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: email@example.com 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 ------------------------------------------------------ Al'Jabah 3 1G M N Go N Misc. (c)If your opponent has more than one of the same Human creature in his combat hand, they all immedi- ately become unchallenged cards in melee. Annoying Gnats 3 0G S N N Bug Immune to fear and fire. 1 pt. Aoe fire attack, in the hood +1 to the AOE for every other bug you have in play. Arnath, Lord of 6 0G L Y Go N Knight Destroys any creature which has the ability to fly. the Skies Black Locust 1 0G S N N Tragic/ (c)Whichever player outbids the other in power Bug stones wins control of this space. Locust's owner must start the bidding at 1 Power Stone. The winner must burn the number of Stones he he bids. Combat is cancelled and the Locust is discarded. Limit one per space per player. Bruno Smash 5 1G M N Ba N Misc. While Bruno is in play, if any of your primary mouth, Union Be Human attackers matches-up against a creature from the Boss Go same class, your opponent's creature return to his creature pen. Buzz, Vampire 3 0G S Y Y Bug/ When Buzz beats a creature who has accepted Mosquito Undead channeling in this combat, your opponent loses 1 power stone. Caddy 18 9G L N Go N Giant Destoys Gopher. Carrag the 5 0G M N Ba N Wizard +1 vitality for each undead in your discard pile. Black Chickenhead 4 1G M N Go N Outlaw When Chickenhead is revealed as your up-card, you McCracken may immediatly remove up to 3 Gold Bribery Cards From your Draw deck and add them to your Storage hand. Reshuffle your Draw deck afterwards. Clamjack 4 1G S N Be N Clamjack 3 pt. ranged attack that only works in swamps. Bomber Crackhatch at large Dead-Eye McGrue 5 1G M N N Outlaw Destroys any creature which has a ranged attack. Eats, Cockroach 2 4 1G S N Ba N bug Immune to any creature with an off-color bonus of King zero. Immune to fire. Giant Babe 10 0G L N Go N Giant +10 vitality vs. creatures bribable by babes. Giant Shaman 4 0G L N Ba Y Giant While the shaman is in play, all Giants can receive channeling, even if they normaly cannot receive channeling. Goat 4 0G S N Be N Barnyard If the Goat beats its primary match-up creature, Animal your opponent loses 1 power stone. Golden Fleecer 5 1G M N Go N Misc. Destroys any creature with the ability to destroy Human another creature. Fleecer cannot be destroyed. Golfer 6 1G M N Ba N Misc. 9 pt. ranged attack which can only be used against Be Human large creatures. Gopher 3 1G S N Ba N Animal If Gopher survives combat over an opponent's terrain card, immediately flip the terrain card to make it a face down terrain card. Destroys Gopher. Icky Bugs 2 1G S N Go N Bug +4 vitality vs. creatures bribable by gold. Jalupee Lobo 1 1G S N Be N Animal After both sides have picked, but not shown, Go match-up cards, you must guess the size of your opponent' creature(S,M or L). If you guess correctly, add +2 to your creature's vitality. Lizard on the 4 0G S N Ba N Tragic When the Lizards are played as a primary attacker, toast your opponent must show you all double bordered cards in his storage hand and discard all of his gold bribery cards. Phil, Bar Fly 3 1G S Y Be N Bug +1 vitality for every other creature bribable by beer in play. Prince of the 16 8G S N Go N Knight +2 vitality in the Dry Heaps. lost Professor 1 1G M N Ba N Misc. (c)During primary match-ups, whenever you play Heisenburg Human a ranged attack, you may choose to roll 1d6. on a 5+, both your ranged attacker and it's and its match-up opponent are destroyed. Red master of 6 0G M N N Shadow If the red master survives a combat over an Shadow Brother- opponent's non-rubble Stonghold card, that hood opponent loses two random cards from his creature pen. River Giant 12 3G L N Be N Giant When in rivers and lakes, River Giant is immune to Elementals. Soggybottom 9 0G M N Be N Outlaw If Gertz is beaten in a match-up, you may immedi- Gertz ately replace Gertz with any other creature from your combat hand. The replacement creature is considered beaten. Gertz return to your combat hand Tanniker Smith 7 0G M N Go N Outlaw +5 vitality in the Dry Heaps. Thief of Shadow 5 0G M N Y Shadow If the Thief survives a combat over an opponent's Brother- non-rubbled Stronghold card, your opponent loses hood 2 power stones. Tree Ogre 13 2G L N Ba N Ogre No channeling vs. Ogre +4 vitality in Woods. Urufa, Queen of 3 0G S N Go N Goblin (c)In primary match-ups, your goblins must be the goblins beaten by at least 5 pts. or the result is a push. Zelda, Bag Lady 2 0G S N Go Y Bug +4 vitality for each item discarded from your Bug Storage Hand. Elemental VB VR OCB S F Br CR CH Type Effect ------------------------------------------------------ Angel of 8 1B M Y N Angel +3 vitality for each bribery Icon on the Angel's Rightousness match-up opponent. Baezhu, Overlord 2 2B L N Be N Element (c)For the ramainder of combat, the disputed land of the twisted being fought upon is considered to be spires. Ways Bob, Snapping 3 0B S N Ba N Gob Destroys mortals when used as a secondary Gob Attacker. Demorgan the 6 11 4B L Y Be N Disciple When played as a primary attacker, add 2d6 to the Inciter of Inciter's vitality. Entropy Garuda Kahn, 6 11 2B L Y Be N Disciple Garuda gains 1d6 vitality for every other First Disciple of Disciple that is in play. Entropy Gnorg, Overlord 6 1B L N Be N Element (c)For the remainder of combat, the disputed land of Swamps fought upon is considered to be a swamp. Initiate of 2 5 1B M N Be Y Disciple When played as a primary attacker, add 1d6 to the Entropy of initiate's vitality. Entropy Ix, Overlord of 5 1B L N Be N Element (c)For the remainder of combat, the disputed land the Waters space being fought upon is considered to be a Rivers and Lakes. Medecine Man 3 0B M N Y Spirit (c)All your spirits are +2 vitality. Mendu Sada, the 11 0B L N Be N Disciple 1d6 AOF fear attack. On a roll of 6, there is no Havoc of effect. Entropy Mu Kir' Agavati 4 1B S N Be N Disciple While Mu Kir' is in play, you may reroll any 1d6 Second Disciple of one time. Ebtropy Nob, Rapacious 3 0B S N Be N Gob Destroys Elementals when used as a secondary Gob attacker. Orella of the Mist Rey, Overlord 4 2B L N Be N Element (c)For the remainder of combat, the disputed land of trees space being fought upon is considered to be woods. No ranged attacks allowed. Shin Chios, 4 0B M Y Go Y Disciple When Shin is your primary match-up creature, you Third Disciple of may play any card from your combat hand as an Entropy Unchallenged in melee. Shin gains that creature's Text Box. Slor, Overlord 5 2B L N Be N Element (c)For the remainder of combat, the disputed land of the wastes space being fought upon is considered to be The Dry Heaps. Uras, Overlord 2 2B L N Be Y Element (c)For the remainder of combat, the disputed land of Mountains space being fought upon is considered to be Mountains. Vikia, Tso'Shan' 4 0B M N Go Y Disciple If Vikia beats her primary match-up opponent, Lu of roll 1d6. On a 3+, you may immediately pull a Entropy random card from your opponent's combat hand. The card you picked is now an Unchallenged Card in melee. Xaz, Thief of 6 0B M N Go N Disciple When Xaz is used as a primary attacker, roll 1d6. Twilight of On a 3+, Xaz gains the text box of her match-up Entropy opponent and that creature loses its text box power. Zob, Gurgling 3 0B S N Go N Gob Destroys Externals when used as a secondary Gob attacker. External VB VR OCB S F Br CR CH Type Effect ------------------------------------------------------ Barnacle Bazulee 3 1W S N Go N Wanderer +2 to all your Creatures which have a Rivers and Lakes terrain bonus, while Barnacle is in play. Captain South 1 10 1W M N Ba N O-Men When the Captain is played as a primary attacker, America Be add your Shield's up-card number to the Captain's Go vitality. Cratur Hobbs 4 0W M N Ba N Wanderer (c)You may bribe any 1 bribable creature during Be combat by discarding one Item from your Go storage Hand. Delilah Rangoon 6 2W M N Go N Wanderer When used as a primary attacker vs. a mortal, the initial result is a push. Disgruntled 6 0W M N Be N Wanderer If postal worker beats his primary match-up Postal Worker Opponent, return Postal Worker to your Combat Hand. Opponent creature remains as an Unchallenged card in melee. Handles O'Rourke 6 0W M N Ba N Wanderer (c)Can fire 3 pt. ranged attacks into any primary match-up for 1 power stone per shot. Karnis the 8 2W M N Go Y Wanderer While Karnis is in play and unbeaten, all 1d6 Transcender rolls are reduced to a 1. Longshot Louie 7 2W M N Ba N Wanderer Ranged attack: Destroy any non-Guardian Creature Be which has just channeled and cancel that channel. Go Randy Creek 6 0W S Y Be N Fairy (c)All of your fairies are channeling receivers. Regulars Each may receive up to your Guardian's full CMP of channeling Limit one per space, per player. Slatch Willer 5 1W M N Be N Wanderer For each beer bribery card discarded from yout Combat(Should be storage) hand, Slatch gains +5 vitality. The Amazing 6 2W M N Be N O-Men While Cider-man is in play, all of your creatures Cider-Man bribable by beer gain +2 vitality. Tiger Baloo 8 1W M N N Wanderer +3 vitality while fighting on a face-down terrain card. Vesuvious Rex 13 0W L Y Ba Y Dragon Immune to secondary attackers with a base vitality of 5 or less. Whalebone Rick 4 0W M N Go N Wanderer +3 vitality for each creature Item used as command in this combat. Woodland Troll 4 1W S N Ba N Troll +4 vitality for each Nymph you have in play. Woolverine 6 2W M N Ba N O-Men While Woolverine is in play, your opponent must Be tell you the class of his creature in match-ups before you pick yours. Guardian VB #C LDL MDL LUC PS CMP Effect ------------------------------------------------ Sikura 28 3 -1 +1 +1 8 5 Burn 2 power stone to dispell any spell. Vek-Nadra 28 2 -0 +0 +0 7 6 During the Draw and Organize phase, draw an extra card for each Shield you have in the disputed lands. Magic Item Type UC# Effects ----------------------------------- 10 Gallon Voodoo H 4 Place face-up next to an opponent's Guardian during the Draw and Hat Organize phase. Each 10 Gallon Voodoo hat next to a Guardian reduce the maximum size of that players Storage Hand by 1 card. The Hat may only be removed or dispelled by burning 2 Power Stones. Altar of Takuli C 14 Heal one creature(after combat) for 1 power Stone. Bagpipes of fear C 9 Play along with any creature as a command Creature. That creature gains a 3 pt. AOE fear attack but loses any other command ability it have had. Disc of Siin C 6 Play as a command card. Roll 1d6. Your opponent can't channel against your first (1=No effect, 2=1, 3=2, 4=2, 5=3, 6=All) primary attackers. Head of Gudea H 22 Play at the beginning of any phase. Cancel any one Guardian special ability for the remaining of this turn. Little Voodoo Hat H 20 Place face-up next to your own guardian. Every time your opponent gains a power stone from any source other than a little Voodoo Hat, you gain a power stone. Each little voodoo hat next to a Guardian reduce the maximum size of that player's storage hand by 1 card. The hat may only be removes by burning 2 power stones. Medallion of H 10 Play as a command card. if your Up-card is a small creature, add it Skyphos to your combat hand and make the medallion your up-card. Mighty Tiki God C 19 Play as a command card. Add 1d6 to your current primary match-up creature's vitality for each bribery card you discard. Oscar the Wonder H 2 Return any spell you just cast to your storage and for 1 power stone. Chimp Rock of far H 5 Play during a primary match-up if your match-up creature is a giant. rolling If your opponent's command card is a creature, tant creature is destroyed. Rosetta Stone H 7 Play during Terrain settlement phase. Choose 5 cards from your discard pile and add them to your draw pile. Reshuffle but keep your Up-Card. Rosetta Stone cannot be chosen this way. Cost 1 stone. Sarcophagus of H 10 Play immediately after up-cards have been revealed. Add your up-card Haldra to your Storage Hand, replacing it with the Sarcophagus. Shroud of Grahzue H 13 Play immediately after a primary match-up is revealed. Opponent's non-bribable creature immediately return to his creature pen. Your creature is considered an Unchallenged card in melee. Standard of the H 1 Play during a primary match-up. If you have an element as a command Elements card, you may immediately use this card as a ranged attack, with a strength equal to your command card's base vitality. Tablet of Ancathus H 24 Play as a Command Card. If your first primary attacker survives Combat, all of your other creatures gain that creature's terrain bonus, losing any terrain bonus that they originaly had. Voodoo Hat H 5 Play on any shield in the disputed lands. During the terrain settle- ment phase. This shield may not enter a stronghold card. The Voodoo hat may only be removed or dispelled by burning 2 power stones. Wheel of law C 13 Play as a command card. Both players must play their lowest vitality creature first, followed by the second lowest, etc. Ranged attacks are allowed as normal. Spells UC# Effects ----------------------------------- Etherwave Magna Lock 30 Play on one of your creatures which is in a match-up with a flying creature. Both creatures are destroyed. Gateway to Mystfall 8 Play during the Draw and Organize phase. Bring up to 10 Vitality pts. of fairies from your discard phase pile into your Storage Hand. Costs 1 Stone to play. Grunwald the Ursuper 19 Play during the draw and organize phase, prior to drawing cards. Treat all terrain cards whitout a shield on them as under your control for determining number of cards drawn this turn. Hostage Crisis 20 Play during the terrain settlement phase.One opponent of your choice must show your the content of his creature pen. Gain 1 power stone for every creature in the creature pen. Master tactician 6 Play when one of your shields is forced to retreat. That Shield may retreat to any adjacent unoccupied disputed land space. Planes of Entropy 4 Play during the Draw and Organize phase. Ignore the number of cards you are currently permitted to draw. Draw 1d6 cards instead. Press Leak 5 Play as a command card. Your opponent must play the remainder of the combat with his hand face-up. You must pick but not show your match- up cards first. Pulse Wave 4 Play as a command card. All of your channeling receivers are +2 vitality. Ragmort's Engineers 18 You may add one extra StrongHold Upgrade to either the left or right Stronghold space, as long as it's diferent than any Upgrade which is Already there. Saboteurs 13 Detonate any creature Magic Item your opponent reveals before combat. The item is discarded and your opponent uses 1 power stone. Shadow Strike 3 Play immediately after up-cards are revealed. All up-cards are discarded and new ones revealed. Small mox 14 Remove 1 power stone from any one opponent's guardian and move it to your own. Costs 1 stone to play. Summon Entropy Storm 11 Play on your creature in a primary match-up. Roll 1d6. 1-4=Your creature is destroyed, 5-6=Your creature wins the match-up. +1 to the roll if your creature is small. no further modifications are allowed by either player. Does not affect Guardians. Warwick's Banishment 18 Play during the terrain settlement phase, next to one opponent's discard pile. That opponent must pay 1 power stone each time a card is removed from the discard pile. May be dispelled at any time. You can't see me, I'm 7 Play on an Undead creature currently in a primary match-up. Both a Vampire cards become Unchallenged cards in melee. Standard Bearer UC# Effects ----------------------------------- Dem Bones 15 Spend 1 power stone to change any bribery icon to any other bribery icon during combat. Dem Bones 19 +2 vitality to each of your creatures with at least one bribery Icon. Terrain UC# Effects ----------------------------------- Iron Crag Brew mountain 5 Counts as mountains terrain. No bribery by beer is allowed on this space. Spirit Mountain 1 Counts as mountains terrain. all spirits may receive channeling on this space. The Hollens Grove 9 Counts as woods terrain. Ranged attacks are allowed on this space. The Maitz Motel 22 Counts as the Dry Heaps terrain. Dispel Magic may not be played during combat on this space. The S.S House of Babes 17 Counts as rivers and lakes terrain. No bribery by babes allowed on this space. Shield UC# ------------------------- Dem Bones 3,7,14,16 Shield/Terrain UC# Effet --------------------------------- Dem Bones 15 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. Stronghold Upgrades UC# Effects ----------------------------------- Alarm Bell 6 Creatures under your stronghold card may defend that StrongHold card when attacked. This card applies to all of your Stronghold cards, not just the one that this Upgrade is attached to. Ministry of tax 7 Stronghold's owner must burn one Power Stone if he has a Shield on collector this Stronghold Card at the end of the Draw and organize phase. You may play this Downgrade on an opponent's end Stronghold Card if there is not already an upgrade there. Any Card which can affect a Stronghold Upgrade can also affect this card. Secret Catacombs 11 Place any one creature in the catacombs in the Draw and Organize Phase. This creature may defend any of your stronghold cards when the card is attacked. If it survives the creature must remain on the card when combat took place and counts towards that card's vitality limit. Sewage Backup 20 All defensive Vitality bonuses on this StrongHold Card are ignored. You may play this DownGrade on an opponent's Stronghold Card if there is not already un upgrade there. Any card wich can affect a Stronghold Upgrade can also affect this card. Wizard's tower 4 All channeling by creatures is +1 CMP from beneath this Stronghold card. Strongholds Effects ----------------------------------- Drifter's nexus(L,C,R) 1d6+1 vitality to defending creatures. Roll once before combat.