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# 1

R 3X

Name Defender of the Hold

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

Zhufbar Engineers Hammerer of Karak Azul

DWARF

Unit

Engineer.

3X

DWARF

Unit

Warrior. Elite.

3X

Troll Slayers

DWARF

Unit

Slayer.

3X

Runesmith

DWARF

Unit

Priest.

1X

Durgnar the Bold

DWARF

Unit

DDD

ll

Hero. Warrior.

1X

King Kazador

DWARF

Unit

DDDDD

lll

Hero. Warrior.

1X

Dwarf Cannon Crew

DWARF

Unit

DD

Engineer.

1X

Dwarf Masons

DWARF

Unit

DD

Engineer.

10 11

2X 2X

Dwarf Ranger Mountain Brigade

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

Rune of Fortitude Keystone Forge Organ Gun Master Rune of Dismay

DWARF DWARF DWARF DWARF

Support Support Support Support

2 2 0 4

D D DD DDD ll l

Rune. Building. Attachment. Weapon. Rune.

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

Grudge Thrower Burying the Grudge

DWARF DWARF

Support Tactic

1 0

DD DD

Siege.

20 21

1X 2X

Stubborn Refusal Striking the Grudge Grudge Thrower Assault Demolition!

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

Wake the Mountain Master Rune of Valaya Peasant Militia

DWARF DWARF EMPIRE

Tactic Tactic Unit

3 2 0

DD D M Spell. Rune. Warrior.

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

Bright Wizard Apprentice Nuln Tinkerers

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

Thyrus Gorman Huntsmen

EMPIRE EMPIRE

Unit Unit

3 1

MMM M

3 1

lll l

Hero. Mage. Ranger.

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

Defend the Border

EMPIRE

Quest

MM

44

1X

Will of the Electors

EMPIRE

Tactic

45 46 47

1X 3X 1X

Twin-Tailed Comet Demoralise Franz's Decree

EMPIRE EMPIRE EMPIRE

Tactic Tactic Tactic

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

Silver Helm Brigade

HIGH ELF

Unit

Elite. Noble. Cavalry.

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

1X Archmage of Saphery HIGH ELF

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

Radiant Gaze Greater Heal

HIGH ELF HIGH ELF ORC ORC ORC

Tactic Tactic Unit Unit Unit

2 3 1 2 5

EEE E O O OO 1 2 2 l l llll

Spell. Spell. Goblin. Warrior. Goblin. Warrior. Warrior.

3X Crooked Tree Goblins 3X 1X Squig Herders Ironclaw's Horde

59 60 61

2X 3X 2X

Followers of Mork Black Orc Squad Boar Boyz

ORC ORC ORC

Unit Unit Unit

2 3 4

O O OO

2 4 4

l l l

Shaman. Warrior. Elite. Cavalry.

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

Rock Lobber Choppa Totem of Gork

ORC ORC ORC

Support Support Support

2 1 3

OO OO OOO l

Siege. Attachment. Weapon. Siege.

71

1X

Banna of da Red Sunz

ORC

Support

ll

Banner.

72 73

2X 1X

Smash 'Em All! Grimgor's Camp

ORC ORC

Quest Support

1 3

OO O l Building.

74

1X

Smash-Go-Boom!

ORC

Tactic

OO

75

1X

Rip Dere 'Eads Off!

ORC

Tactic

76

2X

We'z Bigga!

ORC

Tactic

77 78 79 80

3X 1X 1X 1X

Favour of Mork Pillage Waaagh! Troll Vomit

ORC ORC ORC ORC

Tactic Tactic Tactic Tactic

1 2 3 4

OO OO OO OO

Spell.

81 82

3X 3X

Servants of Khorne Savage Marauders

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

Nurgle Sorceror Chaos Knights Cultist of Slaanesh

CHAOS CHAOS CHAOS

Unit Unit Unit

3 5 2

CCC CC C

2 4 1

l lll l

Sorceror. Knight. Cavalry. Zealot.

87

1X O

Valkia the Bloody O Melekh the Changer

CHAOS

Unit

CCC

ll

Hero. Daemon.

88

1X

CHAOS

Unit

CC

Hero. Mage.

89

1X

Fledgling Chaos Spawn

CHAOS

Unit

Daemon.

90 91

3X 2X

Savage Gors Dark Zealot

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

Journey to the Gate

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

Nurgle's Pestilence Flames of Tzeentch Blood for the Blood God

CHAOS CHAOS

Tactic Tactic

3 X

CC CCC

Spell. Spell.

103

2X

CHAOS

Tactic

CC

104

1X

Culling the Weak

CHAOS

Tactic

105

1X

Slaanesh's Domination

CHAOS

Tactic

CC

106

1X

Disciple of Khaine

DARK ELF

Unit

Warrior. Priest.

107 108

1X 1X

Vile Sorceress Cold One Riders

DARK ELF DARK ELF

Unit Unit

2 4

KK K

2 3

l ll

Sorceror. Cavalry. Elite.

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

Hate Contested Village

DARK ELF NEUTRAL

Tactic Support

0 1

K l Building.

112

3X

Contested Fortress

NEUTRAL

Support

Building.

113

3X Contested Stronghold NEUTRAL

Support

Building.

114

3X

Armoury

NEUTRAL

Support

Building.

115 116

3X 3X

Forgotten Cemetery Warpstone Excavation

NEUTRAL NEUTRAL

Support Support

2 0

l l

Building. Warpstone.

117

1X

Pilgrimage

NEUTRAL

Tactic

118 119

1X 1X

Burn it Down Innovation

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

121 122 123 124 125

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

NEUTRAL NEUTRAL NEUTRAL NEUTRAL NEUTRAL

Quest Support Support Support Support

0 2 2 2 2 l l l l Banner. Banner. Banner. Banner.

126

1X

NEUTRAL

Support

Banner.

127

1X

Orc/Dark Elf Alliance

NEUTRAL

Support

Banner.

128

6X

Cut Supply Lines

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

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