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Warhammer Core Set
Warhammer Core Set
R 3X
Faction DWARF
Type Unit
Cost 1
Loyalty D
Hp 1
Power l
Traits Warrior.
Card text Battlefield only. Forced: After this unit leaves play, each opponent must sacrifice a unit in this corresponding zone. Toughness 1 (whenever this unit is assigned damage, cancel 1 of that damage). Battlefield. This unit gains ll while you have at least two developments in this zone. Quest. Action: Spend 2 resources to have a targetone Hero perthe end of the turn. Limit gain l until zone. This unit gains ll while one section of your capital is burning. Limit one Hero per zone. Toughness 2. Opponents cannot target this unit with card effects unless they pay an additional 3 resources per effect. Forced: After this unit enters play, search the top five cards of your deck for a support card with cost 2 or lower and put it into this zone, if able. Then shuffle your deck. Forced: After this unit enters play, put the top card of your deck facedown into this zone as a development. Scout. Quest. Forced: After one of your other [Dwarf] units leaves play, deal 1 damage to one target unit or capital. Toughness X (whenever this unit is assigned damage, cancel X of that damage). X is the number of development cards in this zone.
1X
DWARF
Unit
Engineer.
3X
DWARF
Unit
Warrior. Elite.
3X
Troll Slayers
DWARF
Unit
Slayer.
3X
Runesmith
DWARF
Unit
Priest.
1X
DWARF
Unit
DDD
ll
Hero. Warrior.
1X
King Kazador
DWARF
Unit
DDDDD
lll
Hero. Warrior.
1X
DWARF
Unit
DD
Engineer.
1X
Dwarf Masons
DWARF
Unit
DD
Engineer.
10 11
2X 2X
DWARF DWARF
Unit Unit
3 4
DD DD
2 6
l ll
Ranger. Warrior.
12
1X
Ironbreakers of Ankhor
DWARF
Unit
DD
ll
Warrior. Elite.
13 14 15 16
1X 3X 1X 1X
2 2 0 4
D D DD DDD ll l
Each unit attacking this zone loses l unless its controller pays 1 resource per unit. Kingdom. Forced: After your turn begins, heal 1 damage to unit. capital. Attach to a target your Attached unit gains ll while defending. Kingdom. Opponent's units cost 1 additional resource to play. Quest. Action: Sacrifice the unit on this quest to destroy up to two target attacking units. Use this ability only if A Glorious Death has 3 or more resource tokens on it. Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here. Battlefield. Action: Spend 1 resource and sacrifice a unit to have each attacking or defending unit gain l until the end of the turn. Action: Gain 1 resource for each unit that entered a discard pile this turn. Action: Move all damage from one target unit to another target unit in any player's corresponding zone. Action: One target attacking or defending unit gains ll until the end of the turn. been Play during combat, after damage has assigned. Action: Destroy one target attacking unit. Action: Destroy one target support card or development. Action: Put the top three cards of your deck into your battlefield or kingdom facedown as developments. (All three developments must go in the same zone.) Action: Cancel all damage assigned during the battlefield phase this turn.
17
2X
A Glorious Death
DWARF
Quest
DD
18 19
2X 1X
DWARF DWARF
Support Tactic
1 0
DD DD
Siege.
20 21
1X 2X
DWARF DWARF
Tactic Tactic
2 1
D DDD
22 23
1X 1X
DWARF DWARF
Tactic Tactic
2 2
DDD D
24 25 26
1X 1X 1X
3 2 0
27
3X
Reiksguard Knights
EMPIRE
Unit
Knight.
Counterstrike 2 (this unit deals 2 combat damage immediately after defending). Quest. Action: Spend 2 resources to target the effects of an Action just triggered by another unit or support card. Cancel the effects of that Action (limit once per turn). Kingdom. Lower the cost of the first support card you play each turn by 1. Forced: After a unit enters this zone, The Greatswords gains l until the end of the turn. Forced: After this unit leaves play, return one target unit in any player's corresponding zone one Hero per hand. Limit to its owner's zone. Forced: After your turn ends, this unit takes 1 damage. Quest zone only. Forced: The first point of damage assigned to this unit each turn is redirected to one target unit in any battlefield. (If there is no valid target, the damage is assigned to Warrior Priests.) Scout (discard one card at random from an opponent's hand if this unit survives combat). Action: Spend 1 resource to move this unit from its current zone to another of your zones. Counterstrike 2.
28 29
1X 1X
EMPIRE EMPIRE
Unit Unit
2 3
MM M
1 3
l l
Mage. Engineer.
30
2X
The Greatswords
EMPIRE
Unit
MM
Warrior. Elite.
31
1X
Sigmar's Blessed
EMPIRE
Unit
MM
Priest.
32 33
1X 3X
EMPIRE EMPIRE
Unit Unit
3 1
MMM M
3 1
lll l
34
3X
Warrior Priests
EMPIRE
Unit
Warrior. Priest.
35
2X
Free Company
EMPIRE
Unit
Warrior.
36
3X
Pistoliers
EMPIRE
Unit
Ranger.
O 37 38 1X 1X
Johannes Broheim
EMPIRE EMPIRE
Unit Support
6 0
MMM MM
Knight Training
At the end of each phase, you may move this unit from its current zone to Hero. Cavalry. one of your other zones. Attach to a target unit in your battlefield. Attachment. Skill. Attached unit gains l. Kingdom. Opponents cannot target your units with card effects unless they pay an additional 1 resource per effect.
39
2X
Church of Sigmar
EMPIRE
Support
MM
Building.
40
1X
City Gates
EMPIRE
Support
Building.
Forced: After your turn begins, place the top card of your deck into this zone as a development. Forced: After your turn begins, choose one target unit in this zone. That unit gains l for each of your developments in this zone until the end of the turn. Kingdom. At the beginning of your kingdom phase, you may move one of your units from its current zone to one of your other zones. Quest. While Defend the Border has 3 or more resource tokens on it, redirect the first point of damage done to your capital each turn to another target unit or capital. Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here. Action: Move up to two target developments from one zone to another controlled by the same player. Action: Target a tactic just played. Copy the effects of that tactic without paying its cost. (You choose all targets of the copied tactic.) Action: One target unit loses ll until the end of the turn. Action: One target unit cannot attack or defend until the end of this turn. Play during your turn. Action: Move one target unit from its zone to another zone controlled by the same player. Play during your turn.
41
1X
Shrine to Taal
EMPIRE
Support
Building.
42
1X
Temple of Shallya
EMPIRE
Support
ll
Building.
43
2X
EMPIRE
Quest
MM
44
1X
EMPIRE
Tactic
45 46 47
1X 3X 1X
2 0 1
MMMM M M
48
2X
Forced March
EMPIRE
Tactic
MM
49
1X Judgement of Verena
EMPIRE
Tactic
MM
Spell.
Action: Destroy all unit and support cards in each zone with no developments. Play when an opponent attacks your capital, before defenders are declared. Action: Redirect the attack to a different one of your zones. (An attack cannot be redirected to a burning zone.)
50
1X
Sigmar's Intervention
EMPIRE
Tactic
MM
Spell.
51
1X
HIGH ELF
Unit
Forced: After this unit takes 1 or more damage, draw a card. Quest. Action: During your quest phase, you may heal 1 damage on one target unit. (Limit once per turn.)
52
Unit
Mage.
53
1X
Blessing of Isha
HIGH ELF
Support
Attach to a target unit. Restore that unit, if able. Attachment. Spell. Attached unit cannot be corrupted. Action: Choose an opponent's zone. All units in that zone lose l until the end of the turn. Action: Heal all damage on your units. Battlefield only. Squig Herders gains l while you control at least one damaged unit. Battlefield only. Forced: After this unit enters play, each player takes 2 indirect damage. (Players allocate their own indirect damage.) This unit gains ll while you control at least one damaged unit. Limit one Hero per zone. During your capital phase, you may spend damage on this unit as though it were resources. Limit one Hero per zone. Forced: After this unit enters play, destroy all support cards and developments in each player's corresponding zone. Forced: After this unit enters play, destroy one target Attachment card in any player's corresponding zone, if able. Battlefield. Forced: After your turn begins, each player must either sacrifice a development or deal 1 damage to each section of his capital. Kingdom. Action: Sacrifice this unit to force an opponent to sacrifice a unit he controls, if able.
54 55 56 57 58
1X 1X
2 3 1 2 5
EEE E O O OO 1 2 2 l l llll
59 60 61
2X 3X 2X
2 3 4
O O OO
2 4 4
l l l
62
1X
Urguck
ORC
Unit
OOO
Hero. Warrior.
63
1X
Grimgor Ironhide
ORC
Unit
OOOOO
lll
Hero. Warrior.
64
1X
Night Goblins
ORC
Unit
Goblin. Shaman.
65
1X
Doom Divers
ORC
Unit
ll
Goblin.
66
3X
Lobber Crew
ORC
Unit
Goblin.
67
1X
Big 'Uns
ORC
Unit
Warrior.
Battlefield. Your damaged units gain Toughness 1. Battlefield. Action: Pay 2 resources and sacrifice one of your units in this zone to deal 2 damage to one section of any capital (limit once per turn). Attach to a target unit in your battlefield. Attached unit gains ll. Units in this zone gain l while attacking or defending. Kingdom. Each opponent that collects 7 or more resources for his kingdom phase must assign one of those resources as a damage token to a target unit of your choice. Quest. Action: Sacrifice the unit on this quest to destroy all enemy support cards. Use this ability only if Smash 'Em All! has 3 or more resource tokens on it. Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here. Kingdom. Lower the cost of the first [Orc] unit you play each turn by 1. Play during your turn. Action: Destroy X target developments in one zone. Action: Turn one target development faceup. If it is a unit, leave it in play and sacrifice it at the end of the turn. Otherwise, sacrifice it immediately. Action: Lower the cost of the next unit you play this turn by 1. That unit comes into play with 1 damage on it. Action: One target unit loses l and another target unit gains l until the end of the turn. Action: Destroy one target support card. Action: Each attacking unit gains ll until the end of the turn. Play during your turn. Action: Destroy all units in play.
68 69 70
1X 2X 1X
2 1 3
OO OO OOO l
71
1X
ORC
Support
ll
Banner.
72 73
2X 1X
ORC ORC
Quest Support
1 3
OO O l Building.
74
1X
Smash-Go-Boom!
ORC
Tactic
OO
75
1X
ORC
Tactic
76
2X
We'z Bigga!
ORC
Tactic
77 78 79 80
3X 1X 1X 1X
1 2 3 4
OO OO OO OO
Spell.
81 82
3X 3X
CHAOS CHAOS
Unit Unit
1 3
C C
1 1
l ll
Warrior. Warrior.
Battlefield only. Forced: After this unit enters play, corrupt one target unit in any player's corresponding zone. Quest. Action: Spend 3 resources to deal 1 damage to one target unit. Deal an additional damage to the target if that unit is corrupted. Quest. Action: Spend 4 resources to destroy one target development. Limit one Hero per zone. Quest. Action: Spend 2 resources to move any number of damage on this unit to a target corrupted unit. Limit one Hero per zone. This unit gains l for each corrupted card controlled by an opponent. Battlefield. Forced: After this unit is destroyed, deal 1 damage to one target unit in any player's battlefield. Battlefield. This unit deals 2 additional damage while attacking if you have 2 or more developments in your battlefield. Damage cannot be cancelled. Forced: After your turn begins, each player must sacrifice a unit in this corresponding zone. Attach to a target unit you control.
83
3X
Festering Nurglings
CHAOS
Unit
Daemon.
84 85 86
1X 2X 1X
3 5 2
CCC CC C
2 4 1
l lll l
87
1X O
CHAOS
Unit
CCC
ll
Hero. Daemon.
88
1X
CHAOS
Unit
CC
Hero. Mage.
89
1X
CHAOS
Unit
Daemon.
90 91
3X 2X
CHAOS CHAOS
Unit Unit
2 3
C C
1 3
l l
Warrior. Zealot.
92
1X
Bloodthirster
CHAOS
Unit
CCCCC
lllll
Daemon.
93
1X
Cloud of Flies
CHAOS
Support
At the beginning of your turn, you may deal 1 uncancellable damage to this unit and to Attachment. Spell. one target unit. unit you control. Attach to a target Attachment. Mutation. While attached unit is attacking, defending units get -1 hit points. Attach to a target unit you control. Forced: After the attached unit deals damage in combat, deal 1 damage to one target unit or capital.
94
1X
Horrific Mutation
CHAOS
Support
95
1X
Sadistic Mutation
CHAOS
Support
CC
Attachment. Mutation.
96
1X
Warpstone Meteor
CHAOS
Support
CC
ll
Warpstone.
97
2X
CHAOS
Quest
CC
Forced: After your turn begins, each player must corrupt one of his units in this corresponding zone or deal 1 damage to his capital. (Players decide where their own damage is assigned.) Quest. Action: Sacrifice the unit on this quest to force each opponent to discard his hand. Use this ability on your turn, and only if Journey to the Gate has 3 or more resource tokens on it. Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here. Kingdom. Forced: After an opponent's unit is damaged during combat, corrupt that unit. Action: Corrupt one target unit. Play during your turn. Action: Each player discards his hand and draws three cards. Action: Each unit in play takes 1 damage. Corrupted units take an additional damage. Play during your turn. Action: Deal X damage to one target unit. Action: Choose a target unit in any battlefield. Deal damage to that unit equal to its power. Action: Sacrifice a unit to have all units in your battlefield gain l until the end of the turn. Action: Reveal up to three cards at random from one target opponent's hand. You may play any tactics thus revealed as though they were in your hand for no cost. Action: Spend 2 resources to redirect one combat damage just assigned to this unit to another target unit.
98 99
3X
Shrine to Nurgle
CHAOS CHAOS
Support Tactic
2 0
C C
Building.
2X Seduced by Darkness
100
1X
Will of Tzeentch
CHAOS
Tactic
CCC
101 102
1X 1X
CHAOS CHAOS
Tactic Tactic
3 X
CC CCC
Spell. Spell.
103
2X
CHAOS
Tactic
CC
104
1X
CHAOS
Tactic
105
1X
Slaanesh's Domination
CHAOS
Tactic
CC
106
1X
Disciple of Khaine
DARK ELF
Unit
Warrior. Priest.
107 108
1X 1X
Unit Unit
2 4
KK K
2 3
l ll
Quest. Forced: After your turn begins, one target unit gets -1 hit points until the end of the turn. Counterstrike 1 (this unit deals 1 combat damage immediately after defending). Kingdom. Forced: When this zone is attacked, deal 1 damage to one target attacking unit. Action: Take 1 resource from each opponent and add it to your available resources. Limited (you cannot play more than one limited card per turn). Limited (you cannot play more than one limited card per turn). Cancel 1 damage to your capital each turn. Limited (you cannot play more than one limited card per turn). This support gains l for each of your developments in this zone. Limited (you cannot play more than one limited card per turn). Kingdom. This card gains l while you have at least 2 developments in this zone. Limited (you cannot play more than one limited card per turn). Quest. This card gains l while you have at least 2 developments in this zone. Your units enter this zone corrupted. Lower the cost to play this card by 1 for each development in your quest zone. Action: Return one target unit to its owner's hand. Action: Destroy one target support card with printed cost X or lower. X is the number of developments in your battlefield. Action: Gain 1 resource for each development in your kingdom.
109
1X
Cauldron of Blood
DARK ELF
Support
ll
Siege.
110 111
1X 3X
Tactic Support
0 1
K l Building.
112
3X
Contested Fortress
NEUTRAL
Support
Building.
113
Support
Building.
114
3X
Armoury
NEUTRAL
Support
Building.
115 116
3X 3X
NEUTRAL NEUTRAL
Support Support
2 0
l l
Building. Warpstone.
117
1X
Pilgrimage
NEUTRAL
Tactic
118 119
1X 1X
NEUTRAL NEUTRAL
Tactic Tactic
2 0
Quest. Forced: At the beginning of your turn, discard the top X cards from each opponent's deck. X is the number of resource tokens on this quest. Quest. Forced: At the beginning of your turn, place 1 resource token on this quest if a unit is questing here. Quest. Action: Sacrifice the unit on this quest to shuffle X target cards from your discard pile into your deck, where X is the number of resource tokens on this quest. Quest. Forced: At the beginning of your turn, place 1 resource token on this quest if a unit is questing here. Order Only. (This alliance provides both a Dwarf and an Empire loyalty symbol.) Order Only. (This alliance provides both an Empire and a High Elf loyalty symbol.) Order Only. (This alliance provides both a Dwarf and a High Elf loyalty symbol.) Destruction only (This alliance provides both a Chaos and an Orc loyalty symbol.) Destruction only (This alliance provides both a Chaos and a Dark Elf loyalty symbol.) Destruction only (This alliance provides both an Orc and a Dark Elf loyalty symbol.) After selecting this card, place it next to your opponent's draft pile. Until the end of the game, that player draws one less card each time he creates a new draft pack. -1 CARD After selecting this card, discard it and look at the top five cards of your draft pile. Add one of those cards to your deck then place the others at the bottom of the draft pile. 129 6X Reinforcements DRAFT DRAFT SEARCH 5
120
1X
Infiltrate!
NEUTRAL
Quest
2X 1X 1X 1X 1X
Prepare for War! Dwarf/Empire Alliance Empire/High Elf Alliance Dwarf/High Elf Alliance Chaos/Orc Alliance Chaos/Dark Elf Alliance
126
1X
NEUTRAL
Support
Banner.
127
1X
NEUTRAL
Support
Banner.
128
6X
DRAFT
DRAFT
130
6X
Sabotage
DRAFT
DRAFT
131
2X
Shifting Tides
DRAFT
DRAFT
After selecting this card, place it face up next to your deck. Any time you are counterdrafting a card from an opponent's pack, sacrifice Sabotage to counterdraft an additional card. COUNTERDRAFT +1 After selecting this card, sacrifice it. Then, shuffle the pack from which Shifting Tides was selected back into its owner's draft pile, and replace that pack with an equal number of cards. RESET PACK