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Hobgoblin – Fortune Cards v6.

Against All Odds Bold Challenge Carpe Diem Crushing Charge


Play when a unit would be removed Play at the start of combat on a Play immediately after rolling for Play after a friendly unit charges, one
from play during the Doom Phase. friendly unit. Enemy units in contact initiative, you may add 3 to your roll. enemy unit in base-contact with this
This unit is not removed, but remains with this unit must ignore the Hero unit gains 1 Doom token.
in play, keeping its current Doom. strength until the end of the current
round.

Discard after use. Discard after use. Discard after use. Discard after use.

Drive Them Back Eager for Battle Eldritch Familiar


Protection
Play after a friendly unit hits an Play after a friendly unit charges, it Play on a friendly unit at the start of
enemy unit with a shooting attack. may discard D3 Doom. Play when a unit would be affected by the Magic Phase. One unit with the
The enemy unit must immediately a spell. The unit ignores the effect of Wizard strength may measure range
retreat four times, stopping if it comes the spell. and line of sight from this unit instead
into contact with blocking terrain or during this Magic Phase.
another unit.

Discard after use. Discard after use. Discard after use. Discard after use.
Hobgoblin – Fortune Cards v6.1

Feint Go Down Fighting Healing Potion Heroic Last Stand


Play after an enemy unit charges one Play at any time on a friendly broken Play at any time on a friendly unit. Play at any time on a unit that has 10
of your units. Your unit may retreat unit. One enemy unit in base contact That unit immediately discards two or more Doom on it. This unit gains
twice, and receives no Doom for with this unit gains 1 Doom token Doom tokens. Wild until the end of the current
leaving engagement. (which may cause it to be removed round.
from play).

Discard after use. Discard after use. Discard after use. Discard after use.

Hold! Hopelessness Improvised Mana Potion


Missiles
Play after an enemy unit charges one Play after an enemy unit gains Doom Play at any time. Gain 2 mana dice.
Play at any time on a friendly unit.
of your units. Your unit gains from Panic. That unit gains an
This unit's range is now 8" until the
Stubborn until the end of the current additional D3 Doom.
end of the current round.
round.

Discard after use. Discard after use. Discard after use. Discard after use.
Hobgoblin – Fortune Cards v6.1

Magic Banner Magic Shield Magic Weapon Moment of Glory

Play when a unit would suffer hits. Play when a unit would suffer hits. Play at any time on a friendly unit. Play at the start of any Close Combat
Halve the number of hits suffered, Cancel one hit before Doom tokens This unit gains Mighty. Phase on a friendly unit. This unit
rounding up. are placed. gains Elite until the end of the
current round.

Discard after use. Discard after use. Discard after use. Discard after use.

Overrun Redeploy Rousing Cheer Scroll Of Occult


Play at any time on a friendly unit.
Knowledge
This unit gains Trample until the end Play at any time on a friendly unit. Play when an unbroken enemy unit
Play after rolling the mana dice for a
of the current round. The unit increases its Speed by 4 until becomes broken. Every friendly unit
casting attempt. Add 10 to the casting
the end of the current round. within 4” of that unit may discard D3
value of this casting attempt.
Doom.

Discard after use. Discard after use. Discard after use. Discard after use.
Hobgoblin – Fortune Cards v6.1

Strong Wind Take Heart

Play after a shooting attack hits a Play when an enemy unit is removed
friendly unit. This unit may ignore from play. One friendly unit that was
the effects of this shooting attack. engaged with it may discard 3 Doom.

Discard after use. Discard after use.

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