Symbols

Hero

Character

Activate

Shot

Magical Shot

Throwing

Prosperity

Class Building

Armour

, …  – Durability

, Multiple Uses

Stealth

First Word

Last Word

Minion

Throwing

Healer

Dice

  1-2

  3-4

  5-6

Basic Attributes

Strength

Movement

Health

Abilitys

Agile, ability — the creature cannot be a target for Backstab when leaves contact by movement or placement with one or more opponent’s creatures not moving or placing into contact with opponent’s creatures.

Armour Х, triggered ability — When the creature is summoned to the Battlefield, it receives X armour tokens. When the creature receives damage from non-magical attacks or Backstab, 1 damage removes 1 armour token. If one attack deals more damage than armour tokens the creature has, this damage removes all armour tokens and the rest damage deals wounds. If any card or ability gives +X armour to the creature, it means that creature receives X armour tokens.

Aura Х: [text], ability — all creatures, unless indicated otherwise, at a distance within X receive an ability or effect described in [text]. The source of Aura doesn’t receive the abilities that own Aura provides.

Battle mage, ability — the creature can declare a Magical Shot even if it already moved during its activation.

Beast, passive ability — the creature cannot be targeted by Control or any abilities of buildings.

Berserk Х, ability — while the creature is wounded (has wound tokens  on its card) it receives +X strength.

Blocks Line of Sight, terrain ability — players cannot draw a Line of Sight through this terrain template.

Buckshot, triggered ability — if Shooting has dealt at least 1 damage and if the target is within M distance, the target creature is moved backward from the shooter at S distance along the line drawn from the centre of the attacker’s base to the centre of the target’s one. If it leaves a contact, it does not receive a Backstab. If a target of this shot cannot be moved for the full distance, it receives an additional 1 point of damage.

Cautious Х, ability — the creature with this ability must assign at least X dice into defense in melee combat, but no more than the creature’s strength.

Charge: [text], triggered ability — the creature gains [text] till the end of the current turn, if it moved before attacking in melee, once per turn. 

Concentration Х, activated ability — when the creature is summoned to the Battlefield, it receives X Concentration  tokens. The creature with Concentration has: “: gain 1 Concentration token”. The creature cannot have more than X Concentration tokens. You can spend the Concentration tokens anytime during your turn.

Contract: [text], triggered ability — at the start of the activation of any creature with Contract, the active player can pay 1 Prosperity point and a creature will receive all effects indicated in [text] until end of the active player’s turn.

Control Х, activated ability, impact — the character can take control of an opponent’s character or minion. Choose a target for Control within XL to the character taking into account the Line of Sight; roll X dice — if there is the same number of Bullseye rolled as the current target’s health, you gain control of the target until the end of turn. You can activate this character or minion this turn.

Defender, ability — if an opponent’s creature declares attack in melee combat while in contact with the creature, it must select the creature  as the target. If there are several creatures with this ability in contact with the attacker, it can choose which one to strike.

Defense against shooting, terrain ability — if a creature is currently standing in contact with the terrain template with this ability and becomes the target of ranged attack, or that template is on the Line of Sight, the owning player can reroll any failed rolls to defend against Shot or Throwing one time per each successful ranged attack. In case of a Magical Shot, the creature receives a single defense die, as if it were a target of Shot, following standard ranged attack rules.

Difficult target, ability — when performing a ranged attack against a target with this ability, the attacker must reroll all successful hits.

Difficult (Difficult terrain), terrain ability — if a creature without Flight touches the template of this terrain during movement, its movement distance decreases to S. Creatures that already have a movement distance of S are not slowed down by difficult terrain. Running through such terrain is not possible. If a creature has already moved beyond S distance before touching the terrain template, it must immediately stop upon contact. If a creature starts its turn in Difficult terrain, its movement distance is S until the end of its activation.

Disease, triggered ability, indicated by Disease token — the creature receives 1 wound if declares attack; at the start of its activation, it can skip its activation to lose Disease.

Drill, triggered ability — when the character is summoned to the Battlefield, you can summon a minion of your faction into contact with each of your creatures with Drill.

Durability Х, ability — a relic ability. When relic with durability is played, it receives X armour tokens. Any non-magical attack at the hero deals damage first to relics with this effect. When the relic no longer has armour tokens, it is destroyed and the hero loses all its effects.

Executioner: [text], triggered ability — if the creature enters the Battlefield or the previous Victim is eliminated, the creature can choose a character to be its victim: When attacking its victim, the character gains [text] until the end of attack.

Exhaustion X: [text],  triggered ability — at the start of the creature’s activation, you can deal it 1 wound to gain [text].

Expert of Attack X, triggered ability — if a creature assigns all available dice to attack in melee combat, it receives additional X attack dice.

Expert of Defense X, triggered ability — if a creature assigns all available dice to defense in melee combat, it receives additional X defense dice.

Fast, ability — allows a creature to attack in melee combat even if it used Run before the attack.

First word: [text], triggered ability — when the creature is summoned to the Battlefield, [text] must be immediately applied.

Flaw, passive ability — when receiving damage, the creature receives 1 extra damage.

Flight (Flying), ability — the creature can ignore obstacles when moving across the Battlefield, including other creatures and terrains. Miniatures with this ability still can’t end their movement in impassable areas.

Forged, passive ability – Forged cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if deals wounds to Forged

Fortitude, ability — creatures with this ability always hit its target in melee when rolling Axe or Shield whether they are wounded or not.

Hammerblow, ability — when attacking in melee combat, every successful hit deals 2 points of damage.

Healer Х, activated ability, impact — when activating, choose a target, roll X dice and remove as many wound tokens as there are successful rolls. In contact with the target, Axe and Shield are considered successful rolls. If a target is away at a distance within XL, only rolled Bullseye results are considered successful.

Healing (Heal) Х, activated or triggered ability, impact —  remove X wound tokens from a target of healing. If there are less wounds than the ability can heal, they all are removed and a creature is considered fully healed. Healing cannot be declared if the target of Healing doesn’t have wounds or if there is any factor that restricts Healing.

Howl X: [text], activated ability — all creatures within X receive an ability or effect described in [text] unless otherwise stated. Effects of [Howl] last until the end of turn, if [text] doesn’t imply different option. The source of Howl cannot receive these benefits.

Impassable, terrain ability  — creatures without Flight cannot cross this type of terrain when moving. The creatures cannot be placed on Impassable terrain template.

Initiative, ability — players assign their Strength dice following common rules. The creature with Initiative strikes first. Its target can defend as normal, but it attacks second and will not attack if it is killed by this creature with Initiative. If both combatants have Initiative, melee combat occurs according to common rules.

Last word, triggered ability — must be applied once already played character or support card goes to the Graveyard.

Lunge, ability — the creature can declare melee combat within S distance away from its target if it’s possible to draw LoS between the attacker and the target. If during this attack the target is not in contact with the attacker, the target should assign all of its <Strength> dice to defense only. 

Jump, ability — when moving, the creatures can ignore other creatures on the Battlefield. The Jump can take place only in a straight line at any distance no more than the creature’s <Movement>. The creature can’t finish its movement on other creatures.

Magical Shot Х, activated ability — a magical ranged attack within XL distance, that allows you to roll X dice. The dice of Magical Shot are considered successful if Bullseye is rolled. The target of Magical Shot cannot defend itself, so each successful die instantly becomes successful hit dealing 1 wound each.  

Magical Strike Х, magical melee attack — magic melee attack. The creature can declared it to a creature in contact, after the creature’s movement or not moving during its activation. When performing Magical Strike, you roll X dice. Dice are considered successful if Axe or Shield Axe are rolled. If the attacker already has wounds and doesn’t have Fortitude ability, only Shield/Axe are considered successful. Each successful Magical Strike die deals 1 wound. The target of Magical Strike cannot defend itself.

Master of Attack Х, ability — the creature can reroll up to X different dice that it assigned to attack in melee combat.

Master of Defense Х, ability — the creature can reroll up to X different dice that it assigned to defense in melee combat.

Master of Healing Х, ability — the creature can reroll up to X different dice that it used for healing.

Master of Magic Х, ability — the creature can reroll up to X different dice that it used for a Magical Shot.

Master of Shooting Х, ability — the creature can reroll up to X different dice that it used for a Shot or Throwing.

Monster, passive ability — cannot be healed; cannot be returned to hand; cannot be brought under control; cannot search ruins; cannot be affected by any effects of support cards.

Multiple uses Х, relic ability — Every time you use Multiple Uses ability, mark it. Once the number of marks equals the number of initial Multiple Uses of the relic, this relic is discarded and all of its bonuses are no longer applied.

Parasite Х, triggered ability — whenever the creature eliminates a character, roll X dice: If at least 1 [Bullseye] is rolled, summon a minion of your faction into contact with the eliminated character before removing it from the Battlefield.

Pathfinder, ability the creature ignores an ability of Difficult terrains.

Persecution Х, triggered ability — when the creature eliminates an opponent’s creature, the creature can declare another attack in melee combat, X times per your turn. The creature can move within S into contact with another opponent’s creature before each of these additional attacks.

Poison, triggered ability, indicated by Poison token — at the start of the creature’s activation, roll a dice: on <Bullseye> the creature receives 1 wound. The creature with Poison has: “<Tap>: lose Poison”.

Predator, triggered ability — if the creature enters melee combat with a wounded opponent’s creature, the creature gains +1 Strength until end of its turn.

Quick shooter, ability — a creature can declare Shot or Throwing even if it moved in its turn, if Run was not used.

Quick, passive ability — the creature can declare melee combat after using ability of Run. 

Rain of Arrows, triggered ability — whenever the creature declares Shooting, the target character gains -1 Strength until the end of the opponent’s turn. The effect cannot be accumulated.

Reckless Х, ability — in melee combat, this creature must assign at least X dice into attack, but no more than its Strength value. If the creature is in melee combat again during the opponent’s turn, after the first attack it must assign all its dice to defense.

Recruitment, activated ability — when a building is constructed in your city zone, you can summon a minion of your faction into contact with each of your creatures with Recruitment. 

Regeneration Х, triggered ability — at the start of its activation roll X dice. This creature is healed by 1 for each rolled Bullseye.

Requiem, triggered ability — when the character dies, before the miniature is removed from the Battlefield, roll a die individually for each other creature within S from it: On <Axe> or <Shield> that creature receives 1 wound.

Resurgent, passive ability — Resurgent cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if deals wounds to Resurgent.

Ritual X, activated ability — roll X dice, if at least one [Bullseye] is rolled, summon one minion of your faction into contact with the creature. 

Rush, triggered ability — the creature can be activated right away after being summoned to the Battlefield, only in your turn.

Shield against [text], ability — the creature cannot be the targeted by [text].

Shot (Shooting) Х, activated ability — non-magical ranged attack within XL distance and with a Line of Sight that allows you to roll X dice. Dice of Shooting are considered successful if Bullseye is rolled. The target of Shooting can defend itself by rolling the same number of dice as the number of successful dice the shooter rolled. Each successful hit deals 1 damage.

Slow, ability — a creature with this ability cannot use Run.

Sniper, triggered ability — a creature with this ability can reroll any of its Shot dice when shooting at the distance of L and more. At the same time, each successful hit when Shooting at this distance deals 2 points of damage.

Stamina, ability — the creature can assign its melee combat dice into attack no matter how many melee combats it was engaged in.

Stealth, activated ability — allows to receive a Stealth token. For this, the creature with Stealth ability should activate not being in contact with the opponent’s creatures and not being a target for ranged attacks at the previous turn of the opponent. The creature cannot have more than one stealth token. The creature with a stealth token is considered hidden and cannot be targeted by attacks or abilities of the opponent’s creatures, but still can be targeted by support cards.

Steam Engine: [text], triggered ability —  is triggered when the creature declares an ability or effect indicated in [text], once per turn. The player must roll a die for Steam Engine and carry out [text] before doing the ability or effect itself. If the creature gains bonus from Steam Engine, that bonus lasts until the end of turn.

Sting: [text], passive ability — when the creature declares attack on a creature without Poison, the attacked creature gains Poison. When the creature  declares attack on a creature with Poison, the creature with Sting gains [text] until the end of attack.

Throwing Х, activated ability — non-magical ranged attack that can be declared on a target within L distance and within Line of Sight. Allows you to roll X dice. Dice of Throwing are considered successful if Axe or Shield Axe are rolled. The target of Throwing can defend itself by rolling the same number of dice as the number of successful dice the thrower rolled. Each successful hit deals 1 damage.

Vampirism, triggered ability — when the creature deals wounds in melee combat, it can be healed by 1.

Veteran, ability — when attacking a creature with Veteran in melee combat, the attacker must reroll all successful dice results.

-Х from attacks, ability, modifier — attacked creature receives X damage less than it should receive from successful hits of the current attack.

-Х from attacks, passive ability, modifier — the creature receives X damage less from the current attack.

Agile, passive ability — the creature cannot be a target for Backstab when leaves contact by movement or placement with one or more opponent’s creatures not moving or placing into contact with opponent’s creatures.

Armour ()Х, triggered ability — When the creature is summoned to the Battlefield, it receives X Armour tokens.
Armour token: Whenever a creature with armour tokens receives damage from non-magical attack or Backstab, that creature loses 1 armour token per 1 damage instead of receiving wounds. If one attack deals more damage than Armour tokens the creature has, this damage removes all Armour tokens and the rest damage deals wounds. If any card or ability gives +X armour to the creature, it means that creature receives X Armour tokens.

Aura Х: [text], passive ability — all creatures, unless indicated otherwise, at a distance within X receive an ability or effect described in [text]. The source of Aura doesn’t receive the abilities that own Aura provides.

Battle mage, passive ability — the creature can declare   (Magical Shot) even if it already moved during its activation.

Beast, passive ability — the creature cannot be targeted by Control or any abilities of buildings.

Berserk Х, passive ability — while the creature is wounded (has Wound tokens  on its card) it receives +X (Strength).

Blocks Line of Sight, terrain ability — players cannot draw a Line of Sight through this terrain template.

Brute, passive ability — the creature cannot be targeted by Control or any abilities of buildings.

Buckshot, triggered ability — if (Shootinghas dealt at least 1 damage and if the target is within M distance, the target creature is moved backward from the shooter at S distance along the line drawn from the centre of the attacker’s base to the centre of the target’s one. If it leaves a contact, it does not receive a Backstab. If a target of this shot cannot be moved for the full distance, it receives an additional 1 point of damage.

Cautious Х, passive ability — the creature with this ability must assign at least X dice into defense in melee combat, but no more than the creature’s strength.

Charge: [text], triggered ability — the creature gains [text] till the end of the current turn, if it moved before attacking in melee, once per turn. 

Concentration Х, activated ability — when the creature is summoned to the Battlefield, it receives X Concentration  tokens. The creature with Concentration has: “: gain 1 Concentration token”. The creature cannot have more than X Concentration tokens. You can spend the Concentration tokens anytime during your turn.

Contract: [text], triggered ability — at the start of the activation of any creature with Contract, the active player can pay 1 (Prosperity point) and a creature will receive all effects indicated in [text] until end of the active player’s turn.

Control Х, activated ability, impact — the character can take control of an opponent’s character or minion. Choose a target for Control within XL to the character taking into account the Line of Sight; roll X dice — if there is the same number of rolled as the current target’s health, you gain control of the target until the end of turn. You can activate this character or minion this turn.

Defender, passive ability — if an opponent’s creature declares attack in melee combat while in contact with the creature, it must select the creature  as the target. If there are several creatures with this ability in contact with the attacker, it can choose which one to strike.

Defense against shooting, terrain ability — if a creature is currently standing in contact with the terrain template with this ability and becomes the target of ranged attack, or that template is on the Line of Sight, the owning player can reroll any failed rolls to defend against (Shot) or (Throwing) one time per each successful ranged attack. In case of a   (Magical Shot), the creature receives a single defense die, as if it were a target of (Shot), following standard ranged attack rules.

Difficult target, passive ability — when performing a ranged attack against a target with this ability, the attacker must reroll all successful hits.

Difficult (Difficult terrain), terrain ability — if a creature without Flight touches the template of this terrain during movement, its movement distance decreases to S. Creatures that already have a movement distance of S are not slowed down by difficult terrain. Running through such terrain is not possible. If a creature has already moved beyond S distance before touching the terrain template, it must immediately stop upon contact. If a creature starts its turn in Difficult terrain, its movement distance is S until the end of its activation.

Disease, triggered ability, indicated by Disease token — the creature receives 1 wound if declares attack; at the start of its activation, it can skip its activation to lose Disease.

Drill, triggered ability — when the character is summoned to the Battlefield, you can summon a minion of your faction into contact with each of your creatures with Drill.

Durability Х, relic ability — when a relic with durability is played, it receives X Armour tokens. Any non-magical attack at the hero deals damage first to relics with this effect. When the relic no longer has Armour tokens, it is destroyed and the hero loses all its effects.

Executioner: [text], triggered ability — if the creature enters the Battlefield or the previous Victim is eliminated, the creature can choose a character to be its victim: When attacking its victim, the character gains [text] until the end of attack.

Exhaustion X: [text],  triggered ability — at the start of the creature’s activation, it can receive 1 wound to gain [text].

Expert of Attack X, triggered ability — if a creature assigns all available dice to attack in melee combat, it receives additional X attack dice.

Expert of Defense X, triggered ability — if a creature assigns all available dice to defense in melee combat, it receives additional X defense dice.

First word: [text], triggered ability when the card is played, [text] must be immediately applied.

Flaw, passive ability — when receiving damage, the creature receives 1 extra damage.

Flight (Flying), passive ability — the creature can ignore obstacles when moving across the Battlefield, including other creatures and terrains. Miniatures with this ability still can’t end their movement in Impassable areas.

Forged, passive abilityForged cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if deals wounds to Forged.

Fortitude, passive ability — creatures with this ability always hit its target in melee when rolling   or  whether they are wounded or not.

Hammerblow, passive ability — when attacking in melee combat, every successful hit deals 2 points of damage.

Healer Х, activated ability, impact — when activating, choose a target, roll X dice and remove as many Wound tokens as there are successful rolls. In contact with the target,   and  are considered successful rolls. If a target is away at a distance within XL, only rolled results are considered successful.

Healing (Heal) Х, activated or triggered ability, impact —  remove X Wound tokens from a target of healing. If there are less wounds than the ability can heal, they all are removed and a creature is considered fully healed. Healing cannot be declared if the target of Healing doesn’t have wounds or if there is any factor that restricts Healing.

Howl X: [text], activated ability — all creatures within X receive an ability or effect described in [text] unless otherwise stated. Effects of Howl last until the end of turn, if [text] doesn’t imply a different option. The source of Howl cannot receive these benefits.

Impassable, terrain ability  — creatures without Flight cannot cross this type of terrain when moving. The creatures cannot be placed on Impassable terrain templates.

Initiative, passive ability — players assign their Strength dice following common rules. The creature with Initiative strikes first. Its target can defend as normal, but it attacks second and will not attack if it is killed by this creature with Initiative. If both combatants have Initiative, melee combat occurs according to common rules.

Jump, passive ability — when moving, the creatures can ignore other creatures on the Battlefield. The Jump can take place only in a straight line at any distance no more than the creature’s Movement. The creature can’t finish its movement on other creatures.

Last word (), triggered ability — must be applied once the already played character or support card goes to the Graveyard.

Lunge, passive ability — the creature can declare melee combat within S distance away from its target if it’s possible to draw LoS between the attacker and the target. If during this attack the target is not in contact with the attacker, the target should assign all of its  dice to defense only. 

Magical Shot ()Х, activated ability — a magical ranged attack within XL distance, that allows you to roll X dice. The dice of (Magical Shot) are considered successful if   is rolled. The target of  (Magical Shot) cannot defend itself, so each successful die instantly becomes a successful hit dealing 1 wound each.  

Magical Strike Х, magical melee attack — magic melee attack. The creature can declare it to a creature in contact, after the creature’s movement or not moving during its activation. When performing Magical Strike, you roll X dice. Dice are considered successful if    or    are rolled. If the attacker already has wounds and doesn’t have Fortitude ability, only  are considered successful. Each successful Magical Strike die deals 1 wound. The target of Magical Strike cannot defend itself.

Master of Attack Х, passive ability — the creature can reroll up to X different dice that it assigned to attack in melee combat.

Master of Defense Х, passive ability — the creature can reroll up to X different dice that it assigned to defense in melee combat.

Master of Healing Х, passive ability — the creature can reroll up to X different dice that it used for healing.

Master of Magic Х, passive ability — the creature can reroll up to X different dice that it used for a  (Magical Shot).

Master of Ritual Х, passive ability — the creature can reroll up to X unsuccessful dice that it used for Ritual.

Master of Shooting Х, passive ability — the creature can reroll up to X different dice that it used for a (Shooting)  or (Throwing).

Monster, passive ability — cannot be healed; cannot be returned to hand; cannot be brought under control; cannot search ruins; cannot be affected by any effects of support cards.

Multiple uses () Х, relic ability — Every time you use Multiple Uses ability, mark it. Once the number of marks equals the number of initial Multiple Uses of the relic, this relic is discarded and all of its bonuses are no longer applied.

Parasite Х, triggered ability — whenever the creature eliminates a character, roll X dice: If at least 1    is rolled, summon a minion of your faction into contact with the eliminated character before removing it from the Battlefield.

Pathfinder, passive ability the creature ignores Difficult terrain ability.

Persecution Х, triggered ability — when the creature eliminates an opponent’s creature, the creature can declare another attack in melee combat, X times per your turn. The creature can move within S into contact with another opponent’s creature before each of these additional attacks.

Poison, triggered ability, indicated by Poison token — at the start of the creature’s activation, roll a dice: on   the creature receives 1 wound. The creature with Poison has: “: lose Poison”.

Predator, triggered ability — if the creature enters melee combat with a wounded opponent’s creature, the creature gains +1 (Strength) until the end of its turn.

Quick shooter, ability — a creature can declare (Shooting) or (Throwing) even if it moved in its turn, if Run was not used.

Quick, passive ability — the creature can declare melee combat after using Run.

Rain of Arrows, triggered ability — whenever the creature declares (Shooting), the target character gains -1 (Strength) until the end of the opponent’s turn. The effect cannot be accumulated.

Reckless Х, passive ability — in melee combat, this creature must assign at least X dice into attack, but no more than its Strength value. If the creature is in melee combat again during the opponent’s turn, after the first attack it must assign all its dice to defense.

Recruitment, activated ability — when a building is constructed in your city zone, you can summon a minion of your faction into contact with each of your creatures with Recruitment.

Regeneration Х, triggered ability — at the start of its activation roll X dice. This creature is healed by 1 for each rolled  .

Requiem, triggered ability — when the character dies, before the miniature is removed from the Battlefield, roll a die individually for each other creature within S from it: On or that creature receives 1 wound.

Resurgent, passive abilityResurgent cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if they deal wounds to Resurgent.

Ritual X, activated ability — roll X dice, if at least one    is rolled, summon one minion of your faction into contact with the creature. 

Rush, triggered ability — the creature can be activated right away after being summoned to the Battlefield, only in your turn.

Shield against [text], passive ability — the creature cannot be targeted by [text].

Shot\Shooting () Х, activated ability — non-magical ranged attack within XL distance and with a Line of Sight that allows you to roll X dice. Dice of (Shooting) are considered successful if    is rolled. The target of (Shooting) can defend itself by rolling the same number of dice as the number of successful dice the shooter rolled. Each successful hit deals 1 damage.

Slow, passive ability — a creature with this ability cannot use Run.

Sniper, triggered ability — a creature with this ability can reroll any of its Shot dice when shooting at the distance of L and more. At the same time, each successful hit when Shooting at this distance deals 2 points of damage.

Stamina, passive ability — the creature can assign its melee combat dice into attack no matter how many melee combats it was engaged in.

Stealth (), activated ability — allows to receive a Stealth token. For this, the creature with (Stealth) ability should activate not being in contact with the opponent’s creatures and not being a target for ranged attacks at the previous turn of the opponent.
Stealth token: When a creature with Stealth is summoned to the Battlefield, it gains a Stealth token. The creature with a stealth token is considered hidden and cannot be targeted by attacks or abilities of the opponent’s creatures, but still can be targeted by support cards. The creature cannot have more than one Stealth token.

Steam Engine: [text], triggered ability —  is triggered when the creature declares an ability or effect indicated in [text], once per turn. The player must roll a die for Steam Engine and carry out [text] before doing the ability or effect itself. If the creature gains a bonus from Steam Engine, that bonus lasts until the end of turn.

Sting: [text], passive ability — when the creature declares attack on a creature without Poison, the attacked creature gains Poison. When the creature  declares attack on a creature with Poison, the creature with Sting gains [text] until the end of attack.

Throwing () Х, activated ability — non-magical ranged attack that can be declared on a target within L distance and within Line of Sight, allows you to roll X dice. Dice of Throwing are considered successful if    or    are rolled. The target of (Throwing) can defend itself by rolling the same number of dice as the number of successful dice the thrower rolled. Each successful hit deals 1 damage.

Vampirism, triggered ability — when the creature deals wounds in melee combat, it can be healed by 1.

Veteran, passive ability — when attacking a creature with Veteran in melee combat, the attacker must reroll all successful dice results.