GENESIS EXPANSION
SPOILER LIST

The following is the complete spoiler list of the never-released Genesis expansion for Dark Eden. Please note that while this was to be an "official" release, it never achieved "official" status and is not considered an "official" expansion to Dark Eden. You will also see three DESIGNER'S NOTES below for three cards that were still being debated when the project was shelved.

INFO CARDS (11):

BACKGROUND

Dark, neolithic citadels have been sighted across the world, as the first deadly tendrils of the Dark Symmetry stretch out to corrupt the new races. And where the Dark Symmetry works its power, the Brotherhood is ever present. Operating from a base hidden in the ruins of Jerusalem, they prepare for the struggle to come, having foreseen that the final battle between light and darkness will take place not on the new worlds but on the old. The Cardinal's forces chart the progress of the darkness and the native peoples, ever wary of another world falling to the Dark Symmetry; making sure that the Corporate forces don't move too quickly, and claim too much. The Megacorporations themselves have sent their bravest to chart and explore the changed continents. Some with more success than others. But this world is still developing and both the Dark Legion and Brotherhood have yet to gain a firm foothold. It is a time for the new races to war and expand – to create new kingdoms and new hopes. It is a time of Genesis.

THE CORPORATE FORCES (PART 1 of 3)

MISHIMA
With their rigid structure and belief in personal honor, Mishima's forces have had more success than the other corporations among the people of Crescentia. They tread carefully, suspecting the Brotherhood to have a base on Crescentian land. Their agents are also at work in the Rasputin court, trying to gain favor with the Tsar and Obersts. Once Mishima and the Templars maintained a strong relationship, even going as far as Mishima incorporating Templar warriors in their off-world campaigns. But following the rise in power of Veragé, Mishima influence has suffered in Templar society, forcing them to spend more effort allying themselves with Crescentia.

CYBERTRONIC
Cybertronic have the smallest force on Dark Eden but potentially the most powerful. The problem they face is exactly what makes their potential so strong. Most of the relatively primitive societies of Dark Eden do not trust cyborgs. They have had some dealing with the Rasputins, specifically one Oberst seeking favor in court, but it is the Templars who have provided the best ally Cybertronic has so far found. The Templars consider the Cybertronic warriors to be more evolved than humans; perhaps even kindred spirits who are part of the natural evolution of the race.

THE CORPORATE FORCES (PART 2 of 3)

IMPERIAL
Always a fractured organization, Imperial has emissaries scattered across Dark Eden. Some have met with more success than others. At least one Conquistador has been sighted in the Rasputin court, seeking to win the favor of the Tsar. Others have been seen trading with Crescentia but by far the largest group have been seen in the Lutheran Triad Isles. It is hardly surprising as the Isles are Imperial's ancient homeland and some of the more noble Clan leaders can still trace their ancestry back to some of the Isles' ancient sites. Their social structure and background parallels that of the Lutheran Triad. Only their religion differs...but until Imperial forces are in a position to seize control of one of the new kingdoms, the emissaries are more than willing to tell Triad Patriarchs that even their faiths are the same.

BAUHAUS
While Bauhaus has no official headquarters on Dark Eden, their emissaries have enjoyed the best success in the Rasputin court. Rasputin soldiers have been sighted alongside Bauhaus troops off-world, as well as Bauhaus Ulfwerners returning the favor by storming into secret conflicts with Rasputin cavalry. In return, Bauhaus has been allowed a foothold in Europe and sided themselves with one of the most powerful new tribes. With their own ancestral power-base deep in the Prussian heart-land, it is a bond that could grow stronger. The Dark Legion's almost constant aggression against the Rasputins allows the Bauhaus representatives a vital opportunity to teach the Obersts what they want them to know of the Dark Symmetry.

THE CORPORATE FORCES (PART 3 of 3)

CAPITOL
The Dead Sea hides a secret. Concealed under a thick crust of darkened salt that now resembles soil, the forces of Capitol have secretly constructed a heavily fortified citadel to help further their exploration of the new world. Capitol is by far the most prevalent off-world power on Dark Eden. While the Cartel arranges treaties among the Megacorporations on Dark Eden, Capitol knows that the best form of defense is a strong offense. If they do not establish and fortify themselves - and find allies among the new tribes - the other corporations surely will. Secretly trading with the Lutherans, Rasputins, and Crescentia, Capitol's forces are more than prepared to sweep across the continent and seize control by any means necessary.

THE CARTEL
In a vain attempt to bring order to the encroaching chaos, the Cartel works vigilantly to unite the Corporate forces against the Dark Legion horde. Working in unison with the Brotherhood, the Cartel makes bold attempts to throw aside the petty bickering of the Megacorps and focuses on the true enemy of humankind. Completely distrustful of all the native affiliations, the Cartel focuses primarily on the continuous interplanetary conflict with the Dark Soul. Employing pan-corporate forces, mighty Doomtrooper squads, and covert Freelancers, the Cartel is a small but powerful force on Dark Eden.

NEW CARD TYPE - UPGRADES (PART 1 of 2)

Upgrades are placed on existing Establishment and Commander cards to give them added bonuses and capabilities. There are two types of Upgrade. ESTABLISHMENT UPGRADES are attached to Establishments and affect their structure, production or personnel. COMMANDER UPGRADES are attached to Commander cards and give them various bonuses. There are three LEVELS of Upgrade. The higher the Level, the more powerful the Upgrade tends to be.

You may place Upgrades on your cards that may have them during your Perform Actions step. Each card may only receive one Upgrade card per your turn. Level 1 Upgrades may be played on any card. Level 2 Upgrades may only be played on cards that already have Level 1 Upgrades on them. Level 3 Upgrades may only be played on cards that already have Level 2 Upgrades on them.

An Establishment or Commander may not have more than one copy of a specific LEVEL of Upgrade (for example, a Commander may not have two LEVEL 2 COMMANDER UPGRADES, even different ones) The effects of all Upgrades on a card are cumulative.

Upgrades are NOT considered attachments, and are unaffected by cards that affect attachments.

NEW CARD TYPE - UPGRADES (PART 2 of 2)

If an Upgrade modifies the CV of a card, it recalculates the base CV. Therefore, a DEEP MINE (CV: 10) with an Upgrade that provides +3 to CV is considered to have a base CV of 13 (it is also worth 13 VPs). All other modifiers are applied to this new base CV.

When an Establishment is razed, an Upgrade is removed before the Establishment itself. Likewise, when a Commander is razed, the razing player may choose to remove an Upgrade instead of one of the other options. Only one Upgrade is removed per razing, and higher-level Upgrades are removed before lower-level Upgrades of the same type. Once all Upgrades are removed from an Establishment, it may be razed as normal. The player keeps the Upgrade card with his or her razed Establishments, and earns VP markers as if razing a Commander.

For example, a DEEP MINE with a LEVEL 1 and LEVEL 2 UPGRADE is razed. The razing player must remove the LEVEL 2 UPGRADE. The LEVEL 1 UPGRADE remains. The razing player earns VPs equal to the current base CV of the base card with the LEVEL 2 UPGRADE.

NEW RULES - CASTING SPELLS

This card expands the CASTING ART SPELLS rules in the basic rulebook. Each ART SPELL has a Casting Cost, which reflects the general power of the spell. The higher the Casting Cost, the more powerful the spell tends to be.

To cast a spell, a Spellcaster must provide as much mental strength as the Casting Cost listed on the spell card. All Spellcasters have a "Mental Strength" which is equal to the BASE Combat Value of the warrior. For example, an Art spell with a Casting Cost of 4 may only be cast by a Spellcaster with a base CV of 4 or higher. Cards which increase a warrior's CV do NOT increase its Mental Strength - only cards which specifically state they increase a warrior's Mental Strength have such an effect.

Most Art Spells are one-shot effects, and are discarded immediately after casting. A warrior's Mental Strength is not "used up" between castings. Therefore, a Spellcaster with a CV of 3 may cast a spell with a Cost of 3, and then immediately cast another spell with a Cost of 3.

If a spell remains in play (which will be noted on the card), the Spellcaster may MAINTAIN it by continuously providing Mental Strength to the spell. Therefore, a Spellcaster may only cast a spell if it has "surplus" Mental Strength to devote to a Casting Cost. For example, a Spellcaster with a CV of 5 casts a spell with a Cost of 3 and which remains in play. While that spell is in play, the Spellcaster may only cast spells that Cost 2 or less. If the Spellcaster is discarded, any Spells it is maintaining are discarded as well.

NEW DESIGNATIONS

This expansion features a few new designations for Establishments. Commanders with these designations are bound by the same rules.

Unless it has one of the following designations, an Establishment or Commander is considered INLAND. All the Establishments and Commanders in the Dark Eden basic set are considered Inland. An Establishment with one of the following designations is considered MARINE instead of Inland:

COASTAL - Some Establishments are located right on a coastline. A COASTAL Establishment must dedicate at least one of its Neighbor edges to a Marine Establishment, and at least one of its Neighbor edges to an Inland Establishment.

FLOATING - Some Establishments are surrounded by water, and may not be adjacent to land-based Establishments. A FLOATING Establishment may only be adjacent to Marine Establishments. FLOATING Establishments may never be raided by Land.

SUBMERGED - Some Establishments are actually under water. SUBMERGED Establishments may only be adjacent to Marine Establishments. SUBMERGED Establishments may never be raided by Land or by Air and may only be raided by warriors able to SUBMERGE.

All warriors that are considered Sailors (even those in the Dark Eden basic set) may SUBMERGE, except Sailor VEHICLES, which may not unless the card says otherwise. An Attack or Defense Group may SUBMERGE only if all its members may SUBMERGE.

Marine Establishments are never affected by the COASTLINE card, and Inland Establishments with the COASTLINE card attached to them are NOT considered COASTAL (due to potential game-play problems).

RULES CLARIFICATIONS

When an attachment is discarded or annihilated, any effect it provides to its base card stops. In other words, the effects of an attachment is only valid while the card is attached. This is true of any card. As soon as a card leaves play, any effects it provides immediately stop.

You may only collect "surplus" resources at the end of your Balance step, AFTER all the cards in your Dominion have been balanced. This is usually Gold, but also includes surplus resources placed on Establishments designated as STORAGE. You may not, therefore, collect surplus Gold before a warrior's Food requirement is met, in order to use the Gold to pay for the needed FD icons.

If two adjacent Establishments affect one another so each must be attacked before the other (for example, BARRICADE next to MINEFIELD), then the effects cancel between those cards and a raider may choose which to attack.

Most Megacorp warriors are designated as MEMBERS of a specific corporation. These memberships are not considered affiliations. They are simply a sub-set of the Megacorp affiliation. Warriors who gain the Megacorp affiliation never gain any MEMBER status.

If the only Establishments in a Turf are those that may not be raided BY ANY MEANS (for example, an IMPERVIOUS ROCK FORMATION), then the Commander may be raided.

EPIC CONFLICT!

This game variant may only be played during team games, and only if all players agree. During an Epic Conflict game, each team works together to build and maintain a single Dominion. During this game it is convenient for team mates to sit together, but it is vital that players alternate their turns. For example, the turn order for a game between three 2-player teams would be:

Team A Player 1
Team B Player 1
Team C Player 1
Team A Player 2
Team B Player 2
Team C Player 2
Team A Player 1
wetc.

During the Place Commanders portion of Setting Up, all the Commanders of a single team are placed adjacently, in any manner the team sees fit (adjacent Commanders affect each other, and their effects are cumulative). The Turf is built around them. They share a single Warband and Borderlands. A player completely controls the Dominion during his or her turn. All team mates share ALL the special abilities of ALL their Commanders (but not affiliations).

A player must still play cards of the same affiliation as his or her OWN Commander, or the General affiliation (unless, of course, the player or his or her team mate builds an EMBASSY). Once cards are in play, all members of the team, and their forces, are affected by them. Warriors in a team's Dominion may attack and raid during each team mate's turn. Defense Groups disband at the beginning of each team mate's turn. Cards that remain in effect "until the beginning of your next turn" only last until the beginning of your team mate's next turn.

DARK EDEN: GENESIS EXPANSION CARD LIST

*** CARD LIST ***

PLAY CARDS:

COMMANDERS (11)

CARD NAME: BARON STRASSBOURG
CARD TYPE: COMMANDER
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 8
BATTLE TACTICS: SEA
ICONS PROVIDED: GD, GD, FD, FD, RM, RM, RM, FL, FL, FL
NOTES: SUBMERGED. Adjacent Establishments gain +2 to CV. Strassbourg may pay 8 extra Gold Units when Building any Inland Establishment to make it SUBMERGED. It gains the Sea icon and loses any Land and Air icons.

CARD NAME: NOAH WROUGHT
CARD TYPE: COMMANDER
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 8
BATTLE TACTICS: SEA, AIR
ICONS PROVIDED: GD, GD, FD, FD, FD, RM, RM, RM, FL, FL
NOTES: FLOATING. Adjacent Establishments gain +2 to CV. Noah may play warrior cards designated as IMPERIAL MEMBERS. Noah's annihilated cards are discarded instead (even those that are annihilated as part of their effect).

CARD NAME: REICHEL
CARD TYPE: COMMANDER
AFFILIATION: TEMPLAR
COMBAT VALUE: 8
BATTLE TACTICS: SEA, AIR
ICONS PROVIDED: GD, GD, GD, FD, FD, RM, RM, FL, FL, FL
NOTES: FLOATING. Adjacent Establishments gain +2 to CV. All of Reichel's INFANTRY are considered Sailors. Reichel may raise the CV of any Establishment in his Turf by spending excess RM icons during his Balance step. Every 2 excess RM icons spent in this way provide an Establishment with +1 to its CV until the beginning of Reichel's next turn. RM on a STORAGE card may not be used.

CARD NAME: MOHAMMED THE ENGULFED
CARD TYPE: COMMANDER
AFFILIATION: CRESCENTIA
COMBAT VALUE: 8
BATTLE TACTICS: SEA, AIR
ICONS PROVIDED: GD, GD, GD, FD, FD, FD, RM, RM, FL, FL
NOTES: FLOATING. Adjacent Establishments gain +2 to CV. Mohammed may spend 5 Gold Units during his turn to prevent any one warrior from attacking his warriors raiding his Turf during that player's next turn. Multiple Gold Units may be spent.

CARD NAME: CHARLES EDGE
CARD TYPE: COMMANDER
AFFILIATION: MEGACORP
COMBAT VALUE: 16
BATTLE TACTICS: GD, GD, FD, RM, RM
ICONS PROVIDED: LAND, SEA, AIR
NOTES: CYBERTRONIC MEMBER. Adjacent Establishments gain +2 to CV. Edge and all his CYBERTRONIC MEMBERS are not affected by any RITUAL, PROPHECY, DARK SYMMETRY, or ART SPELL effects. Combat and raid opponents of his CYBERTRONIC MEMBERS do not gain the effects of these cards either, and any already in effect lose their effects throughout the conflict.

CARD NAME: LORD TOMBU
CARD TYPE: COMMANDER
AFFILIATION: MEGACORP
COMBAT VALUE: 16
BATTLE TACTICS: LAND, SEA, AIR
ICONS PROVIDED: GD, FD, FD, RM, FL
NOTES: MISHIMA MEMBER. Adjacent Establishments gain +2 to CV. All of Tombu's MISHIMA MEMBERS break combat ties, and may Transfer at any time (except during combat or a raid) and as often as they wish. Tombu may spend excess FL icons after his Balance Step to draw 1 card per FL icon. Only 3 FL icons may be spent in this way per turn. FL on a STORAGE card may not be used.

CARD NAME: SIGFRIED BOURGESS
CARD TYPE: COMMANDER
AFFILIATION: MEGACORP
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, RM, RM, FL
NOTES: BAUHAUS MEMBER. Adjacent Establishments gain +2 to CV. Sigfried may play the SUBVERSIVE card without having an ESPIONAGE AGENCY in play. He does not have to pay any Initial Cost when Mustering BAUHAUS MEMBERS.

CARD NAME: MARCUS KLEEF
CARD TYPE: COMMANDER
AFFILIATION: MEGACORP
COMBAT VALUE: 16
BATTLE TACTICS: LAND, SEA, AIR
ICONS PROVIDED: GD, GD, GD, FD, FL
NOTES: CAPITOL MEMBER. Adjacent Establishments gain +2 to CV. Kleef may play cards designated as EQUIPMENT. His CAPITOL MEMBERS are all considered Sailors.

CARD NAME: SHANNON O'ROURKE
CARD TYPE: COMMANDER
AFFILIATION: MEGACORP
COMBAT VALUE: 16
BATTLE TACTICS: LAND, SEA, AIR
ICONS PROVIDED: GD, FD, RM, RM, FL
NOTES: IMPERIAL MEMBER. Adjacent Establishments gain +2 to CV. Place 5 markers on O'Rourke at the beginning of the game. At any time she may remove one or more of these markers to favor one IMPERIAL MEMBER with an additional +5 to its CV per marker. The effect lasts until the beginning of her next turn.

CARD NAME: BROTHER HORATIO
CARD TYPE: COMMANDER
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: GD, GD, FD, FD, RM, FL
NOTES: Adjacent Establishments gain +2 to CV. May never build a DARK LEGION CITADEL. During each Perform Actions step Brother Horatio may annihilate 1 (and only 1) card from the top of his Draw pile to make all his opponents lose 2 VP markers. Only VP markers are affected, not razed Establishments.

CARD NAME: BARTHOLOMEW GIESEL
CARD TYPE: COMMANDER
AFFILIATION: MEGACORP
COMBAT VALUE: 16
BATTLE TACTICS: LAND, AIR
ICONS PROVIDED: *
NOTES: CARTEL MEMBER. Giesel provides any 4 resources of your choice; declare which ones during his first Balance step (they may not change). Adjacent Establishments gain +2 to CV. May never build a DARK LEGION CITADEL. Giesel may Muster warriors designated as DOOMTROOPER at any time, except combat or raids. He must still pay Initial Costs.

ESTABLISHMENTS (27)

CARD NAME: TRENCH
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 2
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: You may Transfer your INFANTRY warriors to and from the Trench during your Perform Actions step. It will hold two warriors (they may not form a Group). A warrior in the Trench gains +X to its CV, where X is one-half the modified CV of the Trench (rounded up). An entrenched warrior is considered in the Borderlands. If this card is discarded, its entrenched warriors are discarded as well.

CARD NAME: TUNNEL SYSTEM
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 1
AFFILIATION: GENERAL
COMBAT VALUE: 8
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 5. If you raid an opponent's Turf by Land, your raiding party may sneak past ALL warriors in the opponent's Borderland. Your raiders are not affected by any of their abilities through the raid. Immediately after a raid in which you use the Tunnel System, the raided opponent may annihilate it by paying X Gold Units , where X is the modified CV of the Tunnel System (no VPs are earned).

CARD NAME: SUBMARINE DOCK
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 15
BATTLE TACTICS: SEA
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. SUBMERGED. You may play cards designated as SUBMARINES (even if the SUBMARINE is a VEHICLE and you are not able to play VEHICLES).

CARD NAME: UNDERWATER OIL PUMP
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 7
BATTLE TACTICS: SEA
ICONS REQUIRED: RM
ICONS PROVIDED: FL, FL, FL, FL
NOTES: Initial Cost: 3. SUBMERGED.

CARD NAME: NAVAL BUNKER
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 1
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 12
BATTLE TACTICS: SEA
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. SUBMERGED. None of your SUBMERGED Establishments may be the target of a raid, except this one (or another Naval Bunker). You may Transfer your warriors that may SUBMERGE to and from the Bunker. It will hold up to 3 warriors. They may not attack, be attacked, or raid. They will affect one another (if applicable). They add their modified CVs to the Bunker's.

CARD NAME: DRY DOCK
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: TEMPLAR
COMBAT VALUE: 9
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. COASTAL. You may Muster Templar- affiliated Sailors at any time except attacks or raids (you must still pay Initial Costs).

CARD NAME: FISH HATCHERY
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: TEMPLAR
COMBAT VALUE: 9
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED:
ICONS PROVIDED: FD, FD, FD, FD
NOTES: Initial Cost: 1. COASTAL. You may pay an Initial Cost of 5 to make this card FLOATING instead (it loses the LAND Battle Tactic).

CARD NAME: CYBERTRONIC SHUTTLE DOCK
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: TEMPLAR
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. Your Templar INFANTRY may be Transferred "Offworld" for training. If it does this, place it aside. It may not attack, raid, or be attacked, and it is now considered a CYBERTRONIC MEMBER. For each full turn (from your draw step to your next) it remains Offworld, place a marker on it. Each provides +3 to CV.

CARD NAME: PROPAGANDA HEADQUARTERS
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 10
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. COASTAL. Adjacent cards gain +4 to CV. Your Lutheran Triad warriors may attack and raid twice per turn, provided that the second attack and raid is against Templar or Sons of Rasputin cards.

CARD NAME: FLOATING FORTRESS
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 14
BATTLE TACTICS: SEA, AIR
ICONS REQUIRED: RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 5. FLOATING. Adjacent cards gain +5 to CV. This defensive establishment is free-floating and may be moved around your Turf. You may move the Floating Fortress to a new legal position in your Turf during your Perform Actions step each turn. You must pay 5 Gold Units each time you move it.

CARD NAME: MINISTRY
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, GD
ICONS PROVIDED:
NOTES: Initial Cost: 2. PATRIARCH. All Lutheran Triad warriors in your Borderlands gain +2 to their CVs.

CARD NAME: THE ANCIENT'S TOMB
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 3
AFFILIATION: CRESCENTIA
COMBAT VALUE: 16
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: GD, GD, RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. COASTAL. PROPHET. UNIQUE. Once per each of your Perform Actions steps, and at a cost of 3 Gold Units, you may discard any one attachment in play. If this card is raided, you may immediately play up to 3 Crescentia INFANTRY warriors from your hand. They add their CVs to the Tomb's. If they survive the raid, they go to your Borderlands.
*** DESIGNER'S NOTE: THERE WERE ARGUEMENTS TO MAKE THIS A LUTHERAN TRIAD CARD ***

CARD NAME: CORRAL
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 3
AFFILIATION: CRESCENTIA
COMBAT VALUE: 13
BATTLE TACTICS: LAND
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Whenever your warrior or Group defeats a CAVALRY in combat, you may pay twice the base CV of the CAVALRY in Gold Units and place it in your Borderlands. You now control it. It may never be Transferred.

CARD NAME: DUNG PIT
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 2
AFFILIATION: CRESCENTIA
COMBAT VALUE: 8
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: All Inland Establishments (or a Commander) adjacent to this card produces 2 additional FD icons each turn (even if they don't normally produce any).

CARD NAME: WAILING WALL
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 18
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. UNIQUE. Adjacent cards gain +6 to CV. All your warriors are considered SPELLCASTERS, and those that are already SPELLCASTERS (by any other means) gain +3 to Mental Strength. Dark Legion warriors may never raid this card. If razed, all your warriors gain +2 to their CVs when combating or raiding the forces of the razing Commander (this effect is not cumulative).

CARD NAME: TIDAL GENERATOR
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: MEGACORP
COMBAT VALUE: 13
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED:
ICONS PROVIDED: FL, FL, FL, FL or GD, GD, GD, GD
NOTES: Initial Cost: 3. COASTAL. This Establishment provides either four FL icons or four GD icons. Decide which resource it provides during each of your Balance steps. It will only provide one type of resource per Balance step.

CARD NAME: STEAM ENGINE PLANT
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: MEGACORP
COMBAT VALUE: 11
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. COASTAL. All your cards require one less FL icon. Only one copy of this card will affect your Dominion (others may be Built in your Turf and may be immediately used as backup if needed).

CARD NAME: BROTHERHOOD ADVISORY BOARD
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 3
AFFILIATION: MEGACORP
COMBAT VALUE: 9
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: GD, GD
ICONS PROVIDED:
NOTES: SPELLCASTER (like warriors, this card has a Mental Strength of 9). Your warriors gain +4 when combating Dark Legion warriors or raiding Dark Legion Establishments and Commanders.

CARD NAME: CORPORATE OUTPOST
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 2. EMBASSY. Choose a Corporate power (Bauhaus, Capitol, Cybertronic, Imperial or Mishima) when you play this card. You may play Warrior cards designated as MEMBERS of that power (but not members of other powers). You may also play all other cards with the Megacorp affiliation (including Megacorp warriors that are not designated as MEMBERS). Multiple Builds of this Establishment may feature other powers.

CARD NAME: BROTHERHOOD CATHEDRAL
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 14
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 2. EMBASSY. You may play cards with the Brotherhood affiliation. If you ask your MISSIONARY back from another player's Turf (see the MISSIONARY card), ALL other warriors in that Borderland follow him. Place them in your Borderlands. They are now controlled by you.

CARD NAME: KELP FARM
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 14
BATTLE TACTICS: SEA, AIR
ICONS REQUIRED:
ICONS PROVIDED: FD, FD
NOTES: Initial Cost: 1. FLOATING. You may pay an Initial Cost of 5 and have this card SUBMERGED instead (it loses the Air icon). You may discard a card from your hand at any time to immediately gain 2 Gold Units. You may only discard one card per turn in this manner.

CARD NAME: OIL PLATFORM
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 12
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED:
ICONS PROVIDED: *
NOTES: Initial Cost: X. COASTAL. The Oil Platform will provide 1 FL resource icon per 3 Gold Units you spend as Initial Cost when you play this card.

CARD NAME: BEACHHEAD
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 10
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: COASTAL. The Beachhead may never have attachments. This card is only worth 5 VPs if razed. NO DECK LIMIT.

CARD NAME: SEAWATER PURIFIER
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 14
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED:
ICONS PROVIDED: FD, FD, RM, RM
NOTES: Initial Cost: 1. COASTAL. You may instead pay an Initial Cost of 3 to make this card FLOATING (it loses the LAND Battle Tactic), or pay an Initial Cost of 6 to make this card SUBMERGED (it loses the LAND and AIR Tactics). An excellent source of fresh water and minerals.

CARD NAME: BLUE HOLE
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 1
AFFILIATION: GENERAL
COMBAT VALUE:
BATTLE TACTICS:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: FLOATING. IMMOBILE. You may Build this "Establishment" 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.

CARD NAME: PROTECTIVE REEF
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 4
AFFILIATION: GENERAL
COMBAT VALUE: 12
BATTLE TACTICS: SEA
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: Initial Cost: 1. FLOATING. This "Establishment" may only be raided by INFANTRY. NO DECK LIMIT.

CARD NAME: STRAITS OF GIBRALTAR
CARD TYPE: ESTABLISHMENT
NEIGHBORS: 1
AFFILIATION: GENERAL
COMBAT VALUE: 25
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: GD, FD, RM, FL
ICONS PROVIDED:
NOTES: Initial Cost: 5. UNIQUE. COASTAL. None of the cards in your Dominion (except this one) may be attacked or raided by Sea while this card is in your Turf. This card may not have attachments. Cards which prevent, restrict, or redirect raiding have no effect on this card. This card must ALWAYS have a vulnerable edge.

UPGRADES (14)

CARD NAME: OFF-WORLD ALLIES
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 1 COMMANDER UPGRADE. Based on your affiliation (or Membership if Megacorp), you may Muster warriors of your off-world Primary Ally. Primary Allies are: Crescentia and MISHIMA MEMBERS; Sons of Rasputin and BAUHAUS MEMBERS; Templars and CYBERTRONIC MEMBERS; Lutheran Triad and IMPERIAL MEMBERS. CAPITOL has no Primary Ally.

CARD NAME: HAND-PICKED FORCES
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 1 COMMANDER UPGRADE. You may raid Commander cards with vulnerable edges, even if the Turf contains Establishments.

CARD NAME: SPY NETWORK
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED: GD, GD
ICONS PROVIDED:
NOTES: LEVEL 2 COMMANDER UPGRADE. You gain 1 VP marker during each of your Draw steps. If you cannot Balance this card, you also must discard any attached LEVEL 3 COMMANDER UPGRADE.

CARD NAME: DEFENSIVE MENTALITY
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 2 COMMANDER UPGRADE. You may form Defense Groups at any time (except during combat or a raid).

CARD NAME: LEAD BY EXAMPLE
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 3 COMMANDER UPGRADE. You may add your Commander's modified CV to that of your raiding party. If you lose, treat as if opponent successfully raided YOU.

CARD NAME: INSPIRED FANATICISM
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 3 COMMANDER UPGRADE. When your warrior is killed, it is "wounded" instead and remains in play (the combat/raid ends). Turn the card sideways to indicate the wound. It is completely unaffected by the wound. If it is wounded again it is killed and discarded as normal. If this card is discarded, all wounded warriors are immediately killed.

CARD NAME: MODIFIED EQUIPMENT
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 1 ESTABLISHMENT UPGRADE. Play on your Establishment that provides resource icons. This Establishment provides two more resource icons per turn, of any type the Establishment already produces (you choose each turn).

CARD NAME: ECOLOGICAL DESIGN
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: LEVEL 1 ESTABLISHMENT UPGRADE. The Establishment is INCONSPICUOUS. It may not be raided unless all the Establishments in the same Turf are also INCONSPICUOUS or may not be raided (due to card play).

CARD NAME: ELEVATED FOUNDATION
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE: +X
ICONS REQUIRED: RM
ICONS PROVIDED:
NOTES: Initial Cost: X. LEVEL 1 ESTABLISHMENT UPGRADE. The Establishment may only be attacked and raided by Air (it gains the Air icon if needed). The CV of the Establishment is increased by X, where X is equal to whatever Initial Cost you pay.

CARD NAME: PRODUCTION INNOVATIONS
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 2 ESTABLISHMENT UPGRADE. Each Blue icon on or attached to this Establishment produces two resources instead of one.

CARD NAME: CONCEALED PIT
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 1 ESTABLISHMENT UPGRADE. If this Establishment is raided by Land, you may discard one raider of your choice during the Modify step.

CARD NAME: EXPLOSIVES STORAGE
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 2 ESTABLISHMENT UPGRADE. If this Upgrade is removed due to a successful raid, all members of the raiding party are annihilated. VPs are still earned.

CARD NAME: GARRISON
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE: +10
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 3 ESTABLISHMENT UPGRADE. This Establishment, adjacent cards, and even Establishments that touch corners with the card gain +10 to their CVs. An adjacent Commander (even one that touches corners with this card) may never be the target of a raid while this Upgrade is in place.

CARD NAME: UNITED WORKERS
CARD TYPE: UPGRADE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: LEVEL 3 ESTABLISHMENT UPGRADE. This Establishment is now considered of the same affiliation as your Commander. Also, the CVs of ALL your Establishments with the same affiliation as your Commander are doubled. This modifier is applied AFTER all others. The effects of multiple copies of this card are NOT cumulative.

WARRIORS (38)

CARD NAME: NORTHERN SON
CARD TYPE: WARRIOR
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. The Northern Sons break combat ties. While in your Dominion, all your annihilated cards are discarded instead.

CARD NAME: VICAR
CARD TYPE: WARRIOR
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 5
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. Considered a KOMMENDANT (but not a COSSACK KOMMENDANT). An Attack Group containing a Vicar does not have to disband after the Attack step. It may become a Defense Group. If it does this, its members may not raid.

CARD NAME: STEAM GRAMPUS
CARD TYPE: WARRIOR
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 8
BATTLE TACTICS: SEA
ICONS REQUIRED: RM, FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. VEHICLE. SUBMARINE. May SUBMERGE. In order to play this card, you must have a card in your Turf that allows you to play SUBMARINES. May never be a Trooper or Flyer. May only join Groups and raid with warriors that may SUBMERGE. A raiding party containing a Grampus may target any Establishment or Commander card, even one with no vulnerable edges.

CARD NAME: BARRACUDA
CARD TYPE: WARRIOR
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 5
BATTLE TACTICS: SEA
ICONS REQUIRED: FL
ICONS PROVIDED:
NOTES: Initial Cost: 1. VEHICLE. SUBMARINE. May SUBMERGE. In order to play this card, you must have a card in your Turf that allows you to play SUBMARINES. May never be a Trooper or Flyer. Your INFANTRY may form a Sea Attack Group with the Barracuda, even if they don't have the Sea Battle Tactic.

CARD NAME: HINDENFOKKER
CARD TYPE: WARRIOR
AFFILIATION: SONS OF RASPUTIN
COMBAT VALUE: 5
BATTLE TACTICS: AIR
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: X. VEHICLE. Place X Depth Charge markers on this card when you Muster it. X is equal to the Initial Cost you chose to pay. You may remove a marker before your Attack or Raid Step to enable the Hindenfokker to attack or raid a SUBMERGED target by Sea. It gains the Sea icon during the conflict.

CARD NAME: APOCALYPTIC HORSEMAN
CARD TYPE: WARRIOR
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: CAVALRY. Each Apocalyptic Horseman in your Dominion allows you to draw one extra card during your Draw step.

CARD NAME: STORMDANCER
CARD TYPE: WARRIOR
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 5
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. Each time you play a RITUAL that is discarded after it is played (not annihilated), this elite warrior will enable you to place the Ritual back in your hand. Each time the last Stormdancer in your Dominion is discarded or annihilated, you must discard all your RITUALS in play and show your hand to your opponents.

CARD NAME: GHOSTFACE
CARD TYPE: WARRIOR
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. Smeared with the powered bones of their ancestors, the Ghostfaces fear nothing. Ghostfaces gain +X to their CVs, where X is the number of your Ghostfaces killed in combat or raids throughout this game. NO DECK LIMIT.

CARD NAME: MANTLEDIVER
CARD TYPE: WARRIOR
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 5
BATTLE TACTICS: LAND, SEA
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. INFANTRY. The Mantlediver may not attack and raid by Land during the same turn. You may place a marker on the Mantlediver for each excess FL icon your Dominion provides during your Balancing step. The Mantlediver gains +1 to its CV for each marker on it. FL icons on STORAGE cards may not be used.

CARD NAME: SCALED SON
CARD TYPE: WARRIOR
AFFILIATION: LUTHERAN TRIAD
COMBAT VALUE: 5
BATTLE TACTICS: SEA
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. Place 1 Torpedo marker on this card when you Muster it. During a combat or raid by Sea, this warrior may "fire" its Torpedo (remove the marker). It provides +5 to the warrior's CV. It may reload its Torpedo during your Perform Actions step if you spend 5 Gold Units.

CARD NAME: DIABOL
CARD TYPE: WARRIOR
AFFILIATION: TEMPLAR
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. The Diabol (or Groups containing the Diabol) will break ties during combat. You may discard the Diabol during ANY combat in which it is NOT a participant. One of the combating warriors (your choice) gains the Diabol's modified CV until the end of the combat. A warrior may receive the effects from multiple discarded Diabols. NO DECK LIMIT.

CARD NAME: SCAINARD SOUL
CARD TYPE: WARRIOR
AFFILIATION: TEMPLAR
COMBAT VALUE: 2
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. In addition to Mustering them normally, you may Muster one or more Scainard Souls during raids in which your card is being raided by Air. The Soul adds its CV to the raid target's. If you win the raid, the Soul moves to your Borderlands. If you lose, it is discarded.

CARD NAME: PIRANHA
CARD TYPE: WARRIOR
AFFILIATION: TEMPLAR
COMBAT VALUE: 4
BATTLE TACTICS: SEA
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: VEHICLE. May not SUBMERGE, but may attack and raid SUBMERGED cards. Place X Torpedo markers on this card when you Muster it (each costs 2 Gold Units). During a combat against a warrior able to SUBMERGE or a raid against a SUBMERGED Establishment, this warrior may fire one or more Torpedoes (remove markers). Each provides +3 to CV.

CARD NAME: WETWRATH
CARD TYPE: WARRIOR
AFFILIATION: TEMPLAR
COMBAT VALUE: 10
BATTLE TACTICS: SEA
ICONS REQUIRED: FL, FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 3. VEHICLE. SOLITARY. The first time this monstrous ship is "killed" in combat or a raid, turn it sideways. It is merely "wounded" and must be successfully "killed" again before it is discarded. The "wound" has no effect on the warrior.

CARD NAME: SCREAMING RAVEN
CARD TYPE: WARRIOR
AFFILIATION: TEMPLAR
COMBAT VALUE: 5
BATTLE TACTICS: AIR
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 3. VEHICLE. The Screaming Raven makes such a panicking noise that all INFANTRY and CAVALRY will not attack it (they defend normally). It may only be attacked by other VEHICLES, or Attack Groups containing only VEHICLES.

CARD NAME: GEALED WINGER
CARD TYPE: WARRIOR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 7
BATTLE TACTICS: SEA, AIR
ICONS REQUIRED: FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 2. VEHICLE. The Gealed Winger is a light airship able to float upon water. It may dive into the water from the air. If the Gealed Winger does not attack, or attacks by Air, it may raid a SUBMERGED Establishment or Commander during the same turn.

CARD NAME: RAMNOUGHT
CARD TYPE: WARRIOR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 8
BATTLE TACTICS: SEA
ICONS REQUIRED: FL, FL, FL
ICONS PROVIDED:
NOTES: Initial Cost: 4. VEHICLE. May ram its opponents provided you "gas it up" first. During your Balance Step, you may give surplus Fuel to the Ramnought. For each FL icon given, place a marker on it. You may spend markers during your upcoming Attack and Raid steps. Each spent marker adds +1 to the CV of the Ramnought until the end of the conflict. All unused markers are removed at the end of your turn.

CARD NAME: KHAN'S GUARD
CARD TYPE: WARRIOR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. The Khan has given this warrior an assignment. Choose one ability when you Muster it. PROTECT: Guard gains +3 to its CV when in the Borderlands. ATTACK: Guard gains +3 when attacking. RAID: Guard gains +3 when raiding. The Guard may not change its assignment.
*** DESIGNER'S NOTE: ONE PLAYTESTER THOUGHT THIS SHOULD BE A TEMPLAR WITH NO CRESCENTIA REPLACEMENT. HE SAID CRESCENTIA DOESN'T NEED ANYONE ELSE. HE HAS A GOOD POINT. ***

CARD NAME: LAMENTED
CARD TYPE: WARRIOR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: Special. INFANTRY. The Lamented has foreseen its own death and has no fear. Place X markers on this warrior when you Muster it. Its Initial Cost is X times 3. Each time this warrior is "killed" in combat or a raid, remove a marker instead. It will not die until it has no more markers.
*** DESIGNER'S NOTE: THE SAME PLAYTESTER THOUGHT THIS SHOULD BE A LUTHERAN WITH NO CRESCENTIA REPLACEMENT. SAME AS ABOVE. ***

CARD NAME: DESCENDANT
CARD TYPE: WARRIOR
AFFILIATION: CRESCENTIA
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 3. INFANTRY. Place a marker on this card when you Muster it. At any time you may remove the marker from this card and immediately draw cards from your draw pile until there are 10 cards in your hand. This is a one-time effect and does not affect your normal hand limit.

CARD NAME: ISLAND HOPPER
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 5
BATTLE TACTICS: SEA, AIR
ICONS REQUIRED: FL
ICONS PROVIDED:
NOTES: Initial Cost: 1. VEHICLE. The Island Hopper may Transfer at any time (except during combat or a raid) and as often as you wish.

CARD NAME: MISSIONARY
CARD TYPE: WARRIOR
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. These pious individuals live to spread the Cardinal's Word to the unenlightened. The Missionary may Transfer to other players' Borderlands and Warbands, at which point they are controlled by that player. If you ask to have them Transferred back, the player must do so as his or her next available action. NO DECK LIMIT.

CARD NAME: CRUCIFIER
CARD TYPE: WARRIOR
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. INFANTRY. SPELLCASTER. The Crucifier may attack 4 times per turn, but with a base CV of 1. It may raid only once (at CV 4). It gains +2 to its CV when in a Group with GRINDER, and a further +2 when in combat against a HERETIC. May never be given ARMOR.

CARD NAME: WATCHMAN
CARD TYPE: WARRIOR
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 5
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. SPELLCASTER. These ever present guardians ensure that the Megacorporations are not overstepping their bounds on Dark Eden. You may discard the Watchman at any time (except during a combat or raid) to annihilate any Megacorp warrior in play (its attachments are only discarded).

CARD NAME: SEEKER
CARD TYPE: WARRIOR
AFFILIATION: BROTHERHOOD
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. SPELLCASTER. You may annihilate the Seeker at any time (except during combat or a raid) to take any non-Dark Legion warrior in play and place it in your Borderlands. You now control the warrior.

CARD NAME: ULFWERNER
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. BAUHAUS MEMBER. DOOMTROOPER. The Ulfwerner may form a "UNIT" with any one VEHICLE in the same Warband or Borderlands (except a SOLITARY one). Attach the Ulfwerner to the Vehicle. The UNIT combines its CV's and special effects. This UNIT never disbands. It may Transfer and join Groups.

CARD NAME: FORGOTTEN RANGER
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 5
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. BAUHAUS MEMBER. SOLITARY. The Forgotten Ranger gains +10 to its CV when attacked. The Ranger may attack an individual member of a Group, as if it was not a part of that Group.

CARD NAME: WOLVERINE
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 8
BATTLE TACTICS: LAND, SEA
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 3. INFANTRY. CAPITOL MEMBER. DOOMTROOPER. The Wolverine may either attack or raid during your turn. It may not do both.

CARD NAME: ANTAGONIST
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 2
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: INFANTRY. CAPITOL MEMBER. While in your Warband or Borderlands, the Antagonist will allow you to Muster VEHICLES. If all your Antagonists are discarded, any VEHICLES may remain.

CARD NAME: 19TH SILENT
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 5
BATTLE TACTICS: LAND
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. CYBERTRONIC MEMBER. DOOMTROOPER. May never become a Sailor, a SPELLCASTER, a PROPHET, a PATRIARCH, or WORTHY OF DARK SYMMETRY. May be given legal EQUIPMENT even if you do not have a card in your Turf that allows EQUIPMENT to be played.

CARD NAME: SURVIELER
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 3
BATTLE TACTICS: LAND, AIR
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
NOTES: INFANTRY. CYBERTRONIC MEMBER. The Survieler may self-destruct during combat or a raid. If you wish it to self-destruct, it gains +15 to its CV. After the conflict, the Survieler and all of its fellow Group members or raiders are annihilated.

CARD NAME: CONQUISTADOR
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 4
BATTLE TACTICS: LAND, SEA
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. IMPERIAL MEMBER. DOOMTROOPER. You may annihilate the Conquistador at any time (except during combat or a raid) to take any Establishment in play with a vulnerable edge and place it in any legal spot in your Turf (attachments and Upgrades move with it). If you do this, you must pay X Gold Units, where X is the modified CV of the Establishment. No VPs are earned.

CARD NAME: FALLEN ANGEL
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 4
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. IMPERIAL MEMBER. The Fallen Angel is disgraced in the eyes of its Clan, and must prove itself. The first time this warrior is "killed" in combat or a raid, turn it sideways. It is merely "wounded" and must be successfully "killed" again before it is discarded. The "wound" has no effect on the warrior.

CARD NAME: JADE GHOST
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 3
BATTLE TACTICS: LAND
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 1. INFANTRY. MISHIMA MEMBER. DOOMTROOPER. You may Muster Jade Ghosts AFTER your Balance step. The Jade Ghost will break combat ties. NO DECK LIMIT.

CARD NAME: ENIGMA
CARD TYPE: WARRIOR
AFFILIATION: MEGACORP
COMBAT VALUE: 4
BATTLE TACTICS: LAND, SEA, AIR
ICONS REQUIRED: FD
ICONS PROVIDED:
NOTES: Initial Cost: 2. INFANTRY. MISHIMA MEMBER. The Enigma seems to be everywhere at once. It may Transfer at any time (except during combat or a raid) and as often as you wish.

CARD NAME: ZENITHIAN MARROWER
CARD TYPE: WARRIOR
AFFILIATION: DARK LEGION
COMBAT VALUE: 8
BATTLE TACTICS: LAND, SEA
ICONS REQUIRED: FD, FD
ICONS PROVIDED:
NOTES: Initial Cost: 5. INFANTRY. WORTHY OF DARK SYMMETRY. May never have WEAPONS or ARMOR. The Marrower may perform an extra attack for every two cards you annihilate from the top of your Draw pile at the beginning of your Attack step. You must determine extra attacks before the first attack begins. If the Marrower is killed during an earlier attack, the others do not take place and your cards remain annihilated.

CARD NAME: INFERNAL CORRODER
CARD TYPE: WARRIOR
AFFILIATION: DARK LEGION
COMBAT VALUE: 14
BATTLE TACTICS: LAND
ICONS REQUIRED: FD, RM
ICONS PROVIDED:
NOTES: Initial Cost: 3. INFANTRY. May never have WEAPONS. Warriors killed by the Corroder in combat are annihilated instead of discarded. If the Corroder loses in combat or a raid, its opponent may take control of it (it is placed in the Warband, and may be Transferred).

CARD NAME: CARNAL HARVESTER
CARD TYPE: WARRIOR
AFFILIATION: DARK LEGION
COMBAT VALUE: 10
BATTLE TACTICS: LAND
ICONS REQUIRED:
ICONS PROVIDED:
NOTES: INFANTRY. SOLITARY. The Harvester requires no resource icons to maintain. However, it must kill an opposing warrior in combat each turn to remain in play. If it is unable to attack, it is discarded during that Attack step.

INTRIGUE (37)

CARD NAME: FLUX INTERVENTION
CARD TYPE: INTRIGUE
AFFILIATION:
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Initial Cost: 2. Attach to the game at any time. While in play, no PROPHECY, RITUAL, ART SPELL or DARK SYMMETRY cards have any effect.

CARD NAME: BLOOD IS THICKER THAN WATER
CARD TYPE: INTRIGUE
AFFILIATION:
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to any Commander during your turn. The Commander may NEVER Muster warriors of an affiliation other than its own, even if its Special Ability or another card in play states otherwise. All its warriors of a "wrong" affiliation in play are discarded (including those of the General affiliation).

CARD NAME: HARD TARGET
CARD TYPE: INTRIGUE
AFFILIATION:
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to any Establishment or warrior at any time (except during combat or a raid) and pay X Gold Units, where X is the base CV of the affected card. While attached, that card loses one Battle Tactic of your choice. It may not lose its last Battle Tactic. This card may not be attached to a Commander.

CARD NAME: BLESSED BY THE LIGHT
CARD TYPE: INTRIGUE
AFFILIATION: BROTHERHOOD
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to your non-SPELLCASTER warrior (of any affiliation) at any time. The warrior is considered a SPELLCASTER. The warrior's Mental Strength is at +3.

CARD NAME: HIGH TIDE
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to any Inland Establishment or Commander with at least one vulnerable edge at any time. May never be discarded or annihilated. The card is now considered COASTAL and Marine. It may be attacked and raided by Sea. If target card is removed from play, this card remains in its spot, and becomes attached to Inland cards placed here (Marine cards are unaffected).

CARD NAME: SEEPAGE
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to any non-COASTAL Marine Establishment or Commander with at least one vulnerable edge at any time. May never be discarded or annihilated. The card is now considered COASTAL. It may be attacked and raided by Land. If target card is removed from play, this card remains in its spot, and becomes attached to Marine cards placed here (Inland cards are unaffected).

CARD NAME: FLASH FLOOD
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. All Inland Establishments and Commanders in play gain the SEA Battle Tactic until the beginning of your next turn.

CARD NAME: DRY SPELL
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. All Marine Establishments and Commanders in play are considered Inland until the beginning of your next turn. During this time they lose their COASTAL, FLOATING, and SUBMERGED designations and gain the LAND Battle Tactic.

CARD NAME: REBREATHER
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED: RM, RM
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. Give to your INFANTRY. The warrior is considered a Sailor.

CARD NAME: FLOATING FOUNDATION
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Play as you are Building an Inland Establishment. The Establishment is considered FLOATING. If the Establishment has the LAND Battle Tactic it changes to the SEA Battle Tactic. This card may not be discarded or annihilated unless the Establishment is also discarded or annihilated (or razed).

CARD NAME: AGENDA
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to yourself at any time. Your Establishments and Commander may each receive up to 2 Upgrades per turn instead of 1.

CARD NAME: RAZE TO THE GROUND
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play immediately after you raze an Establishment with Upgrade attachments. You raze the Establishment and all its Upgrades at once. Take the Establishment and all Upgrades on it. You earn modified VPs equal to the Establishments plus all CV modifiers from Upgrades (use markers to represent these extra VPs).

CARD NAME: PONTOONS
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED: RM
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: EQUIPMENT. Attach to your VEHICLE at any time. The warrior is considered a Sailor

CARD NAME: SLOW LEAK
CARD TYPE: INTRIGUE
AFFILIATION:
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to any SUBMERGED Establishment or any warrior that may SUBMERGE at any time. During each of the affected card's controller's Draw Steps, place a marker on the card. For each marker, the affected card loses -2 to CV. Multiple attachments of this card are cumulative.

CARD NAME: ARMADA
CARD TYPE: INTRIGUE
AFFILIATION:
COMBAT VALUE: +1*
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play during your turn on your Attack Group comprised only of Sailors. Each warrior in the Group gains +1 to its CV, and the Group may either attack twice or raid twice this turn. If it attacks and raids, it may do neither twice.

CARD NAME: MAKE AN EXAMPLE
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time. Each time you or your forces cause a non-Warrior card to be discarded (for whatever reason), it is annihilated instead (this includes your own discarded cards).

CARD NAME: OUT OF THE BLUE DARK
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play during an opponent's Perform Actions step on his or her warrior (or Group) able to SUBMERGE, and pay X Gold Units (you choose the value of X, and you may not spend more Gold later). A naval creature with a CV of X attacks the target warrior/Group. Conduct combat normally. Attacked warrior/Group may not attack or raid this turn. This naval creature is considered your warrior during combat.

CARD NAME: ONE OF OUR OWN
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to any warrior or Establishment and choose any affiliation the card does not have. The card is considered to have the chosen affiliation in addition to any it already holds. A card may have multiple attachments of this card, but each must provide a separate affiliation.

CARD NAME: EVERYBODY TAKE A DEEP BREATH
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: DISCARD
NOTES: Play at any time. All the non-VEHICLE Troopers in your Borderlands are considered Sailors until the beginning of your next turn (a warrior is no longer considered a Sailor if it Transfers to the Warband, but warriors Transferring to the Borderlands become Sailors).

CARD NAME: DIVE! DIVE!
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: DISCARD
NOTES: Play during combat by Sea on your warrior or Group that may SUBMERGE. The warrior or Group escapes the combat unharmed, provided its opponent is not able to SUBMERGE. The opponent may immediately attempt to SUBMERGE (via card play) to keep the combat going.

CARD NAME: ALCHEMY
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: ART SPELL. Casting Cost: 3. Cast during your Perform Actions step. All your blue icons of one resource (you choose) become blue icons of another resource (you choose). For a Casting Cost of 8, this spell will affect all blue icons in play. This spell remains in play and must be maintained until the beginning of your next turn, at which time it is annihilated.

CARD NAME: SYMMETRY STIGMATA
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: ART SPELL. Casting Cost: X (you choose). Cast during your turn. All Dark Legion warriors and all HERETICS lose -X to their CVs. This spell remains in play and must be maintained. The Spellcaster may maintain it for as long as you wish (after which is it annihilated), and must maintaining it at its initial Casting Cost.

CARD NAME: FORCE BUBBLE
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: ART SPELL. Casting Cost: 3. Cast during your Perform Actions step. All your warriors become Sailors and may SUBMERGE. This spell remains in play and may be maintained, after which time it is annihilated.

CARD NAME: LEVITATION
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED: ATTACH
POST-PLAY ICON: ART SPELL. Casting Cost: 3. Cast during your Perform Actions step. All your warriors become Flyers. This spell remains in play and may be maintained, after which time it is annihilated.

CARD NAME: EYES OF THE INQUISITOR
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: ART SPELL. Casting Cost: 2. Cast at any time. All players (except you) must keep their hands face up on the table, for all to see. This spell remains in play and must be maintained until the beginning of your next turn, at which time it is annihilated.

CARD NAME: REALITY SHIFT
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: ART SPELL. Casting Cost: X. Cast during your Perform Actions step. You may take any Establishment in play (even an IMMOBILE one) and place it in a new legal spot within ANY Turf. The Casting Cost of this spell is one-half the base CV of the Establishment (rounded up). It is controlled by the Commander of its destination Turf.

CARD NAME: THERE ARE NO INNOCENTS
CARD TYPE: INTRIGUE
AFFILIATION: BROTHERHOOD
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander (it does not have to be Brotherhood-affiliated). All your opponents' warriors are considered HERETICS.

CARD NAME: DIVINE HARVEST
CARD TYPE: INTRIGUE
AFFILIATION: BROTHERHOOD
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: ART SPELL. Casting Cost: 10. All warriors in play considered HERETICS are discarded immediately.

CARD NAME: MENTAL WEAKNESS
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to any SPELLCASTER at any time. The affected warrior is no longer considered a SPELLCASTER. Any Art Spells the warrior is maintaining lose their effects. This card may not be used to counter a just-cast Spell that does not remain in play.

CARD NAME: ONE'S GARBAGE IS ANOTHER'S TREASURE
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time. Each time any opponent discards a card from his or her hand, you may draw one card.

CARD NAME: RECRUITING SURGE
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time. Give your discard pile to any one opponent. He or she examines it and removes all the warriors (you may double-check). You then shuffle these warriors back into your draw pile.

CARD NAME: SNEAK ATTACK!
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play at any time, except during combat or a raid. You may immediately make one (and only one) attack, as if it was that point in your turn. The Attacker may be any one warrior or Attack Group in your Warband. Conduct the attack as normal.

CARD NAME: PLANNING AHEAD
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time except during your Balance Step. You may skip your Balance Step each turn, provided you do not attack or raid. This card is discarded the moment you announce an attack or raid.

CARD NAME: PLATE TECTONICS
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Initial Cost: 10. Play during your turn (except during an attack or raid). All SUBMERGED Establishments in play are discarded. No VPs are earned.

CARD NAME: EPIC REORGANIZATION!
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: THIS CARD MAY ONLY BE PLAYED DURING AN EPIC CONFLICT TEAM GAME. Play during your turn. The team may reorganize the Commanders and Establishments in its Turf in any way it sees fit. The new layout must be legal, and Commanders do NOT have to be adjacent. Even IMMOBILE cards may be moved. Attachments and Upgrades move with their base cards.

CARD NAME: ARMS CONTROL
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ATTACH
NOTES: Attach to your Commander at any time. While in play, none of the EQUIPMENT cards you control may be discarded or annihilated for any reason. If a card with EQUIPMENT is discarded or annihilated, the EQUIPMENT is returned to your hand.

CARD NAME: DOWNSIZING
CARD TYPE: INTRIGUE
AFFILIATION: GENERAL
COMBAT VALUE:
ICONS REQUIRED:
ICONS PROVIDED:
POST-PLAY ICON: ANNIHILATE
NOTES: Play on any Establishment or Commander with Upgrades at any time. All Upgrades on the affected card are discarded.