Symbols

- Hero

- Character

- Minion

- Armour token

- First Word

- Last Word

- Hero's Power

- Income

- Healer

- Draw Card

- Activate

- Poison token

- Disease token

, - Multiple Uses

, - Durability

Type of Attack

- Melee Attack

- Range Attack

- Magic Attack

Dice Value

- Critical Effect and Hit

- Hit

- Push

Characters rank

- Gold Rank

- Silver Rank

- Bronze Rank

- Specified Rank

Dice

- Purple Die

-Red Die

- Yellow Die

-Blue Die

- Green Die

- Specified die

Basic Attributes

- Range of Attack

- Movement

- Health

Crit Effect

add – Add the relevant dice to the roll.  on the extra dice does not make the Critical ability trigger an additional time. The value of this additional dice cannot be changed.

add – Add an additional to this roll.

Advance – If the attacking creature destroys a creature or causes a Push during it’s attack, it may move no more than 1 hex to take its place.

Frenzy – Once per activation an attacking creature gains one additional attack against the same target. The additional attack can be done after all consequences of the first attack have been resolved, and if it is still possible.

Hammerblow – Each one of deals 2 damage if they are in the roll.

Infection – After the damage phase  the attacked creature gains 1 Disease token.

Nimble – After the attack move the creature by 1.

Parasite – Whenever the creature eliminates  , summon of your faction on its place.

Slash – On dealing damage step, the attacker deals 1 damage to additional opponent’s creature adjacent to it.

Poison – After the dealing damage step, the attacked creature receives Poison token.

Stun – After the dealing damage step, the attacked creature receives Stun token.

Swap – After the attack, an attacking creature can change places on the Battlefield with the attacked creature.

Vampirism – On dealing damage step, each heals the attacking creature by 1.

Abilitys

A

Agile

Passive ability  – The creature can move through hexes occupied by allied creatures.
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Ambush

Ambush: add -Passive ability – If the creature does not move before the attack, it gains to the attack.
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Armour

Armour Х – Triggered ability – When you play this card, place X Armour tokens on it.
Token – Whenever a creature with Armour tokens receives damage from a non-magical attack or other effect, that creature loses 1 Armour token per 1 damage instead of getting wounds. If an attack deals more damage than the number of Armour tokens the creature has, this damage removes all Armour tokens, and the rest damage deals wounds. A creature can have an unlimited number of Armor tokens. If an effect indicates that a creature gets wounds but not damage, Armour cannot prevent them.
If any card or ability gives the creature +X , that creature receives X additional Armour tokens. When the relic with Armour no longer has Armour tokens, it is destroyed and the Hero loses all its effects.
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Assassin

Passive ability – When a creature attacks a of a higher rank, its Crit effect always activates.
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Aura

Aura Х: [Text] – Passive ability – All creatures in a hex with the source of the Aura and in X hex from it has [text] as long as they are in an Aura. If any creatures affected by the Aura has a unique effect, it is specified in text. If the source of the Aura is a creature, it does not receive the Aura effect.
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B

Berserk

Passive ability – As long as this creature is wounded (has Wound tokens on its card), its Crit effect always works.
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Brave

Passive ability – Ignore 1 of the opponent’s attack.
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Brute

Passive ability – Cannot be affected by Building effects.
Cannot receive relics in Tournament mode and Solo mode.
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C

Charge

Triggered ability – The creature gains Text while attacking if it was moving before the attack. The ability doesn’t work if the creature started moving next to the creature it’s attacking.
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Clinch

Passive ability – An opponent’s creature cannot move if it is in contact with this creature.
This does not apply to forced moves, such as Spell card effects or Push effects.
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Contract

Contract Х: [Text] – Triggered ability – On activating this creature, the active player can pay X to make this creature gain all effects specified in the [Text] until the end of the active player’s turn. Some effects can be permanent. It’s specified in the Text.
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Counterblow

Counterblow – Triggered ability – When the creature with this ability is under the Melee Attack, it can declare its own Melee Attack with strength afterward, if it’s still alive and within the distance of attack. All Critical effects could be activated following usual rules.
A creature cannot declare a Сounterblow in response to a Сounterblow.
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D

Defender

Passive ability – If an opponent’s creature declares Melee Attack while in contact with the creature with this ability, it must choose this creature as the target of the attack, even if there are other your allied creatures within its Attack Range. If there are several creatures with this ability in contact, it can choose which one to attack.
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Difficult target

Passive ability – When performing an attack against a target with this ability, all and attack dice become .
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Difficult terrain

Difficult/Difficult terrainTerrain ability – If a creature enters the terrain with this ability by performing a move or running, its activation ends immediately.
If a creature is forced to shift into such terrain by a Push effect, it takes 1 damage of the same type as the attack.
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Disease token

Token – The creature receives 1 Wound at the start of its activation. Then it can skip its activation to lose Disease token. Otherwise every creature within 1 roll , if or rolled, distribute Disease token at that creature. The creature can have only 1 Disease token.
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F

First word

– Triggered ability – When the card is played, Text should be applied immediately.
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Flank: [Text]

Passive ability – When the creature declares a Melee Attack against a target that is in contact with allied creature, the attacker gains [Text] until the end of attack.
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Flight

Passive ability – The creature can ignore obstacles, including other creatures and terrains, while moving across the Battlefield. Nevertheless, the creatures with this ability cannot end their movement on Impassable areas or on the hexes with other creatures.
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Forged

Passive ability – Forged creatures cannot be healed and cannot receive Poison or Disease tokens. They also ignore all in the opponent’s attack. Creatures with Vampirism cannot be healed if they attack Forged creatures.
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H

Healer

Passive ability – Instead of attacking, choose a creature within and roll printed attack dice only. Heal the targeted creature by 1 for or .
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Hook X

Triggered ability – Instead of movement, creature can move an opponent’s creature within X or less into the contact with itself, if it has LoS to it. The creature must move along the shortest available path.
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Huge

When this creature is attacked with / attack, the attacker has Master of Attack 2.
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Hunter: [Text]

Passive ability – When creature attacks [Text], its Critical effect always works.
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I

Impassable

Passive ability – Creatures without Flight cannot cross this type of terrain when moving. Creatures cannot be placed on Impassable terrain templates.
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L

Last word

– Triggered ability – Must be applied when this card goes to the History.
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Long shot

Long shot Х: – Passive ability – Instead of attacking, the creature can declaire at range X with strenth .
The critical effect does not activate.
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M

Master of Attack

Master of Attack Х – Triggered ability – When the creature attacks, it can reroll up to X dices, but not .
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Monster

Passive ability – It cannot be healed, or returned to the War Camp from any other zone, or brought under the opponent’s control. Also cannot be activated by your opponent or affected by any effects of Support cards, including Buildings. It ignores .
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Multiple Uses X

Relic ability – The Relic bonuses can be used as many times as specified there. When a card with Multiple Uses is played, collect the number of markers indicated in the Multiple Uses stat and place them on the card. Every time the player uses a Relic with , one of the markers on the Relic Card should be removed. Just as the number of markers equals zero, all effects applied for the last time. Then the Relic is discarded.
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P

Persecution X

Triggered ability – When the creature eliminates an opponent’s creature with Melee Attack or Push it, this first creature can declare another Melee Attack, once per turn. The creature can move within X into contact with any opponent’s creature before additional Melee Attack. During this movement, the creature cannot enter Difficult Terrain.
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Poison token

Token – Roll at the beginning of the creature’s activation: on a , the creature takes 1 wound. On a , it loses a Poison token.
Creature can skip activation to lose a poison token without rolling.
A creature can’t have more than 1 Poison token.
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Predator

Triggered ability – If the creature declares a Melee Attack at a wounded opponent’s creature, its Crit effect always works.
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Protector

Passive ability – This creature can take damage instead of an allied adjacent creature.
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R

Regeneration

Triggered ability – At the start of activation roll . This creature is healed by 1 on . On a it is healed by 2.
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Resurgent

passive ability – Resurgent cannot be healed and cannot receive Poison or Disease tokens. Creatures with Vampirism cannot be healed if they attack Resurgent. All in the attack on Resurgents deal 1 damage in total, instead of Push effect activation. When the player eliminates the opponent’s character during their turn and this character’s card must go to History, they can immediately summon their Resurgent of the same rank or lower from their camp or History on the place of eliminated character. They don’t need to pay its cost. The eliminated character’s card instead of going to History should be placed under the Resurgent card untill Resurgent leaves the Battlefield. The eliminated character shouldn’t be Resurgent, Forged, Undead, or Mech.
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Run

Run X – Passive ability – On declaring a Run, a creature can move through X additional hexes instead of 1.
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Rush

Passive ability – On your turn the creature can be activated right after being summoned to the Battlefield. It cannot attack, though.
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S

Shield

Passive ability – The creature ignores 1 in opponent’s and attack.
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Slow

Passive ability – The creature can’t declare Run.
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Stun token

Token – If a creature must be activated, it loses a Stun Token instead.
A creature cannot have more than 1 Stun Token.
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Superior

Passive ability – When a creature attacks a below its rank, its Crit effect always works.
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W

Warlord

Warlord – Passive ability – Allied gain to attack within 1 hex from the Warlord. The effect of Warlords does not add up.
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