the enemy player. The player must pick a different enemy player. HIDDEN TRAP Play this card when a player announces that one of their units is going to move. The unit may not be given an Advance! or At the Double! order. AMBUSH FIRE Play if you are a neutral player in a Shoot phase. One of your units may immediately shoot at a unit belonging to the player chosen as the enemy player this phase. TRICKSTER’S RING Play when a Wizard nominates a spell to cast. The spell will fail if there are duplicate values on the dice roll. ALLIANCE Play if a player with an army of the same alignment picks you as the enemy player. That player must pick a different enemy player. ANCIENT ENMITY Play if a player with an army of the same alignment or a neutral alignment picks you as the enemy player. That player must pick a different enemy player. CUNNING RUSE Play at the start of the Melee phase. When the unit rolls to hit in this combat, it can reroll all dice that score a natural, unmodified 1. SECRET AGENDA Play if the player deployed on your right wins a combat. You receive one Victory Token. SECRET AGENDA Play if the player deployed on your right wins a combat. You receive one Victory Token. MASTERSTROKE Play if the player deployed on your left wins a combat. You receive one Victory Token. MASTERSTROKE Play if the player deployed on your left wins a combat. You receive one Victory Token. SABOTAGE Play in the Shoot phase when a war machine is picked to make a shooting attack. It may not shoot that phase. “BAD LUCK SIR!” Discard two Victory Tokens to allow a unit attacking an individual in combat to reroll all dice that score a natural, unmodified 1, when rolling to hit. FORGERY Play when a unit declares a Charge! against another unit. The charged unit can not benefit from Inspiring this turn. MISDIRECTION Play when a wizard is selected to cast a spell. Discard one Victory Token to pick the target for the spell. INSPIRE FURY Play at the start of a Melee phase. Select a unit - all melee hits inflicted by the unit have a +1 modifier when rolling to damage SCRATCHING POWDER Play this card in the Shoot phase when a unit is nominated to shoot. That unit counts as having moved this turn. BRIBE Play this card in the Shoot phase when a unit is nominated to shoot. Discard two Victory Token to stop that unit shooting in that phase. TRAITOR! Play this card at the start of the Melee phase. Discard one Victory Token to prevent one unit from using the Inspiring rule for that phase. RICHES Play this card when a charging unit destroys its targets. It may not complete a Regroup move, and must remain in the same position. SECRET RAID Play this card when a unit is picked to make a shooting attack. The unit must re-roll all successful To Hit rolls. DIRTY TRICK Play when one of your units is charged. When attacking this unit in its front, enemies suffer an additional -1 to hit in melee. OIL SLICK Play at the start of a Melee phase. Select one of your units. All melee that takes place within 12” of it must re- roll all successful To Hit rolls . GAS BOMB Play at the start of a Move phase. Select another player’s unit within 12” of one of your units. That unit is considered to be Hindered for the remainder of this turn. SURPRISE ATTACK Play at the start of your Move phase. Pick one of your units. That unit has +D3 Speed for that phase. NULL STONE Play when a wizard is selected to cast a spell. They roll half the dice (rounding down) for that spell than they normally would. CALTROPS Play when a player nominates one of your units as the target of a Charge!. The charging must complete the move, however will Halt! one inch away from the intended target. RETRIBUTION Play if you win a combat in your turn against the last player to chose you as the enemy player. You receive two extra Victory Tokens. UNDERDOG Play when the player with the least valuable paychest wins a combat, You receive two Victory Tokens.
If no single player has the least
valuable paychest this card cannot be used. SECRET INFORMATION Play at the start of the Melee phase. Pick one of your units – that unit receives +1 on all To Hit rolls for that phase only. LOOK BEHIND YOU! Play this card at the start of the Melee or Shoot phase. Nominate one unit – their defence is lowered by 1. DON’T LISTEN TO HIM! Play this card when a unit is given a Charge! order. That unit immediately gains the Yellow Belly rule for that phase. SORCEROROUS AID Play if you are a neutral player when a wizard fails to cast a spell. The spell will immediately succeed however the wizard may not cast next turn. DUPLICITOUS MAGE Play when a wizard is selected to cast a spell. Discard two Victory Tokens to stop that wizard from casting any spells for the remainder of the phase. BETTER PART OF VALOUR Play when a player is making a nerve test. Discard one Victory Token - that player must roll an additional D6 for that test. CLANDESTINE AID Play when a player is making a nerve test within 12” of one of your units. That player must roll one less D6 for that test.