Download as pdf or txt
Download as pdf or txt
You are on page 1of 14

Ezru Gurmund Ethairna Um’Tak

LIZARDFOLK WARRIOR DWARF CLERIC ELF SORCERESS ORC BARBARIAN


Hatched in the treacherous swamps, Ezru feels a The ore coursing through Gurmund’s blood keeps him Some believe Ethairna to be the corporeal form Brother of Umog who fought relentlessly during
tinge of resentment toward the races that reside in stout on the battlefield, a divine Dwarven power he of the great divinity Norellia herself. Certainly she Aughmoore’s Great War, Um’Tak has set out to
Aughmoore’s more idyllic regions, but the chance to live believes must finally be shared now during has mastered the magic locked within her spirit atone for his sister’s sins, but yet he still feels shame
among them is worth fighting for. Aughmoore’s time of need. and is prepared to unleash it. entering the Capital City’s walls.

Nyrra Lealith K’glf’lr Oryk


DARK ELF RANGER HUMAN PALADIN MERFOLK ORACLE CENTAUR DRUID
Little is known about the mysterious Dark Elven Daughter of the once great Laelithar, Lealith Deep beneath Aughmoore’s seas, K’glf ’lr foresaw Spurred by the encroaching fires that threaten to
Ranger Nyrra and she likes it that way, preferring travels Aughmoore sacrificing herself for others to the end of the Great War and the brief peace that consume his forests, the wise Oryk abandons his sagely
to help her fellow races from afar rather than make reparation for her father’s destructive role would follow. Now, sensing destruction without duty for the greater peace of Aughmoore, willing to
within the clash of battle. in igniting the Great War. her aid, she surfaces to join the cause. give his own life if it may save the land.
4 Ezru Spend ‘s to:
4 Nyrra Spend ‘s to:
LIZARDFOLK WARRIOR Move to an adjacent Region. DARK ELF RANGER Move to an adjacent Region.
Secure 1 , reducing it in your Secure 1 , reducing it in your
3 3
current Outer Region. current Outer Region.
Use an Ability. Use an Ability.
Fight the Epic Foe. Fight the Epic Foe.
2 Defend against an Enemy if in
the same Outer Region. 2 Defend against an Enemy if in
the same Outer Region.
Sacrifice 1 to gain 1 additional . Sacrifice 1 to gain 1 additional .
1 1
(once per Turn, when your Defender Card is drawn) (once per Turn, when your Defender Card is drawn)
Defender’s Ability
COURAGE Defender’s Ability
0
Secure
Reduce 1 in the Outer Region you
are in at the start of your Turn.
0
Secure
FARSHOT
You may Secure from adjacent Outer Regions.
Defend Defend
Fight Fight
4 Gurmund Spend ‘s to:
4 Lealith Spend ‘s to:
DWARF CLERIC Move to an adjacent Region. HUMAN PALADIN Move to an adjacent Region.
Secure 1 , reducing it in your Secure 1 , reducing it in your
3 3
current Outer Region. current Outer Region.
Use an Ability. Use an Ability.
Fight the Epic Foe. Fight the Epic Foe.
2 Defend against an Enemy if in
the same Outer Region. 2 Defend against an Enemy if in
the same Outer Region.
Sacrifice 1 to gain 1 additional . Sacrifice 1 to gain 1 additional .
1 1
(once per Turn, when your Defender Card is drawn) (once per Turn, when your Defender Card is drawn)
Defender’s Ability Defender’s Ability
HEAL RETRIBUTION
0
Secure
Spend 1 : Gain 1 for yourself or
another Defender in your Region.
0
Secure

After you Defend, you may also choose to pay 1


Give 1 to any other Defender OR
Reduce 1 in your current Outer Region.

to:
Defend Defend
Fight Fight
4 Ethairna Spend ‘s to:
4 K’glf’lr Spend ‘s to:
ELF SORCERESS Move to an adjacent Region. MERFOLK ORACLE Move to an adjacent Region.
Secure 1 , reducing it in your Secure 1 , reducing it in your
3 3
current Outer Region. current Outer Region.
Use an Ability. Use an Ability.
Fight the Epic Foe. Fight the Epic Foe.
2 Defend against an Enemy if in
the same Outer Region. 2 Defend against an Enemy if in
the same Outer Region.
Sacrifice 1 to gain 1 additional . Sacrifice 1 to gain 1 additional .
1 1
(once per Turn, when your Defender Card is drawn) (once per Turn, when your Defender Card is drawn)
Defender’s Ability Defender’s Ability
LIGHTNING SCRY
0
Secure
Spend 2 : Reduce 3 in your
current Outer Region.
0
Secure
When your Defender Card is drawn, you may then
reveal the top card of the Turn Deck. You may return
Defend Defend that card to the top or place it at the bottom of the deck.
Fight Fight
4 Um’Tak Spend ‘s to:
5 Oryk Spend ‘s to:
ORC BARBARIAN Move to an adjacent Region. CENTAUR DRUID Move to an adjacent Region.
4
Secure 1 , reducing it in your Secure 1 , reducing it in your
3
current Outer Region. current Outer Region.
Use an Ability. Use an Ability.
3
Fight the Epic Foe. Fight the Epic Foe.
2 Defend against an Enemy if in
the same Outer Region.
Defend against an Enemy if in
the same Outer Region.
Sacrifice 1 to gain 1 additional . 2 Sacrifice 1 to gain 1 additional .
1
(once per Turn, when your Defender Card is drawn)
Defender’s Ability 1 Defender’s Ability
BERSERK MARTYR
0
Secure

When your Defender Card is drawn, you


may use Sacrifice as long as you have .
After Sacrificing however, you may not end
0
Secure

When a Defender in your Region or an


adjacent Region Defends, you may lose the
Defend Defend required amount of instead of them.
your Turn in the Capital City.
Fight Fight
Laishom
ELF COMMANDER
Laishom always struggled to wield the magic for which
his people were known. Lacking sorcery, he found
talents as a tactical strategist, commanding immense
armies to victory in the Great War.

Randal
HALFLING BARD
Randal has left the comfort of his cozy cottage, singing
ballads of triumph and sacrifice about the old heroes
who fought in the Great War, hoping his tunes will
boost morale and camaraderie.
Demon Lord Colossus Hill Giant

4
2
0

3
1
Fight
Defend
Secure
EPIC FOE EPIC FOE EPIC FOE

ELF COMMANDER
Laishom
spend immediately, and then continue your Turn.
may choose another Defender to gain 1 to
As soon as your Defender Card is drawn, you

Defender’s Ability

Sacrifice 1 to gain 1 additional .


(once per Turn, when your Defender Card is drawn)

Defend against an Enemy if in

Secure 1
Move to an adjacent Region.
Fight the Epic Foe.
Use an Ability.
COMMAND

Spend
the same Outer Region.

current Outer Region.


, reducing it in your
ENFEEBLEMENT SWALLOW TOWERING

‘s to:
When a Defender’s Card is drawn, that Defender is immediately
When a Defender’s Card is drawn, increase 1 placed into the Colossus’s Mouth (only if no Defender is currently
A Defender must spend 1 to climb onto the Hill Giant (on this
card) before they can Fight. If Defenders jump off (free action), or
to the Region that Defender is in. Then, flip that in the Colossus’s Mouth). A Defender can only Fight while in the
get knocked off, they lose 1 and land in the Hill Giant’s Region.
Region (not the Capital City) to its opposite side mouth of the Colossus and it costs instead of .
(keep the Level). If that Region is destroyed, On : The Defender is spit out and lands in the On : Knock all Defenders off the Giant and
the Capital City increases 1 instead. Outer Region opposite of the Colossus’s Region. move the Giant clockwise 1 Outer Region.

The Ancient Dragon Kraken

4
2
0

3
1
Fight
Defend
Secure
EPIC FOE EPIC FOE EPIC FOE

HALFLING BARD
Randal
When ANY Defender Card is drawn, immediately
move the Dragon clockwise 2 Regions.
On
: All Defenders lose 2

Dragon
SCORCH

EPIC FOE

adjacent Outer Regions and Defenders in the


same Region as you, but you must still pay

On your Turn, you may Use abilities of

Defender’s Ability

Sacrifice 1 to gain 1 additional .


(once per Turn, when your Defender Card is drawn)
their cost if applicable.

Defend against an Enemy if in

Secure 1
Move to an adjacent Region.
Fight the Epic Foe.
Use an Ability.
BEFRIEND
.

Spend
the same Outer Region.

current Outer Region.


, reducing it in your
SCORCH DEMOLISH
TIMBERWARD

‘s to:
When ANY Defender Card is drawn, immediately
Spend 2 to Fight The Ancient. move the Dragon clockwise 2 Regions.
The abilities of ALL Outer Regions cannot be Used.

On : Move all Defenders in the Kraken’s


On : Spend 3 to Fight instead of 2. On : All Defenders lose 2 . Region to the Outer Region directly opposite.
Increase 1 in
the Capital City
Plains
: SAFEGUARD - You may Defend the 2 adjacent
Outer Regions as if you were on them.
Increase 1 in
the Capital City
Forest Capital City
Spend
2
: HARMONIZE – If the Forest is Level 0 , : REST – Replenish all of a Defender’s if they
Secure 1 in the Capital City. start their Turn in the Capital City.
Increase 1 in Increase 1 in
the Capital City the Capital City
Bury
Desert Ruins
Spend
BURY – While in the Desert, lose 2 to place the top 2 cards
2
: from the Turn Deck, without revealing them, this card's slot.
: RECTIFY – Swap the top 2 cards of the
At the end of the Round, return and shuffle the Buried cards Discard Pile with the top 2 cards from
back into the next Round's Turn Deck (only once per Round). the Turn Deck (once per Turn).
Increase 1 in Increase 1 in
the Capital City the Capital City
Mountains Coast
Spend Spend
LEAP – Place your Defender in the circle. When any
1 1
: Outer Region is attacked, you may immediately move
: DISPATCH – Move ANY Defender to
to that Region and Defend it (paying as normal). any Region.
Increase 1 in Increase 1 in
the Capital City the Capital City
Mountains Coast
Spend Spend
MEDITATE – Place your Defender in the circle.
1 2
: When the Mountains are attacked, move out of
: REJUVENATE – If the Coast is Level 0 ,
the circle to Defend without losing . restore to full .
Increase 1 in Increase 1 in
the Capital City the Capital City
Entomb
Desert Ruins
Spend
MIRAGE - While in the Desert, lose 1 to
1
: : ENTOMB – Place any 1 card from the Discard Pile
reveal the top 3 cards of the Turn Deck and onto this card's slot. At the start of the next Round,
rearrange them in any order, placing them place the Entombed card directly into the Discard
back on top. Pile (only once per Round).
Increase 1 in
the Capital City
Forest Capital City
Spend
2
: : REST – Replenish all of a Defender’s if they
ENCHANT – Secure 1 of any Outer Region.
start their Turn in the Capital City.
Increase 1 in
the Capital City
Plains Spend PRAYER – Draw the top card from the Turn Deck and
2
: immediately discard it (once per Turn):
• If it is an Enemy Card, reduce 1 in the Outer Region(s)
matching the symbol(s) on the Enemy Card.
• If it is a Defender Card, reduce 1 in the Capital City.
Enemy
Blue All
Defender’s Turn Defenders
Gain 3 OR All Defenders
4 if there are gain 3 to spend
collectively OR
any Destroyed 4 if there are any
First Second Regions. Destroyed Regions.
1 2 3
Enemy
Green All
Defender’s Turn Defenders
Gain 3 OR All Defenders
4 if there are gain 3 to spend
collectively OR
any Destroyed 4 if there are any
First Second Regions. Destroyed Regions.
1 2
Enemy
Red Yellow
Defender’s Turn Defender’s Turn
Gain 3 OR Gain 3 OR
4 if there are 4 if there are
any Destroyed any Destroyed
First Second Regions. Regions.
Enemy Enemy
First Second First Second
Enemy Enemy
First Second First Second
Enemy Enemy
First Second First Second
Celestial Idol Timeless Hourglass Horn of Command Wings of Zephyr Hammer of Might
When your Defender Card is drawn,
Spend 1 : Choose a Defender Spend 1 : Move to any Immediately reduce 1
Spend 2 : You may reduce instead of taking your turn, you may
in the Capital City and move them in the Outer Region where
1 while in the Capital City place your card onto the bottom of Outer Region of your choice
the Turn Deck. When it is drawn to an adjacent Region. They are
(once per turn). (once per turn). you end your Turn.
again, gain 1 additional . restored to full .

Staff of Control Elixir of Errand Zodiac Cloak Spear of Valor Shield of Aughmoore
When an Ally’s Defender Card is
At the start of your Turn, Spend 2 : Fight, dealing
When you Sacrifice 1 , drawn (including the All Defenders When Defending against a
you may move the Epic Foe 3 Damage instead of 1
gain 2 instead of 1. Card), you may Sacrifice 1 Dire Enemy, lose 1 fewer .
to any Outer Region. to immediately gain 1 . (once per turn).

in Outer Regions must

The Defender with the


Before any player may
move 1 Outer Region

Defend, all Defenders


Giant Wasps
(regardless of Region)

Sea Serpent

All Outer Regions


at Level 0 must

choose which one).

most loses 2
Manticore

increase to 1 .
Lose 3 when

Minotaur

(if tied for most,


Each Defender
at full must
TOUGHNESS

Increase 2
instead of 1.

Wraith
Defending.

DIRE ENEMY

DIRE ENEMY

DIRE ENEMY

DIRE ENEMY

DIRE ENEMY

DIRE ENEMY
clockwise.

Harpy
TSUNAMI
lose 1 .

FRENZY

DRAIN
STING
RAZE
Gamelyn Brutus The Sullied
GUARDIAN OF THE ORDER GOBLIN ASSASSIN HUMAN NECROMANCER
His victories are history, his deeds legend. Brutus gained renown with the Goblins after he Shrouded in anonymity, he is known only as
Briefly absent in exile during the period of peace, assassinated King Glut and liberated his people from The Sullied, the only human ever to infiltrate the
Gamelyn has returned to reign vengeance upon Glut’s tyrannical rule. Now he wields that audacity and Underworld. It is rumored he learned the art of
any foe who dares disturb Aughmoore. a poisoned dagger to liberate all of Aughmoore. necromancy from the great Methsusael himself.

Methusael Kyrie
UNDEAD REVENANT VALKYRIE AVENGER
Methusael, The Harbinger of Death, is displeased Watching the destruction from high above, the Valkyrie
with the dead entering the Underworld without his are said to determine who lives and dies in battle.
authority. In temporary alliance with Aughmoore, The young Kyrie must face a dilemma: to what
he wishes to restore equilibrium. extent should she interfere?
Elemental’s Region, increase 1 in its Region.
Turn and randomly add 1 of the cards to

When a Defender ends their Turn in the Fire


Discard Pile at the end of the Defender’s

in ALL Outer Regions.


If the Overlord is Damaged, shuffle the

the bottom of the Turn Deck.

Fire Elemental
Overlord
EPIC FOE

EPIC FOE
CHAOS

BURN

: Increase 1
On

5 Gamelyn Spend ‘s to:


4 Methusael Spend ‘s to:
GUARDIAN OF THE ORDER Move to an adjacent Region. UNDEAD REVENANT Move to an adjacent Region.
4
Secure 1 , reducing it in your Secure 1 , reducing it in your
3
current Outer Region. current Outer Region.
Use an Ability. Use an Ability.
3
Fight the Epic Foe. Fight the Epic Foe.
Defend against an Enemy if in
the same Outer Region. 2 Defend against an Enemy if in
the same Outer Region.
2 Sacrifice 1 to gain 1 additional . Sacrifice 1 to gain 1 additional .
1
(once per Turn, when your Defender Card is drawn) (once per Turn, when your Defender Card is drawn)
1 Defender’s Ability Defender’s Ability
OATH RECOMPOSE
0Secure
After Defending against a Dire Enemy,
you may pay 1 additional to reduce 1
0Secure

Whenever another Defender Defends against a Dire


Enemy, gain 1 and then you may immediately
move to the Region that was just attacked.
Defend in the Capital City. Defend
Fight Fight
4 Brutus Spend ‘s to:
4 Kyrie Spend ‘s to:
GOBLIN ASSASSIN Move to an adjacent Region. VALKYRIE AVENGER Move to an adjacent Region.
Secure 1 , reducing it in your Secure 1 , reducing it in your
3 3
current Outer Region. current Outer Region.
Use an Ability. Use an Ability.
Fight the Epic Foe. Fight the Epic Foe.
2 Defend against an Enemy if in
the same Outer Region. 2 Defend against an Enemy if in
the same Outer Region.
Sacrifice 1 to gain 1 additional . Sacrifice 1 to gain 1 additional .
1 1
(once per Turn, when your Defender Card is drawn) (once per Turn, when your Defender Card is drawn)
Defender’s Ability Defender’s Ability
ASSASSINATE FLIGHT
0 0
Once per Round , if you are in position to Defend, When a Dire Enemy attacks a Region that
you may instead place the Enemy or Dire Enemy Card you are not in, you may pay 1 to move to
Secure directly into the discard pile. If so, lose no and Secure that Region. You MUST then Defend against
Defend ignore ALL effects of the card entirely. Defend that Dire Enemy (paying as normal).
Fight Fight
5 The Sullied Spend ‘s to:
HUMAN NECROMANCER Move to an adjacent Region.
4
Secure 1 , reducing it in your
current Outer Region.
Use an Ability.
3
Fight the Epic Foe.
Defend against an Enemy if in
the same Outer Region.
2 Sacrifice 1 to gain 1 additional .
(once per Turn, when your Defender Card is drawn)
1 Defender’s Ability
0
RESURRECT
On your Turn, you may pay 1 to
Secure give 2 to any Defender who has 0 .
Defend
Fight
Giant Snake
Region attacked on the Enemy Card
Enemy, you may change the other
After Defending against a regular

(cannot be your current Region).

DIRE ENEMY
Baal’s Bait

POISON
Defenders may not use
their Defender abilities
for the remainder of the
round. Leave this card out
as a reminder until the
end of the Round.
Basilisk
may return these cards to the top
After Defending, peek at the next
2 cards in the Turn Deck. You

DIRE ENEMY
of the Deck in any order.
Gavel of Gamelyn

STONE GAZE
Defenders may not use
the abilities of Artifacts
for the remainder of the
round. Leave this card out
as a reminder until the
end of the round.

You might also like