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I need your help to fill the gaps so, if you have any card that there are no entries here,
send me the information(I may miss some Shield Numbers too) at: plantee@videotron.ca

Note:(c) = Command Card effect.
      VB = Vitality Base.
      VR = Vitality Red.
     OCB = Of Color Bonus(M: White, G: Grey, B: Black).
       S = Size(L: Large, M: Medium, S: Small)
       F = Flying(Yes or No)
      Br = Bribable(Ba: Babe, Be: Beer, Go: Gold)
      CR = Channeling Reciever(Yes or No)
      CH = Channeler(# of pts).
      #C = # of cards to draw each turn.
     LDL = Least disputed lands.
     MDL = Most Disputed Lands.
     LUC = Lowest Up-card.
      PS = # of Power Stones.
     CMP = Channeling Power.

Mortal          VB VR OCB S F Br CR CH Type    Effect
-----------------------------------------------------
Agent of Shadow  7     0G M N     Y    Shadow  (c)May only be played as a command card when
                                       Brother    Defending. When played, combat is shifter to
                                       Hood       the space your opponent cam from.

Ancient Ogre    13     2G L N Ba  N    Ogre     No Channeling vs. Ogre.  Opponent can't channel
                                                to any creature in combat if Ancient Ogre is in
                                                play and unbeaten.

Archer           6     0G M N Go  N    Knight   3 pt. Ranged Attack.

Axeman           7     4G M N Go  N    Knight

Babe Hound       2     0G M N     N    Animal   (c)Each of your creatures fighting an opponent
                                                   who can be bribed by babes receives a + 4
                                                   vitality.

Big Groaning     8     1G M N Go  N    Cankerd  +3 vitality vs. creatures affected by fear.
Cankerd

Brap Back        4     0G S N Go  N    Goblin   If opponent in Match-Up was a large creature,
Goblin                                          then the large creature's vitality doesn't count
                                                toward control of the space.

Brown Backs      3     0G S N Go  N    Goblin   +4 vitality vs. large creatures.

Bruce the Goose  1  5  0G S Y Be  N    Animal   (c)In the first match-up, play your creature
                                                   before your opponent. Opponent must play the
                                                   Highest base vitality creature that yours can
                                                   beat. Both sides may then try to modify combat
                                                   through ranged attacks, channeling, etc...

Bulbous Clamjack 5     1G S N Go  N    Clamjack When in swamps, your enemy must beat you by at
                                                least 5 pts. or the match-up is a puch.

Bungee Bony      2     0G S N Go  N    Goblin   When played, opponent must discard all unplayed
Riged                                           goblins and idiots in his/her combat hand.

Captain         10     5G M N Ba  N    Knight   Immune to fear.

Captain Red     15     5G M N Ba  N    Pirate   +4 vitality to all your pirates when Captain Red
Nose                          Be                Nose is in play. Only one pirate Captain per
                              Go                Space per player.

Cave Giant      12     5G L N Be  N    Giant    When attacking a Stronghold, the Cave Giant's 
                                                Match-Up opponent loses it's Stronghold Bonus.

Cleric           4  6  0G M N Go  Y    Wizard   Can Heal one Mortal.

Corporal         8     4G M N Ba  N    Knight   Immune to fear.

Cow              2     0G M N     N    Barnyard All creatures in opponents Combat Hand with a 
                                       Animal   base vitality of 3 or less can't attack and don't
                                                count towards victory, they can be attacked by
                                                secondary attackes.

Desert Giant    14     5G L N Be  N    Giant    +4 vitality in the Dry Heaps. Immune to fire.

Drooling         2     0G S N Be  N    Clamjack If Drooling Clamjack is beaten as a primary
Clamjack                                        Attacker, your secondary attacks vs it's match-up
                                                opponent get an extra +2 vitality.

Elder Cave      14     6G L N Be  N    Giant    When attacking a Stronghold, the Cave Giant's
Giant                                           match-up opponent loses it's Stronghold Bonus.

Floyd the Flying 2     0G L Y     N    Barnyard (c)All of your creatures are +2 vitality. When 
pig                                    Animal      played as a command card, Floyd is destroyed
                                                   at the end of combat.

Gn'Obby Gnome    4     0G S N Go  N  1 Gnome

Gn'Olegable      5     0G S N Go  N    Gnome    (c)all your small creatures receive +2 vitality
Gnomes

Gn'Omish Gnomes  4     1G S N Go  N    Gnome    +3 vitality in woods.

Grand Avatar     6 12  1G M N Go  Y  6 Wizard   Can only accept channeling from the Guardian.

Great Fanged    13     4G L N Ba  N    Ogre     No channeling vs. Great Fanged. all your Ogres
Ogre                                            are +3 vitality for each Great Fanged in play.

Greedy Fiend     1     0G M N Go  N    Fiend    No bribery by Gold allowed once the Greedy Fiend
                                                is in play unless the Greedy Fiend is bribed
                                                first.

Gribus           6     2G M N     N    Slag     +2 vitality in the Dry Heaps.
                                       Beast

Gringe Commander 5     1G M N Go  N    Slag     (c)All your Slag Beast are +3 vitality; this
                                       Beast       ability can't be dispelled. Only one Gringe
                                                   per space per player.

Gunner           4  6  0G M N Ba  N    Pirate   4pt. ranged attack.
                              Be
                              Go

Haba Naba Daba   5     2G S N Go  N    Goblin   Infernal racket confuses opponent. Opponent in 
                                                match-up loses any AOE attack.

Haba Naba Kaba   4     2G S N Go  N    Goblin   When in play, Infernal Racket stops opponent from
                                                using any ranged attacks for the duration of 
                                                combat.

Horse            3     0G L N     N    Barnyard (c) Your first knight played receives +6 vitality.
                                       Animal

Huge Rock Giant 16     2G L N Be  N    Giant    6 pt. ranged attack. +2 vitality in Mountains.

Ice Ogre         9     2G L N Ba  N    Ogre     No channeling vs. Ogre. +2 vitality in Mountains.

Idiot            0     0G M N Ba  N    Misc.
                              Be       Human
                              Go

Idiot Fiend      6     0G M N     N    Fiend    8 pt. fear AOE attack that only affects Fairies.
                                                +4 vitality vs. Fairies.

Jibber           7     4G M N Ba  N    Pirate   +1 vitality in Rivers and Lakes.
                              Be
                              Go

Lancer          10     4G M N Be  N    Knight   +10 vitality vs. Large creatures; -7 vitality vs.
                                                small creatures.

Mad Fiend        1     0G M N Be  N    Fiend    No bribery by beer allowed once the mad Fiend is
                                                in play unless the Mad Fiend is bribed first.

Major Party      4     0G M N     N    Animal   (c)All Creatures that can be bribed by beer can't
Animal                                          can't fight and don't count towards control of 
                                                space(both sides). They can be attacked by
                                                secondary attackers.

Marshal         11     4G M N Go  N    Knight   +2 vitality to all knights played while the
                                                Marshal is in play. Immune to fear.

Master Gunner    6  8  1G M N Ba  N    Pirate   5 pt. ranged attack.
                              Be
                              Go

Merchant         1  4  0G M N Ba  N    Misc.    Destoys any creature which can be bribed by gold.
                                       Human

Mule             2     0G M N     N    Barnyard Count as 4 vitality for control of the space.
                                       Animal

Na'Boob         12     3G M N     N    Slag     Immune to small creatures +2 vitality in the Dry
                                       Beast    Heaps.

Paladin         14     2G M N     Y    Knight   +4 vitality to all your knights played while the
                                                Paladin is in play. All your mortal played after
                                                Paladin are immune to fear.

Party Animal     1  4  0G M N     N    Animal   Immune to any creature that can be bribed.

Pauly, the       1     0G S Y     N    Pirate   (c)Look at any one card in your opponent's Combat
Official Parrot                                 Hand. If ANY of your pirates survive, Pauly is
                                                returned to your shield one per space per player.

Pesky Varmit     3     0G S N Go  N    Varmit   +3 vitality vs. medium sized creatures.

Pig Dog          5     0G L N Go  N    Animal   If you bribe with babes while Pig Dog is in play,
                                                return babes to your Storage Hand.

Pink Flamingos  29     0G L N Be  N    Animal   Every creature is immune to Pink Flamingos.

Ploogak The      4     0G M N     N    Slag     If Ploogak is alive after Combat, add +2 vitality
Conqueror                              Beast    for each living Slag Beast for control of the 
                                                space. Only one per space per player.

Polar Ice Ogre  10     3G L N Ba  N    Ogre     No channeling vs Polar Ice Ogre. +2 vitality on
                                                Mountains.

Reverend Smiling 2     0G M N Ba  N    Misc.    (c)If on a face down terrain card that was once
Jack                          Be       Human       your creature, you may use it in combat. After
                              Go                   Combat, any unbeaten creature from your shield
                                                   Can be used as terrain.

Rock Giant      14     3G L N Be  N    Giant    4 pt. ranged attack. +2 vitality in Mountains.

Seer             5     0G M N Go  Y    Wizard   (c)For the duration of combat, your opponent must
                                                   declare de size of creatures in match-ups
                                                   before you pick your creatures.

Shadow Spy       3     0G M N     Y    Shadow   (c)Randomly pick the order that your opponent
                                       Brother-    plays his cards in combat. Your opponent can use
                                       Hood        ranged attacks and secondary attackers as normal.

Shadow Warrior   9     0G M N     N    Shadow   (c)Shadow Warrior may attack with +2 vitality 
                                       Brother-    opponent's Up-card, provided it is a creature.
                                       Hood        Opponent draws one less card next turn if Up-
                                                   card is beaten,

Slag Bunny       6     0G M N Go  N    Slag     Immune to creature that can be bribed by babes.
                                       Beast    Can heal one Slag Beast. Only one Slag Bunny per
                                                space per player.

Sloarch         14     3G M N     N    Slag     +7 vitality in the Dry Heaps.
                                       Beast

Sniby Bony       3     0G S N Go  N  2 Goblin   Can channel to goblins only, even to goblins that 
Ridged                                          normaly cannot accept channeling.

Snogwart         8     2G M N     N    Slag     +3 vitality in the Dry Heaps.
                                       Beast

Sorcerer         8     0G M N Go  Y    Wizard   (c)4 pt. AOE fireball.

Speckled         6     1G S N Be  N    Clamjack +3 vitality in Swamps.
Clamjack

Super Model      1  4  0G M N Go  N    Misc.    Destroys any creature who can be bribe by babe.
                                       Human

Swordsman        6     3G M N Go  N    Knight

Tackle          12     4G L N     N    Slag     +4 vitality in the Dry Heaps.
                                       Beast

Ugly Wart Fiend  1     0G M N Ba  N    Fiend    No bribery by babes allowed once the Ugly Wart
                                                Fiend is in play unless the Ugly Wart Fiend is
                                                bribed first.

Vampire Hunters  8     1G M N Ba  N    Misc.    +10 vitality vs Undead.
                                       Human

Varmit Archer    2     0G S N Go  N    Varmit   1 pt. ranged attack.

Visionary        5     0G M N Go  Y    Wizard   (c)For the duration of combat, your opponent must
                                                   declare the type(border color) of creatures in
                                                   match-ups before you pick your creatures.

Watcher         20     8G L N     N             +4 vitality in Rivers and Lakes.

Yard Rat         5     3G M N Ba  N    Pirate   +1 vitality in rivers and lakes.
                              Be
                              Go

Elemental       VB VR OCB S F Br CR CH Type    Effect
-----------------------------------------------------
Amber Well       4     0B L N     N    Well    If beaten in combat, secondary attackers get a +8
                                               vitality instead of the normal +4.

Angel            7     0B M Y     N    Angel   +5 vitality vs. Demon and Devils.

annihilator      9     0B L Y     N    Force   3 pt. ranged attack.
Cloud

Archangel       11     0B M Y     Y    Angel   +9 vitality vs. Demons and Devils.
Magnus

Archangel        9     0B M Y     Y  3 Angel   +7 vitality vs. Demons and Devils.Can only channel
Odessa                                         to Angles and Clerics.

Baal-a-Gog      12     4B L N Ba  Y    Devil   Immune to fire.

Baleful Eye      5     1B S N Ba  N    Demon   (c)For the duration of combat, Your opponent must
                                                  declare the size of creatures in match-ups
                                                  before you pick your creatures.

Bealzebub       16     0B L Y Ba  Y    Demon   Immune to fire.

Cherub           3     0B S Y     Y    Angel   +6 vitality vs. Demons and Devils. Immune to large
                                               creatures.

Corruption Steam 2  8  0B L N     N    Force   Beats opponent if the Corruption Steam is a
                                               secondary attacker.

Darkness        13     3B L N     N    Element (c)Opponent must reveal his/her combat hand. You 
Elemental                                         may choose to retreat before melee, but discard
                                                  the darkness elemental to do so.

Death            7 13  0B M N Be  N    Manife- Destroys any Mortal affected by fear.
                                       station

Demon Horde of   6     1B M N Ba  N    Demon   Can heal one Demon Horde of kabod regardless of 
Kabod                                          who controls the space.

Devil Dog        6     0B M N Be  N    Devil   Immune to fire. +3 vitality when played as a
                                               secondary attacker.

Devil Hedgehog   4     2B S N Be  N    Devil   Immune to fire.

Djinn            6     0B M Y Go  N    Force   Ranged attack: Forces a push, no further
                                               modifications allowed by either side.

DoomWing        14     0B L Y Ba  N    Demon   6 pt. ranged attack.

Dreaded Doom Dog 7     4B L N Be  N    Devil   Immune to fire.

Earth Elemental 18     9B L N     N    Element +2 vitality in the Dry Heaps.

Mother Earth     6     0B M N     Y    Spirit  When on a space with no terrain card, no creature
                                               need be lost if you show your opponent Earth
                                               Mother during terrain settlement Phase.

Energy Leech     2  5  0B S N     N    Force   (c)Dispels opponent's command card. If played in
                                               a match-up, no channeling allowed after the Leech
                                               is played by either player.

Energy Toad      5     0B S N     N    Force   No channeling vs. Energy Toad. +2 vitality in swamps.
                                               2 pt. ranged attack.

Energy Well      4  7  1B M N     Y  3 Well    Can only channel to Elementals.

Fire Elemental  14     0B M Y     N    Element 4 pt. AOE fireball, has a fire base attack. +2
                                               vitality in woods.

Fire Walker      9     4B S N     N    Force   Immune to fire. Has a fire based attack.

Gorgal Skag      4     1B S Y     N    Demon

Greater Air     16     0B L Y     N    Element +6 vitality vs. creatures with the ability to fly.
Elemental

Greater Energy  12     0B L Y     Y  2 Element The Energy Elemental can accept unlimited, but
Elemental                                      only from your Guardian. Only one per space per
                                               player.

Ice Elemental   15     6B M N     N    Element +4 vitality in mountains.

Ice Spirit       5     2B L N     N    Spirit  immune to Undead, +1 vitality in Mountains.

Iron Lord       10     1B M N Ba  N    Elem.   3 pt. AOE fear attack. When played, +3 pts. to the
                                       Lord    AOF attack for each different type of elemental
                                               lord in play.

Lawyer           7     0B M N Ba  N    Devil   Must play as first melee creature. If it survives,
                              Be               Lawyer counts as 21 vitality for control of the 
                              Go               space. Only one lawyer per space per player.

Light Elemental 13     2B L Y     Y    Element Destroys Darkness Elemental.

Lorg Mole        9     1B M Y Ba  N    Demon   No channeling vs. Lorg Mole. Immune to Fire.

Magma Elemental  9     0B L N     N    Element 4 pt. ranged attack.

Mist Veiler     10     0B M N Be  N    Force   No secondary attacks vs. Mist Veiler. +1 vitality
                                               in Swamps.

Moon Spirit      8     0B L N     N    Spirit  No channeling vs. Moon Spirits. Immune to fear.

Mud Elemental    8     2B M N     N    Element +4 vitality in swamps.

Old Nick        20     0B L Y Ba  Y  5 Devil   Can only channel to demons and devils. Can only 
                                               accept channeling from your guardian.

Primordial Goo  12     5B M N     N    Force   +3 vitality in swamps.

Rain Spirit      6     0B L Y     N    Spirit  2 pt. ranged attack.

Rock Lord       12     1B M N Ba  N    Elem.   3 pt. AOE fear attack. When played, +3 pts. to the
                                       Lord    AOE attack for each different type of elemental
                                               lord in play.

Rock Spirit      5     1B S N     N    Spirit  (c)All your creatures are +5 vitality vs. creatures
                                                  defending in Stronghold.

Roving Force    12     1B M N     N    Force   No secondary attacks vs the roving force inferno.
inferno


Sand Lord       11     3B M N Ba  N    Elem.   +6 vitality in the Dry Heaps; -6 vitality in woods.
                                       Lord

Sleeping Spirit  5     1B S Y     N    Spirit  If the Sleeping Spirit wins a match-up, opponent is
                                               destroyed.

Smoke Spirit     7     1B M Y     Y    Spirit  Once played, no ranged attacks allowed by either
                                               players.

Snow Daughters   6     2B M N     N    Spirit  +3 vitality in Mountains.

Spirit of the    6  8  0B M N     N    Spirit  5 pt. ranged attack.
Forge

Spirit of the    5     0B M N     N    Spirit  If you choose, you can ignore your first opponent 
Hunt                                           in melee and randomly pick a new one from your
                                               opponent's combat hand. Only one per space per
                                               player.

Stinking Spirit  5     0B L N Be  N    Spirit  (c)Any creatures with a base vitality less than 5
                                                  can't fight and don't count towards control of
                                                  the space (both sides). They can be attacked by
                                                  secondary attackers.

Succubus         9     0B M Y Go  N    Devil   immune to fire. +7 vitality vs. any creature who 
                                               can be bribed by babes.

Sun Spirit      12     6B S N     N    Spirit  Immune to fire. Has a fire based attack.

Tangle Web       8     2B L N     N    Force   Creatures who beat the Tangle Web are destroyed if
                                               they don't get to stay in the space. +4 vitality
                                               in Spires.

Thunder Hawk     1  7  1B L Y Ba  N    Spirit  13 pt. ranged attack. When used as a ranged attack,
                                               Thunder Hawk is beaten as well.

Trumpeter        2     0B S Y     Y    Angel   (c)Opponent must show you all Demons and Devils in
                                                  Their combat hand. Opponent must play these in
                                                  match-ups before any others.

Vapor Elemental 11     0B L Y     Y    Element When played in a match-up, opponent must discard 
                                               any Items traveling as creatures on the space.

Warrior Spirit  10     3B M Y     N    Spirit

Water Spout      4     1B S N     N    Force   +3 vitality in Rivers and Lakes.

Whispering       3     0B S Y     N    Spirit  +2 vitality in Swamps.
Spirit

Wind Spirit      5     1B M Y     N    Spirit  +4 vitality vs. creatures with the ability to fly.

Wood Spirit      6     1B M N     N    Spirit  +4 vitality in woods.

Yandrax          1  2  0B S N     N    Demon   (c)All Demons and Devils are +2 vitality(both
                                                  Sides.

External        VB VR OCB S F Br CR CH Type    Effect
-----------------------------------------------------
Arms of the      6     0W L N     N    Undead  (c)Randomly pick a card from your opponent's 
Earth                                             combat hands. That card and Arms of the Earth
                                                  can't attack or count towards victory.
                                                  Secondary attackers can attack either creature
                                                  freely.

Bantam Drake     8     1W M Y Go  N    Dragon  +7 vitality vs. creatures with the ability to fly.

Black Lung      14     6W M N Ba  N            +4 vitality in Rivers and Lakes.

Black Unicorn   13     0W L Y     Y  2 Undead  The Black Unicorn can only accept channeling from 
                                               Guardians and Eternal Witch Lords.

Blackwaite       1     0W S N Be  N    Fairy   Immune to AOE attacks. +1 vitality in woods.
Jumper

Bold Mold       12     4W L N Be  N    Mold    If Bold Mold beats opponent by more than the
                                               vitality of his/her command card, your opponent's
                                               command card is destroyed.

Bone Shambler    3     1W M N     Y    Undead  Can accept up to 6 pts. of channeling.

Burrowing Barg   8     2W M N     N            +7 vitality vs. creatures defending in Strongholds.

Crook End Snoot  2     4W S N Be  N    Fairy   If beaten by Externals or Elementals, Snoot is 
                                               destroyed.

Crook End        4     8W S N Be  N    Fairy   If beaten by Externals or Elementals, Snooter is
Snooter                                        Destroyed.

Crystal Flash    7     0W S Y     N            Immune to large creatures.

Cyclops         12     6W L N Be  N            +1 vitality in mountains.

Dragon Wing     19     0W L Y Ba  Y  1 Dragon  5 pt. AOF fire breath. May only accept channeling
Lord                          Be               from Guardian.

Embryonic Witch  1     0W M N     N    Undead  (c)win all pushes in Match-ups.

Eternal Witch   17     0W M N     Y  2 Undead  Can only channel to Undead. Can heal one Undead
Lord                                           creature for every creature your opponent lost
                                               in combat.

Female Pixie     2     0W S N Go  N    Pixie   Immune to Externals.

Female Titan    15     6W L N Go  N    Titan   While face-up, the Titan can change size at will
                                               even if it's the up-card. -2 vitality when M, -4
                                               vitality when S sized.

Giant Penguin   16     8W L N Ba  N            +2 vitality in Rivers and Lakes.

Goldthwaite      1     0W S N Be  N    Fairy   +1 vitality when used as a secondary attacker.
Jumper

Grand Pooba      5     0W S N Ba  N    Schnee  (c)The Phooba Schnee whips creature frenzy.Your
Schnee                                            first match-up creature is +1 vitality, your
                                                  second is +2, etc.

Grim Skull       2  4  0W S N     N    Undead  3 pt. ranged attack. Can receive up to 3 pts. of
                                               channeling when used as a ranged attack.

Groupie          2     0W M N Be  Y            Immune to mortals. Idle chatter puts them to sleep.

Hair-de-hobbins  6     2W M N Go  N    Fairy   +3 vitality in woods.

Humungus Fungus 12     0W L N     N    Fungus  If Fungus Wins a Match-Up, it's opponent is destroyed.
                                               +2 vitality in the Dry Heaps.

Iron Crag        4     0W S N Go  N    Fairy   (c)Dispel opponent's Command Card. +1 vitality in
Baggler                                           Woods.

Iron Crag        5     2W S N Go  N    Fairy   When played in a match-up, opponent must discard
Boggler                                        any items traveling as creatures on the space.

Iron Crag        2     0W S N Go  N    Fairy   (c)Opponent can't use any ranged attacks in this
Buggler                                           combat. +1 vitality in woods.

Kikijub         14     2W L N     N            +9 vitality in Mountains.

King of MystFall 8     0W S N Be  Y    Fairy   +3 vitality to all your fairies played while the 
                                               King is in play. +2 vitality in woods. Only one King
                                               per space per player.

Lake Serpent    17     0W L N Ba  Y    Dragon  4 pt. AOE fire breath. +3 vitality in Rivers and 
                                               lakes.

Leprechaun       3     0W S N Go  N            If beaten by a large creature, Leprechaun is
                                               returned to your storage hand at the end of combat.

Male Pixie       2     0W S N Be  N    Pixie   2 pt. ranged attack that only works on mortals.

Male Titan      17     7W L N Ba  N    Titan   While face-up, the Titan can change size at will,
                                               even when it's the up-card. -2 vitality when M
                                               sized, -4 vitality when S sized.

Minataur        10     4W M N Go  N            Both the Minataur and it's match-up opponents
                                               don't count toward control of the space. +1 in the
                                               Dry Heaps.

Old Mold         3     1W L N Be  N    Mold    Immune to fire and ranged attacks. +1 vitality in
                                               Swamp.

Phantom Stalker 14     2W M N     N    Undead  When in your combat hand, the stalker can switch
                                               place with any of your undead creature currently
                                               in a match-up before the next match-up starts.
                                               First creature returns to your combat hand.

Rik'Sook         5     0W M N Go  Y    Wizard  (c)You can channel to any creature in match-up.

Rock Rat         4     0W S N Go  N    Rat     3 pt. ranged attack that can only be used vs. non-
                                               flyers.

Rogue Specter    6     0W M N     N    Undead  The Specter uses the off-color bonus of your
                                               previous match up card(only applies vs. mortals).
                                               The specter also receives your previous card's 
                                               terrain bonus. One per shield per player.

Rot Rat          2     0W S N Go  N    Rat     +1 vitality vs. all creatures affected by fear.

Schneeble        5    10W S N Ba  N    Schnee  If Schneeble loses a match-up, it's destroyed.

Shadow of ashes 12     1W M N     N  3 Undead  Shadow of Ashes has a fire based attack.

Skeletal Minion  5     1W M N     Y    Undead  If lost in combat, you can return the skeletal
                                               minion to your storage hand for one power stone.

Slippery Slime   4     0W L N     N            When in the combat hand, the slime can switch
                                               places with a creature of yours that just lost a
                                               match-up. Creature that lost returns to your
                                               combat hand.

Sphinx           5     0W M N Be  N            (c)After both sides have picked(but not shown)
                                               match-up cards, opponent must guess the type of
                                               card you have(border color). If he/she is wrong,
                                               your creature gets +3 vitality.

Tiny Flying      4  5  0W S Y     N    Fungus  2 pt. ranged attack.
Fungus

Valkyrie Spirit  7     0W M N Go  N  3         Chan channel to Knights only, even to knights that
                                               normaly cannot accept channeling.

Vampire          9     3W M N     N    Undead  If Vampire beats an opponent who has accepted
                                               channeling, in this combat, your opponent loses 2
                                               power stones.

Vampire Lord    12     3W M N     N    Undead  If Vampire Lord beats an opponent who has accepted
                                               channeling in this combat, opponent loses 2 power
                                               stones. All your Vampires are +3 vitality when
                                               Vampire lord is in play.

Wailing Specter  8     0W M N     N    Undead  (c)4 pt. AOE fear attacks.

Water Nymph      7     2W M N Go  N    Nymph   +3 in Rivers and Lakes.

White Unicorn    7 10  0W M N     N    Unicorn Destroys Undead, Demons, Devils and Black Unicorns.

Wild Nymph       4     1W S N Go  Y    Nymph   +1 vitality in the woods.

Will'o the Wisp  4  7  0W S N     Y    Fairy   4 pt. ranged attack.

Winterseed's     6  7  0W S N Go  N  3 Fairy   Can channel to fairies only, even to fairies that
Maiden                                         normaly cannot accept channeling.

Winterseed's     5     0W S N Go  Y  2 Fairy   Can channel to fairies only, even to fairies that
mistress                                       normaly cannot accept channeling.

Wood Nymph       8     3W M N     N    Nymph   +3 vitality in woods.

Wraith           8     0W M N     Y    Undead  Can accept up to 16 pts. channeling. +5 vitality
                                               vs. creatures defending in Strongholds.

Zombie           7     2W M N     Y    Undead

Guardian VB  #C LDL MDL LUC PS CMP Effect
------------------------------------------------
Finn     27   2  -1   0  +1  6   8 During the Draw and Organize Phase, draw 1 extra card for
                                   each swamp you control.

Gaar     28   3  -1  +1  +1  8   5  For 2 power stone, you can channel 5 pts. to a creature
                                    which is not a channeling receiver.

Harkin   29   3  -1  +1  +1 10   6  You may not repeatedly channel to the same creature in
                                    combat(Max. 6 pts. to any one creature.

Rak Nam  30   3  -1  +1  +1  7   9

Siin     28   3  -1  +1  +1  8   6  After an opponent channels, you may cancel it for 2 power
                                    stones. No further channeling is allowed this combat by
                                    either player.

Tes Let  29   3  -1  +1  +1  6   7  You can choose not to take your Up-card as your first draw
                                    and instead draw from the deck.

Thak     27   3   0  +1  +1  6   5  

Tookle   27   3  -1  +1  +1  7   5  Draw one extra card during the Draw and Organize phase if
                                    your up-card was a small creature.

Magic Item       Type UC#   Effects
-----------------------------------
Amulet of flying   C  16    Allows any creature to Fly. If the creature is lost, the amulet is
                            lost.

Anvil of Heaviness H  12    All attacks versus creatures defending a Stronghold are +7 vitality.
                            Effect last for one combat. Play before combat starts.

Eye of Missile     H  15    Play after any primary attack has been resolved. All cards that you
MayHem                      have played as ranged attacks in combat to this point return to your
                            combat handf immediatly.

Hammer of Doom     H  11    Play at any time. Destroy a Terrain card of your choice.

Heels of speed     C   5    Play any creature as a command creature. That creature attacks your
                            opponent's command creature before his/her command ability works. If
                            your creature is beaten or destroyed, you lose the heels.

Holy Grail         H  18    Play during the Draw and organize phase. All your creature lost that
                            turn return to your storage hand if there is room. One power stone
                            must be spent to use the Grail.

Monolith of power  H   4    Play at the beginning of a turn on any space, no channeling is allowed
                            within on space of monolith for the entire turn.

Potion of movement H   7    +1 movement to any non-flying Shield that can move. This spell does
essence                     not allow a Shield to move past a space that would normally stop it
                            (an empty space, an opponent's shield, etc...)Play any time.

Rocks of skull     H   9    Playable on any flying Shield that is flying(While moving face up).
cracking                    Destroy as many flying creature as desired, but lose one power stone
                            for each creature destroyed.

Rooster            H   7    Play at the beginning of a turn. Move first, even if you don't have
                            the Highest Up-Card.
 
Spells                UC#   Effects
-----------------------------------
Control Destiny       15    Look at the top six face down cards from your deck. Place them back
                            in any order you wish. Place cards you don,t want at the bottom of
                            your deck . Play immediatly after you pulled your up-card.

Detect Life Force     16    Play on an enney space. Opponent must tell you the total vitality of
                            the space. Play at any time.

Dispel magic           3    Negate any spell, Item or command card effect(but not channeling).

Energy Eater           4    Play when your opponent's guardian channels. Opponent must subtract
                            the value of the channeling instead of adding it to his target 
                            creature.

Eye of Long Spying     6    View Opponent's Storage hand. Play at any time.

Force Barrier         16    Play on any space after turning your up-card, but before moving your
                            shields. No movement into, out or over the space until next turn.
                            Cost one power stone. only one force barrier per player may be in
                            effect aty a time.

Helm of the           18    Look at the top 5 face down cards from an opponent's deck. Place
BrotherHood                 them back in any order you wish. Any of these cards may be placed on
                            the bottom of your opponent's deck. Play immediatly after Up-cards
                            have been pulled.

Ice Storm              5    Play instead of a command card. All flyers are hit by a 7 pt. AOE
                            attack. Good for one combat only. Spell Affects flyers on both sides.

Magic feedback         2    Destroy any creature wha has just channeled(exept guardian).
                            Channeling is canceled.

Make Juice             4    Add one power stone. Play at any time.

Pepe's Slow Down      13    Play before opponent's moves any Shields at the beginning of a turn.
                            All of your opponent's Shields can only move 1 space this turn.

Power Lunch            4    When played during combat, any one creature may receive channeling
                            for one match-up.

St. Ballantine's      11    When Played on your knight currently in a match-up, both the knight
Evocation                   and his opponent are destroyed.

Summon Gravity Well    3    Play when opponent is flying a shield. The spell stops the shield
                            from moving at all(still remain turned). Also, the targeted player
                            may not fly any other shields this turn.

Summon Gate           18    Play during the movement phase before you turn you shield. You can
                            move any Demons or Devils from your creature Pen to any one of your
                            turned shields.

Vitales Dark Cloud     8    4 pt. AOE attack. Play instead of a Command card.

Standard Bearer       UC#   Effects
-----------------------------------
Angelic               13    Any creature lost in combat from this shield may be returned to your 
                            Storage Hand for one power stone if the shield survive the combat.

Angelic               19    All your creatures are +3 vs. flyers.

Chicken                5    When defending, add 3 strength to all ranged attack during combat.

Chicken               12    Dispel opponent's Command Card for one power stone.

Dark                  14    When Attacking with this shield, add 3 to your vitality total for
                            control of the space.

Dark                  16    No Bribery vs. creature under this shield.

Demonic                4    Opponent must declare the size of his/her first creature in combat.

Demonic               19    +2 vitality to creatures under this shield when attacking.

Dragon                15    All ranged attacks in combat(both sides) are -1 strength.

Dragon                19    For 1 power Stone, you can change a creature's border color in a 
                            match up.

Ox                     5    When defending, add 3 to all your ranged attacks during combat.

Ox                    19    +3 vitality to all your ranged attacks when attacking.

Lightning              4    Opponent must declare the type(border color of his/her first creatue
                            in combat.

Lightning             14    +2 vitality to creatures under this shield when defending.

Skull                 21    All chanelling into combat(both sides is -3 CMP.

Skull                 16    +2 vitality to your creatures off-color bonus.

Snake                  6   Creatures under this shield win all pushes in match-ups.

Snake                 17   All channeling to your creatures gain +2 CMP.

Terrain               UC#   Effects
-----------------------------------
Rivers & Lacks         6    -
Mountains              3    -
Swamp                  7    -
Spires                10    No flying into, out or over. 
Woods                  8    No ranged attack.
The Dry Heaps          4    -

Shield                UC#
-------------------------
Angelic               8,9,10,11,12
Chicken               7,8,10,11,12,14
Dark                  6,7,8,10,11,12,13
Demonic               4,8,10,12,14
Dragon                7,9,11,10,13
Lightning             2,5,9,10,12,14
Ox                    7,8,9,10,11,12,13
Skull                 6,7,8,9,10,11,12,13,14
Snake                 9,10,11

Stronghold Upgrades   UC#   Effects
-----------------------------------
Large Idol             8    When determining Control of the space after combat in either two
                            spaces directly in front of the Idol, add 3 pts. to your Vitality
                            total. Add an aditional point of Vitality for each Power Stone spent.
Sacrifice Altar       15    Sacrifice any number of cards from your storage Hand for an equal 
                            number of Power Stone at any time.
Teleport tower        11    Place ANY one creature in the Teleport Tower during the Draw and
                            Organise phase. This creature may teleport to any TURNED Shield
                            during one of your movement phases BEFORE you turn a Shield.
Flame Cannon          20    During any combat in two spaces in front of the Cannon, the Cannon
                            may be fired instead of playing a Command Card. (c) 3 pts AOE
                            fireball. For each extra stone, add 2 pts to the AOE.
Strongholds               Effects
----------------------------------
Khnumian(C)               +3 vitality to defending creatures, No fliying allowed to this space.
Khnumian(L,R)             +3 vitality to defending creatures.
Carreg Amroth(C,L,R)      +5 vitality to defending creatures.
Sabu Amantek(C)           +4 vitality to defending creatures, +2 vitality to your ranged attacks.
Sabu Amanek(L,R)          +3 vitality to defending creatures, +2 vitality to your raged attacks.

Bribery    UP#
--------------
Babes      13
Beer       10
Gold        7