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Abilities

Regular Abilities

Name Effect : expert: Effect Content
Air Magic <permanent> +1 <power> for spells from School of Air Magic. When casting <spell> from the School of Air, you can discard this card, then gain +3 <power>. Tower Expansion
Regular Stretch Goals 2024
Archery <ongoing> During this Combat round, your Ranged units gain +1 <attack> if the target is a non-adjacent unit. <ongoing> Until the end of the next Combat round, your Ranged units gain +1 <initiative> and +1 <attack> if the target is a non-adjacent unit. Core Game
Regular Stretch Goals 2024
Armorer <instant> +1 <defense>
Then draw 1 card.
<instant> +2 <defense>
Then draw 1 card.
Core Game
Regular Stretch Goals 2024
Artillery <instant> Deal 1 <damage> to an enemy unit with the lowest <initiative>. <instant> When using the Ballista card, resolve its effect against the same target 3 times. Rampart Expansion
Regular Stretch Goals 2024
Ballistics <instant> Play this card during a siege.
Destroy 1 Wall or Gate.
<instant> Play this card during a siege.
Destroy the Arrow Tower.
Inferno Expansion
Regular Stretch Goals 2024
Basic Air Magic <permanent> Instead of Searching the Spell deck, find the first Air Magic <spell> in it and take the <spell> into your hand.
Then, reshuffle the deck.
<instant> +3 <power> for a Air Magic <spell>. Conflux Expansion
Basic Earth Magic <permanent> Instead of Searching the Spell deck, find the first Earth Magic <spell> in it and take the <spell> into your hand.
Then, reshuffle the deck.
<instant> +3 <power> for a Earth Magic <spell>. Conflux Expansion
Basic Fire Magic <permanent> Instead of Searching the Spell deck, find the first Fire Magic <spell> in it and take the <spell> into your hand.
Then, reshuffle the deck.
<instant> +3 <power> for a Fire Magic <spell>. Conflux Expansion
Basic Water Magic <permanent> Instead of Searching the Spell deck, find the first Water Magic <spell> in it and take the <spell> into your hand.
Then, reshuffle the deck.
<instant> +3 <power> for a Water Magic <spell>. Conflux Expansion
Diplomacy <map_effect> For every Dwelling you have, draw 1 corresponding Neutral Unit card. You can Recruit one of these units if you <pay> its Recruitment cost. <instant> Skip Combat with Neutral Units on a field whose Field Difficulty is equal to your Hero's level. Visit the field. This Hero gains no Experience. Core Game
Regular Stretch Goals 2024
Eagle Eye <instant> Draw cards from the Spell deck until you find a Basic Spell card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. <instant> Draw cards from the Spell deck until you find an Expert Spell card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. Fortress Expansion
Regular Stretch Goals 2024
Earth Magic <permanent> +1 <power> for spells from School of Earth Magic. When casting <spell> from the School of Earth, you can discard this card, then gain +3 <power>. Tower Expansion
Regular Stretch Goals 2024
Estates <instant> Gain 3 <gold>. <instant> Gain 6 <gold>. Core Game
Conflux Expansion
Fire Magic <permanent> +1 <power> for spells from School of Fire Magic. When casting <spell> from the School of Fire, you can discard this card, then gain +3 <power>. Tower Expansion
Regular Stretch Goals 2024
First Aid <instant> Remove 1 <damage> from one of your units. <instant> When using the First Aid Tent card, resolve its effect against the same target 3 times. Rampart Expansion
Regular Stretch Goals 2024
Intelligence <instant> During Combat, before any unit activates, play a Spell card. You can still only play a Spell card during a Combat round. <instant> During Combat, before any unit activates, play a Spell card. This spell does not count toward your spell limit per Combat round. Core Game
Regular Stretch Goals 2024
Interference <instant> +1 <defense>. This effect can be used to reduce <damage> from <spell>. <instant> +2 <defense>. This effect can be used to reduce <damage> from <spell>. Cove Expansion
Leadership <instant> Gain a <morale_positive> token. <instant> Draw 2 cards.
Then, gain a <morale_positive> token.
Core Game
Regular Stretch Goals 2024
Learning <instant> Play when the Hero is about to level up. Advance their Experience Level by an additional half level. <instant> Play when the Hero is about to level up. Advance their Experience Level by an additional level, then Remove this card. Fortress Expansion
Regular Stretch Goals 2024
Logistics <ongoing> At the end of your turn, move your Hero's model to an adjacent empty field. <instant> Your Hero gains +1 Movement. Core Game
Conflux Expansion
Luck <ongoing> You can reroll a Treasure die and a Resource die once during this turn. <ongoing> You can reroll any die once during this turn. Core Game
Regular Stretch Goals 2024
Mysticism <instant> Play this card immediately after casting a spell. Instead of discarding the Spell card, take it back into your hand. <instant> Play this card immediately after casting a spell. Instead of discarding the Spell card and all other cards played together with it, take them back to your hand. Core Game
Regular Stretch Goals 2024
Necromancy <map_effect> Play after winning Combat other than Quick Combat. You can Reinforce a <bronze> or <silver> unit of your choice for half the <gold> cost (rounded down). <map_effect> Play after winning Combat other than Quick Combat. You can Reinforce any unit of your choice for half the <gold> cost (rounded down). Core Game
Regular Stretch Goals 2024
Offense <instant> +1 <attack>
Then draw 1 card.
<instant> +2 <attack>
Then draw 1 card.
Core Game
Stronghold Expansion
Cove Expansion
Regular Stretch Goals 2024
Pathfinding <map_effect> This turn, your Hero can move through fields with Neutral Units and Enemy Heroes, but if they end their movement in one of these fields, Combat begins. <map_effect> Your Hero can move over the yellow border and blocked fields, but cannot end movement on them. Tower Expansion
Regular Stretch Goals 2024
Resistance <instant> Play this card immediately after the enemy casts a spell. If the spell was cast with 1 <power> or less, ignore the Spell card's effect. <instant> Play this card immediately after the enemy casts a spell. Ignore the Spell card's effect. Core Game
Regular Stretch Goals 2024
Scholar <instant> Choose 1 card from your discard pile and add it to your hand. <map_effect> Remove up to 2 Statistic cards from your hand or discard pile. Take up to 2 different Empowered Statistic cards and put them on top of your discard pile. Remove the Scholar. Inferno Expansion
Regular Stretch Goals 2024
Scouting <instant> Play this card before taking a Search action, then do Search(3) instead. <instant> Play this card before taking a Search action, then do Search(5) instead. Tower Expansion
Stronghold Expansion
Regular Stretch Goals 2024
Sorcery <instant> +1 <power>
Then draw 1 card.
<instant> +2 <power>
Then draw 1 card.
Core Game
Regular Stretch Goals 2024
Tactics <instant> At the start of Combat, you can switch the position of any 2 of your units. <activation> During Combat, you can switch the position of any 2 of your units. Core Game
Cove Expansion
Water Magic <permanent> +1 <power> for spells from School of Water Magic. When casting <spell> from the School of Water, you can discard this card, then gain +3 <power>. Tower Expansion
Regular Stretch Goals 2024
Wisdom <instant> The cost of buying spells in this Town is reduced by 2 <gold>. When buying spells from your Mage Guild, do Search(3) instead of Search(2). <instant> The cost of buying spells in this Town is reduced by 2 <gold>. When buying spells from your Mage Guild, do Search(4) instead of Search(2). Core Game
Stronghold Expansion
Conflux Expansion
Cove Expansion

Empowered Abilities

Empowered Abilities are either just the <expert> effect of their regular counterparts, or they are changed to just give the player an option to play either of the effects.

Name Effect Content
Air Magic <permanent> +1 <power> for spells from School of Air Magic.

— OR —

<instant> When casting <spell> from the School of Air, you can discard this card, then gain +3 <power>.
Naval Battles Expansion
Archery <ongoing> Until the end of the next Combat round, all of your Ranged units gain +1 <initiative> and +1 <attack> if the target is a non-adjacent unit. Naval Battles Expansion
Armorer <instant> +2 <defense>
Then draw 1 card.
Naval Battles Expansion
Artillery <instant> When using the Ballista card, resolve its effect against the same target 3 times. Naval Battles Expansion
Ballistics <instant> Play this card during a siege.
Destroy 3 Walls and the Gate.
Naval Battles Expansion
Basic Air Magic <permanent> Instead of Searching the Spell deck, find the first Air Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck.

— OR —

<instant> +3 <power> for a Air Magic <spell>.
Naval Battles Expansion
Basic Earth Magic <permanent> Instead of Searching the Spell deck, find the first Earth Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck.

— OR —

<instant> +3 <power> for a Earth Magic <spell>.
Naval Battles Expansion
Basic Fire Magic <permanent> Instead of Searching the Spell deck, find the first Fire Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck.

— OR —

<instant> +3 <power> for a Fire Magic <spell>.
Naval Battles Expansion
Basic Water Magic <permanent> Instead of Searching the Spell deck, find the first Water Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck.

— OR —

<instant> +3 <power> for a Water Magic <spell>.
Naval Battles Expansion
Diplomacy <map_effect> For every Dwelling you have, draw 1 corresponding Neutral Unit card. You can Recruit one of these units if you <pay> its Recruitment cost.

— OR —

<instant> Skip Combat with any Neutral Units on the same level as your Hero. Claim the given field and resolve its effect. This Hero gains no Experience.
Naval Battles Expansion
Eagle Eye <instant> Choose one: Basic Spell, Expert Spell, or School of Magic. Then, draw a card from the Spell deck until you find a chosen type of card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. Naval Battles Expansion
Earth Magic <permanent> +1 <power> for spells from School of Earth Magic.

— OR —

<instant> When casting <spell> from the School of Earth, you can discard this card, then gain +3 <power>.
Naval Battles Expansion
Estates <instant> Gain 6 <gold>. Naval Battles Expansion
Fire Magic <permanent> +1 <power> for spells from School of Fire Magic.

— OR —

<instant> When casting <spell> from the School of Fire, you can discard this card, then gain +3 <power>.
Naval Battles Expansion
First Aid <instant> When using the First Aid Tent card, resolve its effect against the same target 3 times. Naval Battles Expansion
Intelligence <instant> At the beginning of the Combat round, play a Spell card.
This spell does not count toward your Spell limit per Combat round.
Naval Battles Expansion
Interference <instant> +2 <defense>. This bonus can be applied to <damage> from spells. Naval Battles Expansion
Leadership <instant> Draw 2 cards.
Then, gain a <morale_positive> token.
Naval Battles Expansion
Learning <instant> Play when the Hero is about to level up. Advance their Experience Level by an additional half level.

— OR —

<instant> Play when the Hero is about to level up. Advance their Experience Level by an additional level, then Remove this card.
Naval Battles Expansion
Logistics <instant> Your Hero gains +1 <movement>. Naval Battles Expansion
Luck <ongoing> You can reroll any die once during this turn. Naval Battles Expansion
Mysticism <instant> Play this card immediately after casting a spell. Instead of discarding the Spell card and all other cards played together with it, take them back to your hand. Naval Battles Expansion
Necromancy <map_effect> Play after winning Combat other than Quick Combat. You can Reinforce any unit of your choice for half the <gold> cost (rounded down). Naval Battles Expansion
Offense <instant> +2 <attack>
Then draw 1 card.
Naval Battles Expansion
Pathfinding <map_effect> This turn, your Hero can move through blocked fields and fields with Neutral Units and Enemy Heroes without resolving them, but if the Hero ends their movement on one of these fields, Combat begins. Naval Battles Expansion
Resistance <instant> Play this card immediately after the enemy casts a spell. Ignore the Spell card's effect. Naval Battles Expansion
Scholar <instant> Choose 1 card from your discard pile and add it to your hand.

— OR —

<map_effect> Remove up to 2 Statistic cards from your hand or discard pile. Take up to 2 different Empowered Statistic cards and put them on top of your discard pile.
Remove the Scholar.
Naval Battles Expansion
Scouting <instant> Play this card before taking a Search action, then do Search(5) instead. Naval Battles Expansion
Sorcery <instant> +2 <power>
Then draw 1 card.
Naval Battles Expansion
Tactics <instant> At the start of Combat, you can switch the position of any 2 of your units.

— OR —

<activation> During Combat, you can switch the position of any 2 of your units.
Naval Battles Expansion
Water Magic <permanent> +1 <power> for spells from School of Water Magic.

— OR —

<instant> When casting <spell> from the School of Water, you can discard this card, then gain +3 <power>.
Naval Battles Expansion
Wisdom <instant> The cost of buying spells in this Town is reduced by 2 <gold>. When buying spells from your Mage Guild, do Search(4) instead of Search(2). Naval Battles Expansion