Return to Home page. I need your help to fill the gaps so, if you have any card that there are no entries here, send me the information at: firstname.lastname@example.org 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 ------------------------------------------------------ Buzzard 3 0G S Y Be N Barnyard +1 vitality when used as a secondary attacker. Animal Cabin Boy 4 1G M N Ba N Pirate If an opponent tries to bribe one of your pirates Be while de cabin boy is in your combat hand, you can Go send the cabin boy to your creature pen instead. Captain 11 1G M N Ba N Pirate If the Captain is in play and unbeaten after Hannibal Hawks Be primary attacks, you may chose to retreat your Go Shield and all unbeaten creatures with it. Only One pirate Captain per space, per player. Caring Guy 4 1G M N Ba N Guy Immune to fear. +1 vitality to mortals on both sides while the Caring Guy is in play. Eagle Eye 2 0G M N Ba N Pirate (c)+2 to all your ranged attacks. McFinny Be Go Fangis the 8 0G M N N Animal +6 vitality vs. externals Hunter Farmer Brown 6 10 0G M N Go N Misc. (c)You may detonate any of your barnyard animals Human during primary attacks. This destroys both both match-up creatures. Guardians are not affected. First Mate 6 2G M N Ba N Pirate Allows any non-flying, all pirate Shield to move Muldoon Be one extra space, obeying all normal movement Go rules. Must show your opponent the Shield's content when moving the extra space. Giant Aunts 8 3G L N Be N Giant If the Giant Aunts win a primary match-up over an ennemy's Stronghold card, the card immediatly turn to rumble. Great Ba'te 24 6G L N Be N Ba'te Immune to secondary attacks by elementals. Great Black 17 0G L Y N Ri'Shar 3 pt. AOE fear attack. Ri'Shar Groatie 3 1G S N Go N Slag +1 vitality in Dry Heaps. Beast Gumbo Jake 6 1G M N Be N Misc. If jake wins a primary match-up over an opponent's Human terrain space, his/her terrain card is immediatly discarded. Hook Toed 12 3G L N Ba N Gnasher If the Hook Toed Gnasher beats a small creature Gnasher during primary attacks, the small creature is destroyed. Knife of Shadow 5 7 3G M N N Shadow (c)If your opponent's up-card is a creature, pick Brother- a card from his/her combat hand. Combare it's hood base vitality to the base vitality of the opponent's up-card. If the up-card is lower, The card you picked is destroyed. Lying Scum 3 1G M N Ba N Pirate Count as 4 vitality for control of the space. Be Go Manly Guy 8 0G M N Go N Guy Treat the text box of the manly guy's primary match-up opponent as empty for the duration of Combat. Necromancer 5 8 0G M N Ba N 5 Wizard Can only channel to Undead. Rotten Guy 7 6 0G M N Go N Guy Scurvy Dog 4 0G S N N Pirate 3 pt. ranged attack which can only be used if your current primary attacker is a pirate. Voodoo Wizard 3 0G M N Ba Y Wizard (c)+4 vitality to all of your secondary attackers. Weasly Guy 4 0G M N Ba N Guy If the weasly guy loses a primary match-up by more Be than 4 vitality, he immediatly returns to your Ge creature pen. Elemental VB VR OCB S F Br CR CH Type Effect ------------------------------------------------------ Angel of Death 13 0B M Y N Angel You gain 1 power stone for each creature you beat in primary attacks after the Angel of Death is in play, as long as it's unbeaten. Arwyddyn 3 1B S Y Go N Spirit Can heal any one spirit for 1 power stone. Captain Red 15 7B M N Ba N Evil Your opponent receives no vitality bonus due to Noseoid Be Twin creature class when Captain Noseoid is in play. Go Castellan Keir 1 0B M N Be N Medium If Keir is on one of your rubble spaces during terrain settelment, you may restore it back into a working Stronghold. Discard Castellan when used in this fashion. Chephros 9 2B L N Ba N Devil Chephros is +2 vitality for each Demon or Devil that has been beaten so far in this combat. Druk 8 2B M Y Ba N Devil Immune to fire. Dust Geyser 1 7 0B S N Be N Geyser When played as a primary attacker, the initial result is a push . Either player may then modify the match-up. Flame Geyser 6 1B L Y N Geyser Fire Base Attack. Immune to fire. +2 vitality to all your creatures with fire based attack when flame geyser is in play. Hackthorn 11 0B L N Be N Plant When played as a primary attacker, the Strangler Strangler may ignore it's match-up opponent and instead attack your opponent's command card if that card is a creature. Holy Avenger 5 0B M Y N Angel +10 vitality as a secondary attacker if your primary attacker in the match-up was a Paladin or an Angel other than a Holy Avenger. Kasarian 5 1B S Y Be N Demon (c)The Squawker attacks your opponent's command Squawker card if that card is a creature. If the Squawker wins the match-up, your opponent's command card ability doesn't take effect. Koset of the 4 0B M Y Be N Spirit You gain 1 power stone everytime an opponent Light channels while Koset is in play. Lizard Skin Lynn 8 1B M N Go N Saurian +5 vitality vs. large creatures. Magnus Justice 16 7B M N N Manifes- Destroys any wanderer. tation Monolith of 11 4B L N N Monolith If the monolith beats an external in the primary Chaos attack round, if may not be attacked by secondary attackers. Reverend Smilin' 2 0B M N Ba N Evil (c)When fighting over a space with an opponent's Jackoid Be Twin face down terrain or Shield/Terrain card, that Go card is discarded after combat. Roaming Steam 6 0B M N N Geyser No secondary attacks vs. the Geyser. Geyser Spirit Guide 3 0B M N Y Spirit (c)Opponent must tell you the total number of cards and total vitality in his/her combat hand. You may then discard the spirit guide and retreat before primary attacks begin. Supermodeloid 1 3 0B M N Go N Evil +3 vitality to all your creatures bribable by Twin babes when the Supermodeloid is in play. Vensuni Inferno 6 14 4B L N N Element (c)11 pt. AOE fire attack. Discard your Entire Swarm Combat Hand when the swarm is used as a command card. External VB VR OCB S F Br CR CH Type Effect ------------------------------------------------------ Barrow Wight 8 2W M N N Undead The Barrow Wight is +4 vitality when it's a secondary attacker. Bone Fright 7 2W L N N Undead opponent must play all ranged attacks possible against the bone fright. Buster Scrimbo 4 2W M N Be N Wanderer If Buster is your Up-card before cards are drawn in the Draw and Organize phase, draw 1 additional card. Cactus McFingers 4 1W M N Ba N Wanderer (c)If ManFingers is alive after combat and you won control of the space, you may play a terrain card under this shield immediately, removing any terrain card that your opponent may have had there first Elandar, Mighty 6 0W M N Go N Wanderer (c)Treat all creatures as if they had empty text Wizard boxes for the duration of this combat. Great Horned 9 0W L N Go N Troll (c)When defending a space, your opponent must Troll retreat, pay 1 power stone or discard two cards from his/her storage Depot before primary attacks. Green Missy 6 2W M N Go N Fairy +3 vitality in swamps. Grotto Troll 3 0W M N Be N Troll (c)All of your creatures are +2 vitality while fighting in rivers and lakes. Hal, a Toasis 9 1W L Y Ba Y Dragon (c)During primary attacks, if an opponent's Dragon Go Creature wins a match-up by less than 5 vitality both match up cards are destroyed. Howling Reaver 5 1W M N N Undead If the Howling Reaver Beats an opponent as a primary attacker, your opponent must discard one random card from his/her creature pen. Jambo Slick, 4 1W M N Ba N Wanderer (c)Immediatly pull one bribery vard from your Smuggler Be Discard pile, reveal it and add it to your Go Storage Depot. Jamchops the 4 0W M N Ba N Wanderer (c)Any bribery card you play during this combat Trader Be works vs. any bribable creature. Go Jonstollo the 7 3W M N Be N Wanderer When the Seeker is your Upcard, you may seeker immediately look through your draw deck and pick Any other card as your up-card. Discard the Seeker. Reshuffle your deck. Land Drake 18 5W L N Ba N Dragon 3 point AOE fire breath. Lowland Troll 8 0W L N Ba N Troll +3 vitality when your shield is attacking. Old Gumper 3 1W S N Be N Fairy Your opponent gets no off-color bonuses vs. your externals while the Gumper is in play. Razor Shiefa 7 1W M N Go N Sliph +4 vitality in Spires. Razor Sliph 5 0W M N Be N Sliph +3 vitality in Spires. Schneebolt 3 0W S N Be N Schnee Ranged Attack: Cancels an opponent's ranged attack. Shadrune 9 0W M N N Undead If beaten in a match-up by a creature who accept channeling, your loses 1 power stone. Slimwit Man 3 0W M N Ba N Wanderer (c)Opponent must chose to retreat now or fight. If opponent stays, all opponent's creatures are +2 vitality. If you win the combat, all of your opponent's creature under that Shield are Destroyed. Starling Dodd 4 2W S N Go N Fairy All of your fairies bypass your opponent's Boys Stronghold vitality bonus while the Dodd boys are in play. Valley Troll 3 2W S N Go N Troll Immune to fear. Guardian VB #C LDL MDL LUC PS CMP Effect ----------------------------------------- Grahzue 29 3 -1 +1 +1 8 6 Every time your opponent plays a bribery card against one of your creature, gain 1 power stone. P'Tal 26 3 -1 0 +1 5 6 For two power stones, you may ignore your draw number for the turn and draw as many cards as an opponent of your choice. Magic Item Type UC# Effects ----------------------------------- Champs the Wonder H 19 Return any Item from your discard pile to your storage hand for 1 Dog power stone. Champs is not discarded but returns to your Storage Hand as well. Play during the Draw and Organize phase. Oppressed Slaves H 2 Play after you killed a Shield in combat. Collect 2 power stones. You may only play 1 oppressed slaves card per movement and combat phase. Petrified Heart C 14 Allows one of your creatures to use it's base vitality for space limitation instead of it's red Shield penalty number. The black Eye C 17 Allows all pirated on this space to fly. The Great H 16 Play when using a Pirate's ranged attack. the ranged attack works as Bladeroon normal and there is an immediate AOE attack of the same strength. Cost 1 power stone to play. Spells UC# Effects ----------------------------------- Arcane Infusiuon 17 Discard a creature beneath one of your turned shields not on an empty disputed land space. Unturn that shield. Argammond's Vision 5 Play immediately after up-cards have been revealed. One opponent of your choice must discard his/her up-card and reveal another. Assassin of shadow 16 Play during Draw and organize phase. Look at any one opponent's draw deck for one minute and discard any one creature from it. Reshuffle the deck. Channeling Flux 9 Play during Draw and organize Phase. Your guardian CMP is raised to 20 for this turn. Crash 2 When you are the active player, you may pass once without turning a Shield. Curse of the Batrayed 13 Play during Draw and Organize Phase. Choose an opponent, then select any spell or non-creature magic item. That opponent may not play the card you selected this turn. This spell cannot be dispelled. Cuthbert the 5 Play during the Draw and Organize phase. Pick any creature from your Resurrector discard pile as one of your draw cards. You must show your opponent the creature you pick. Essence of babeitude 9 Play as a command card. Opponent must show you all cards in his/her combat hand which can be bribed by babes. Choose one and consider that card to be bribed. Famine 15 Place Famine on any Shield on a disputed land space during the draw and organize phase. That shield loses one creature every terrain phase until Famine is discarded. Discard Famine when the Shield enters one of it's owner's Stronghold cards. The hand of chronos 17 Play after terrain settlement phase. All players go directly to the movement and combat phase. Old up-cards get discarded. Costs 2 power stones to play. Heisenburg's missile 6 Play when an opponent uses a ranged attack. the ranged attack acts as if you played it. Howl of the dead 14 Play as a command card. All of your undead lost in this combat are returned to your creature pen. Kasmir's blitz 16 Play in combat after casualties have been removed but before ownership of the space is finalized. All remaining creatures must fight another full round of combat. Ongo, Air Traffic 18 Play during the movement and combat phase. This turn, you may fly 2 Controller Shield's which have the ability to fly. Peace 18 Play immediately after up-cards are revealed. Go directly to the terrain settlement phase. Costs 1 power stone to play. Pestilence 19 Play during terrain settlement phase. All players must discard one creature from each of their Shields in the disputed lands. Cost 1 power stone per opponent to play. Only one pestilence may be played per player, per turn. Phase Assassin 16 Play at the beginning of the draw and organize phase. For each power stone you burn, one of your opponents draw one less card. Pirate Double Cross 13 Play after one of your pirates is bribed. Instead of returning to your creature pen, the pirate and it's match-up opponent are turned into unchallenged cards in melee. Pirate Raiding Party 11 Play after you win a combat. If you have at least two surviving pirates on the space, you gain 1 power stone, while your opponent loses 1 power stone. Santa's beer sled 13 Play as a command card. Opponent must show you all cards in his/her combat hand which can be bribed by beer. Choose one and consider that card to be bribed. Seraphim 7 Play immediately after opponent uses a ranged attack. Cancel that ranged attack. No more ranged attacks are allowed during this combat by that opponent. Soul Mirror 18 Play as a command card. All of your primary attackers in this combat are considered the same creature class as your first match-up creature. Specter's ward 12 All doubled bordered cards cost 1 additional power stone to play for the remainder of this turn. Summon Dimensional 13 Play during the draw and organize phase. Rubble one of your Stronghold Fire Well cards. Discard any of your creatures on or under the card. Make your Guardian's total number of power stones 5. Summon Loghammer's 11 Play at any time. Destroy any one Stronghold Upgrade. Sapper War 6 Play after using a Shield'S movement option. Immediately use another of your Shields movement option. Warwick's Aura 3 Play during the draw and organize phase. Replace any opponent's Standard Bearer Shield with one of their Shields previously killed. Work Crew 19 Play on an opponent's Stronghold space during the terrain phase. Your opponent may not add any cards from this place to his/her Storage Hand during the next turn and may not place any new cards on this space during the next Draw and Organize phase. Cost 1 power stone to play. Yap Attack 19 Play as a command card. Opponent must show you all cards in his/her combat hand which can be bribed by gold. Choose one and consider that card to be bribed. Standard Bearer UC# Effects ----------------------------------- Goblin 11 -3 vitality to all opposing creatures terrain bonuses. No terrain bonuses may be reduced below 0. Goblin 16 +1 vitality to all your creature's terrain bonuses. Shield UC# ------------------------- Goblin 4, 8, 12, 16 Shield/Terrain UC# ------------------------- (All Have the same card text: Use as either a terrain card or as a shield card. If used as a Shield card, the space this shield is on now has a 25 point vitality limit.) Angelic 8 Demonic 12 Dragon 8 Goblin 10 Skull 9 Dark 9 Lightning 14 Chicken 8 Ox 6 Snake 10 Stronghold Upgrade UC# Effects ----------------------------------- Pirate Log Platform 2 Opponent's Shield takes a 7 AOE attack when attacking or entering this space. Ranged Attack Platform 11 Place one ranged attack creature face down on the Platform during the draw and Organize phase. You may use that card,s ranged attack in any one combat two spaces in front of the platform. Spikey Crenalations 4 Crenalations stop flying to ALL of your Stronghold cards flying is still allowed from the stronghold spaces. Strongholds Effects ---------------------------------- Freebooter(C) +6 vitality to defending creatures. Freebooter(L,R) +4 vitality to defending creatures. Counts as rivers and lakes.