMOTH
AFFILIATION: CRESCENTIA
COMBAT VALUE: 5
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: CAVALRY.
EZOGHOUL
AFFILIATION: DARK LEGION
COMBAT VALUE: 11
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. CAVALRY. SOLITARY. WORTHY OF DARK SYMMETRY. The Ezoghoul is armed with the deadly Blutarch Handcannon and Ashreketh blades. It may not be given WEAPONS or ARMOR.
FLAMMEN SOLDAT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FL
ICONS PROVIDED:
NOTES: INFANTRY. Considered a SOLDAT. In order to play this card, you must have a card in your Turf that allows you to play EQUIPMENT. When the Flammen Soldat attacks, its base CV is doubled. This modifier is applied after all others. Its CV is normal when it raids or is attacked. May not be given WEAPONS.
FUSILIER
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. If you form an Attack or Defense Group of just Fusiliers, each Fusilier in the Group gains +2 to its CV.
GENDARME
AFFILIATION: TEMPLAR
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. The Gendarme gains +2 to its CV for each additional GENDARME in the same Warband or Borderlands.
GENDARME BESTAL
AFFILIATION: TEMPLAR
COMBAT VALUE: 6
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 3. INFANTRY. Considered a GENDARME. Gendarme Bestals may only form Attack or Defense Groups with other Gendarme Bestals.
GOMORRIAN EMASCULATOR
AFFILIATION: DARK LEGION
COMBAT VALUE: 9
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD, FD
ICONS PROVIDED:
NOTES: INFANTRY. WORTHY OF DARK SYMMETRY. If only Emasculators participate in a raid, they may raid twice. The first against any legal Establishment, and if successful, the second against any card adjacent to the first raid target. They may raid a Commander if it is adjacent to the first target.
GREYMOURN TRENCHARTILLERY
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. In order to play this card, you must have a card in your Turf that allows you to play EQUIPMENT. When in the Borderlands, the Greymourn will stop all raids (even those by Sea and Air). They may be attacked by Sea or by Air, but may only attack and raid by Land. It may never be given WEAPONS.
GRIMGRIND AIRVESSEL
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 7
BATTLE TACTICS: AIR
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. VEHICLE. The Grimgrind may only reside in your Warband.
GRINDER
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 4
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 5. UNIQUE. INFANTRY. ISLAND TEAM MEMBER. Grinder may attack four times per turn, but may never raid. He may never be given WEAPONS or ARMOR.
HEAVY CAVALIER
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 8
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. Considered a CAVALIER. Heavy Cavaliers gain +1 to their CVs for each additional CAVALIER in the same Warband or Borderlands. They will not affect their own CVs. They are never affected by negative modifiers to their CVs.
HOLY UROX
AFFILIATION: CRESCENTIA
COMBAT VALUE: 11
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. SOLITARY. The Holy Urox may either attack or raid during a single turn. It may not do both.
HORDE CENTURION
AFFILIATION: TEMPLAR
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. The Horde Centurion gains +2 to its CV for each HORDE TROOPER in the same Warzone or Borderlands.
HORDE TROOPER
AFFILIATION: TEMPLAR
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. INFANTRY in combat against a Horde Trooper is at -1 to its CV. If the INFANTRY encounters a Group of Troopers, only one Trooper gives this modification. It may never have ARMOR.
INDIGO
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 3
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 5. UNIQUE. INFANTRY. ISLAND TEAM MEMBER. Sister Indigo gains +6 to her CV when she attacks (but not when she raids or is attacked). She may never be given WEAPONS.
JAEGER COMMANDO
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 3
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. In order to play this card, you must have a card in your Turf that allows you to play EQUIPMENT. If the Jaeger attacks by Air, it may not raid by Air during the same turn (it may raid by Land as normal).
JIHAD INFANTRY TROOPER
AFFILIATION: CRESCENTIA
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. The Jihad Trooper gains +2 to its CV for each Crescentian CAVALRY in the same Warband or Borderlands.
KOMMENDANT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. The Kommendant gains +1 to its CV for each SOLDAT in the same Warband or Borderlands.
LUTHERAN DISCIPLE
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. NO DECK LIMIT.
LUTHERAN SERGEANT
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. Lutheran Sergeants gain +1 to their CVs for each LUTHERAN DISCIPLE in the same Warband or Borderlands.
MARINE SERETT
AFFILIATION: TEMPLAR
COMBAT VALUE: 7
BATTLE TACTICS: SEA
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. The Marine Serett gains +1 to its CV for each TEMPLAR MARINE in the same Warband or Borderlands.
MARTYR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 9
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: INFANTRY. SOLITARY. The Martyr will only attack CAVALRY, and may not take part in a raid unless the target is a CRESCENT MUSK. After it attacks or raids, it will become annihilated (regardless of the result). If it is attacked, its base CV is 2. If defeated in combat, it will also be annihilated, plus its opponent will be killed (and discarded as normal).
MASTODONT
AFFILIATION: CRESCENTIA
COMBAT VALUE: 7
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. The Mastodont will never attack other Crescentia warriors.
MASTODONT HANDLER
AFFILIATION: CRESCENTIA
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. If right-side-up, and at any time, the Handler may Transfer any one CAVALRY in the same Warband/Borderlands to the Borderlands/Warband. Then turn the Handler upside-down. If flips right-side-up at the beginning of your next turn. This is only an indicator, it has no other effect on play.
MITCH HUNTER
AFFILIATION: MEGACORP
COMBAT VALUE: 6
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 5. UNIQUE. INFANTRY. ISLAND TEAM MEMBER. Hunter wields a huge Violator Blade and a trusty Punisher Handgun, and as such may never be given WEAPONS.
NASSAL
AFFILIATION: DARK LEGION
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. WORTHY OF DARK SYMMETRY.
PALANQUIN AIRVESSEL
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 5
BATTLE TACTICS: AIR
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: VEHICLE. The Palanquin Airvessel may never participate in an attack or a raid. The Palanquin will prevent raids by Land, Sea and Air when in the Borderlands. If the Palanquin is in a Group with a PATRIARCH, all warriors in the same Warband/Borderlands gain +1 to CV while the Group is together.
PATRIARCH
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 2
BATTLE TACTICS: LAND
X ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. Opponents may only attack the Patriarch if it is the only warrior in the Warband/Borderlands (or is a member of the only Group).
PHISCHE
AFFILIATION: DARK LEGION
COMBAT VALUE: 9
BATTLE TACTICS: LAND, SEA
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. CAVALRY. WORTHY OF DARK SYMMETRY.
PREDATORIAN
AFFILIATION: TEMPLAR
COMBAT VALUE: 8
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. SOLITARY. If a Predatorian resides in your Borderlands, your Turf may not be raided, not even by Sea or by Air.
PRETORIAN STALKER
AFFILIATION: DARK LEGION
COMBAT VALUE: 8
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. The Stalker may only form an Attack or Defense Group with one other Pretorian Stalker; no others. It may not be given WEAPONS or ARMOR.
PROPHET
AFFILIATION: CRESCENTIA
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. The Prophet may perform the Invoke Crescentian Prophecy action. Opponents may only attack the Prophet if it is the only warrior in the Warband/Borderlands (or is a member of the only Group).
RAZIDE
AFFILIATION: DARK LEGION
COMBAT VALUE: 6
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: INFANTRY. WORTHY OF DARK SYMMETRY. Only other Dark Legion-affiliated warriors may be in the same Attack Group as a Razide. It may not be given WEAPONS or ARMOR.
RIVETBULL
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 7
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 3. CAVALRY. If you form an Attack Group of just Rivetbulls, or raid using just Rivetbulls, each Rivetbull gains +2 to its CV.
SACRED TEAR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. SOLITARY. Sacred Tears may not attack, but will defend normally. If a Sacred Tear raids by itself, it gains +15 to its CV and it may target any Establishment, even if it has no vulnerable edges. They may even target the Commander if there are Establishments in the Turf. After the raid it is annihilated (regardless of the result). If defeated in combat, it will also be annihilated, plus its opponent will be killed (and discarded as normal).
SCHWERWAFFE SOLDAT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 4
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: INFANTRY. In order to play this card, you must have a card in your Turf that allows you to play EQUIPMENT. The Schwerwaffe may not raid by Air.
SCOUT CAVALIER
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 5
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. Considered a CAVALIER. If a Scout Cavalier resides in your Borderlands, your Turf may not be raided, not even by Sea or by Air. Scout Cavaliers gain +1 to their CVs for each additional CAVALIER in the same Warband or Borderlands. They will not affect their own CVs. They are never affected by negative modifiers to their CVs.
SEAMAN
AFFILIATION: GENERAL
COMBAT VALUE: 3
BATTLE TACTICS: SEA
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. NO DECK LIMIT.
SEBASTIAN CRENSHAW
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 7
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 5. UNIQUE. INFANTRY. SPELLCASTER. ISLAND TEAM MEMBER. When Crenshaw attacks, he must attack an opponent's Dark Legion warrior if one is available (this applies to any Attack Group he joins as well). He may never be given WEAPONS or ARMOR.
SHOCK SOLDAT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: INFANTRY. Considered a SOLDAT. Shock Soldats may only form Attack or Defense Groups with other Shock Soldats. During combat, each opposing warrior loses -X to its CV, where X is the number your of Shock Soldats involved in the combat.
SOLDAT
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. NO DECK LIMIT.
STAINED CROW
AFFILIATION: GENERAL
COMBAT VALUE: 3
BATTLE TACTICS: AIR
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. NO DECK LIMIT.
SUPPORT ARTILLERY OX
AFFILIATION: CRESCENTIA
COMBAT VALUE: 7
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: FD, FD, FD
ICONS PROVIDED:
NOTES: CAVALRY.
TAILWAVE
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 9
BATTLE TACTICS: AIR
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. VEHICLE. If a combat with the Tailwave results in a tie, the Tailwave will break the tie and win the combat.
TEMPLAR LEGIONNAIRE
AFFILIATION: TEMPLAR
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. Opponents must attack Templar Legionnaires (or Groups containing Templar Legionnaires) before any other warrior in the same Warband/Borderlands. NO DECK LIMIT.
TEMPLAR MARINE
AFFILIATION: TEMPLAR
COMBAT VALUE: 3
BATTLE TACTICS: LAND, SEA
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. In order to play this card, you must have a card in your Turf that allows you to play EQUIPMENT. If you form an Attack Group of just Templar Marines, or raid using just Templar Marines, each Templar Marine gains +2 to its CV.
TORRENT BATTLE WAGON
AFFILIATION: CRESCENTIA
COMBAT VALUE: 6
BATTLE TACTICS: LAND
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: VEHICLE. The Torrent may either attack up to two times per turn, or raid up to two times per turn. It may not attack and raid in the same turn.
TUSKED SERETT
AFFILIATION: TEMPLAR
COMBAT VALUE: 6
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: CAVALRY. The Tusked Serett gains +2 to its CV when in combat against INFANTRY.
UNDEAD LEGIONNAIRE
AFFILIATION: DARK LEGION
COMBAT VALUE: 1
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: INFANTRY. Undead Legionnaires require no icons to play or maintain. They may never form Defense Groups or become Sailors or Flyers. NO DECK LIMIT.
VEILED DART
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 7
BATTLE TACTICS: AIR
ICONS REQUIRED: FL, FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 3. VEHICLE. A raid by Air comprised of just Veiled Darts may sneak past any one warrior or Defense Group in the Borderlands (your choice). That warrior or Group may not prevent the raid.
VEROUNIST STINGRAY
AFFILIATION: TEMPLAR
COMBAT VALUE: 8
BATTLE TACTICS: AIR
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: VEHICLE.
ZHURGON
AFFILIATION: DARK LEGION
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. CAVALRY. WORTHY OF DARK SYMMETRY.
Intrigues
A SMALL VICTORY
AFFILIATION: GENERAL
POST-PLAY ICON: ANNIHILATE
NOTES: Play immediately after your warrior or Group kills another in combat. You gain a number of Victory Points equal to the base CV of the killed opponent. If the opponent was a Group, the CV of only one of its members may be awarded (your choice). You must skip your next Attack and Raid steps.
AMBUSH
CARD AFFILIATION: GENERAL
POST-PLAY ICON: DISCARD
NOTES: Play during combat in which a warrior in your Warband is the Defender. You immediately form a Defense Group which includes your Defender. After the Group has formed, continue with the combat. The Group disbands at the beginning of your next turn, as normal.
AMPHIBIOUS LANDING
POST-PLAY ICON: ANNIHILATE
NOTES: Initial Cost: 3. Play during your turn. All warriors in your Warband are considered Sailors until the beginning of your next turn.
ANTI-AIRCRAFT GUN
COMBAT VALUE: +4
ICONS REQUIRED: RM, RM
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. Give to your non-Flyer INFANTRY. WEAPON. The affected warrior may prevent raids by Air and be attacked by Air, but may not attack or raid by Air. This weapon may only be used during combat by Air. If the warrior becomes a Flyer, discard this card.
ARMORED HARNESS
COMBAT VALUE: +2
ICONS REQUIRED: RM
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 1. EQUIPMENT. ARMOR. Give to your CAVALRY. The warrior gains +2 to its CV during combat (but not during a raid).
ARSON
POST-PLAY ICON: ANNIHILATE
NOTES: SABOTAGE. Play during your Perform Actions step if you have a SUBVERSIVE in another player's Dominion. You may discard any one Establishment in the Subversive Turf. No VPs are earned.
ASIAN SKULL
COMBAT VALUE: +4
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 10. UNIQUE. KEY-CODE SKULL. You must have an ISLAND TEAM MEMBER or HARDING'S INFLUENCE in your Dominion to play this card. Attach to your Commander immediately after you raze an Establishment. You may only play one KEY-CODE SKULL per turn. Commander gains +4 to its CV. If Commander has all four KEY-CODE SKULLS at once, you win the game!
ASSASSINATION
POST-PLAY ICON: ANNIHILATE
NOTES: SABOTAGE. Play during your Perform Actions step if you have a SUBVERSIVE in another player's Dominion. You may annihilate any one warrior in the same Dominion as the SUBVERSIVE, as well as all of its attachments.
BACK FROM THE BRINK
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn. If you perform no actions, attack or raid this turn, you may return any one card from your annihilated pile to your hand.
BAIT AND SWITCH
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. You may switch your Gold Reserve with any other player's. You must annihilate the top 2 cards of your draw pile when you play this card.
BATTERING RAM
COMBAT VALUE: x2
ICONS REQUIRED: RM, RM
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. WEAPON. Give to your INFANTRY. When this warrior is a raider, the base CV of all the raiders is doubled. This modifier is applied before all others. Annihilate this card after the raid is resolved. None of the raiders may use other WEAPONS while using the Ram, and only one Ram may be used.
BEHOLD THE FUTURE POSSIBILITIES
COMBAT VALUE: CRESCENTIA
POST-PLAY ICON: ATTACH
NOTES: PROPHECY. While in play, all your opponents must keep their hands face-up on the table, for all to see. You must pay 4 Gold Units at the beginning of each of your turns to keep this card in play. If you do not pay, this card is discarded.
BERSERK
COMBAT VALUE: x2
POST-PLAY ICON: ANNIHILATE
NOTES: Play on any warrior during combat or a raid. The warrior's base CV is doubled until the end of the conflict. This modifier is applied before all others.
BLESSING, OR CURSE?
POST-PLAY ICON: ATTACH
NOTES: Attach to any warrior during your turn. The affected warrior may not have any attachments except this one. Any attachments on the warrior before this card was played are discarded.
BLITZ
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn. All your warriors may raid twice this turn.
BLOODLUST
COMBAT VALUE: +6
POST-PLAY ICON: DISCARD
NOTES: Play immediately after a combat in which your INFANTRY was the winner. The warrior may leave the loser unharmed and instead attack another warrior in the same Warband/Borderlands at +6 to its CV. This card may not be played on your Attack or Defense Group.
BRETHREN UNITE
COMBAT VALUE: +1
POST-PLAY ICON: ATTACH
NOTES: Attach to your Attack Group at any time. All members of the Group gain +1 to their CVs. This card is discarded when the Attack Group disbands.
BRIBE
POST-PLAY ICON: DISCARD
NOTES: Play when you are attacked or raided. You may pay the base CV of any opposing INFANTRY to prevent it from participating in the conflict. You may Bribe more than one warrior. If you Bribe all the opposing participants, the attack/raid ends. You may not Bribe Dark Legion warriors.
BRICK BY BRICK
POST-PLAY ICON: DISCARD
NOTES: Play immediately after you successfully raze an Establishment. Instead of holding the Establishment for VPs, you may place it in a legal spot in your Turf, as if you Built it. You may ignore any Initial Cost and the affiliation of the Establishment. You gain no VPs for the razing.
BUMPER CROP!
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your Balance step. All your cards which produce Food icons produce double the number of Food icons this turn.
CALL TO ARMS
COMBAT VALUE: +2
POST-PLAY ICON: DISCARD
NOTES: Attach to your Defense Group at any time. All members of the Group gain +2 to their CVs. This card is discarded when the Defense Group disbands.
CAMOUFLAGE
POST-PLAY ICON: DISCARD
NOTES: Play during your Raid step. Your raiders may sneak past any one warrior or Defense Group in the Borderlands. That warrior or Group may not prevent the raid.
CHARGE
COMBAT VALUE: x3
POST-PLAY ICON: ANNIHILATE
NOTES: Play on your CAVALRY or VEHICLE during combat or a raid. The warrior's CV is tripled until the combat or raid is over. This modifier is applied after all others. This card may not be played on a warrior in a Group.
COASTLINE
POST-PLAY ICON: ATTACH
NOTES: Play on any Establishment with at least one vulnerable edge at any time. The Establishment is now considered on the coastline and may be raided by Sea. If the Establishment's Neighbor Allowance is 4, it becomes 3.
COMBINED ARMS
POST-PLAY ICON: ATTACH
NOTES: THIS CARD MAY ONLY BE PLAYED DURING A TEAM GAME. Attach to your Commander at any time. While attached, you and your teammates may Transfer warriors between your Warbands and Borderlands. You may only Transfer warriors TO your teammates' Warbands or Borderlands, not FROM them.
COMBINED FUNDS
POST-PLAY ICON: ATTACH
NOTES: THIS CARD MAY ONLY BE PLAYED DURING A TEAM GAME. Attach to your Commander at any time. While attached, you and your teammates may freely exchange the markers in your Gold Reserves at any time.
CONFUSION
POST-PLAY ICON: DISCARD
NOTES: Play on any Attack or Defense Group at any time. The affected Group disbands.
CONNECTIONS
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time. During your Balance step, you only need to pay one Gold Unit to gain a needed FD, RM or FL icon (instead of two Gold Units).
CONTAMINATE WATER SUPPLY
POST-PLAY ICON: ANNIHILATE
NOTES: SABOTAGE. Play during your Perform Actions step if you have a SUBVERSIVE in another player's Dominion. The player that controls the SUBVERSIVE must discard half of his or her warriors (rounded down). The affected player chooses which warriors to discard, but the SUBVERSIVE must remain.
COUNTDOWN
POST-PLAY ICON: ATTACH
NOTES: Attach to the game at the end of your turn. The game victory conditions have changed. Place 7 markers on this card. At the start of each of your Draw steps, remove one of the markers. When all of the markers are removed, the game ends and the player with the most VPs is the winner. If this card is discarded, the normal victory conditions apply.
CUT OFF
POST-PLAY ICON: ANNIHILATE
NOTES: Play during a raid. Choose one of the raiding warriors. That warrior fell behind and may not participate in the raid.
DARK BLESSING
AFFILIATION: DARK LEGION
POST-PLAY ICON: ATTACH
NOTES: Play on your warrior (any affiliation) at any time. The warrior is now considered WORTHY OF DARK SYMMETRY.
DEATH FROM ABOVE
POST-PLAY ICON: ANNIHILATE
NOTES: Initial Cost: 3. Play during your turn. All the warriors in your Warband are considered Flyers until the beginning of your next turn.
DEFENSIVE PERIMETER
COMBAT VALUE: x2
ICONS REQUIRED: RM, RM
POST-PLAY ICON: ATTACH
NOTES: Attach to any Establishment during your turn. While attached, the base CV of the Establishment is doubled. This modifier is applied before all others.
DEMOLITION PLANS
POST-PLAY ICON: ANNIHILATE
NOTES: Initial Cost: 3. Play immediately after your Establishment is razed. You were going to rip it down anyway. Your opponent earns no VPs and your Establishment is discarded instead of kept by the raiding player.
DENIED
POST-PLAY ICON: DISCARD
NOTES: Play at any time. You may discard any one attachment in play.
DESPERATE ACTIONS
POST-PLAY ICON: ANNIHILATE
NOTES: You may return one of your razed Establishment cards to its owner (who discards it) and gain twice its base CV in Gold Units, which are added to your Reserves. Markers earned from raiding a Commander are not affected by this card.
DISHONORABLE DISCHARGE
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time on any warrior in play, except during combat or a raid. You must pay X Gold Units, where X is the base CV of the affected warrior. The warrior is discarded, along with its attachments. If the warrior was part of a Group, the rest of the Group is unaffected.
DOUBLE-BARRELED SHOTGUN
COMBAT VALUE: +1
ICONS REQUIRED: RM
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. WEAPON. Give to your INFANTRY. A warrior equipped with the Shotgun gains +1 to CV and may attack twice per turn. If the warrior is already able to attack multiple times per turn, the effects are cumulative.
DRIVING WINDS
POST-PLAY ICON: ANNIHILATE
NOTES: Play during any attack or raid by Air. The attack/raid immediately ends in an unbreakable tie. Plus, no further attacks or raids by Air may take place until the beginning of the current player's next turn.
DROUGHT
ICONS REQUIRED: FD, FD, FD
POST-PLAY ICON: ATTACH
NOTES: Attach to any player's Dominion during your turn. During that player's next Balance step this card MUST be Òpaid forÓ. Other cards that require Food must be discarded before this one. After the Balance step, this card is annihilated.
EARTHSHOCK
AFFILIATION: DARK LEGION
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow on your INFANTRY. Once per turn, the affected warrior may move any one of your Establishments to a different legal location in your Turf.
ECONOMIC PLANNING
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time. While attached you may choose to perform no actions during your Perform Actions step and gain 5 Gold Units instead.
EFFICIENCY
ICONS PROVIDED: ?
POST-PLAY ICON: ATTACH
NOTES: Attach to any Establishment or Commander card during your turn. While attached, the card provides you with one extra resource icon. Decide which when you attach this card.
EFFICIENT USE OF SPACE
POST-PLAY ICON: ATTACH
NOTES: Attach to your Establishment during your turn. The affected Establishment's Neighbor Allowance is +2 (up to a maximum of 4). If this card is discarded, the affected player must discard Establishments until all Neighbor Allowances are met.
EQUALIZE
POST-PLAY ICON: ANNIHILATE
NOTES: Play on one warrior during combat. The affected warrior now has the same base CV as one of its opponents until the end of combat.
EUREKA!
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your Balance step. All your cards which produce Gold icons produce double the number of Gold icons this turn.
EUROPEAN SKULL
COMBAT VALUE: +4
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 10. UNIQUE. KEY-CODE SKULL. You must have an ISLAND TEAM MEMBER or HARDING'S INFLUENCE in your Dominion to play this card. Attach to your Commander immediately after you raze an Establishment. You may only play one KEY-CODE SKULL per turn. Commander gains +4 to its CV. If Commander has all four KEY-CODE SKULLS at once, you win the game!
FAITHLESSNESS
POST-PLAY ICON: ATTACH
NOTES: Attach to any PATRIARCH during your turn. While attached, the affected warrior may not perform the Perform Lutheran Ritual action.
FALL BACK!
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your raid. Your raiders retreat back to your Warband. The raid immediately ends.
FALSE FRONT
POST-PLAY ICON: ATTACH
NOTES: Attach to any Establishment during your turn. While attached, the affected Establishment may not be raided. If all Establishments in the Turf may not be raided due to this card, the Commander may be raided (even if it has no vulnerable sides).
FALSE PROPHET
POST-PLAY ICON: ATTACH
NOTES: Attach to any PROPHET during your turn. While attached, the affected warrior may not perform the Invoke Crescentian Prophecy action.
FAULTY MAP
POST-PLAY ICON: ANNIHILATE
NOTES: Play during any raid, after the raiders are announced. The raiders attack the wrong Establishment! Choose another legal target for that raiding party (it does not have to be in the same Turf). The party will not raid its own Turf.
FERVOR
POST-PLAY ICON: DISCARD
NOTES: Play immediately after any combat. The victorious warrior must immediately attack again (if possible). This card may not be played if the combat ended in a tie.
FIRST THINGS FIRST
POST-PLAY ICON: ANNIHILATE
NOTES: Play at the beginning of your turn. You may perform your Balance step before your Perform Actions step this turn.
FIST OF JUDAH
COMBAT VALUE: +3
ICONS REQUIRED: FL
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. Give to your INFANTRY. It gains +3 to CV. If a combat involving the warrior ends in a tie, the warrior still wins.
FIX THE BOOKS
POST-PLAY ICON: DISCARD
NOTES: Play during any player's Balance step. All of that player's cards are considered balanced until the beginning of your next turn. However, the player may not add excess Gold to his or her Reserves.
FLAMMEN INCINERATOR
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: +3
ICONS REQUIRED: FL, FL
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. WEAPON. Give to your INFANTRY. Opponents defeated in combat by a warrior equipped with the Flammen Incinerator are annihilated instead of discarded.
FOCUS INWARD
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. You must annihilate one card from your hand when you play this card. No player may perform raid actions until the beginning of your next turn. If played during a raid, it ends in an unbreakable tie. Attacks may still occur.
FOOD SHORTAGE
POST-PLAY ICON: DISCARD
NOTES: Play at any time, except during combat or a raid. No CAVALRY may attack, raid, join Attack or Defense Groups or Transfer until the beginning of your next turn. CAVALRY already in Groups remain in them, but do not contribute to the Group's CV total.
FORTIFIED WALLS
COMBAT VALUE: +4
ICONS REQUIRED: RM, RM
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 4. EQUIPMENT. Give to your Establishment or Commander. The affected card gains +4 to its CV.
FORTUNE OR FOLLY
POST-PLAY ICON: ANNIHILATE
NOTES: Play on any warrior, Establishment or Commander at any time. The card is at +2 to its CV, or -2 to its CV, until the beginning of your next turn (you choose which).
FRESH START
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. All players must discard their hands. Each player shuffles their discard pile back into their draw pile and draws seven cards to form a new hand (only seven cards are drawn, even if your hand limit is higher). After you draw your hand, you must annihilate the top card of your new draw pile (do not look at them).
FUEL SHORTAGE
POST-PLAY ICON: DISCARD
NOTES: Play at any time, except during combat or a raid. No VEHICLES may attack, raid, join Attack or Defense Groups or Transfer until the beginning of your next turn. VEHICLES already in Groups remain in them, but do not contribute to the Group's CV total.
FUEL SPILL
ICONS REQUIRED: FL, FL, FL
POST-PLAY ICON: ATTACH
NOTES: Attach to any player's Dominion during your turn. During that player's next Balance step this card MUST be Òpaid forÓ. Other cards that require Fuel must be discarded before this one. After the Balance step, this card is annihilated.
FUMBLE
COMBAT VALUE: /2
POST-PLAY ICON: ANNIHILATE
NOTES: Play during combat or a raid. One warrior's base CV is halved (round down) until the end of the combat or raid. This modifier is applied before all others.
GRENADE
COMBAT VALUE: x3
ICONS REQUIRED: RM, RM
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. Give to your INFANTRY. WEAPON. During combat or a raid, the warrior may annihilate the Grenade to triple its CV.
GUSHER!
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your Balance step. All your cards which produce Fuel icons produce double the number of Fuel icons this turn.
HANG GLIDER
ICONS REQUIRED: RM
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 1. EQUIPMENT. Give to your INFANTRY. The affected warrior is now considered a Flyer.
HARDING'S INFLUENCE
ICONS PROVIDED: GD, GD, FD, FD, RM, RM, FL, FL
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 10. Attach to your Commander at any time. You may play cards of any affiliation. Once per your turn, you may pay 10 Gold Units to take any KEY-CODE SKULL in play and attach it to your Commander card. If this card is discarded, all your KEY-CODE SKULLS are discarded as well, and your Gold Reserves is returned to the Common Pool. You may only have one copy of this card attached to your Commander at a time.
HEAVY MAINTENANCE
ICONS REQUIRED: RM, RM, RM
POST-PLAY ICON: ATTACH
NOTES: Attach to any player's Dominion during your turn. During that player's next Balance step this card MUST be Òpaid forÓ. Other cards that require Raw Materials must be discarded before this one. After the Balance step, this card is annihilated.
HELLBLASTER
AFFILIATION: DARK LEGION
COMBAT VALUE: +5
ICONS REQUIRED: RM, FL
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 2. EQUIPMENT. WEAPON. Give to your VEHICLE. The warrior gains +5 to CV. If combat with the warrior results in a tie, the warrior still wins.
HIDDEN RICHES
POST-PLAY ICON: DISCARD
NOTES: Play at any time. You may immediately add 5 Gold Units to your Gold Reserves.
HUMAN SHIELD
POST-PLAY ICON: ANNIHILATE
NOTES: Play immediately after your warrior defeats another in combat. The opponent becomes attached to your warrior (the opponent's attachments are discarded) and its CV is added to your warrior's when your warrior is attacked. If the opponent was a Group, only one warrior is attached (you choose which).
HYPERSIGHT
AFFILIATION: DARK LEGION
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow on your INFANTRY. Whenever this warrior is involved in combat or a raid, its opponent's controller must reveal his or her hand for all to see until the conflict is over.
I THOUGHT YOU WERE WATCHING IT
POST-PLAY ICON: ANNIHILATE
NOTES: Play on any CAVALRY at any time and pay as many Gold Units as its base CV. The beast wanders off! Discard the warrior.
I'LL TAKE THAT
POST-PLAY ICON: ANNIHILATE
NOTES: Play when a card is about to be discarded. It returns to its owner's hand instead. Any attachments on the card are discarded as normal. Annihilated cards are not affected by this card.
ILLUMINATION
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. All players, except you, must place their hands face-up on the table, for all to see, until the beginning of your next turn.
IMMOBILIZED
POST-PLAY ICON: ATTACH
NOTES: Play on any warrior immediately after it is killed. The warrior is not discarded. It may not attack, be attacked, join an Attack or Defense Group, join a raiding force, prevent a raid, transfer, use a special ability or receive attachments. It just sits there, consuming resources, until this card is discarded, at which point it is discarded as well.
INEFFICIENCY
ICONS REQUIRED: ?
POST-PLAY ICON: ATTACH
NOTES: Attach to any Establishment card during your turn. While attached, the Establishment requires one extra resource icon. Decide which when you attach this card.
INFILTRATION
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your raid, before the raid target is announced. You may target any Establishment card, even if it has no vulnerable card edges. You may even target a Commander in a Turf that still has Establishments in it.
IRONSHARK
ICONS REQUIRED: FL
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 1. EQUIPMENT. Give to your INFANTRY. The affected warrior is now considered a Sailor.
JUST IN TIME
POST-PLAY ICON: DISCARD
NOTES: Play during a raid in which your Establishment or Commander is the target. You may move one warrior from your Warband to your Borderlands that is able to combat in the chosen raid Tactic. That warrior does not prevent the raid, but it adds its CV to your Establishment/Commander. If you lose the conflict, the warrior is killed (and has no effect on the VPs awarded).
LARCENY
POST-PLAY ICON: ANNIHILATE
NOTES: SABOTAGE. Play during your Perform Actions step if you have a SUBVERSIVE in another player's Dominion. You may take the Gold Reserves of the player that controls the SUBVERSIVE and add it to your own.
LOST POTENTIAL
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. You may look at any one player's hand. For every 3 Gold Units you spend, you may discard one of the cards. For every 6 Gold Units your spend, you may annihilate one of the cards.
MALEVOLENCE
POST-PLAY ICON: ATTACH
NOTES: Attach to your warrior during your turn. Opponents killed by this warrior in combat are annihilated instead of discarded. If this warrior is part of an Attack Group, this ability may still be used. If the opponent is a Defense Group, only one of the Defenders is annihilated.
MASTERMIND COUP D'ETAT
POST-PLAY ICON: ANNIHILATE
NOTES: SABOTAGE. Play during your Perform Actions step if you have a SUBVERSIVE in another player's Dominion. The SUBVERSIVE'S Commander is flipped face-down. While face-down, it may not provide resource icons or use its special ability. The Commander may flip face-up at any time if it spends 10 Gold Units. Each Commander may only be affected by this card once per game.
MELANCHOLY
POST-PLAY ICON: ATTACH
NOTES: Attach to any Commander card during your turn, provided you perform no other actions, attack or raid. While attached, the Commander may not use the special abilities listed on its card. Resource icons may be used as normal. A Commander may only have one copy of this card attached to it at a time.
MEMORIUM
POST-PLAY ICON: DISCARD
NOTES: Play immediately after your warrior is killed in combat or a raid. Place as many Gold Units as the warrior's modified CV at the time of its death into your Gold Reserves.
MERCENARY
ICONS REQUIRED: (GD)X
POST-PLAY ICON: ATTACH
NOTES: Attach to any warrior during your turn. The affected warrior requires +X GD icons, where X is the base CV of the warrior.
MILITIA
COMBAT VALUE: +X
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: X. Attach to your Establishment during your turn. The CV of the Establishment is increased by +X, where X is equal to whatever Initial Cost you choose to spend (place the Gold Units on the card as a reminder).
MISAPPROPRIATION
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time on any player. That player must immediately perform a Balance step, as if it were that point in his or her turn. Excess Gold may be added to the player's Reserves.
MOTIVATED TROOPS
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn. All your warriors may attack twice this turn.
MOUNTED SPIKES
COMBAT VALUE: +2
ICONS REQUIRED: RM
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 1. EQUIPMENT. ARMOR. Give to your VEHICLE. The warrior gains +2 to its CV.
NECROBIONIC MUTATION
AFFILIATION: DARK LEGION
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow on your INFANTRY or CAVALRY. The warrior's body is inexplicably altered. It is now considered a Trooper, Sailor and Flyer.
NECROBIONIC TORRENT
AFFILIATION: DARK LEGION
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow on your warrior. If the affected warrior is killed in combat, its opponent is killed as well. If the opponent was part of a Group, only one warrior is killed.
NEVER AGAIN
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. You may look through any player's discard pile and annihilate any two cards. You must then annihilate the top card of your draw pile (do not look at it).
NORTH AMERICAN SKULL
COMBAT VALUE: +4
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 10. UNIQUE. KEY-CODE SKULL. You must have an ISLAND TEAM MEMBER or HARDING'S INFLUENCE in your Dominion to play this card. Attach to your Commander immediately after you raze an Establishment. You may only play one KEY-CODE SKULL per turn. Commander gains +4 to its CV. If Commander has all four KEY-CODE SKULLS at once, you win the game!
NOT SO FAST
POST-PLAY ICON: DISCARD
NOTES: Play on any warrior at any time. The affected warrior must annihilate all of its attachments.
NOTHING TO LOSE
POST-PLAY ICON: ANNIHILATE
NOTES: Play on your warrior during your Perform Actions step. The affected warrior may not be killed in combat or a raid until the beginning of your next turn.
ON YOUR OWN
POST-PLAY ICON: ATTACH
NOTES: Play at any time on any warrior. That warrior is now considered SOLITARY. If played on a warrior in an Attack or Defense Group, it leaves the Group, but the rest of the Group is unaffected.
ONSLAUGHT
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your Raid step, when raiders are announced. Members of your Borderlands may also participate in the raid. If your raid is successful, those warriors return to your Borderlands.
OUR ENEMY'S WEAKNESS IS EXPOSED
AFFILIATION: CRESCENTIA
POST-PLAY ICON: ATTACH
NOTES: PROPHECY. While in play, opposing warriors do not gain any positive modifiers from any cards when they are attacked by your warriors. Negative modifiers are still applied. When the opposing warriors attack or raid, all modifiers are applied as normal.
OUR TRUE ENEMY IS REVEALED
AFFILIATION: CRESCENTIA
COMBAT VALUE: +2*
POST-PLAY ICON: ATTACH
NOTES: PROPHECY. Choose any non-Crescentian affiliation. While in play, your warriors gain +2 to their CVs whenever combating warriors of that affiliation.
OUR WILL IS BEYOND MEASURE
AFFILIATION: CRESCENTIA
COMBAT VALUE: +2*
POST-PLAY ICON: ATTACH
NOTES: PROPHECY. While in play, you may increase your Crescentian warrior's CV by +2 for every Gold Unit you spend during combat or a raid. Gold may continue to be spent throughout the conflict. Each Gold Unit only affects one warrior. The warrior's CV returns to normal after the conflict is over.
OVERTIME
POST-PLAY ICON: DISCARD
NOTES: Play during your Balance step. Your Commander card produces double the number of resource icons this turn.
PACIFIED
POST-PLAY ICON: ANNIHILATE
NOTES: Play during any player's turn, before his or her Attack step. The player may not take his or her Attack step or Raid step this turn (you choose which).
PAYMENT UP FRONT
POST-PLAY ICON: ATTACH
NOTES: Attach to any Commander at any time. All of the affected Commander's cards have an Initial Cost of +1 (cards with no Initial Cost have an Initial Cost of 1). Multiple attachments of this card are not cumulative. If this card is discarded it is annihilated instead.
PEACETIME
POST-PLAY ICON: DISCARD
NOTES: Play at any time. No player may perform Attacks until the beginning of your next turn. If this card is played during combat, the combat ends in an unbreakable tie. Raids may still occur.
PERSONAL TRANSPORT
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 1. EQUIPMENT. Give to your INFANTRY. The affected warrior may be Transferred at the end of your turn, after your Raid step. The warrior may be Transferred even if it Transferred during your Perform Actions step.
PLAGUE
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. All warriors in play and their attachments are discarded.
POTENTIAL
COMBAT VALUE: +1*
POST-PLAY ICON: DISCARD
NOTES: Play during combat or a raid. For every Gold Unit you spend, one warrior card or raid target gains +1 to its CV until the conflict is over. Gold may be spent throughout the conflict.
PROPHETIC VISION
AFFILIATION: CRESCENTIA
POST-PLAY ICON: ATTACH
NOTES: Play on your warrior at any time. The warrior is now considered a PROPHET.
PROSPERITY
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time. You may draw 1 additional card during your Draw step each turn. Multiple copies of this card in play are cumulative. If this card is discarded, it is annihilated instead (even if it never Òmade it into playÓ).
PYRITE
ICONS REQUIRED: GD, GD, GD
POST-PLAY ICON: ATTACH
NOTES: Attach to any player's Dominion during your turn. During that player's next Balance step this card MUST be Òpaid forÓ. Other cards that require Gold must be discarded before this one. After the Balance step, this card is annihilated.
RAMPAGE!
POST-PLAY ICON: DISCARD
NOTES: Play on any opponent's CAVALRY at any time, except during combat or a raid. The affected beast attacks its ally! Choose a legal Defender in the same Warband or Borderlands as the CAVALRY and conduct combat normally. You control the CAVALRY until the combat is over. This card may not be played on a warrior in a Group.
RECONSTRUCTION
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn. You may reorganize all the Establishments in your Turf in any way you wish. Your new layout must be legal, and all cards attached to your Establishments remain attached and continue to affect your Turf. You may not move your Commander or any cards designated as IMMOBILE.
RECYCLE
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn. You may search through your discard pile and return one card to your hand. After you do this, you must annihilate the top 2 cards of your draw pile (do not look at them).
RETREAT
POST-PLAY ICON: DISCARD
NOTES: Play during combat on any warrior. If played on an opponent's warrior, you must pay X Gold Units, where X is the base CV of the warrior. The affected warrior retreats to its controller's hand. Attachments on the warrior are discarded. If the warrior is part of a Group, the rest of the Group is unaffected.
RICH DEPOSIT!
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your Balance step. All your cards which produce Raw Materials icons produce double the number of Raw Materials icons this turn.
ROBBED BLIND
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time on any player. That player's Gold Reserves are returned to the central marker pool. This card may not be played on a player with a WATCH TOWER in his or her Turf.
ROUGH SEAS
POST-PLAY ICON: ANNIHILATE
NOTES: Play during any attack or raid by Sea. The attack/raid immediately ends in an unbreakable tie. Plus, no further attacks or raids by Sea may take place until the beginning of the current player's next turn.
SALVAGE
ICONS PROVIDED: RM*
POST-PLAY ICON: ANNIHILATE
NOTES: Play immediately after you kill a VEHICLE in combat. Take the warrior card and place a number of markers equal to its base CV on it (place it to the side). During your Balance step, you may use these markers to ÒpayÓ for required Raw Materials icons. After you have used all the markers, the warrior is placed in its owner's discard pile.
SCORCHED EARTH
POST-PLAY ICON: ATTACH
NOTES: IMMOBILE. Play immediately after you raze any Establishment. Place this card in the spot the Establishment occupied. While in play, no other Establishment may occupy this space. A Supply Line will not move through this card.
SHARE THE WEALTH
POST-PLAY ICON: ATTACH
NOTES: Attach to the game at any time. While attached, no player may have more than 10 Gold Units in his or her Reserves. Extras are returned to the Common Pool.
SHIELD
POST-PLAY ICON: ATTACH
NOTES: Attach to any attachment in play. The affected attachment may not be discarded or annihilated unless this card is discarded or annihilated first.
SHRIEKING FRENZY
AFFILIATION: DARK LEGION
COMBAT VALUE: x2
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow on your INFANTRY. Whenever the affected warrior is a raider, its modified CV is doubled. This modifier is applied after all others.
SNEAKY COWARD
POST-PLAY ICON: ATTACH
NOTES: Attach to any warrior in play during your turn. While attached, the affected warrior may not attack, join an Attack or Defense Group or join a raiding force. If attacked, it defends normally.
SOLIDARITY
POST-PLAY ICON: ATTACH
NOTES: Attach to your Attack Group. The affected Attack Group does not have to disband after your Attack step. If it raids, it must raid using a common Tactic. After raiding it becomes a normal Defense Group. It disbands at the beginning of your next turn, as normal, and this card is discarded.
SOUL SIPHON
AFFILIATION: DARK LEGION
COMBAT VALUE: +2*
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow your warrior. For each opponent this warrior kills in combat, place a marker on it. Each marker provides an additional +2 to the warrior's CV. Markers are not earned if this warrior was part of a Group. If this card is discarded, existing markers remain.
SOUTH AMERICAN SKULL
COMBAT VALUE: +4
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 10. UNIQUE. KEY-CODE SKULL. You must have an ISLAND TEAM MEMBER or HARDING'S INFLUENCE in your Dominion to play this card. Attach to your Commander immediately after you raze an Establishment. You may only play one KEY-CODE SKULL per turn. Commander gains +4 to its CV. If Commander has all four KEY-CODE SKULLS at once, you win the game!
STRAFE ATTACK
POST-PLAY ICON: DISCARD
NOTES: Play during your turn on your VEHICLE Flyer. The warrior may attack and raid by Land this turn. If during combat the Defender is not a Flyer and wins the combat, assume the result is an unbreakable tie.
SUBVERSIVE
POST-PLAY ICON: ATTACH
NOTES: You must have an ESPIONAGE AGENCY in your Turf to play this card. Attach this card to any opponent's INFANTRY at any time. The warrior is now your spy (it is still controlled by the opponent). While attached, you may play cards designated as SABOTAGE against the player that controls the Subversive.
SUFFER THE CONSEQUENCES
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time. While attached, for every 3 Gold Units you spend, you may annihilate any one attachment in play. You must also annihilate the top card of your deck for each attachment you annihilate (do not look at the card).
SUMMIT MEETING
POST-PLAY ICON: ANNIHILATE
NOTES: THIS CARD MAY ONLY BE PLAYED DURING A TEAM GAME. Play at any time. You and your teammates may leave the table and trade the cards in your hands amongst yourselves. A player may return with any number of cards in his or her hand. The player gains complete control of these cards until the end of the game. This should last no longer than 3 minutes. Each team member may only play this card once per game.
SURVIVAL OF THE FITTEST
POST-PLAY ICON: DISCARD
NOTES: Play during combat or a raid. Cards attached to warriors have no effect during this conflict. Modifiers from non-attachments are still valid.
TACTICAL SUPERIORITY
COMBAT VALUE: +3
POST-PLAY ICON: DISCARD
NOTES: Play during combat or a raid. One warrior or raid target gains +3 to its CV until the end of the conflict.
TASK FORCE
POST-PLAY ICON: ANNIHILATE
NOTES: THIS CARD MAY ONLY BE PLAYED DURING A TEAM GAME. Play at any time. You may immediately move any number of warriors (and their attachments) from your Dominion to your teammate's Dominion. Your teammate decides where they are placed. They are now all controlled by your teammate. If one of these cards is discarded, it is placed in your discard pile.
TERRORISM
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time on any Establishment in play, and pay a number of Gold Units equal to the base CV of the Establishment. The affected Establishment is discarded. No VPs are earned.
THE BEST LAID PLANS
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn. You may search through your draw pile and place any one card from there into your hand. Shuffle your draw pile when you are through. After you do this, you must annihilate the top 2 cards of your draw pile (do not look at them).
THE BLESSING
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: x2
POST-PLAY ICON: DISCARD
NOTES: RITUAL. Until the beginning of your next turn, the base CV of all your Establishments and your Commander card is doubled. This modifier is applied before all others.
THE CALLING
AFFILIATION: LUTHERAN TRIAD
POST-PLAY ICON: ATTACH
NOTES: Play on your warrior at any time. The warrior is now considered a PATRIARCH.
THE CHANGELING
AFFILIATION: LUTHERAN TRIAD
POST-PLAY ICON: DISCARD
NOTES: RITUAL. Until the beginning of your next turn, all your Lutheran Triad warriors are considered Troopers, Sailors and Flyers.
THE CONVICTION
CARD AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: x3
POST-PLAY ICON: ANNIHILATE
NOTES: RITUAL. Until the beginning of your next turn, the CV of one of your Lutheran Triad warriors is tripled. This modifier is applied after all others. The affected warrior is discarded at the beginning of your next turn as well.
THE COST OF WAR
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 4. Attach this card to any Commander during your turn. While attached, the player must draw one less card during his or her Draw step each turn. Multiple copies of this attachment are cumulative. A Commander may only have 3 copies of this card attached to it.
THE DEFIANCE
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: x2
POST-PLAY ICON: DISCARD
NOTES: RITUAL. Until the beginning of your next turn, all your Lutheran Triad warriors double their CVs when defending. When attacking or raiding, their CVs are normal.
THE HOWLING IS UPON US
CARD AFFILIATION: CRESCENTIA
COMBAT VALUE: x2
POST-PLAY ICON: ATTACH
NOTES: PROPHECY. While in play, all your Crescentia CAVALRY double their base CVs. This modifier is applied before all others. This card is annihilated at the beginning of your next turn.
THE PROTECTION
AFFILIATION: LUTHERAN TRIAD
POST-PLAY ICON: DISCARD
NOTES: RITUAL. Until the beginning of your next turn, all your Lutheran Triad warriors may not be killed when attacking or raiding. When defending, they may be killed as normal.
THE SACRIFICE
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: +X
POST-PLAY ICON: DISCARD
NOTES: RITUAL. Until the beginning of your next turn, all your Lutheran Triad warriors gain +X to their CVs when they raid. You must sacrifice any one of your Lutheran Triad warriors in play (discard it), and X is the base CV of the sacrificed warrior.
THE TREMBLING
AFFILIATION: LUTHERAN TRIAD
POST-PLAY ICON: DISCARD
NOTES: RITUAL. You may move any one Establishment card to any other legal location within the same Turf. Unlike most Rituals, this effect is permanent.
THINK AGAIN!
POST-PLAY ICON: ANNIHILATE
NOTES: Play immediately after any Intrigue card has been played. The Intrigue is ineffective and is discarded. Any Gold Units spent to play the card are lost.
TRAITOR!
POST-PLAY ICON: DISCARD
NOTES: Play during any raid on any raider. The affected raider turns on its allies. Its CV is not added to the raiding force's total. Instead, it is added to the target's. If the raiders win the traitor is discarded. If they lose, the traitor is added to the target's Borderlands, and that player now controls the traitor.
TRANSFER ORDERS
POST-PLAY ICON: DISCARD
NOTES: Play on any warrior at any time. You may immediately Transfer the warrior to its Warband or Borderlands. This card may be played at the beginning of a raid (when the Battle Tactic is announced) to prevent the raid from occurring, but not after raiders are announced. If the warrior was part of a Group, the rest of the Group is unaffected.
TORRENTIAL DOWNPOUR
POST-PLAY ICON: ANNIHILATE
NOTES: Play during any attack or raid by Land. The attack/raid immediately ends in an unbreakable tie. Plus, no further attacks or raids by Land may take place until the beginning of the current player's next turn.
TOXIC LEAK
POST-PLAY ICON: ATTACH
NOTES: Attach to any Establishment that produces RM or FL icons during your turn. While attached, all cards adjacent to the Establishment produce -1 FD icon, if applicable. A card may not produce less than 0 icons.
UNHOLY HUNGER
AFFILIATION: DARK LEGION
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow your CAVALRY. The affected warrior eats any warrior it kills in combat (except VEHICLES), and the victim is annihilated instead of discarded. Attachments on the killed opponents are annihilated as well. If the opponent was a Group, only one warrior is annihilated (you choose which).
UPPER HAND
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. Take any EQUIPMENT card from any warrior in play and attach it to any other warrior in play. The warrior must be able to have the Equipment, but you may ignore all affiliations. You may play this card even if you do not have a card in play that allows you to play EQUIPMENT.
VALPURGIUS ARRIVES!
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 10. UNIQUE. Attach to your Commander at any time. While in play, you may play cards with the Dark Legion affiliation, all your warriors are considered WORTHY OF DARK SYMMETRY, and only you may have HARDING'S INFLUENCE in play. You may ignore one resource icon on each of your Dark Legion warriors during each Balance step. You may only have one copy of this card on your Commander at a time.
VENOM SACK
AFFILIATION: DARK LEGION
COMBAT VALUE: +4
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow on your CAVALRY. The affected warrior gains +4 to its CV. If a combat involving the warrior ends in a tie, the warrior still wins (even if the warrior was part of a Group).
VISIONARY DECOMPOSITION
AFFILIATION: DARK LEGION
POST-PLAY ICON: ATTACH
NOTES: DARK SYMMETRY. Bestow on your INFANTRY. At any time this warrior may alter its appearance to look like any INFANTRY in play. Assume the warrior is an exact copy of the source warrior, excluding all attachments. Once chosen the warrior may not switch back. The warrior's attachments remain in effect, except those not allowed by its new image.
WALKING TALL
POST-PLAY ICON: ATTACH
NOTES: Attach to any warrior at any time. The warrior may use up to two WEAPONS during combat. Their effects are cumulative.
WE HAVE TO EAT!
ICONS PROVIDED: FD*
POST-PLAY ICON: ANNIHILATE
NOTES: Play immediately after you kill a non-VEHICLE warrior in combat. Take the warrior card and place a number of markers equal to its base CV on it (place it to the side). During your Balance step, you may use these markers to ÒpayÓ for required Food icons. After you have used all the markers, the warrior is placed in its owner's discard pile.
WHEW!
POST-PLAY ICON: ANNIHILATE
NOTES: Play immediately after your warrior or Group lost in combat. The combat is actually an unbreakable tie. There is no winner or loser.
WINDS OF CHANGE
POST-PLAY ICON: ANNIHILATE
NOTES: THIS CARD MAY ONLY BE PLAYED DURING A TEAM GAME. Play at any time. The direction of play reverses. If play continued clockwise, it now continues counterclockwise (and vice versa). This card does not enable a player to take two turns in a row.
WORK STOPPAGE
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn on any card with blue resource icons (even a Commander). The blue icons on the affected card may not be used until the beginning of your next turn. The affected player must still pay for any red icons on the card.
WRENCH IN THE WORKS
POST-PLAY ICON: ANNIHILATE
NOTES: SABOTAGE. Play during your Perform Actions step if you have a SUBVERSIVE in another player's Dominion. Flip any one Establishment in the Subversive Turf face-down. It may not be raided or affected in any way by any card. It does not provide any special abilities or Resources, but it also does not use any Resources. It is considered IMMOBILE. A Supply Line will still move through it.
WRIT OF INQUISITOR BENEDICTUS
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 5. Attach to your Commander at any time. While in play, you may Muster ISLAND TEAM MEMBERS. You may not play this card if your Commander is affiliated with the Dark Legion.