Name Set ImageFile Type Initiative Element Cultura Traits 1Attack Grid: 2Attack Grid: 3Attack Grid: 4Attack Grid: Life Speed Experience Damage Rarity Collector Text ALEXANDER THE GREAT 01 01-001 Warrior Fire Greek Male -- -- -- -- +0 -1 -- ./\. -- -- -- -- 8 3 4 1 WP 01-001 Kataktas: Your attacks deal +1 damage against warriors with more life than you. ORACLE OF DELPHI 01 01-002 Inspiration 2 Water Greek Deity WP 01-002 Propheteia ~ Reveal: Look at all face-down cards. You may trade the placement of two of your face-down cards. SARISSAE 01 01-003 Weapon 7 Greek Polearm (2 Hands) +1 +1 +2 -- -- -- -- ./\. -- -- -- -- 2 WP 01-003 Phalanx: Once per turn, when a warrior moves into a space on this weapon's attack grid, deal 1 damage to that warrior. LINEN CUIRASS 01 01-004 Armor 2 Greek Torso WP 01-004 Linothorax: Your defense rolls gain +1 while you have lower life than the attacking warrior. BUCEPHALUS 01 01-005 Special 6 Greek Cavalry WP 01-005 Strategike Thesis: Once per round, after you make an attack, you may move one space. LEONIDAS 01 01-006 Warrior Wood Greek Male -- -- -- -1 +0 -- -- ./\. -1 -- -- -- 8 3 3 1 WP 01-006 Molon Lave: Once per round, after you deal damage to an enemy warrior, gain 1 life. NEMESIS 01 01-007 Inspiration 1 Wind Greek Deity WP 01-007 Ekdikisi: The next card you reveal gains +10 initiative. SPARTAN LAKONIAN 01 01-008 Weapon 4 Greek Sword (1 Hand) -- -- -- -- +1 +1 -- ./\. -- -- -- -- 2 WP 01-008 Epithetiko Pleonektima: Your attack rolls gain +1 and your attacks with this weapon deal +1 damage while your opponent has no weapon. MUSCLE CUIRASS 01 01-009 Armor 4 Greek Torso WP 01-009 Tutlela: After you make a roll that is not an attack roll, the result is considered doubles. Discard this card after use. HOPLON 01 01-010 Special 2 Greek Shield (1 Hand) WP 01-010 I tan I epi tas: Your defense rolls gain +1 while you have a face-up weapon card. HERAKLES 01 01-011 Warrior Earth Greek Male -- -- -- +0 -1 -- -- ./\. -1 -- -- -- 6 3 4 1 WP 01-011 Kairdoskopos:Once per round, after an enemy warrior moves into your basic attack grid, you may immediately make a basic attack against that warrior. ZEUS 01 01-012 Inspiration 4 Earth Greek Deity WP 01-012 Diatagma tou Olimpou: At the beginning of any round, you may name an ability. That ability has no effect that round. After you name an ability, discard this card. KOPIS 01 01-013 Weapon 1 Greek Sword (1 Hand) -- -- -- +2 -- +1 -- ./\. +0 -- -- -- 1 WP 01-013 Epithesi!: Attacks with this weapon deal +1 damage if you have moved this turn. GREAVES 01 01-014 Armor 5 Greek Legs WP 01-014 Exostrakismos: Once per round, you may re-roll one die of one of your defense rolls. BELT OF HIPPOLYTE 01 01-015 Special 4 Greek Item WP 01-015 Zoni Dexiotexnias: You gain +4 Experience. MILO OF CROTON 01 01-016 Warrior Wood Greek Male -- -- -- -1 -- -- -1 ./\. -1 -- -- -- 8 3 8 1 WP 01-016 Xoris Fragmo: Your base attacks deal +1 damage while you have no face-up weapon cards. PYTHAGORAS 01 01-017 Inspiration 6 Wind Greek Philosophy WP 01-017 Sintomotera Odos~Action: Move one space diagonally. ROPALO 01 01-018 Weapon 5 Greek Bludgeon (1 Hand) -- -- -- +0 +1 +3 -- ./\. -- -- -- -- 1 WP 01-018 Dinato Xtipima~Reveal: Turn your warrior to face any direction. You may immediately make an attack with this weapon against each warrior in this weapons attack grid. LIONTARI 01 01-019 Armor 6 Greek Torso WP 01-019 Apotropi: When you roll doubles on a defense roll, the attack misses. KOTYNOS 01 01-020 Special 0 Greek Item WP 01-020 O Draskelismos Tou Protathliti: Once per round, you may re-roll your attack roll. | [Because Achilles comes in the starter, the card numbers associated with his cards are in the 90s. He is listed here with the other Greek warriors ignoring card #s.] ODA NOBUNAGA 01 01-021 Warrior Fire Japanese Male -- -- -- -- +0 +0 -- ./\. -- -- -- -- 8 3 1 1 WP 01-021 Roukou: You win ties with warriors that do not have the Roukou ability, regardless of experience. IZANAGI 01 01-022 Inspiration 6 Earth Japanese Deity WP 01-022 Zonrei~Reveal: Roll two dice. If the total is less than your experience, gain 2 life. YUMI 01 01-023 Weapon 9 Japanese Ranged (2 Hands) +2 +2 +2 -- +1 -- -- -- -- -- ./\. -- 1 WP 01-023 Zanshin~Reveal: Attacks with this weapon deal +1 damage this round. DO 01 01-024 Armor 2 Japanese Torso WP 01-024 Yae: Once per turn, you may re-roll your defense roll. KYUDO 01 01-025 Special 9 Japanese Ability WP 01-025 Shuuchuu: Your attack rolls with ranged weapons gain +1. NAKANO TAKEKO 01 01-026 Warrior Fire Japanese Female -- -- -- +0 +0 -- +0 ./\. -- -- -- -- 7 3 6 1 WP 01-026 Roshui~Gun: After you hit a warrior with a weapon attack, you may move 1 space. BOKKEN 01 01-027 Weapon 8 Japanese Sword (1 Hand) -- -- -- +0 -- +2 -- ./\. +1 -- -- -- 1 DP 01-027 Precision: Once per turn, you may re-roll one die on an attack roll. | Pair: You may use two "Bokken" cards in this game. AMATERASU 01 01-028 Inspiration 7 Wind Japanese Deity WP 01-028 Hikarimono~Reveal: At the beginning of this round, if you have less life than all other warriors, you gain +1 speed for this round. GORIN NO SHO 01 01-029 Special 6 Japanese Item DP 01-029 Heiho: Once per turn, when you make an attack roll, you may reduce the value of one of your dice by 1. If the dice become doubles, this may result in a critical hit. NAGINATA 01 01-030 Weapon 3 Japanese Polearm (2 Hands) -- -- -- +1 -- +1 +1 ./\. +1 -- -- -- 2 WP 01-030 Sune-Uchi~Reveal: Choose an opposing warrior and roll two dice. If the total is more than your opponent's experience, the opposing warrior gets -2 initiative for the next round. MEMPO 01 01-031 Armor 7 Japanese Head WP 01-031 Ojikedzuku~Action: Once per turn, choose an opposing warrior and roll two dice. If that total is greater than or equal to their experience, you may move that warrior up to 2 spaces and change their facing. | [This card was misprinted. The illustrator is credited as Chris Appel, Drew baker is the correct artist. The true card number is 31, not 01. ] KEMURI-KONA 01 01-032 Special 4 Japanese Item WP 01-032 Enmaku~Reveal: You may move to any space in your starting row. | [This card was misprinted. The illustrator is credited as Chris Appel, Drew baker is the correct artist. The true card number is 32, not 01.] SAITO MUSASHIBO BENKEI 01 01-033 Warrior Fire Japanese Male -- -- -- -1 -1 -- -- ./\. +0 -- -- -- 8 3 6 1 WP 01-033 Toushimanman: After you hit an opponent with a basic attack, they cannot attack you with a weapon this round. BISHAMON-TEN 01 01-034 Inspiration 2 Fire Japanese Deity WP 01-034 Hogosha: All warriors' attack rolls gain +1. KATANA 01 01-035 Weapon 2 Japanese Sword (2 Hands) -- -- -- +1 -- -- -- ./\. +1 -- -- -- 2 WP 01-035 Ki ken tai itchi: When you hit with this weapon, the attacker and the defender each roll one die and add his or her warior's experience. If your total is higher, you deal +1 damage this attack. KIMONO 01 01-036 Armor 4 Japanese Torso DP 01-036 Unrestricted: Once per turn, after an opponent attacks you and misses, roll two dice. If that total is less than your experience you may move one space. HAIDATE 01 01-037 Armor 1 Japanese Legs WP 01-037 Shinogeru: When you are attacked, your defense roll gain +1 if you have more experience than the attacker. UMA 01 01-038 Special 7 Japanese Cavalry WP 01-038 Subayai~Action: Once per round, move two spaces. MIYAMOTO MUSASHI 01 01-039 Warrior Fire Japanese Male -- -- -- +1 -1 -- -- ./\. +0 -1 -- -1 9 3 8 1 DP 01-039 Niten Ichi Ryu~Action: Your next attack this turn deals +1 damage. | [Support cards for Miyamoto Musashi are listed in the standard order of Inspiration, Weapon, Armor, Special. They are not listed in order of card number.] MUSHA~SHUGYO 01 01-040 Inspiration 5 Earth Japanese Quest DP 01-040 Sho Shin~Reveal: For this round, all hits for all players are critical hits. | [I spelled "pilgimage" just as it appears on the card. It looks like a typo.] NINJA 01 01-041 Warrior Wind Japanese Male -- -- -- -1 -1 -1 -1 ./\. -1 -- -- -- 7 3 2 1 WP 01-041 Ninjutsu: Your attacks deal +1 damage while you are not in the defending opponent's basic attack grid. | Shinobi: This warrior may not use two-handed weapons. IZANAMI 01 01-042 Inspiration 4 Wind Japanese Deity WP 01-042 Ma~Reveal: Roll 2 dice. If the total is greater than 7, (or greater than 5 if you are a wind warrior), then move to any empty space in the arena. NINJA-TO 01 01-043 Weapon 5 Japanese Sword (1 Hand) -- -- -- +1 -- +1 +0 ./\. +0 -- -- -- 1 WP 01-043 Tamokuteki: When making attacks rolls with this weapon, roll three dice and choose which two to use. SHINOBO SHOZOKU 01 01-044 Armor 2 Japanese Torso WP 01-044 Kosokoso: Attack rolls against you that are doubles do not count as critical hits. SHURIKEN 01 01-045 Special 8 Japanese Item WP 01-045 Ningu~Action: Make a basic attack at +0 against any warrior that is not adjacent to your warrior. CANUTE THE GREAT 01 01-046 Warrior Wood Norse Male -- -- -- +0 -- +0 +0 ./\. +1 -- -- -- 9 3 6 1 WP 01-046 En: This card count as all elements. ODIN 01 01-047 Inspiration 3 Earth Norse Deity WP 01-047 Innsikt: When making attack or defense rolls, only roll one die. Your roll is equal to the die roll plus the attacking or defending opponent's intiative for this round. LANGSEAX 01 01-048 Weapon 3 Norse Knife (1 Hand) -- -- -- +0 +0 -- +0 ./\. -- -- -- -- 2 WP 01-048 Hurtig: Your attack rolls with this weapon get +1 for each of your other face-up support cards. HEALSBEORGS 01 01-049 Armor 3 Norse Head WP 01-049 Beskyttelse: After you are hit by a critical hit, reduce all damage from that attack to 0 and discard this card. CROWN OF ENGLAND 01 01-050 Special 7 Norse Head WP 01-050 Konge: Your attack rolls gain +1 if you are a metal warrior. Your defense rolls get -1 and your attacks deal +1 damage if you are a fire warrior. HARALD HARDRADA 01 01-051 Warrior Metal Norse Male -- -- -- -1 -1 -- -- ./\. +0 -- -- -- 7 3 8 1 WP 01-051 Hardfor: Once per turn, when you take damage, you may roll two dice. If that total is less than 7, you take 1 less damage to a minimum of 1. BEOWULF 01 01-052 Warrior Metal Norse Male -- -- -- -- +0 -2 -- ./\. +0 -- -- -- 7 3 6 1 DP 01-052 Tenacity: During their turns, opposing warriors must spend an additional action to move out of a space in any of your attack grids. | [It does really does say "Geat" king on the card.] THOR 01 01-053 Inspiration 4 Earth Norse Deity WP 01-053 Torden: After you roll doubles on a defense roll, deal 1 damage to the attacking warrior. | [Card 52 is Beowulf.] BYRNIES 01 01-054 Armor 4 Norse Torso DP 01-054 Stalwart~Reveal: Add +2 to your defensive rolls for this round. LANGOX 01 01-055 Weapon 0 Norse Axe (2 Hands) -- -- -- -- +0 -- -- ./\. -- -- -- -- 3 WP 01-055 Tung: Your other cards get -2 intiative. | [Card 54 is Bynies from the Beowulf support set of Promo cards.] HJELM 01 01-056 Armor 5 Norse Head WP 01-056 Beskyttelsebriller: When you roll two dice for anything other than attack or defense you may choose to add or subtract 2 from the roll. MJOLLNIR 01 01-057 Special 4 Norse Item WP 01-057 Slegge: After you are hit by a basic attack, roll two dice. If that total is greater than the attacker's experience, deal 1 damage to that warrior. FREYDIS EIRIKSDOTTIR 01 01-058 Warrior Water Norse Female -- -- -- -- -2 -2 +0 ./\. -- -- -- -- 7 4 2 1 WP 01-058 TYR 01 01-059 Inspiration 8 Metal Norse Deity WP 01-059 Mot: After you make a roll, if any of your dice is a 1, the roll is considered doubles, even if the dice are different. | [Card 60/100 is Grendel from the Beowulf support set of Promo cards.] GRENDEL 01 01-060 Inspiration 5 Wood Norse Quest DP 01-060 Intimidation~Reveal: Choose an opposing warrior and roll two dice. If the total is greater than that warrior's experience, that warrior must spend an additional action to attack this round. | [Support cards for BEOWULF are listed in the standard order of Inspiration, Weapon, Armor, Special. They are not listed in order of card number.] SKEGOX FRANCISCA 01 01-061 Weapon 5 Norse Axe/Ranged (1 Hand) -- -- -- -- -- +1 -- ./\. +1 -- -- -- 1 WP 01-061 Kaste~Reveal: Deal 1 damage to all warriors not adjacent to your warrior. | Liten: You may use another weapon in this game. LEITER 01 01-062 Armor 3 Norse Torso WP 01-062 Naturlig: Your defense rolls gain +1 if you are a water warrior. ELHAZ RUNE 01 01-063 Special 5 Norse Mystic WP 01-063 Hellig~Action: Choose a warrior with more life that you. Move to any space in that warriors attack grid. GRETTIR THE STRONG 01 01-064 Warrior Metal Norse Male -- -- -- -1 -- -1 -- ./\. -- -- -- -- 7 3 5 1 WP 01-064 Sterk: Your attacks with axes deal +1 damage. Your attack rolls that are doubles do not count as critical hits. LOKI 01 01-065 Inspiration 6 Wind Norse Deity WP 01-065 Kneb~Reveal: Choose an opposing warrior's face-up weapon. If you have a face-up weapon, exchange that card for your opponent's weapon until the end of the round. DANE AXE 01 01-066 Weapon 3 Norse Axe (2 Hands) -- +0 -- +0 +2 +0 -- ./\. -- -- -- -- 0 WP 01-066 Hogge: This weapon deals +1 damage for each of your other face-up support cards. BEAR SARK 01 01-067 Armor 5 Norse Torso WP 01-067 Bjorn: Once per round, when you are attacked, force the attacker to re-roll their attack roll. Discard this card if the results is lower than the original roll. BERSERKERGANGR 01 01-068 Special 7 Norse Ability WP 01-068 Vrede: Your attacks deal +1 damage. You take 1 damage after each of your attacks. JULIUS CAESAR 01 01-069 Warrior Earth Roman Male -- -- -- -- +0 -1 -- ./\. +0 -- -- -- 7 3 3 1 WP 01-069 Alea Iacta Est: Once per turn, before you roll the dice, the roll is considered to be a 7. JUPITER 01 01-070 Inspiration 5 Earth Roman Deity WP 01-070 Vis lovis: Each round, if you win initiative, your attacks deal +1 damage that round. GLADIUS 01 01-071 Weapon 6 Roman Sword (1 Hand) -- -- -- -- +0 -1 -- ./\. +0 -- -- -- 1 WP 01-071 Lamina Acuta: Attacks with this weapon deal +1 damage if you have a face up shield card. Attacks with this weapon deal +1 damage if the defender has no face up armor card. | [Cards 72 and 73 are Sverd and Skjold from the Beowulf support set of Promo cards.] SKJOLD 01 01-072 Special 6 Norse Shield (1 Hand) DP 01-072 Ward~Reveal: Once this round, before an opposing warrior attacks you, you may reduce all of their attack bonuses to zero. SVERD 01 01-073 Weapon 8 Norse Sword (1 Hand) -- -- -- -- +1 +2 -- ./\. +1 -- -- -- 2 DP 01-073 Decisive Blow: Once per turn, after one of your attacks with this weapon is a critical hit, you may attack again with this weapon without spending an additional action. CAESAR'S GREAVES 01 01-074 Armor 3 Roman Legs WP 01-074 Tutela Crusibus: After you roll doubles on a defense roll, gain 1 life. DE BELLO GALLICO 01 01-075 Special 5 Roman Tome WP 01-075 Gallia est omnia divisa in partes tres: Your attack rolls gain +1 while the total intiative of all of your cards is greater than the total initiative of any other warrior's cards. AMAZONIA 01 01-076 Warrior Water Roman Female -- -- -- -2 -1 -2 +0 ./\. -- -- -- -- 6 3 9 1 WP 01-076 Ultriusque Manus Compos: You may use up to two weapons. MERCURY 01 01-077 Inspiration 9 Fire Roman Deity WP 01-077 Nuntius ~Reveal: All warriors gain +2 speed this round. PUGIO 01 01-078 Weapon 6 Roman Knife (1 Hand) -- -- -- +1 +1 +1 +1 ./\. +1 -- -- -- 1 WP 01-078 Turbare~Action: Attack with this weapon. PTERYGES 01 01-079 Armor 6 Roman Legs WP 01-079 Servata Tergi: Your defense rolls gain +1 if the attacker is in any of your attack grids. SCUTULUM 01 01-080 Special 3 Roman Shield (1 Hand) WP 01-080 Clipeus: Your attack and defense rolls gain +1 while you have another face-up support card that adds a bonus to your defense rolls. MARCUS CLAUDIUS MARCELLUS 01 01-081 Warrior Earth Roman Male -- -- -- -- -- -- -- ./\. -- -- -- -- 8 3 1 1 WP 01-081 Gladius Romae - Action: If you are in another warrior's attack grid, make a basic attack on that warrior. Your attack roll gains +1 and this attack deals no more than one damage. APOLLO 01 01-082 Inspiration 5 Fire Roman Deity WP 01-082 Cura Dei - Reveal: Your attack rolls gain +1 this round. PILUM 01 01-083 Weapon 7 Roman Polearm (1 Hand) +2 -- +1 +0 -- +1 -- ./\. -- -- -- -- 1 WP 01-083 Perutillis - Action: Discard this card to deal 1 damage to another warrior and discard that warrior's face up shield card, if any. LORICAE SEGMENTATA 01 01-084 Armor 4 Roman Torso WP 01-084 Mobilis: When you take more than 2 damage, reduce that damage to 2. DISCIPLINA 01 01-085 Special 6 Roman Tome WP 01-085 Si vis pacem, para bellum: After you make an attack roll, you may increase the value of one of the dice by 1 if you won initiative this turn. If the dice are now doubles, the attack my result in a critical hit. MAXIMINUS 01 01-086 Warrior Earth Roman Male -- -- -- +0 -- -1 -1 ./\. -- -- -- -- 8 3 3 1 WP 01-086 Ardor Deorum: Your attack rolls gain +1 while you have an inspiration in play. PLUTO 01 01-087 Inspiration 7 Metal Roman Deity WP 01-087 Mors Venit: At the end of each player's turn, that player's warrior takes 1 damage if they did not hit another warrior this turn. SPATHA 01 01-088 Weapon 5 Roman Sword (1 Hand) -- -- -- -- +1 +1 -- ./\. +0 -- -- -- 1 WP 01-088 Caedo: After you hit another warrior with this weapon, your basic attacks against that warrior deal +1 damage this round. CASSIS 01 01-089 Armor 5 Roman Head WP 01-089 Galeatur: Your defense rolls gain +1 if you are a metal or water warrior. You gain +1 experience if you are an earth or fire warrior. SCUTUM 01 01-090 Special 2 Roman Shield (1 Hand) WP 01-090 Scutatus: Once per round, after you make a successful attack, roll two dice. If that total is less than or equal to your experience, move the defending warrior one space. | [Cards 91-95 are Achilles and support cards from the starter.] ACHILLES 01 01-091 Warrior Fire Greek Male -- -- -- -- +0 -- -1 ./\. -1 -- -- -- 8 3 9 1 SG 01-091 Iroiki Taxitita~Action: Move one space diagonally. THETIS 01 01-092 Inspiration 3 Water Greek Deity SG 01-092 Mitriki: Once per game, re-roll any one die or make your opponent re-roll any one die. SARISSA 01 01-093 Weapon 8 Greek Polearm (1 Hand) -1 +0 -- +2 +2 -- -- ./\. -- -- -- -- 1 SG 01-093 Katastrofi panoplias: Opponents' armor cards produce no effects during the round they are revealed. ARMOR OF HEPHAESTUS 01 01-094 Armor 5 Greek Torso SG 01-094 Eulogimeni Panoplia: Once per round, when you attack, you may make your enemy re-roll their defense roll. Discard this card if the results is lower than their original roll. SHIELD OF HEPHAESTUS 01 01-095 Special 1 Greek Shield (1 Hand) SG 01-095 Dia Tis Pistis Aminomenos: Your defense rolls gain +1 while you have a face-up inspiration card. SPARTACUS 01 01-096 Warrior Metal Roman Male -- -- -- -1 -1 -- -- ./\. -- -- -- -- 8 3 6 1 SG 01-096 Ars Gladiatoria~2 Actions: If you have an inspiration in play, make an extra attack with one of your weapons. BLOSSIUS OF CUMAE 01 01-097 Inspiration 0 Water Roman Philosophy SG 01-097 Primus ultimus erit, atque ultimus primus: If you are a metal warrior, resolve intiative from the lowest to highest this challenge. SICA 01 01-098 Weapon 4 Roman Sword (1 Hand) -- -- -- -- +0 +1 +1 ./\. -- -- -- -- 2 SG 01-098 Lamani Incurvata: Attacks with this weapon deal +1 damage if the defending warrior has a face-up shield card. ORCREA 01 01-099 Armor 1 Roman Legs SG 01-099 Armatura: Your defense rolls gain +1 if you are a metal warrior. PARMA 01 01-100 Special 4 Roman Shield (1 Hand) SG 01-100 In Vicem Oppugnare: Your attack rolls gain +1 while you are not in an opponents basic attack grid. ALEXANDER OF MACEDON III 01 01-P01 Warrior Water Greek Male -- -- -- -- -- -- +1 ./\. +1 -- -- -- 8 3 5 1 TP 01-P01 Kalutera einai na kaeis para na argosviseis: If you do not win initiative, take 1 damage. You always take the first turn each round. | [Tournament Organizer, Participation] LEONIDAS I OF SPARTA 01 01-P02 Warrior Wood Greek Male -- -- -- -- -- +0 -- ./\. +0 -- +0 -- 7 3 6 1 TP 01-P02 Romaleos: Once per round, one of your attack or defense rolls gains a bonus equal to the number of opposing warriors. | Improving Odds: When an opposing warrior is defeated, gain 2 life. | [Tournament Organizer, Participation] BUSHIDO 01 01-P03 Inspiration 7 Fire Japanese Code CP 01-P03 Soujoukouka: If all your face-up cards are Japanese, all of your rolls gain +1. | [Tournament Winner, Participation] NOBUNAGA 01 01-P04 Warrior Water Japanese Male -- -- -- -- +0 -- +1 ./\. -- -1 -- -- 8 3 5 1 CP 01-P04 Houtan: Every time a "reveal" ability is used, you gain 1 life. | [Con Exclusive] SHINMEN TAKEZO 01 01-P05 Warrior Wind Japanese Male -- -- -- -1 +2 -1 -- ./\. -- -- -- -- 7 2 7 1 TP 01-P05 Kyougou: Your attack rolls gain +2. Your attacks with swords deal +1 damage. | [Tournament Winner] CANUTE I OF DENMARK 01 01-P06 Warrior Water Norse Male -- -- -- -1 -1 -1 -1 ./\. -1 -- -- -- 7 3 4 1 TP 01-P06 Ydmyk: Once per game,at the beginning of a round, substitute all the bonus of all attack grids with "+0" for that round. | [Tournament Participation] GEAT KING BEOWULF 01 01-P07 Warrior Earth Norse Male -- -- -- +1 -- -- +0 ./\. -- -- -1 -- 7 3 4 1 TP 01-P07 Erfaren: Each round, if you win initiative, your attack rolls gain +1 for that round. If you do not win initiative, your defense rolls gain +1 for that round. | [Tournament Participation] GAIUS JULIUS 01 01-P08 Warrior Fire Roman Male -- -- -- -- -- +0 +0 ./\. -- -- -- +0 6 3 10 1 TP 01-P08 Veni, Vidi, Vici: Once per turn, when you hit a warrior with a basic attack, turn this warrior in any direction. | [Tournament Participation] MARS 01 01-P09 Inspiration 4 Earth Roman Deity TP 01-P09 Concors: If all of your face-up cards are Roman, all of your rolls gain +1. | [Tournament Winner, Organizer] SPARTACUS OF THRACE 01 01-P10 Warrior Earth Roman Male -- -- -- +0 -- +0 +1 ./\. -- -- -- -- 7 3 3 1 TP 01-P10 Rebellis: Your critical hits deal +2 damage instead of doubling base damage. | [Tournament Participation] ALFRED THE GREAT 02 02-001 Warrior Earth Briton Male -- -- -- -- +0 -- +0 ./\. +0 -- -- -- 8 3 4 1 WP 02-001 Scelden Feohte: At the start of each round, name an ability that gives you a bonus to an attack roll for that round. That ability gives all of your defense rolls a +1 bonus instead of the attack roll bonus. EALSWITH 02 02-002 Inspiration 8 Water Briton Female WP 02-002 For de Cwen: Your attack rolls gain +1 for each point of damage dealt to you during the last round. LONGSWORD 02 02-003 Weapon 5 Briton Sword (1 Hand) -- -- -- +1 -- +1 -1 ./\. -- -- -- -- 2 WP 02-003 Angra Feohte: If you hit an opposing warrior with this weapon, that warrior gets -2 experience for the rest of the game. GAMBESON 02 02-004 Armor 5 Briton Torso WP 02-004 Strican Helpe: Your defense rolls gain +2 against bludgeon and basic attacks. TARGE 02 02-005 Special 2 Briton Shield (1 Hand) WP 02-005 Agaenes~feohte: When you are attacked and missed, your next attack roll gains +2. BOUDICCA 02 02-006 Warrior Fire Briton Female -- -- -- +0 -- +1 +0 ./\. -- -- -- -- 8 3 4 1 WP 02-006 Swift Swidnes: While you have a face up cavalry card, your attack rolls gain +1 and your support cards gain +2 initiative. RHIANNON 02 02-007 Inspiration 4 Wind Briton Deity/Cavalry WP 02-007 Wintsang: Each time a cavalry card is revealed (including this one), you gain one life. GOAF 02 02-008 Weapon 4 Briton Polearm (2 Hands) -- +1 +1 -- +0 -- -- ./\. -- -- -- -- 2 WP 02-008 Haeft Strican: After you make a basic attack, you may move one space. BRATT 02 02-009 Armor 5 Briton Torso WP 02-009 Tangilen: Your defense rolls gain +2 against polearms and ranged weapons. CARPAT 02 02-010 Special 4 Briton Cavalry WP 02-010 Sipe - 2 Actions: Once per round, if you are adjacent to an opposing warrior and there is an empty space on the opposite side of them, move to that space and deal 2 damage to them. KING ARTHUR 02 02-011 Warrior Metal Briton Male -- -- -- +0 +1 -- -- ./\. +0 -- -- -- 8 3 3 1 WP 02-011 Poer of de Stan: During the first round of the game, your attack rolls gain +3. | The personality of Arthur is unknown and unknowable. But he was a real as Alfred the Great or William the Conqueror; his impact upon future ages mattered as much, or more so. LADY OF THE LAKE 02 02-012 Inspiration 3 Water Briton Female WP 02-012 Epiphanes - Reveal: Name a reveal ability on any other face up card. Use that ability as if you just revealed that card. EXCALIBUR 02 02-013 Weapon 7 Briton Sword (1 Hand) -- -- -- -- +1 -- +1 ./\. +0 -- -- -- 2 WP 02-013 Mirouren Blaed - Reveal: For this round, this weapon deals additional damage equal to the base damage of an opponent's weapon. CHAINMAIL SHIRT 02 02-014 Armor 5 Briton Torso WP 02-014 Weardian de Ende: Your defense rolls gain +2 against swords and ranged weapons. | [The card does say "sword" and not "swords."] MERLIN THE WISE 02 02-015 Special 1 Briton Male WP 02-015 Aector of de Drakon: Before rolling, discard this card and another face up, non-weapon support cards. If you do, that roll gains +3. RICHARD THE LIONHEART 02 02-016 Warrior Earth Briton Male/Cavalry -- -- -- -- -- +0 +1 ./\. +0 -- -- -- 8 3 5 1 WP 02-016 Fixe Strican: After you miss an attack, your next attack roll gains +2. BERNEGNARIA 02 02-017 Inspiration 9 Water Briton Female WP 02-017 Latost Freondlufu - Reveal: At the end of this round, gain an amount of life equal to the number of times you hit another warrior this round. GREATSWORD 02 02-018 Weapon 5 Briton Sword (2 Hands) -- -- -- -- -2 +2 -- ./\. -- -- -- -- 2 WP 02-018 Ridon dem Dune: This weapon deals +1 damage while you have a face up cavalry card. FULL MAIL HAUBERK 02 02-019 Armor 2 Briton Torso/Head/Legs/Arms WP 02-019 Mast Laestan: You suffer 1 less damage from all attacks (except ranged attacks), to a minimum of 1 damage. | ["unwieldy" is misspelled as "unweildy."] CHIVALRY 02 02-020 Special 8 Briton Ideal WP 02-020 A Cnihte Honur: Each round, if you win initiative, you may choose to go second. If you do, your attack and defense rolls this round gain +1. ROBIN HOOD 02 02-021 Warrior Wind Briton Male -- -- -- -1 +1 -1 -- ./\. -- -- -- -- 7 3 4 1 MP 02-021 Treowe Ame: You gain +3 experience and your attack rolls gain +1 if you have a ranged weapon. MAID MARION 02 02-022 Inspiration 8 Water Briton Female MP 02-022 Kidnapen - Reveal: Place this card in any space in the arena. | Rescue - Action: Move to this card's space. LONG BOW 02 02-023 Weapon 8 Briton Ranged (2 Hands) +3 -- +3 +2 -- -- -- -- -- -- ./\. -- 1 MP 02-023 Percen Feohte: If there are two empty ranks or columns between you and the defending warrior, this weapon deals +1 damage. LEATHER JERKIN 02 02-024 Armor 6 Briton Torso MP 02-024 Tohte Hyd: You defense roll against the first attack against you each round gains +1. Before you make a defense roll, you may discard this card. If you do, your defense roll gains +4. BAND OF MERRY MEN 02 02-025 Special 3 Briton Ally MP 02-025 Freonden Oder: Before initiative is determined each round, roll one die. If the result is less than four, add that amount to you first attack roll of the round. If the result is four or greater, add that amount to you initiative for the round. | [Isn't "occurence" actually spelled occurance?] GUAN YU 02 02-026 Warrior Wood Chinese Male -- -- -- -- +0 +0 +0 ./\. -- -- -- +1 7 3 6 1 WP 02-026 Shen su: If you hit with two basic attacks in a single turn, you immediately gain +1 speed for the rest of the game. GUAN DI 02 02-027 Inspiration 7 Aether Chinese Deity WP 02-027 Zhan shi zhi guang - Reveal: Choose either attack or defense. For this Round, your rolls of that type gain +2 and your opponent's rolls of that type gain +1. QING LONG YAN YUE DAO 02 02-028 Weapon 6 Chinese Polearm (2 Hands) +0 +2 -- -- -- +1 -- ./\. -- -- -- -- 2 WP 02-028 Pua sui gong ji: After you hit with this weapon, roll two dice. If that total is greater than the defender's experience, discard one of the defender's cavalry or armor support cards. JLANG JUN ZHIL KAI 02 02-029 Armor 7 Chinese Torso WP 02-029 Chuan qi zhi kai: At the start of each round, roll two dice. If that total is even, your defense rolls this round gain +2. If you roll doubles, your attack rolls this round gain +1. TAO YUAN SAN JIE YI 02 02-030 Special 7 Chinese Allies WP 02-030 Bai ba ziong di - Reveal: Choose attack roll, defense roll, or speed. Your opponent loses all bonuses of that choosen type from card abilities for this round. HUA MULAN 02 02-031 Warrior Water Chinese Female/Male -- -- -- +0 -- -- -- ./\. +1 +0 -- -- 7 3 4 1 WP 02-031 Jing tong qiang: While you have a polearm, your attack rolls gain +1. | Su Di: At the start of the game, if there is an opposing Mongol warrior, gain 2 life and +6 experience. ZHU RONG 02 02-032 Inspiration 3 Fire Chinese Deity WP 02-032 Zheng yi de tu xi - Reveal: Deal 3 damage to all warriors with face-up cavalry cards; deal 1 damage to all other warriors. QIANG SPEAR 02 02-033 Weapon 4 Chinese Polearm (2 Hands) +2 -- -1 -- +0 -- +0 ./\. -- -- -- -- 1 WP 02-033 Xuan feng: When you are attacked by an adjacent warrior, your defense rolls gain +2. ZHOU 02 02-034 Armor 3 Chinese Head WP 02-034 Xue xin: Your defense rolls gain +1 against non-Chinese warriors. Opposing cards cannot move you or change your facing. SHENG KAI DE MU LAN HUA 02 02-035 Special 4 Chinese Item WP 02-035 Nu xing zhi mei: Before a tied roll is broken by experience, you may discard this card. If you do, your roll gains +1 and you gain 2 life. JIE THE TYRANT 02 02-036 Warrior Fire Chinese Male -- -- -- -- -- -- +0 ./\. +0 -- +0 -- 6 3 4 2 WP 02-036 Ba nue zhi li: After you hit a warrior with a critical basic attack, take 1 damage. | ["Decadence" is misspelled as "decadance" in the flavor text.] YENG WANG YE 02 02-037 Inspiration 3 Aether Chinese Deity WP 02-037 Si shen zhi hu: After any other card is discarded, discard this card to deal 2 damage to an opponent. YUE 02 02-038 Weapon 2 Chinese Axe (1 Hand) -- -- -- -- +1 +1 -- ./\. +0 -- -- -- 2 WP 02-038 Unknown: If you hit with this weapon as the first attack of your turn, discard one of the defender's non-weapon support cards. BO XION JLA 02 02-039 Armor 3 Chinese Torso WP 02-039 Zu dang: If you are attacked and missed, the attacking opponent cannot attack you with their next action this turn. QING GONG PALACE 02 02-040 Special 3 Chinese Item WP 02-040 Dao ta de huang gong - Reveal: Discard this card to play a card from any discard pile in its place. If that card has a reveal ability, use it immediately. Discard that card at the end of this round to its original discard pile. SUN TZU 02 02-041 Warrior Wind Chinese Male -- -- -- -- -1 -- -- ./\. -- +0 -- +0 8 3 7 1 WP 02-041 Wu xing de si lue - Action: Gain +1 speed on your next turn. YU HUANG SHANG DI 02 02-042 Inspiration 5 Aether Chinese Deity WP 02-042 Ming si: At the start of the round, if you did not make any attacks last round, your attack rolls gain +2 and you gain +4 experience for this round. NU GONG 02 02-043 Weapon 9 Chinese Ranged (2 Hands) +2 +2 +1 -- -- -- -- -- -- -- ./\. -- 1 WP 02-043 Zhong chuang shang kou: If you hit an opponent with this weapon, deal 1 damage to that opponent at the start of the next round. SHAN WEN JIA 02 02-044 Armor 2 Chinese Torso WP 02-044 Wan qiang di kang: When you roll a 1 on a die in a defense roll, that defense roll gains +3 for each 1 rolled. BING FA 02 02-045 Special 7 Chinese Tome WP 02-045 Gong qi suo bu shou ye: Once per attack, before your attack roll, you may choose to reduce the roll by 3. If you do, that attack deals +1 damage. | "The art of war is of vital importance to the State. It is a matter of life and death, a road either to safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected. YUEH FEI 02 02-046 Warrior Water Chinese Male -- -- -- -- -- +1 -- ./\. -- +1 +0 -- 8 1 3 1 MP 02-046 Han dong shan feng: You gain +1 speed for each of your face-up support cards. JIN CHENG BAO GUO 02 02-047 Inspiration 1 Water Chinese Tattoo MP 02-047 Zuo yue zhi xin: At the start of each round, you gain +1 speed this round for each player's initiative for this round that matches your experience. DAO 02 02-048 Weapon 6 Chinese Sword (1 Hand) -- -- -- +1 -- -- -- ./\. +1 -- -- -- 2 MP 02-048 Tan xing ren: This weapon can attack any space in your basic attack grid at +0. HU XION JIA 02 02-049 Armor 8 Chinese Torso MP 02-049 Gang tie zhi fu - Action: Your defense rolls gain +2 until the next time you attack or use this action. BA DUAN JIN 02 02-050 Special 0 Chinese Ability MP 02-050 Jun shi xun lian: If your inspiration and warrior are the same element, you may attack with a weapon an additional time each round. CLEOPATRA VII 02 02-051 Warrior Aether Egyptian Female -- -- -- -- -- +2 -- ./\. -- +2 -- -- 6 3 8 1 WP 02-051 'fd: At the start of each round, if there is an opposing male warrior, you may move one space. AST 02 02-052 Inspiration 4 Aether Egyptian Deity WP 02-052 Nfr: Opposing cards cannot discard your support cards. | Xwi: After you hit an opponent, you may discard this card to gain 1 life and deal 1 damage to the defending warrior. B'GSW 02 02-053 Weapon 3 Egyptian Knife (1 Hand) -- -- -- -- +1 +0 -- ./\. -1 -- -- -- 1 WP 02-053 Sft m s': This weapon deals +2 damage while you are in a space directly behind or diagonally behind your opponent. You may use another weapon in this game. GOLDEN CORSELET 02 02-054 Armor 7 Egyptian Torso WP 02-054 Nw: Your defense rolls gain +3. If you are hit, discard this card. HEQA AND WAS SCEPTERS 02 02-055 Special 5 Egyptian Item (1 Hand) WP 02-055 Xq't inqt: Before you make an attack roll, you may discard this card. If you do, and the attack hits, the attack is a critical attack. HOREMHEB THE RESTORER 02 02-056 Warrior Metal Egyptian Male -- -- -- +0 +0 -- -- ./\. +0 -- -- -- 7 3 6 1 WP 02-056 Pr": For each Aether card in play, your attack and defense rolls gain +1 and your weapon attacks deal +1 damage. HORUS 02 02-057 Inspiration 7 Aether Egyptian Deity WP 02-057 Ib 'nch: Once per roll, after the dice are rolled, you may deal one damage to your warrior. If you do, force any one die to be re-rolled (limit once per roll). KHOPESH 02 02-058 Weapon 3 Egyptian Sword (1 Hand) -- -- -- +0 +0 +1 +0 ./\. -- -- -- -- 2 WP 02-058 Hd 's: If the defender has a polearm, your attack rolls with this weapon gain +2 and this weapon deals +1 damage. MAN~HIGH SHIELD 02 02-059 Armor 3 Egyptian Shield (1 Hand) WP 02-059 Wch': Your defense rolls gain +1 against one handed weapons. | Ikr: At the start of any round you may discard this card. If you do, your defense rolls get -1 and you gain +1 speed for this round. UDJAT EYE 02 02-060 Special 2 Egyptian Item WP 02-060 Xk': Each time you roll a 1 on any die, gain 1 life. RAMSES II 02 02-061 Warrior Fire Egyptian Male -- -- -- +3 -- +2 -- ./\. -- -- -- -- 7 3 7 1 SG 02-061 Xdb - Action: If you have not made an attack this turn, make an attack with double the bonus from the appropriate attack grid. Your other attack rolls this round may not be increased by abilities or attack grids. RA 02 02-062 Inspiration 2 Fire Egyptian Deity SG 02-062 Ri': At the start of each round, if you have less life than all opponents and a special card in play, gain 1 life and deal 1 damage to an opposing warrior. You may use another inspiration this game. MINB 02 02-063 Weapon 5 Egyptian Axe (2 Hands) -- -- -- +2 +1 -- -- ./\. -- -- -- -- 2 SG 02-063 Mnmn: If you miss an attack with this weapon, the next hit you make with this weapon deals +1 damage. IKM''T 02 02-064 Armor 1 Egyptian Torso SG 02-064 ' r hnn: When you are hit, the next support card you reveal is gains +3 initiative. | Mn: At the start of each round, if you won initiative, your defense rolls this round gain +2. WERERYET 02 02-065 Special 6 Egyptian Cavalry SG 02-065 Hdhd chbn: At the start of the round, if you won initiative, you may move one square. SETI I 02 02-066 Warrior Aether Egyptian Male -- -- -- -- +0 +0 +1 ./\. -1 -- -- -- 7 3 6 1 WP 02-066 Mnch n: You may have two inspirations in play. While you do, your basic attacks deal +1 damage. OSIRIS 02 02-067 Inspiration 0 Earth Egyptian Deity WP 02-067 S'nch: When your are reduced to less than 1 life, instead of defeating your warrior, discard this card to set your life to 1. HORNBOW 02 02-068 Weapon 8 Egyptian Ranged (2 Hands) +1 +3 +1 -- -- -- -- -- -- -- ./\. -- 1 WP 02-068 Nis - Action : You may discard a face-up non-ranged weapon you own to put this card into play from your discard pile. | Shw: This weapon deals +1 damage if you have not moved this turn. | [This card was printed without the action keyword. From Shteevie "There was a minor misprint in Set 2. The 'nis' ability of the Egyptian Weapon Horn Bow, as printed, has no trigger. This ability is an 'Action' ability."] KHEPRESH 02 02-069 Armor 4 Egyptian Head WP 02-069 Xq't m"t: Opposing warriors may not use abilities on inspiration cards. An opposing warrior may spend an action to discard this card. Your cards cannot prevent this card from being discarded. REU NU PERT EM HRU 02 02-070 Special 5 Egyptian Tome WP 02-070 Bswt: Warriors cannot gain life. | Snb - Reveal: All other warriors with more than their printed life are reduced to their printed life. SRQT, THE SCORPION KING 02 02-071 Warrior Earth Egyptian Male -- -- -- -- -1 +0 +1 ./\. -- -- -- -- 7 3 7 1 WP 02-071 Sh'w r wrt: Once per game, after you make a roll, you may change one of the dice to a six. KHNUM 02 02-072 Inspiration 5 Aether Egyptian Deity WP 02-072 M' 'n - Reveal: Your next attack deals +1 damage. | ' r hnn: Your attack rolls gain +2 against warriors without a face-up inspiration. NSYWT 02 02-073 Weapon 1 Egyptian Polearm/Ranged (1 Hand) -- +1 +1 +1 -- +1 -- ./\. -- -- -- -- 1 WP 02-073 Qm': When you are hit by a non-adjacent opponent, deal 1 damage to the attacker. | You may use another weapon. IKM MSKW 02 02-074 Armor 1 Egyptian Torso WP 02-074 Ysh': Your defense rolls gain +1 while you have more life than the attacking warrior. | Dnd: At the start any round, you may discard this card deal 1 damage to your warrior. If you do, your attacks this round deal +1 damage. MACE OF THE SCORPION KING 02 02-075 Special 6 Egyptian Item (1 Hand) WP 02-075 Sncht nbt: When you make an attack role, if any of the dice are a 6, the attack deals +1 damage. ATTILA THE HUN 02 02-076 Warrior Metal Mongol Male -- -- -- +0 +1 -- -- ./\. +0 -- -- -- 7 3 5 1 WP 02-076 Noyarqual: After any player attacks, your attack rolls this round gain +1 to a maximum of +6. NEMERE 02 02-077 Inspiration 5 Wind Mongol Deity WP 02-077 Qaugiqu salkin: At the start of each round, choose a direction. At the start of each player's turn, move their warrior one space in the chosen direction if possible. SWORD OF MARS 02 02-078 Weapon 0 Mongol Sword (1 Hand) -- -- -- +1 +0 -- -- ./\. +0 -- -- -- 2 WP 02-078 Amin-tu kurku qoorlal: If you have less than 3 life and hit your opponent with this weapon, that opponent is reduced to one life after the attack. DUUGLA 02 02-079 Armor 5 Mongol Head WP 02-079 Mon cinar-un tusqual: Once per round, after making a defense roll, you may set the roll equal to the attacking warrior's initiative for this round. GAITAY GEPRECH 02 02-080 Special 4 Mongol Ability WP 02-080 Emiyel: When an opponent's attacks you and misses, they take 1 damage if their experience is less than 2. Otherwise, they get experience -2 for the rest of the game. GENGHIS KHAN 02 02-081 Warrior Metal Mongol Male/Cavalry -- -- -- +2 +2 -- -- ./\. -- -- -- -- 7 3 6 1 SG 02-081 Erkesiyeku ary-a: Your attack rolls are +1 while attacking an opponent without a cavalry card. KOEKKI MOENGKE TENGRI 02 02-082 Inspiration 6 Wind Mongol Deity SG 02-082 Eguride-yin koke tngri: After you make an attack roll, you may discard this card to set the attack roll equal to your experience. ALMAN SUKH 02 02-083 Weapon 3 Mongol Axe (2 Hands) -- -- -- +1 +2 -- -- ./\. -- -- -- -- 2 SG 02-083 Cabciqu: Attacks with this weapon deal +1 damage when attacking an opponent without a face-up cavalry card. KHURIM 02 02-084 Armor 4 Mongol Torso SG 02-084 Kuiten-i sergeileku - Reveal: For this round, opponent's attacks cannot deal more than the attack's base damage. ZHAD 02 02-085 Special 4 Mongol Polearm (2 Hands) SG 02-085 Am onggereku - Action: Once per round, you may roll 2 dice. If the total is greater than an adjacent warrior's initiative for this round, deal 2 damage to that warrior or 3 damage if you have a face-up cavalry card. You may use another special card in this game. | [The card does say "2 hand." I believe this is just a typo and the card should say "2 Hands" and not "1 Hand."] KHUTULUN 02 02-086 Warrior Fire Mongol Female -- -- -- -- -- +0 +2 ./\. -1 -- -- -- 6 3 8 1 WP 02-086 Itegel: After you are missed by a basic attack, gain 1 life. BURQAN~QALDUN 02 02-087 Inspiration 1 Earth Mongol Deity WP 02-087 Tuil-un qurduca: At the start of each round, all warriors whose initiative values for this round are odd gain +1 speed for this round. KHUTGA 02 02-088 Weapon 5 Mongol Knife (1 Hand) -- -- -- +0 +0 -- +2 ./\. -- -- -- -- 1 WP 02-088 Konggen boloqu: You may use another weapon in this game. | Amua ezex - Action: Discard this card and gain 2 life. | ["Ceremonial" is misspelled "cermonial."] GUTAL 02 02-089 Armor 2 Mongol Legs WP 02-089 Kodelgegentu cinar: After you gain life from another card, you may move one space. | [I think that "journies" should be spelled "journeys."] 100 ADUU BOOTSOO 02 02-090 Special 6 Mongol Item WP 02-090 Uridcilan medegsen teguskel: If you are the first player to deal damage after this card is revealed, your basic attacks deal +1 damage for the rest of the game. KUBLAI KHAN 02 02-091 Warrior Wood Mongol Male -- -- -- -- +0 +0 +0 ./\. -- -- -- -- 8 3 7 1 WP 02-091 Jabsartabal labtai ilaydan-a: Your attack rolls gain +1 for each of the defender's support cards that are a different culture than the defender. XANDU 02 02-092 Inspiration 4 Wood Mongol Item WP 02-092 Debajan: At the end of each round, if you dealt damage to another warrior, gain 1 life. TOMOR SCIMITAR 02 02-093 Weapon 4 Mongol Sword (1 Hand) -- -- -- +1 -- +2 -- ./\. -- -- -- -- 2 WP 02-093 Dutaydal-i ni baicayaqu: Once per game, before you make an attack roll, gain a damage bonus equal to your opponent's largest defense bonus +1. TSAMTS TORGO 02 02-094 Armor 6 Mongol Torso WP 02-094 Oncoyoi qamayalalta: You may discard this card before an attack roll is made. If you do, the attack deals one less damage and the attacker may not use any card abilities for this attack. NUM TOM 02 02-095 Special 9 Mongol Ranged (2 Hands) WP 02-095 Morgoldungen - Reveal: You and a non-adjacent warrior each roll two dice. If your total is greater than thier experience, deal 1 damage to their warrior. If their total is less than your experience, deal 1 damage to their warrior. SUBEDEI 02 02-096 Warrior Fire Mongol Male -- -- -- -1 -- +1 +0 ./\. -- -- -- -- 7 3 7 1 WP 02-096 Sain-tai tal-a-yi eriku: Once per round, when making an attack roll, you may re-roll one die of the attack roll. If the new result of the die is the same as the old result, deal on damage to the defending warrior. YEKE MONGGHUL ULUS 02 02-097 Inspiration 6 Wood Mongol Dynasty WP 02-097 Kucurkeg turimekei ulus - Action: If you you have a face-up ranged weapon and you won initiative this round, move an opposing warrior one space. NUM MOR 02 02-098 Weapon 7 Mongol Ranged (2 Hands) -- -- -- -- -- -- -- -- -- -- ./\. -- 2 WP 02-098 Qaralta-ban todolaqu: After an opponent moves for the second time in a turn, you may immediately make a basic attack against that warrior at +0. KHATANGU 02 02-099 Armor 4 Mongol Torso WP 02-099 Caexu: Your defense rolls gain +1 if your experience is odd. | Tailqu: When you take damage from something other than an attack, you may discard this card to prevent the damage. MANGUDAI STEED 02 02-100 Special 5 Mongol Cavalry WP 02-100 Qayurmay-iyar bayuju ogku: Once per turn, after you move out of a space in an opposing warrior's attack grid, you may immediately attack that opponent with one of your ranged weapons at +0. CHARLEMAGNE 03 03-001 Warrior Fire French Male -- -- -- +1 -- +0 +1 ./\. -- -- -- -- 8 3 6 1 WP 03-001 Ferocite inlassable: While you have at least three face-up support cards, your attack rolls gain +2. PAPE HADRIEN Ier 03 03-002 Inspiration 5 Earth French Male WP 03-002 Inspiration Divine: When you make a basic attack against a warrior with less experience, the attack roll gains +1. If the attack is a critical hit, it deals +1 damage. EPEE CAROLINGIENNE 03 03-003 Weapon 5 French Sword (1 Hand) -- -- -- +1 -- -- -1 ./\. +0 -- -- -- 2 WP 03-003 Lame Preste: While the defender has a two-handed weapon, attack rolls with this weapon gain +3. BOUCLIER CAROLINGIEN 03 03-004 Armor 9 French Shield (1 Hand) WP 03-004 Prêt a Servir: While an opponent is in your basic attack grid, your defense and basic attack rolls gain +1. You may use another Armor. COURONNE IMPERIALE 03 03-005 Special 3 French Head WP 03-005 Affirmation d'Autorite - Action: Once per round, roll two dice. If the total is greater than your initiative for this round, gain 1 life. If the total is less than your experience, turn one of your support cards face up. At the end of the round, turn that card face down. If that card is discarded, use its initiative value as normal. CHARLES MARTEL 03 03-006 Warrior Fire French Male -- -- -- +1 +0 -- -1 ./\. -- -- -- -- 7 3 6 1 WP 03-006 Inebranlable: After a roll has been made, you may discard a face-up support card you own to force any roll to be re-rolled. You may choose to give the re-roll +2 or -2. SAINT BONIFACE 03 03-007 Inspiration 7 Wood French Deity WP 03-007 Conseil Avise: If you win a tie or your opponent rolls doubles, your next attack deals +1 damage. L'EPEE AUX CINQ CROIX 03 03-008 Weapon 6 French Sword (1 Hand) -- -- -- +2 +1 +3 -1 ./\. +1 -- -- -- 1 WP 03-008 Acier Sanctifie: Your defense rolls gain +1 for each inspiration the attacker and defender have in play. BROIGNE D'ECAILLES 03 03-009 Armor 5 French Torso/Legs/Arms WP 03-009 Posture Defensive: Once per turn, after you make a defense roll, you may have the roll gain +3. If you do, you get -1 speed for your next turn. MARTEAU DE CAVALERIE 03 03-010 Special 1 French Item/Bludgeon (1 Hand) WP 03-010 Coup Fracassant: At the start of each round, roll two dice. If the total is less than an adjacent opponent's experience, deal 1 damage to that warrior and their defense rolls get -1 this round. ROLAND LE PALADIN 03 03-011 Warrior Aether French Male -- -- -- -- +2 -- -- ./\. +2 -- -- -- 6 3 3 1 WP 03-011 Foi juree: At the start of each round, for each French card revealed that round, your attack rolls for that round gain +1 and you gain 1 life. CODE DU PALADIN 03 03-012 Inspiration 7 Earth French Code WP 03-012 Misericorde: Your critical hits deal normal damage. Once per round, when you roll doubles on an attack roll, gain 1 life and immediately make an additional attack with your weapon if possible. DURENDAL 03 03-013 Weapon 7 French Sword (1 Hand) -- -- -- -1 -- +1 -1 ./\. +1 -- -- -- 2 WP 03-013 Regain de Courage: After you hit with this weapon, the next time you are dealt damage, reduce that damage by 1 to a minimum of 0. COTTE DE MAILLES DU PALADIN 03 03-014 Armor 5 French Torso WP 03-014 Protection Renforcee: Before you are damaged by a critical hit, gain 3 life. OLIFANT 03 03-015 Special 6 French Item (1 Hand) WP 03-015 Appel a l'Aide - Action: If you have less life than an adjacent opponent, discard this card to make three consecutive basic attacks against that opponent at +0. SAINTE JEANNE D'ARC 03 03-016 Warrior Fire French Female -- -- -- -1 +0 -- -- ./\. +0 -- -- -- 8 3 3 1 SG 03-016 Sainte Colere: Your attack rolls gain +1 for each of your Armor cards in play. You may use up to three Armor cards this game. Your defense rolls con gain a bonus from only one of your cards. ARCHANGE MICHEL 03 03-017 Inspiration 5 Aether French Ally SG 03-017 Presence Imposante - Reveal: This round, if you are not an Earth or Water warrior, your basic attacks against warriors without an Armor card in play deal +1 damage. EPEE DE MARTEL 03 03-018 Weapon 3 French Sword (1 Hand) -- -- -- -1 +2 -- -- ./\. +0 -- -- -- 1 SG 03-018 Ardente Vengeance: After you are hit by an adjacent opponent's weapon, if you are a Fire warrior, you may immediately make an attack with this weapon at +0. This attack deals +1 damage. BLANC HARNOIS 03 03-019 Armor 1 French Torso/Legs/Arms SG 03-019 Eclat Immacule: Your attacks deal +1 damage to a player who has used a Reveal ability this game. SAINTE BANNIERE 03 03-020 Special 7 French Item (1 Hand) SG 03-020 Bon Droit: After you are missed by an attack, your next successful attack deals +1 damage. VERCINGETORIX 03 03-021 Warrior Wood French Male -- -- -- -- +1 +1 +0 ./\. -- -- -- -- 8 3 6 1 WP 03-021 Vigueur Inepuisable: Defense rolls cannot be modified. Once per round when you hit, if the defender has no shield or Armor cards in play, your attack deals +1 damage. CAMULOS 03 03-022 Inspiration 4 Wind French Deity WP 03-022 Rafale: This card's initiative value cannot be changed. | Attaque Soudaine - Reveal: Make an immediate basic attack against an adjacent warrior at +0. Turn this card face down and swap it with another of your face-down cards. Turn the other card face up. EPEE CELTIQUE 03 03-023 Weapon 3 French Sword (1 Hand) -- -- -- -1 +1 +0 +1 ./\. +0 -- -- -- 1 WP 03-023 Ravage: Your attack rolls with swords gain +1. You may use another sword. If you hit with two sword attacks in a single turn, gain +1 speed for that turn. BOUCLIER CELTIQUE 03 03-024 Armor 6 French Shield (1 Hand) WP 03-024 Coup de Bouclier: Once per round, when you hit an opponent, if the highest die of the attack roll is greater than the highest die roll of the defense roll, the attack deals +1 damage and you may move the defender one space or rotate them. HARNACHEMENT 03 03-025 Special 0 French Item WP 03-025 Degainer - Reveal: Turn one of your face-down, one-handed weapon cards face up. At the end of the round, turn that card face down. If that card is discarded, use its initiative value as normal. You may use up to two weapons. ALARICH 03 03-026 Warrior Wind Germanic Male -- -- -- +2 -2 +0 -- ./\. -- -- -- -- 8 3 8 1 WP 03-026 Zerstorer von Rom: After an ability on a Roman card is used, deal 1 damage to the warrior using the ability. HEIMDAL 03 03-027 Inspiration 4 Aether Germanic Deity WP 03-027 Wachsamkeit: You cannot be damaged by any opponent outside of that opponent's turn. GER 03 03-028 Weapon 5 Germanic Polearm (2 Hands) +1 -- +2 +0 -1 -- -- ./\. -- -- -- -- 2 WP 03-028 Aufgestaute Wut: After you hit with this weapon, if the attack roll was greater than the defender's experience, this weapon deals +1 damage for the rest of the game. WOLFSFELL 03 03-029 Armor 6 Germanic Torso WP 03-029 Wolfsschlaue: At the start of each round, if your experience is less than each opponents' initiative for this round, you may move up to one space and your defense rolls this round gain +1. SALARISCHE TOR 03 03-030 Special 5 Germanic Location WP 03-030 Großer Einmarsch: At the start of each round, if an opponent used a Reveal ability this round, your attack rolls gain +2 this round. ARMINIUS 03 03-031 Warrior Wind Germanic Male -- -- -- +1 +0 -- -- ./\. -1 -- -- -- 8 3 5 1 WP 03-031 Waldscharmutzel: After you take an action to move, your next attack and defense rolls gain +1. TIWAZ 03 03-032 Inspiration 9 Earth Germanic Deity WP 03-032 Freier Himmel: After any player makes a critical hit, you may discard this card. If you do, the hit damages the attacker instead of the defender. ARMINIUS STANDARTE 03 03-033 Weapon 2 Germanic Bludgeon (2 Hands) -- -- -- +0 -1 +0 -- ./\. -- -- -- -- 2 WP 03-033 Durchschlagende Massenandrang: Attacks with this weapon deal +2 damage if the defense roll is less than the defender's initiative. RUSTUNG DER ROMISCHES HILFSTRUPPEN 03 03-034 Armor 4 Germanic Torso WP 03-034 Leichtgewichtig: Your defense rolls gain +1. If you are missed by an attack and your defense roll is less than the attacker's experience, gain +1 speed on your next turn. VARUSSCHLACHT 03 03-035 Special 2 Germanic Location WP 03-035 Waldlande: After your opponent uses a card ability to move their warrior, gain +1 speed on your next turn. FREDEGUNDE 03 03-036 Warrior Metal Germanic Female -- -- -- +0 -1 +1 -1 ./\. -- -- -- -- 8 3 6 1 WP 03-036 Betrugerischer Plan: You may make two attacks each turn with each of your knives. Your attack rolls gain +1 while you are directly or diagonally behind the defender. FREYA 03 03-037 Inspiration 4 Wind Germanic Deity WP 03-037 Folkvang: After you make a roll, you may discard this card to set your roll equal to any player's initiative for that round. VERGIFTETER DOLCH 03 03-038 Weapon 4 Germanic Knife (1 Hand) -- -- -- +1 +0 -- +2 ./\. -- -- -- -- 1 WP 03-038 Schleichendes Gift: At the start of each round, deal 1 damage to each warrior for each time they have been hit by this weapon this game. STEPPUMHANG 03 03-039 Armor 7 Germanic Torso WP 03-039 Behagliche Warme: After you take damage, you may discard this card or get -1 speed on your next turn. If you do either, immediately move up to one space. SCHUTZHERRIN DER MEUCHELMORDER 03 03-040 Special 4 Germanic Allies WP 03-040 Sicherer Schlag: All modifiers in any of your attack grids that are less than +0 are increased to +2. SIEGFRIED 03 03-041 Warrior Metal Germanic Male -- -- -- +0 -- +1 -- ./\. -1 -- -- -- 7 3 7 1 MP 03-041 Solides Fundament: Your defense rolls that are less than 8 are increased to 8. KRIMHILD 03 03-042 Inspiration 5 Fire Germanic Female MP 03-042 Schildmaid: At the start of any round, you may give all of your attack rolls for that round -1. If you do, gain +2 experience and your defense rolls for that round gain +1. BALMUNG 03 03-043 Weapon 3 Germanic Sword (1 Hand) -- -- -- +2 -1 +0 -- ./\. -- -- -- -- 1 MP 03-043 Wild um sich schlagen - Action: Once per round, your next attack this round with this weapon deals +2 damage. TARNKAPPE 03 03-044 Armor 0 Germanic Torso MP 03-044 Sich einfugen: Your defense rolls gain +2. If you move more than once in a turn or are hit, you lose this bonus until the start of the next round. BAD IM DRACHENBLUT 03 03-045 Special 6 Germanic Item MP 03-045 Unverwundbar: Attacks against you deal -1 damage, to a minimum of 0, for each die in the attack roll that is a 6. THEODERICH DER GROSSE 03 03-046 Warrior Earth Germanic Male -- -- -- -- +1 +0 -- ./\. +1 -- -- -- 7 3 6 1 WP 03-046 Nachtlicher Angriff: Once per round, after an attack misses you, you may immediately make an attack, if possible. If you do, you get -1 speed on your next turn. This attack deals +1 damage. BOETHIUS 03 03-047 Inspiration 6 Aether Germanic Male WP 03-047 Schutzbefohlene: At the start of each round, if no opponent reveals a card with greater initiative than this card, gain +1 speed for this round. KRIEGSAXT 03 03-048 Weapon 4 Germanic Axe (1 Hand) -- -- -- +1 -1 +0 +1 ./\. -- -- -- -- 1 WP 03-048 Schwertbrecher: If the defender has a sword, you may attack them with this weapon twice each turn, and these attacks deal +2 damage. LORICA HAMATA 03 03-049 Armor 3 Germanic Torso WP 03-049 Anpassungsfahig: Opponents' attack rolls against you cannot gain bonuses larger than +3. MAGISTER MILITUM 03 03-050 Special 2 Germanic Title WP 03-050 Heldenanerkennung - Reveal: If any player has made a critical hit this game, all of your rolls gain +1 for the rest of the game. MAKATAIMESHEKIAKIAK 03 03-051 Warrior Wood Native American Male -- -- -- +1 +0 -2 -1 ./\. -- -- -- -- 7 3 5 1 MP 03-051 Wakhanyan Naic'izin: Critical hits against you deal normal damage. Your weapon attacks against warriors with one-handed weapons deal +1 damage. InYAn 03 03-052 Inspiration 6 Fire Native American Deity MP 03-052 Inyan Ihangyephicasni: If you are an Earth, Metal, or Wood warrior and you are hit by a critical hit, the attack does not deal damage until the end of your next turn. You gain +2 speed on that turn. InYAn WAHUKHEZA 03 03-053 Weapon 1 Native American Polearm (2 Hands) +2 +1 -- +0 -1 -- -- ./\. -- -- -- -- 2 MP 03-053 Pahlogya Chapha: After an opponent uses an Action ability, you may immediately make an attack with this weapon, if possible. WAKTE WAHACHAnKA 03 03-054 Armor 7 Native American Shield (1 Hand) MP 03-054 Blihic'iya: Once per round, when you hit with a basic attack, you may have it deal 0 damage. If you do, all of your rolls this game gain +1. OKICHIZE CHAnNUnPA 03 03-055 Special 4 Native American Item MP 03-055 Okichize un Yuwinyeyapi: Your support cards gain +4 initiative. At the start of each round, if you won initiative, your attack rolls this round gain +1. MAHPIYA LUTA 03 03-056 Warrior Wood Native American Male -- -- -- +1 +0 +0 -- ./\. -- -- -- -- 9 3 3 1 WP 03-056 Okhithanin: After you are hit by a weapon, your first attack of your next turn gains a damage bonus equal to the attacker's weapon's base damage. WI 03 03-057 Inspiration 7 Aether Native American Deity WP 03-057 Wanikiya - Reveal: If this is the first card you reveal this game, the initiative of your support cards and all your rolls gain +2. After an opponent rolls doubles, discard this card. CHEHUPAHU CHAnKSA 03 03-058 Weapon 3 Native American Bludgeon (1 Hand) -- -- -- -- -- -- -- ./\. -- -- -- -- 0 WP 03-058 Weeyala s'e Yahtake: Your basic attack rolls gain +2. NAPE LUTA WAHACHAnKA 03 03-059 Armor 2 Native American Shield (1 Hand) WP 03-059 Blihelya Naic'izin: If you have less experience than the attacker's initiative for this round, your defense rolls gain +2. ITHAnCHAn THAWAPHAHA 03 03-060 Special 5 Native American Head WP 03-060 Woohitike: Once per turn, when you make an attack or defense roll, you may deal 1 damage to your warrior to re-roll one or both dice. The re-roll gains +2. THASUnKA WITKO 03 03-061 Warrior Fire Native American Male -- -- +1 +2 -- +1 -- ./\. -2 -- -- -- 7 3 4 1 WP 03-061 Tokhel H'anphica Šni: While you have 3 or less life, all of your rolls gain +2. WAKInYAn SUnKAWAKHAn 03 03-062 Inspiration 8 Wind Native American Deity WP 03-062 Thehiya Okhicamna: When you make a roll, it gains +2 if the dice are consecutive numbers and you are a Fire, Water, or Wind warrior. ITAZIPA BLASKA 03 03-063 Weapon 8 Native American Ranged (2 Hands) +1 +1 +0 -- -- -- -- -- -- -- ./\. -- 2 WP 03-063 Wakhan Wichohan s'e Natanpi - Reveal: If the next card you reveal is an Inspiration, you gain +1 speed for that round. WAKInYAn WAHACHAnKA 03 03-064 Armor 4 Native American Shield WP 03-064 Okichize Iyotiyekiya: If you are hit, you may reduce the damage to 1. If you do, you get -1 speed on your next turn. HEYOKHA 03 03-065 Special 4 Native American Allies WP 03-065 Thawat'elya: Once each round, after an opponent rolls consecutive numbers, deal 1 damage to that warrior. THATHAnKA IYOTAKE 03 03-066 Warrior Earth Native American Male/Cavalry -- -- -- +0 +0 -- -- ./\. +1 -- -- -- 7 3 9 1 WP 03-066 Hunkesni: Your attack rolls made during the last action of your turn gain +2. WAKHAn THAnKA 03 03-067 Inspiration 6 Wood Native American Deity WP 03-067 Yuwinyeyapi: This card's initiative value cannot be changed. | Natan Hinglapi - Reveal: Move your warrior up to one space. Turn this card face down and swap it with another of your face-down cards. Turn the other card face up. WAnHI CHAnHPI 03 03-068 Weapon 2 Native American Axe (1 Hand) -- -- -- +1 +1 +1 -1 ./\. -1 -- -- -- 1 WP 03-068 Ophe Okhicamna: After you hit with this weapon, if you do not have an Armor in play, the defender's attack rolls on their next turn cannot be increased. WANAZI WACHIPI WAHACHAnKA 03 03-069 Armor 6 Native American Shield (1 Hand) WP 03-069 Nahmala naic'izin: Your defense rolls gain +3 against attacks that deal more than their base damage. WANAZI WACHIPI 03 03-070 Special 5 Native American Ability WP 03-070 Khinazinpi - Action: If you are adjacent to a warrior, move to another space adjacent to that warrior. Your next attack roll this turn gains +2. TECUMTHA 03 03-071 Warrior Water Native American Male -- -- -- -- -- +2 -1 ./\. -1 -- -- -- 8 3 5 1 WP 03-071 Naic'izin: Once per round, before you make a defense roll, you may choose to reduce the roll by 2. If you do and the attack misses, gain 2 life. HAnBLECHEYAPI 03 03-072 Inspiration 9 Aether Native American Quest WP 03-072 Waayataya Wanyanke: After any player rolls doubles, gain +1 speed on your next turn. InYAnMILA 03 03-073 Weapon 2 Native American Knife (1 Hand) -- -- -- +0 +4 +1 -- ./\. -- -- -- -- 1 WP 03-073 Zuya Wichasa Bliheca: Immediately before you attack with this weapon, you may move up to one space. MAZAZU THOKAHEYA WAHACHAnKA 03 03-074 Armor 8 Native American Shield (1 Hand) WP 03-074 Iwayuphiya Naic'izin: At the end of the round, if you are a Water warrior and in an opponent's attack grid, move up to two spaces. WOPHIYE WAKHAn 03 03-075 Special 4 Native American Item WP 03-075 Wothawe - Reveal: Roll one die and place it on this card. Once each turn, you may swap one of the dice in one of your rolls with the die on this card. At the end of the round, increase the die on this card by 1 if possible. CALUM III 03 03-076 Warrior Water Scottish Male -- -- -- +0 +1 -- +1 ./\. +0 -- -- -- 7 3 8 1 WP 03-076 Diongbhaltas - Action: Move to any space in any of your attack grids. NAOMH MAIREID 03 03-077 Inspiration 2 Aether Scottish Female WP 03-077 Fior-Choisrigte: After you roll doubles on a non-attack roll, your next attack roll is considered to be doubles. CLAIDHEAMH-CATHA DA-LAIMHE 03 03-078 Weapon 4 Scottish Sword (2 Hands) -- -- +0 +2 -2 +0 +0 ./\. -1 -- -- -- 2 WP 03-078 Ionnsaigh-Sparraidh: After you hit with this weapon, roll two dice. If the total is less than your experience, move the defender to any space in this weapon's attack grid. CEANNASG MAILLEACH 03 03-079 Armor 3 Scottish Head WP 03-079 Air Fhaiceall ro Chunnart: After you are hit, if the defense roll plus two is greater than the attack roll, the attack deals -1 damage, to a minimum of 0. CUMHNANT BRISTE 03 03-080 Special 0 Scottish Item WP 03-080 Brathadh: At the start of any round, you may discard this card. If you do, all opponents' rolls this round get -1 and you may discard an opponent's item. ROB RUADH MACGRIOGAIR 03 03-081 Warrior Earth Scottish Male -- -- -- +1 -1 -- +1 ./\. -- -- -- +2 7 3 8 1 WP 03-081 Fear-Claidheimh: Your attack rolls with swords gain +1. Your attack and defense rolls gain +1 against an opponent with a sword. AR-A-MACH CRABHACH 03 03-082 Inspiration 5 Fire Scottish Quest WP 03-082 Aon Fhior-Chreideamh: Warriors without Inspirations in play cannot gain bonuses to their defense rolls. CLAIDHEAMH LEATHANN 03 03-083 Weapon 5 Scottish Sword (1 Hand) -- -- -- +2 +0 -- -1 ./\. -- -- -- -- 2 WP 03-083 Marbhaiche Each: While the defender has a cavalry card, this weapon deals +1 damage. TARGAID GHAIDHEALACH 03 03-084 Armor 5 Scottish Shield WP 03-084 Crub Fodha: Your defense rolls gain +2 against two-handed weapon attacks. BONAID TRI-ITEAGAN 03 03-085 Special 3 Scottish Head WP 03-085 Moit na Reisimeid - Reveal: Whenever you would roll two dice this round, roll three dice instead and choose which two to use. RAIBEART BRUS 03 03-086 Warrior Metal Scottish Male -- -- -- -1 +0 +1 -- ./\. +0 -- -- -1 7 3 7 1 WP 03-086 A' Feitheamh Ri Fath - Action: Once per round, your attack rolls with axes this round gain +1 for each of your face-up support cards. Your next axe attack this turn deals +1 damage. DAMHAN-ALLAIDH LEANTALACH 03 03-087 Inspiration 8 Wood Scottish Item WP 03-087 Meanbh-Charaid: If you are a Metal, Wind, or Wood warrior, your first attack roll of each round gains +2. TUAGH-CHATHA ALBANNACH 03 03-088 Weapon 6 Scottish Axe (1 Hand) -- -- -- -- +2 +0 -1 ./\. -- -- -- -- 2 WP 03-088 Innleachd Chunnartach: After an opponent re-rolls, swaps, increases or decreases the value of any number of dice, your next attack with this weapon deals +1 damage. CLOGAID PHEMBRIDGE 03 03-089 Armor 4 Scottish Head WP 03-089 Do-chrathte: Once per round, when you are attacked, replace your opponent's modifier from their attack grid with any modifier from any of their attack grids. CRUN NA H-ALBA 03 03-090 Special 3 Scottish Head WP 03-090 Tagair Ughdaras - Action: If you have no Armor in play, reduce all bonuses to your opponent's rolls this round to 0. You may use another head card. SGATHACH AN EILEIN SGIATHANAICH 03 03-091 Warrior Water Scottish Female -- -- -- -- -- +1 +0 ./\. -1 +1 -- -- 8 3 4 1 WP 03-091 Ban-Fhaidh: If your attack roll matches any players' initiative for any round, that attack deals +1 damage. IOMBHAS FORASNA 03 03-092 Inspiration 4 Aether Scottish Ability WP 03-092 Na Bhios Ann: Once per round, after an attack or defense roll, you may increase one of the dice you rolled by 1 and decrease one of the dice your opponent rolled by 1. TUISG NA GREIGE 03 03-093 Weapon 7 Scottish Sword (2 Hands) -- -- -- -- +1 +1 +0 ./\. -- +0 -- -- 2 WP 03-093 Lannan 'nan Cuairteagan: If you are allowed to have more than one weapon this game and are an Aether, Water, or Wind warrior, you may attack with this weapon twice each turn. The second attack roll with this weapon each turn gains +2. CAITHBHEART-CHUIM LEATHRACH 03 03-094 Armor 2 Scottish Torso WP 03-094 Gluasadachd: At the start of each round, if you did not win initiative, you may immediately take one action. If you do, you get -1 speed this round. CRAOBH NAN CLACH 03 03-095 Special 8 Scottish Item WP 03-095 Binn Ciontaich: At the start of each round, if you win initiative, you may rotate an Aether, Fire, or Metal warrior. UILLEAM UALLAS 03 03-096 Warrior Wood Scottish Male -- -- -- -- +0 +1 -- ./\. -- -2 -- -- 7 3 1 1 SG 03-096 Cridhe na Gaisgeachd: Your first attack each round with a two-handed non-ranged weapon deals +1 damage. You take +1 damage from critical hits. CLUARAN NA H-ALBA 03 03-097 Inspiration 3 Wood Scottish Emblem SG 03-097 Cha Togar M' Fhearg Gun Dioladh: Once per round, after you are hit by an opponent without an Armor in play, your next attack deals +2 damage. CLAIDHEAMH-MOR GAIDHEALACH 03 03-098 Weapon 1 Scottish Sword (2 Hands) +0 -- -- +1 +0 -1 -- ./\. -- -- -- -- 2 SG 03-098 Gearradh Bacaidh: Whenever you hit an opponent with this weapon, their defense rolls get -1 for the rest of the game. CAITHBHEART-RUIGHE LEATHRACH 03 03-099 Armor 5 Scottish Arms SG 03-099 Basbaireadh Tuiteamach: Once per turn, after you are missed by an attack, you may immediately make a basic attack against an adjacent opponent at +0. You may use another armor. SPORAN 03 03-100 Special 1 Scottish Item SG 03-100 Brigh a Bharrachd: After you roll a 1 on any of your dice, you may re-roll that die. HATTORI HANZO 03 03-P11 Warrior Wind Japanese Male -- -- -- +1 -1 +0 +1 ./\. -- -- -- -- 7 3 7 1 TP 03-P11 Kagekakushi: Once per round, before you make an attack with a one-handed weapon, move to the space directly behind and opposing warrior, if possible. If you do, the attack roll gains +1 and the attack deals +1 damage. | [Tournament Winner] HERAKLES OF THEBES 03 03-P12 Warrior Earth Greek Male -- -- -- +1 +1 +0 -- ./\. -- -- -- -- 6 3 6 1 TP 03-P12 Ellenike: When you make a basic attack roll, if you have no item in play, roll three dice and use the sum of all three. If all three of the dice are the same number, the attack deals triple damage. The attack cannot be a critical hit. | [Tournament Winner] NAEGLING 03 03-P13 Weapon 6 Norse Sword (1 Hand) -- -- -- +1 -1 -- +0 ./\. -- -- -- -- 3 TP 03-P13 Feigr After each hit with this weapon, lower its base damage by 1 for the rest of the game, to a minimum of 1. | [Tournament Participation] CLOTHO 03 03-P14 Inspiration 8 Water Greek Fate CP 03-P14 Neoterikos: At the start of each round, if you revealed a Fate this round, gain +1 speed this round. | [Con Only Promo] LACHESIS 03 03-P15 Inspiration 12 Wood Greek Fate CP 03-P15 Horizo: You may have up to three Fate Inspirations in play. | Krino: Your attack rolls gain +1 for each Fate you have in play. | [Con Only Promo] ATROPOS 03 03-P16 Inspiration 6 Aether Greek Fate CP 03-P16 Diaphthora - Reveal: If you have three Fates in play, deal 3 damage to an opponent. This ability cannot reduce a warrior below 1 life. | [Con Only Promo] SETH 03 03-P17 Inspiration 5 Water Egyptian Deity TP 03-P17 Isft: Each player reveals their support cards in reverse order (from right to left). | [Tournament Organizer] STONE OF DESTINY 03 03-P18 Special 3 Briton Item TP 03-P18 This card is also considered a Scottish card. | Coronacioun: Before you make a roll, if you do not have a Fire card, pick a number no greater than your experience. You permanently lose that much experience and add that amount to this roll. | [Tournament Organizer] CHAN ZHANG 03 03-P19 Weapon 7 Chinese Bludgeon/Polearm (2 Hands) +0 +0 +0 +0 +0 +0 +0 ./\. +0 +0 +0 +0 1 TP 03-P19 Feng Mo Zhang Fa: Twice each turn, after and attack misses you, you may immediately make an attack against the attacker, if possible. | [Tournament Participation] BATU KHAN 03 03-P20 Warrior Wood Mongol Male -- -- -- +1 +0 +0 -- ./\. -- -- -- -- 7 3 9 1 TP 03-P20 Altan Ordon Ulus: Once per round, after you make a critical hit, you may immediately make another attack of the same type against the same opponent. | [Tournament Winner] BENRIG MEDB 04 04-001 Warrior Water Irish Female -- -- -- +2 -- -- -1 ./\. +0 -- -- -- 7 3 7 1 WP 04-001 Slaintiuil: Twice each round, when an opposing player gains life, you gain that life instead. ANU 04 04-002 Inspiration 5 Fire Irish Deity WP 04-002 An Mhathair-Uachtaran --Reveal: Gain 2 life. Choose an opposing warrior to gain 1 life. All of your rolls during your turn this round gain +1. SLEA BLADHMADH 04 04-003 Weapon 7 Irish Polearm (2 Hands) -- +2 -- +1 -- +0 -- ./\. -- -- -- -- 2 WP 04-003 Glechlaiomh: Attacks with this weapon deal +1 damage while you have a fire inspiration in play. BRAT DERG 04 04-004 Armor 3 Irish Torso WP 04-004 Seasamh Uasal: Attacks agaisnt you cannot gain damage bonuses if the attacker has fewer cards that match their warrior's culture than you have that match yours. DONN CUAILNGE 04 04-005 Special 8 Irish Ally WP 04-005 Sa: If you hit tiwce in the same turn, you may immediately make a basic attack, if possible. This attack deals +1 damage. BRIAN BORU 04 04-006 Warrior Fire Irish Male -- -- -- -- +1 +1 -1 ./\. -- -- -- -- 7 3 8 1 SG 04-006 Dioltas: You gain +1 speed during the first round of the game if you are opposing a Norse warrior. | An Dara Buille -- Action: Once each game, make an attack with one of you r weapons, if possible. After the attack, set your experience to 0. ARD RI 04 04-007 Inspiration 4 Earth Irish Quest SG 04-007 Muinteartha Le Cath: Your attack and defense rolls gain +1 against a warrior who has equal or fewer support cards that match their warrior's culture than you have that match yours. CLIABH MOR 04 04-008 Weapon 5 Irish Sword (2 Hands) -- -- -- +1 +0 -- -1 ./\. +0 -- -- -- 2 SG 04-008 Luascadh Trom: If you hit with this weapon, the defender's next support card gets -5 initiative. MAILLE NA LUB 04 04-009 Armor 3 Irish Torso SG 04-009 Sraonadh: When you are attacked by a sword, axe, or knife, the attacker may choose to reduce their attack roll bonuses to 0. If they do not, the attack deals -1 damage to a minimum of 1. CULAIN TAIRBH 04 04-010 Special 2 Irish Location SG 04-010 An Staitse a Reiteach -- Reveal: Place this card in any space in the arena. | Buntaiste Bhaile: The first defense roll made each turn by opposing warriors in or adjacent to this card's space get -2. CU CHULAINN 04 04-011 Warrior Fire Irish Male -- -- -- +0 +0 -1 +1 ./\. +1 -- -- -- 7 3 7 1 WP 04-011 Fioch Fola: At the start of each of your turns, if any opponent revealed a support cards that round with initiative equal to or higher than your life, you may move them to any space in your basic attack grid. If you do, you cannot move more than once during that turn. MOR RIOGHAIN 04 04-012 Inspiration 1 Fire Irish Deity WP 04-012 Plean Cliste: Once each round, after an opposing warrior gains life, gain +1 speed for the rest of the game. | "Over their heads shreiks a lean goddess, GAE BOLG 04 04-013 Weapon 6 Irish Polearm (2 Hands) -- +2 +0 +1 -1 -- -- ./\. -- -- -- -- 2 WP 04-013 Ionsai: After you hit with this weapon, your opponent may choose to get -3 on their next roll. If they do not, deal 1 damage to that warrior. DUBAN 04 04-014 Armor 0 Irish Shield (1 Hand) WP 04-014 Seasamh Ildanach: If you lost initiative this round, you may re-roll one die of one of your attack rolls and one die of one of your defense rolls this round. BAS SHEASAMHACH 04 04-015 Special 8 Irish Code WP 04-015 Comhartha Misneach --Reveal: If you lost the previous game, gain 2 life and +3 experience. Otherwise gain 1 life and +1 experience. DONAL MCCATHAIGH MOR 04 04-016 Warrior Metal Irish Male -- -- -- +1 +0 -- -- ./\. +2 -- -- -- 8 3 5 1 WP 04-016 Iomaiocht: at the start of this game, choose an opposing warrior. At the end of this game, for the rest of the match, your warrior gains +1 speed against warriors of the chosen warrior's culture. | Aisghairm: Whenever an opponent reveals a card from a different culture than their warrior, they get -2 experience. DLI BREITHIM 04 04-017 Inspiration 5 Wood Irish Code WP 04-017 Breithiunas: After an opponent gains a speed bonus from one of their own card abilities or reveals a support card with an initiative greater than 7, deal 1 damage to that warrior. SLEA LE SCIAN LE CUMA DUILLEOG 04 04-018 Weapon 9 Irish Polearm (2 Hands) -- +0 +2 -- +1 +1 +0 ./\. -- -- -- -- 2 WP 04-018 Creacht a Thaoscadh: After an opposing warrior gains life from one of their card abilities, you may immediatly attack that warrior with this weapon, if possible. TORC ORGA 04 04-019 Armor 3 Irish Item WP 04-019 Or Soilseach: You gain +1 speed during the fourth and fifth rounds. Opposing cards cannot reduce your attack rolls, defense rolls, speed or experience. SIULOIR NA COSACH CROISE 04 04-020 Special 1 Irish Item WP 04-020 Ag Siuil ar Chos Chroise: Your warrior is not affected by opposing support cards in spaces in the arena. | Abhog Mor: Once each round, after you roll doubles, you may move one space. FINN MacCUMHAILL 04 04-021 Warrior Water Irish Male -- -- -- +1 +2 -- -1 ./\. -- -- -- -- 7 3 5 1 WP 04-021 Cairde agus Comhghuaillithe: At the start of each round, you may discard one of your face up support cards. If you do, put an ally card in your discard pile into play face up. IF that card has a reveal ability, use it immediately. This ability cannot return any one ally to play more than once each game. AN BRADAN FEASA 04 04-022 Inspiration 6 Water Irish Mystic WP 04-022 Eagnaiocht: At the start of each round, each opponent who reveals a card with higher initiative than this card gets -1 to all their rolls that round. MAC AN LUIN 04 04-023 Weapon 4 Irish Sword (1 Hand) -- -- -- +1 -- +0 +0 ./\. +1 -- -- -- 2 WP 04-023 Tonn: If you have a Water inspiration in play, you may use this weapon to attack any adjacent warrior at +2. | Much: When you attack, if the attack and defense rolls tie, deal 1 damage to the defender. SGIATH GAILBHINN 04 04-024 Armor 0 Irish Shield (1 Hand) WP 04-024 Cur I dTaca: Once each round, before you make a defense roll, your roll gains +2. | Clifeal: Once each match, before you make an attack roll, if this card is in your discard pile, the attack roll gains +2. BRAN AGUS SCEOLANG 04 04-025 Special 5 Irish Allies WP 04-025 Conairt Cogaidh --Reveal: Place this card in an unoccupied space in the arena. | Ciap: At the end of each round, you may make one basic attack at +2 agaisnt each opposing warrior in or adjacent to this cards space. This attack deals no more than 1 damage. ARIKI TE WHEROWHERO 04 04-026 Warrior Earth Maori Male -- -- -- -- +1 +0 +0 ./\. +0 -- -- -- 8 3 5 1 WP 04-026 Rehu: Once each round, when you hit with a bludgeon and the defender has no Armor in play, the defender's next roll gets -2. | Tika: Your attack rolls with bludgeons get +1. TREATY OF WAITANGI 04 04-027 Inspiration 1 Earth Maori Item WP 04-027 Whakawiri Teka - Reveal: Choose another warrior. Exchange experience values of your warrior and the chosen warrior. TAIAHA 04 04-028 Weapon 2 Maori Polearm - Bludgeon (2 Hands) +1 -- +2 +2 +1 -- -- ./\. +1 -- -- -- 2 WP 04-028 Kurute: Attacks with this weapon made against adjacent opponents deal -1 damage. PA 04 04-029 Armor 5 Maori Location WP 04-029 Whakakakha - Reveal: Place this card in any unoccupied space in the arena. | Whita: If an opposing warrior ends their turn in this card's space, deal 1 damage to them. While you are in or adjacent to to this card's space, attacks against you cannot gain damage bonuses. HEI-TIKI 04 04-030 Special 3 Maori Mystic - Item WP 04-030 Te Tuatahi Tangata: At the start of each round, the player who won initiative that round may choose to go last. If they do not, you may turn one of that player's support cards face-down. Turn that card face-up at the end of the round. HATUPATU 04 04-031 Warrior Wood Maori Male -- -- -- +1 +0 -- +1 ./\. -1 -- -- -- 5 4 3 1 WP 04-031 Whakahaere:The first time you make a critical hit that hit deals normal damage and you gain 4 life and 6 experience. TANE MAHUTA 04 04-032 Inspiration 7 Wood Maori Deity WP 04-032 Kaiwhakangaio: Once each round, after you and an opponent each roll two dice, if you are a Water, Wind, or Wood warrior, you may deal 1 damage to your warrior. If you do, swap your highest die with the opponent's highest die. MERE 04 04-033 Weapon 4 Maori Bludgeon (1 Hand) -- -- -- +1 +0 -- +1 ./\. -1 -- -1 -- 1 WP 04-033 Hunga Ora: After you attack with this weapon, gain +1 speed this round. | Mama: You may use another weapon. TE KOHATU-O-HATUPATU 04 04-034 Armor 8 Maori Location WP 04-034 Haere Ninihi - Reveal: Place this card in any space in the arena. | Whakapeke: Once each round, when a warrior in this card's space is dealt damage, they may reduce that damage by 2 to a minimum of 1. After a warrior in this space is critically hit, discard this card. KARAKIA 04 04-035 Special 3 Maori Ability WP 04-035 Whakatara: The start of each round roll two dice. If the total is odd, your first defense roll this round gains +2. If the roll is doubles, you suffer 1 less damage from all attacks this round, to a minimum of 1 damage. KUPE 04 04-036 Warrior Water Maori Male -- -- -- -- +1 -1 +1 ./\. +0 -- -- -- 7 3 4 1 WP 04-036 Whakahura:At the start of each round, choose an opponent you may use abilities on that player's warrior or support cards that give damage, attack, roll or defense roll bonuses. Your support cards cannot give bonuses to your defense rolls. TANGAROA 04 04-037 Inspiration 6 Water Maori Deity WP 04-037 Miti:The round this card is revealed initiative is determined by experience and resolved from lowest to highest. | Nga Tai Puhoro-Reveal: Your attack rolls this round get +1 against Warriors with more experience than this card's initiative. HAUHAU-TE-RANGI 04 04-038 Weapon 2 Maori Axe (2 Hands) -- -- -- -- +1 -1 +0 ./\. -1 -- -- -- 2 WP 04-038 Pounamu:If you have a mystic card increase the modifier of all the spaces in this card's attack grid to +2 and when you attack with this weapon you may re-roll one die of the attack roll. MOKO 04 04-039 Armor 7 Maori Ability - Mystic WP 04-039 Taitoatanga:Reduce the damage dealt by each basic attack to 1. WAKA 04 04-040 Special 4 Maori Cavalry WP 04-040 Amatiatia -Action: Once each round, if there is a Water card in play, move to any space in your Warrior's Column or row. MAUI-TIKITIKI 04 04-041 Warrior Water Maori Male -- -- -- -- -1 +1 +0 ./\. -- -- -- -- 9 4 5 1 MP 04-041 Mura: Your attack rolls gain +1 against fire warriors. | Hikaikai: Your defense rolls get -2. TU-MATANUENGA 04 04-042 Inspiration 7 Fire Maori Deity MP 04-042 Maia - Reveal: Place this card in any space in the arena. | Whakaekenga: When you attack, you may attack as though your warrior were in this space and facing any direction. MANAI IKLANAI 04 04-043 Weapon 6 Maori Bludgeon (1 Hand) -- -- -- -- +1 -- +0 ./\. +2 -- -- -- 1 MP 04-043 Matau: After you make a critical hit with this weapon, deal 2 damage to the defender and place this card in any space in the arena. | Kakari: While you are in or adjacent to this card's space, your attack rolls gain +2. KAHU KIWI 04 04-044 Armor 5 Maori Torso MP 04-044 Whakaki: Once each turn, after you are hit by a warrior with a higher initiative for this round than your warrior's experience, you may immediately make a basic attack against the attacker, if possible. MANA 04 04-045 Special 7 Maori Mystic MP 04-045 Mana - Reveal: For this round, if you have a deity in play, change each die that you roll that is a 1 to a 6. Change each die that an opponent without a deity in play rolls that is a 5 to a 2. TE RAUPRAHA 04 04-046 Warrior Water Maori Male -- -- -- -- +0 +1 +1 ./\. -- -- -- -- 7 3 6 1 WP 04-046 Whakawhiunga: At the start of each round make a basic attack at +2 against each warrior with higher initiative than your initiative for that round. RANGA-NUI ME PAPA-TU-A-NUKU 04 04-047 Inspiration 4 Aether Maori Deity WP 04-047 Kite: This card also counts as a Wind and an Earth card. | Koraha: All of your non-defense rolls gain +2 for each element your cards share with any one opponent's cards. KOTIATE 04 04-048 Weapon 2 Maori Bludgeon - Knife (1 Hand) -- -- -- +1 -1 +1 +2 ./\. +0 -- -- -- 1 WP 04-048 Apuru: When attacking with this weapon, if the attack roll is odd and the attack hits, the attack is a critical hit. HAKA 04 04-049 Armor 1 Maori Ability WP 04-049 Kaitaua: If no other card ability gives you a bonus to your defense rolls, your defense rolls against attacks that would deal more damage than your weapon's base damage gain +2. | Ka mate! Ka mate! Ka ora! Ka ora! Ka mate! Ka mate! Ka ora! Ka ora! Tenei te tangata puhuru huru, Nana nei i tiki mai, Whakawiti t era A upane! A upane! Ka upane! Whiti te ra! Hi!! TAPU 04 04-050 Special 5 Maori Code WP 04-050 Whakakore - Reveal: The next time this game that an opponent hits you with an attack that deals more damage than its base damage, you may discard this card and one of that opponent's non-weapon support cards. APRANIK 04 04-051 Warrior Wind Persian Female -- -- -- +1 -1 -- +0 ./\. +2 -- -- -- 6 3 7 1 WP 04-051 Jang Joy-e Azadi: At the start of each round, roll two dice. If this total is odd, gain 1 life. If the roll is doubles, your next attack is a critical hit if it hits. ANAHITA 04 04-052 Inspiration 6 Earth Persian Deity WP 04-052 Bar-e Esbat-Reveal: If you lost the previous game or if an opponent discarded one of your cards this game, you may deal 1 damage to your warrior. If you do, for the rest of the game, your first weapon attack of each round deals +1 damage. AKINAKA 04 04-053 Weapon 3 Persian Knife (1 Hand) -- -- -- -- +0 -- -1 ./\. +0 -- -- -- 2 WP 04-053 Du Gardeshi: You may use another weapon this game. TIARA 04 04-054 Armor 4 Persian Head WP 04-054 Bargasht- Action: Make a basic attack at +1 into any space in any of your non-ranged weapon attack grids. JANG O GORIZ 04 04-055 Special 4 Persian Ability WP 04-055 Hamle-ye Jahesi- Reveal: Choose an opponent. At the start of your turn and at the end of the chosen opponent's turn, make a basic or weapon attack against each opposing warrior at the largest bonus in that attack's grid. These attack cannot gain damage bonuses. You can take no other actions this round. CYRUS THE GREAT 04 04-056 Warrior Metal Persian Male -- -- -- +1 -2 +1 -- ./\. -- -- -- -- 7 3 5 1 WP 04-056 Savarkar-e Chabok :While you have a cavalry card you gain +1 speed. MARDUKH 04 04-057 Inspiration 2 Fire Persian Deity WP 04-057 Yahgi-e Batel: When you roll a 2 on any die of an attack or defense roll, roll another die and add the value of that die to this roll. If you do, the roll cannot count as doubles. KAMAN-E HELAL-E IRANI 04 04-058 Weapon 9 Persian Ranged (2 Hands) +1 +0 +1 -- -- -- -- -- -- -- ./\. -- 2 WP 04-058 Ba Zoor: Your basic attack rolls gain +1. SPARA 04 04-059 Armor 5 Persian Shield (1 Hand) WP 04-059 Moha'jar: While you have a ranged weapon, this card requires 0 hands to use. | Jeld: When you are attacked, if the attacker has moved this turn, your defense roll gains +2. ARABE HAYE DARRANDE 04 04-060 Special 4 Persian Cavalry WP 04-060 Barkhord: Once each round, after moving into a space adjacent to an opposing warrior, you may immediately make a basic attack against that warrior, if possible. DARIUS THE GREAT 04 04-061 Warrior Earth Persian Male -- -- -- +1 -2 -- -- ./\. +1 -- -- -- 7 2 8 1 MP 04-061 Ghahremani: At the beggining of each round, roll two dice. If the total is even, your attack rolls gain +1 for the rest of the game. If this total is odd, your defense rolls gain +1 this round. If you roll doubles, your next attack deal +1 damage. AHURAMAZDA 04 04-062 Inspiration 6 Aether Persian Deity MP 04-062 Mojazat: When you are hit by an attack with a damage bonus, gain +9 initiative next round and +1 speed on your next turn. NEYZE-YE DARRANDE 04 04-063 Weapon 4 Persian Polearm (2 Hands) -- +1 +0 +0 -1 -- -- ./\. -- -- -- -- 2 MP 04-063 Nagahani: When attacking with this weapon, you may attack each opponent in this weapon's attack grid. If there is only one opponent in this weapon's attack grid, yout attack roll gains +2. GERRON 04 04-064 Armor 6 Persian Shield (1 Hand) MP 04-064 Bezdarande: You may use another Armor card this game. | Mogheiyat Gereftan: Once each round, re-roll one die of one of your defense rolls. After you are attacked, if you rolled doubles on the defense roll, you may move up to one space. AMRTAKA 04 04-065 Special 3 Persian Ally MP 04-065 Arayesh Gereftan - Reveal: Place this card in any space in the arena. | Amozesh-e Razmi: When you attack an opponent who is in or is non-diagonally adjacent to this card's space, your attack roll gains +2. MITHRIDIES VI THE GREAT 04 04-066 Warrior Wind Persian Male -- -- -- +0 +2 -- -- ./\. -1 -- -- -- 7 3 8 1 WP 04-066 Jang Salar : At the start of each round roll two dice. If you roll consecutive numbers, move your warrior to any unoccupied space in the arena. If you roll doubles, you may attack twice with your weapon this round. DIONYSUS 04 04-067 Inspiration 7 Water Persian Deity WP 04-067 Efrat Kardan - Reveal: If the sum of the initiative of all cards revealed this round is even, gain 1 life. | Harzegi: Once each round, after you gain life, your next attack roll gains +2. PALTA 04 04-068 Weapon 2 Persian Polearm - Cavalry (1 Hand) -- -- -- +1 +0 -- -- ./\. +1 -- -- -- 2 WP 04-068 Etteham-e Sahmgin: Each time you take an action to move, you may choose for your next attack with this weapon this turn to be made at +0 and deal +1 damage. GRIWBAN 04 04-069 Armor 5 Persian Torso WP 04-069 Shir:Your defense rolls gain +1. After you are hit, your next defense roll gains an additional +2. | Tanumand: Once per match, at the start of the round, your may discard your face up armor in play to play this card from your discard pile. MITRAY-I 04 04-070 Special 4 Persian Ability WP 04-070 Ijad Moghavemat: After you take damage, roll two dice. If the total is less than your experience, the next attack against you deals -1 damage to a minimum of 0. SHAPUR I 04 04-071 Warrior Wind Persian Male - Cavalry -- -- -- +1 +0 -- -- ./\. +2 -- -- -- 7 3 6 1 WP 04-071 Abdide-ye Jang:At the start of each round roll two dice. If the roll is greater than your life you may immediately move your warrior one space or use an action ability on one of your support cards. ZARTOSHT 04 04-072 Inspiration 9 Aether Persian Ally - Male WP 04-072 Aramesh-e Darouni: At the start of each round, if you did not make an attack last round, your first attack of this round deals +1 damage, and you gain +1 speed this round. KONTOS 04 04-073 Weapon 4 Persian Polearm (2 Hands) -- -- +0 +1 -- +0 +1 ./\. -- -- -- -- 2 WP 04-073 Oqab - Action: If you have hit an opponent with this weapon this turn, make a basic attack at +2 against that warrior. KOLAH KHOD-E SASANI 04 04-074 Armor 0 Persian Head WP 04-074 Zehn-e Baz: Once each turn, if you have a cavalry card, and one die of your rolls matches your experience, you may give the roll +2. RHYTON 04 04-075 Special 3 Persian Item WP 04-075 Meygosari: Once each round, before you are attacked, you may give the attacker the choice to make the attack roll at +0. If they do not, gain 1 life. CAHTERINE THE GREAT 04 04-076 Warrior Earth Russian Female -- -- -- -- -1 -1 -- ./\. +0 -- -- -- 8 3 5 1 WP 04-076 Diplomaticheskoye Vmeshatelstvo: At the start of each round, choose an attack grid. Swap that attack grid with this card's attack grid until the end of the round. VOLTAIRE 04 04-077 Inspiration 5 Wood Russian Ally - Male WP 04-077 Pontificat: After you lose a tie, gain +1 speed on your next turn, and gain +3 experience. POLUSABLYA 04 04-078 Weapon 7 Russian Sword (1 Hand) -- -- -- +1 +2 +0 +1 ./\. -- -- -- -- 2 WP 04-078 Boyevoy Krik --Action: You may attack with this weapon twice during this and your next turn. KIRASA 04 04-079 Armor 6 Russian Torso WP 04-079 Ustoichevo Derzhat: Once each round, when you make a non - attack roll, you may choose for the roll to count as doubles. If you do, your next support card gets -3 initiative. PROSVESCHENNIY ABSOLUTISM 04 04-080 Special 4 Russian Code WP 04-080 Deistvitelnost: Dice and rolls are not affected by card abilities other than attack roll or defense roll bonuses. | Naslediye: Once each match, before dice are rolled, if this card is in your discard pile, prevent the dice or roll from being affected by card abilities other than the attack roll or defense roll bonuses. IVAN THE TERRIBLE 04 04-081 Warrior Fire Russian Male -- -- -- +1 -- -- +0 ./\. +2 -- -- -- 7 3 7 1 WP 04-081 Perviy Tzar: After any player rolls dice, if you have more than 2 experience, you may give your warrior -3 experience. If you do, you may increase or decrease one of the dice by 1. | Poslednyaya Slava--Action: If you are at 1 life, your next roll is a 12. ANASTASIA ROMANOVA ZAKHARYINA 04 04-082 Inspiration 8 Water Russian Ally - Female WP 04-082 Dragotzennaya I Hrupkaya: You gain +1 speed and your first weapon attack each round deals +1 damage. After an opponent rolls doubles on an attack roll, discard this card and you get -1 speed on your next turn. SHESTOPER 04 04-083 Weapon 2 Russian Bludgeon (1 Hand) -- -- -- +0 -1 +0 -- ./\. -- -- -- -- 1 WP 04-083 Visshaya Vlast: When attacking with this weapon, make three attack rolls and compare each against the defender's defense roll. Deal this weapon's damage for each attack roll that hits. | Smertnost: Warriors cannot gain life. You cannot use another weapon this game. TYEGILYAI 04 04-084 Armor 5 Russian Torso WP 04-084 Ustanovlennaya Zaschita: Once each turn, when you are attacked, you may choose to give the attack roll -3. If you do, your next attack roll gets -1. OPRICHNIKI 04 04-085 Special 3 Russian Ally WP 04-085 Pihl --Reveal: Place this card in any unoccupied space in your starting row. | Presledovaniye: Whenever you move your warrior, you may move this card one space (Not Diagonally). If this card moves into a space occupied by an opposing warrior, you may discard this card to deal 2 damage to that warrior. PETER I THE GREAT 04 04-086 Warrior Metal Russian Male -- -- -- +1 -- +1 -1 ./\. +2 -- -- -- 7 3 7 1 SG 04-086 Provosglasheniye: At the start of each round, choose a row or column in the arena. While opposing warriors are in the chosen spaces, they cannot use abilities on armor or special cards. VOZVESHENNIYE POSOLSTOVO 04 04-087 Inspiration 6 Earth Russian Quest SG 04-087 Velikoye Posolstvo: Once each game, at the start of any round, if this card is in play or in the discard pile, you may gain +3 experience and move your warrior up to one space. If this card was in your discard pile, this ability cannot be used again this match. SHPAGA 04 04-088 Weapon 1 Russian Sword (1 Hand) -- -- -- -1 -- -- +1 ./\. +2 -- -- -- 2 SG 04-088 Izyaschestvo: After an opposing warrior gains life or a speed bonus, the next attack roll with this weapon gains +1 and the attack deals +1 damage. KOLONTAR 04 04-089 Armor 5 Russian Torso SG 04-089 Neudivlenniy: Once each turn, when you are attacked, if you did not win initiative this round, make two defense rolls and choose which one to use. RINDI 04 04-090 Special 6 Russian Ally SG 04-090 Prevsoiti Chislennostyu: At the start of each round, choose an opposing warrior and roll two dice. If this total is less than the chosen warrior's experience, that warrior's attacks cannot deal more than base damage this round. Otherwise, your attack rolls against them gain +1 this round. PRINZ MIKHAIL SKOPIN-SHUISKY 04 04-091 Warrior Wind Russian Male -- -- -- +2 +0 -1 -- ./\. -- -- -- -- 8 3 6 1 WP 04-091 Hitrost: When you reveal a support card, you may choose to give it its initiative value +4 or -4. If you do, choose an opponent. Modify that warrior's first roll of the round by half of the chosen amount. SAMOZVANTEZ DMITRY I 04 04-092 Inspiration 3 Fire Russian Ally - Male WP 04-092 Tzar Samozvanteatz: After you roll dice, if you have more than 2 experience, you may give your warrior -3 experience. If you do, you may increase one die of the roll by 1. PALASH 04 04-093 Weapon 7 Russian Sword (1 Hand) -- -- -- +1 -1 -- -1 ./\. +1 -- -- -- 1 WP 04-093 Presledovat: When you hit with this weapon, you may discard one of your cavalry support cards from play. If you do, the hit is a critical hit and deals an additional +1 damage. | Glanaya Tzel: If the defender has no torso card, your attack rolls with this weapon gain +1. BAKHTERETS 04 04-094 Armor 8 Russian Torso WP 04-094 Perecompensirvat: Once each round, when you make a defense roll, roll three dice and use the sum of all three. This roll may not be doubles. The next attack made against you this game gains +2. MECHNIK 04 04-095 Special 5 Russian Title WP 04-095 Oruzhenosetz -- Action: Discard this card to give your next attack roll +2 or to put a weapon card from your discard pile in this card's place. SAINT ALEXANDER NEVSKY 04 04-096 Warrior Wood Russian Male -- -- -- -- +0 +1 +1 ./\. -1 -- -- -- 8 3 5 1 WP 04-096 Dukh Tovarischestva: At the start of each round, if an ally card was revealed that round, you may move one space. Your attack rolls gain +1 for each ally in play. METROPOLITAN KYRILLUS 04 04-097 Inspiration 5 Aether Russian Ally - Male WP 04-097 Sankziya: At the start of each round, if your initiative for that round matches your initiative from a previous round, your attack rolls and defense rolls that round gain +1. CHEKAN 04 04-098 Weapon 4 Russian Bludgeon (1 Hand) -- -- -- +0 +1 +0 -- ./\. +1 -- -- -- 2 WP 04-098 Protknut: When you attack with this weapon, you may choose to spend an additional action. If you do, set the defender's defense roll bonuses to 0. KOL'CHUGA 04 04-099 Armor 4 Russian Torso WP 04-099 Masterstvo: When you are attacked, if any single die of your defense roll is greater than your life, the roll gains +2. SHLEM 04 04-100 Special 2 Russian Head WP 04-100 Uklonitsya: When you are attacked by an attack with a damage bonus or an attack roll bonus greater than +2, you may discard this card. If you do, the attack misses. A'PHIOB MHOR 04 04-P21 Special 10 Scottish Item TP 04-P21 Dualchas Priseil: At the end of each opponent's turn, if they are in the same space they were at the start of their turn, deal 1 damage to that warrior. | [Tournament Organizer] D'ARTAGNAN 04 04-P22 Warrior Water French Male -- -- -- +0 +2 -- +1 ./\. -- -- -- -- 8 3 4 1 TP 04-P22 Riposte: Once each turn, after you make an attack or defense roll, if the attack misses, you may move one space. Your next attack roll with a French sword gains +1. | [Tournament Winner] ALLT A'BHONNAICH 04 04-P23 Special 9 Scottish Location TP 04-P23 Dilse: Opposing cards cannot prevent you from using abilities on your cards. | Cabhag: At the start of each round, if you have two or more support cards that match your warrior's element and/or culture, gain +1 speed for that round. | [Tournament Organizer] SSPW 04 04-P24 Special 5 Egyptian Location TP 04-P24 Tst: Before you make an attack roll, choose "odd" or "even". If your attack roll matches your choice and the defense roll does not, this and your next attack roll deal +1 damage. You cannot use this ability again this round. | [Tournament Winner] DONAR-EICHE 04 04-P25 Special 6 German Location TP 04-P25 Standfestigkeit: At the start of each round, if you won initiative, your first attack roll that round gains +2 if the defender has more experience than your warrior. If you lost initiative, you may move one space. | [Tournament Participation] RAPIERE 04 04-P26 Weapon 6 French Sword (1 Hand) -- -- -- +0 +2 +0 +1 ./\. +2 -- -- -- 1 TP 04-P26 Botte: Once each round, after you move outside of your turn, you may make an attack with this weapon, if possible. This attack deals +1 damage. | [Tournament Participation] SAN JIE GUN 04 04-P27 Weapon 2 Chinese Bludgeon (2 Hands) +1 -- -- +0 -- +2 -- ./\. +1 -- -- -- 2 TP 04-P27 Shou: Once each round; if your attack roll with this weapon is greater than the defense roll plus three, you may immediately make another attack with this weapon, if possible. | [Tournament Participation] VOLKERWANDERUNG 04 04-P28 Inspiration 5 Earth German Quest TP 04-P28 Aufbruch ~ Reveal: Place this card in any unoccupied space in the arena. | Ziel der Hoffnung: Opposing warrior's defense rolls get -1. | [Tournament Winner] WAKInYAn 04 04-P29 Inspiration 3 Wind Native American Deity TP 04-P29 Kap'os'ic'iya: At the start of each round, if you used actions to move and to attack on your previous turn, all of your rolls that round gain +1, and the next support card you reveal gains +5 initiative. | [Tournament Organizer] THAHE HUHUWANAP'In 04 04-P30 Armor 7 Native American Torso TP 04-P30 Wanagi Chiyeyapi Nakicizinpi: Opposing warriors' weapon attacks cannot deal more damage than the highest base damage amonf your weapons, minimum one. | [Tournament Participation] AUITZOTL 05 05-001 Warrior Wood Aztec Male -- -- -- +1 -- +2 -- ./\. +0 -- -- +1 8 3 6 0 WP 05-001 Cocoxcamanilia: After you hit with a basic attack, when you make your next attack and defense rolls, roll one additional die and choose one die to exclude from the roll. TLALOC 05 05-002 Inspiration 7 Water Aztec Deity WP 05-002 Tlacelmilhuiliztli - Reveal: At the end of this round, if you took more damage from opponents than you dealt, your attacks deal +1 damage for the rest of the game. ATLATL 05 05-003 Weapon 4 Aztec Ranged (1 Hand) -- +0 +2 -1 +1 -- -- ./\. -- -- -- -- 1 WP 05-003 Iciuhcac: You may use another weapon. | Tlacahuatiliztli: When you hit an opponent with this weapon, the defender's support cards get -3 initiative for the rest of the game. CHIMALLI 05 05-004 Armor 4 Aztec Shield (1 Hand) WP 05-004 Machtitenahuatiliztli: When you are attacked, if you are in the attacker's basic attack grid, add the modifier from your space in the attacker's basic attack grid to your defense roll. MECTAL 05 05-005 Special 5 Aztec Item WP 05-005 Tlatzoyotiliztli: If an opponent has more than one card that requires hands to use, that player must discard one of those cards. | Tetzicoliztli: When any opponent attacks with a two-handed weapon, their attack rolls get -2. CUITLAHUAC 05 05-006 Warrior Fire Aztec Male -- -- -- +1 +2 +1 +0 ./\. -1 -- -- -- 8 3 3 0 WP 05-006 Amana: Once each round, after you hit with a basic attack, you may immediately make an attack with one of your weapons, if possible. This attack cannot deal more than the weapon's base damage. TEZCATLIPOCA 05 05-007 Inspiration 0 Aether Aztec Deity WP 05-007 Teochihua: Your first attack roll each round gains +1. | Telchihua: After an opponent makes a roll, if the roll is less than that player's initiative for the round, you may discard this card. If you do, that player must discard one of their non-weapon support cards. TLACOCHTLI 05 05-008 Weapon 5 Aztec Polearm (1 Hand) -- +1 +0 -- +0 -2 -- ./\. -- -- -- -- 2 WP 05-008 Mina: Before you make an attack roll with this weapon, you may discard this | card. If you do, your attack roll gains +3, or the roll counts as doubles. OCELOCOLOHTIC 05 05-009 Armor 5 Aztec Torso - Head - Mystic WP 05-009 Tlamatiliztili - Reveal: You gain +2 experience. | Oceloaacqui: After your are dealt damage, if you have been dealt more than 3 damage from any one opponent in that round, your next succesful attack is a critical hit. OCELOMEH 05 05-010 Special 3 Aztec Ally - Male WP 05-010 Necalilizicniuhtli - Action: Once each turn, your next basic attack deals +2 damage. | Altepecaconeteyaotlani: If you are an Aztec warrior, your first attack roll each round gains +1. ITZCOATL 05 05-011 Warrior Aether Aztec Male -- -- -- +1 +0 +3 +2 ./\. -- -- -- -- 9 4 5 0 WP 05-011 Ixhuacayotlani: After you hit with a basic attack, gain +2 experience. TEYAOTENYILIZTLI 05 05-012 Inspiration 3 Fire Aztec Quest WP 05-012 Patiyotl: Twice each round, if you are an Earth or Aether warrior, when you hit an adjacent opponent who is not in your basic attack grid with a basic attack, deal 1 damage to the defender. MACUAHUITL 05 05-013 Weapon 3 Aztec Bludgeon - Sword (1 Hand) -- -- -- +1 +2 -- -- ./\. +0 -- -- -1 2 WP 05-013 Atlacapetlachi: After you miss with this weapon, you may immediately make a basic attack against the same opponent at +1. CUAUHCUACHIMALLI 05 05-014 Armor 1 Aztec Torso - Head - Mystic WP 05-014 Tlamatiliztli - Reveal: You gain +2 Experience. | Cuauhchicauhtiliztli: If you are dealt more than 2 damage from any one opponent in a round, you may attack twice with one of your weapons on your next turn. TEPONAZTLI 05 05-015 Special 8 Aztec Item (1 Hand) WP 05-015 Amoixnahuamiquitlalhuacuicatl: If you are not a Fire or Metal warrior, damage from attacks cannot be reduced. | Teoyohtica: You may use another Special card in this game. MOCTEZUMA II 05 05-016 Warrior Aether Aztec Male -- -- -- +1 +0 +1 -- ./\. +0 -- -- -- 8 3 2 1 SG 05-016 Tezcatiliztli: At the start of each round, if you did not win initiative, gain +1 speed for that round. QUETZALCOATL 05 05-017 Inspiration 3 Wood Aztec Deity SG 05-017 Ixnamicealiztli: Ties are won by the warrior with less life instead of by the warrior with higher experience. TECPATL 05 05-018 Weapon 4 Aztec Knife (1 Hand) -- -- -- +2 +0 -- -- ./\. -1 +0 -- -- 1 SG 05-018 Mictilia: When you hit with this weapon, if the defender has more life than your warrior, this attack deals +2 damage. COPILLI 05 05-019 Armor 2 Aztec Head SG 05-019 Ixcuepa: Twice each turn, if you have previously been hit this turn, you may re-roll your defense roll. TLIMATLI 05 05-020 Special 7 Aztec Item SG 05-020 Cempacca: Once each turn, after one or more of your dice are re-rolled, the roll gains +2. TLACAELEL 05 05-021 Warrior Metal Aztec Male -- -- -- -- +0 +2 +2 ./\. -- -- -- -1 7 3 7 0 WP 05-021 Ohuipetlachiuh: When you hit with a basic attack, the defender chooses to either get -1 to all of their rolls on their next turn or for you to gain 1 life. If the attack was a critical hit, apply both options. HUITZILOPOCHTLI 05 05-022 Inspiration 6 Fire Aztec Deity WP 05-022 Axittomoctli: At the end of each round, deal 1 damage to all adjacent non-Fire warriors. TEMATLATL 05 05-023 Weapon 9 Aztec Ranged - Bludgeon (1 Hand) +0 +1 +1 -- +2 -1 -- -- -- -- ./\. -- 1 WP 05-023 Quilitli: You may use another weapon. | Zotlahuaxoxoliztli: If you hit with this weapon, the defenders next defense roll gets -2. ICHCAHUIPILLI 05 05-024 Armor 6 Aztec Torso WP 05-024 Cuachicpalli: Once each round, after you hit a warrior with a basic attack, your defense rolls against that warrior gain +2 until the start of your next turn XOCHIVAOVOTL 05 05-025 Special 6 Aztec Quest WP 05-025 Aacquicualnezcayotl - Action: Once each round, make a basic attack against an adjacent opponent at +1. If the attack hits, gain 1 life. Otherwise, your attack rolls this round gain +1. HIJIKATA TOSHIZO 05 05-026 Warrior Fire Japanese Male -- -- -- +2 -- +0 +1 ./\. -- -- -- -- 7 3 6 1 WP 05-026 Taikyuutroku: At the start of each round, if you won initiative, attacks against you cannot be critical hits or deal more than their base damage. | Though my body may decay on the island of Ezo, KYOKUCHU-HATTO 05 05-027 Inspiration 1 Metal Japanese Code WP 05-027 Chuuseo: Warriors cannot gain speed. Each time an opposing warrior reveals a support card of a type that they already have in play, they get -1 speed that round. IZUMINOKAMI-KANESADA 05 05-028 Weapon 4 Japanese Sword (2 Hands) -- -- -- +2 +0 -- -- ./\. -1 -- -- -- 2 WP 05-028 Ryuudouteki na Kougeki: After you miss with this weapon, you may move one space. | Hayauchi: The next card you reveal gains +5 initiative. HAORI 05 05-029 Armor 4 Japanese Torso WP 05-029 Gishiki - Reveal: Gain +3 experience. | Dentou: Your other support cards gain +2 initiative. Opponents cannot reduce damage from your basic attacks. ISHIDA-SANYAKU 05 05-030 Special 5 Japanese Ability WP 05-030 Doutei: If your first action on any of your turns is to move, your attack rolls that turn gain +2. MINAMOTO NO YOSHITSUNE 05 05-031 Warrior Earth Japanese Male -- -- -- +2 -1 -- -- ./\. -- -- -- -- 6 3 6 1 WP 05-031 Mukouryokuka: At the start of each round, if you won initiative, opponents cannot attack you with weapons that round. GENJI 05 05-032 Inspiration 5 Metal Japanese Ally WP 05-032 Hangeki: If you are hit twice in one round, during the next round, you gain +1 speed and your attack rolls gain +1. USUMIDORI 05 05-033 Weapon 6 Japanese Sword (2 Hands) -- -- -- +2 -- -- +0 ./\. -1 -- -- -- 2 WP 05-033 Subayai Kougeki: When you hit with this weapon, the attack and defender each roll one die and add his or her warrior's experience. If your total is higher, gain +1 speed on your next turn. AKAITOODOSHI-YOROI 05 05-034 Armor 2 Japanese Torso - Leg - Arm WP 05-034 Saikaku na Soubi: If you have a sword in play, your attack and defense rolls gain +1. RIKUTOSANRYAKU 05 05-035 Special 5 Japanese Tome WP 05-035 Mittsu no Himtsu: After an attack of defense roll is made, you may discard this card. If you do, that player's next roll of the same type is set to the value of the current roll -1. SANADA NOBUSHIGE 05 05-036 Warrior Wood Japanese Male -- -- -- -- +0 -1 +2 ./\. -- -- -- -- 7 3 8 1 MP 05-036 Kandai na Bougyo: When you hit an opponent, you may choose for the attack to deal -1 damage, to a minimum of 0. If you do, reduce the damage of the next attack that hits you by 2, to a minimum of 0. ROKUNMONSENMON 05 05-037 Inspiration 4 Metal Japanese Code MP 05-037 Rokumonsen: You cannot discard this card. | Kesshi no Kakugo: Your attack rolls gain +1 and your attacks deal +1 damage. After you make an attack, add a counter to this card. When you place the sixth counter on this card, you lose the game. MURAMASA 05 05-038 Weapon 6 Japanese Sword (2 Hands) -- -- -- -- +1 +0 -- ./\. -1 -- -- -- 3 MP 05-038 Densetsuteki: This weapon's damage cannot be increased or reduced by card abilities. AKAZONAE 05 05-039 Armor 2 Japanese Torso - Leg - Arm MP 05-039 Azayaka na Aka: At the start of each round, roll one die. If the number is odd, your defense rolls gain +1 this round. Otherwise, your attack rolls gain +1 this round. If you have a Japanese inspiration and the roll is greater than 3, you gain +1 speed this round. SANADAMARU 05 05-040 Special 0 Japanese Location MP 05-040 Toride: Once each game, after you are hit, if this card is in play or in your discard pile, you may have the hit deal -1 damage, to a minimum of 0. If this card is in your discard pile, you may not use this ability again this match. TAKEDA SHINGEN 05 05-041 Warrior Fire Japanese Male -- -- -- +1 +0 -1 -- ./\. -- -- -- -- 7 3 9 1 WP 05-041 Saisho no Ichigeki: If you make the first attack of the game and that attack hits, you gain 2 life and your attack rolls gain +1 for the rest of the game. FURINKAZAN 05 05-042 Inspiration 5 Aether Japanese Mystic WP 05-042 Roukou: Your warrior gains the following ability: "Roukou: You win ties against all warriors without the Roukou ability." JIN-DACHI 05 05-043 Weapon 8 Japanese Sword (2 Hands) -- -- -- -- +2 +1 -2 ./\. -- -- -- -- 2 WP 05-043 Sinchou na Kougeki: When you hit with this weapon, the attacker and defender each roll one die and add his or her warrior's experience. If your total is higher, your attack rolls gain +1 for the rest of the game. TOUSEIGUSOKU 05 05-044 Armor 2 Japanese Torso - Leg - Arm WP 05-044 Danryokusei: After you are hit, your defense rolls gain +1 to a maximum of +3 from this card. GUNPAI 05 05-045 Special 5 Japanese Item WP 05-045 Senjutsu: If you have an armor card in play, your rolls that are doubles gain +2, and your opponent's rolls that are doubles get -2. UESUGI KENSHIN 05 05-046 Warrior Wind Japanese Male -- -- -- -1 -- +1 +0 ./\. -- -- -- -- 7 3 4 1 WP 05-046 Ikusa-Gami: If the first attack against you this game hits, you gain +4 experience and +1 speed for the rest of the game. KAWANAKAJIMA 05 05-047 Inspiration 3 Earth Japanese Location WP 05-047 Ittei no Shouri: If you did not win initiative for the current round, your attack rolls gain +2. | Tatakai ni Fukki: Once each match, after one of your other cards is discarded, you may put this card into play from your discard pile. AZUKINAGAMITSU 05 05-048 Weapon 3 Japanese Sword (2 Hands) -- -- -- +1 -- +0 +0 ./\. -- -- -- -- 2 WP 05-048 Kyouiteki na Surudosa: When you attack with this weapon, if the attack roll is greater than the higher of the defender's experience or the defense roll without bonuses, deal 1 damage to the defender. KUSUBEKAWASUGAKEODOSHI 05 05-049 Armor 4 Japanese Torso - Leg - Arm WP 05-049 Juusoubi: Reduce the damage you take from opposing card abilities by 1, to a minimum of 0. | Fukushuu: After you are damaged by an opponent's non-weapon support card, you may discard this card to discard the opposing card. HATA BI 05 05-050 Special 9 Japanese Item WP 05-050 Senshi no Inori - Reveal: If you took the last turn of the previous round and won initiative this round, your attack rolls this round that are less than 9 are set to 9. | Netsujou: You may use another special card in this game. AMR IBN AL-A'AS 05 05-051 Warrior Aether Saracen Male -- -- -- -- -- +3 -1 ./\. -- -- -- -- 7 3 6 1 WP 05-051 Musaada: At the start of each round, you may choose another warrior. That warrior's defense rolls gain +1 this round. | Motatarref: Once each round, if you have an inspiration in play, you may re-roll one of your defense rolls. MASJID AHL AR-RAYAH 05 05-052 Inspiration 2 Earth Saracen Location WP 05-052 Taabbud - Reveal: Gain 1 life. | Adfaa Ehtramat: Once each match, at the start of a round, if this card is in your discard pile and you have less life than any opponent, gain 1 life. RAS AL ASAD 05 05-053 Weapon 5 Saracen Bludgeon (1 Hand) -- -- -- -- +0 -1 +1 ./\. -1 -- -- -- 2 WP 05-053 Mukhief: Attack rolls with this weapon that are less than the defender's initiative are set to the defender's initiative. AL DERRA 05 05-054 Armor 5 Saracen Shield (1 Hand) WP 05-054 Darb: When you are hit, if the defense roll plus three is greater than the attack roll, deal 1 damage to the attacker. REAAIA ELAHIIA 05 05-055 Special 7 Saracen Ability WP 05-055 Saleh: After you make a defense roll, you may discard this card or one of your Inspiration cards. If you do, set one die of the defense roll to any number. HARUN AL-RASHID 05 05-056 Warrior Wind Saracen Male -- -- -- +1 +1 -- -- ./\. -1 -- -- -- 7 3 8 1 WP 05-056 Ghazu: At the end of each round, choose an opponent. That opponent may choose to get -6 initiative on the next round. If they do not, you gain +1 speed for the next round. AL-KHAYZURAN 05 05-057 Inspiration 3 Wind Saracen Female WP 05-057 Reaaia: Once this game, before initiative is determined for a round, if you revealed a support card that round, set your opponent's initiative for that round to your life. | Thanaa: If you are a wind warrior, your first roll of each turn gains +1. KAWS 05 05-058 Weapon 9 Saracen Ranged (2 Hands) +0 +2 +2 +1 -- -- -- -- -- -- ./\. -- 1 WP 05-058 Galied - Action: Once each round, if you have a cavalry card in play, make an attack with this weapon at +2. | Pasche: Critical hits with this weapon deal +1 damage. RAN 05 05-059 Armor 3 Saracen Legs WP 05-059 Talik: You may use another armor card in this game. While you have two armor cards, your attack rolls gain +1. | Anied: If you have less speed than the attacker, attacks against you deal -1 damage, to a minimum of 1. ALF LAYLA WA-LAYLA 05 05-060 Special 2 Saracen Tome WP 05-060 Hekaiat Kabl Elnaum: At the end of each round, name a card type. After initiative is determined next round, any opponent who revealed a card of the named type chooses to either discard the card or get -2 to all rolls that round. MAOWVIA 05 05-061 Warrior Water Saracen Female - Cavalry -- -- -- +0 +1 +0 -- ./\. -- -- -- -- 6 3 6 1 WP 05-061 Mutauag: When you are attacked, you may reduce the value of a die in the attack roll by 1. ALNABI MOSA 05 05-062 Inspiration 6 Earth Saracen Ally - Male WP 05-062 Nasiha: Each roll, change each die that is a 1 to a 3, and each die that is a 6 to a 4. SAHM 05 05-063 Weapon 5 Saracen Polearm - Ranged (1 Hand) -- +0 +1 +1 -- -- +0 ./\. -- -- -- -- 2 WP 05-063 Taan: When you attack with this weapon, you may choose to roll one less die. If you do, add your initiative to the attack roll. GABAL EL TAUR 05 05-064 Armor 4 Saracen Cavalry WP 05-064 Lammah: Once each turn, you may re-roll one die of one of your defense rolls. If you have another cavalry card in play, once each round, you may re-roll an opponent's defense roll. If you have two cards of the same type in play, discard this card. MESBAH 05 05-065 Special 6 Saracen Ally - Cavalry WP 05-065 Tassannut: When you attack, the total defense roll bonus cannot be greater than +1. | Sharr: When you roll doubles on any roll, your next roll gains +2. SALAH AD-DIN 05 05-066 Warrior Wind Saracen Male -- -- -- +1 -- +1 -- ./\. -- -- -- -- 9 3 5 1 WP 05-066 Saria - Action: Once each round, move two spaces. AL MADINA AL MOKADASSA 05 05-067 Inspiration 1 Earth Saracen Location WP 05-067 Bait El Arwah: All players' attacks deal +1 damage. All players' defense rolls gain +2 and may gain no other bonuses. SAIF DAMASHKI 05 05-068 Weapon 5 Saracen Sword (1 Hand) -- -- -- +0 +0 -- -- ./\. +1 -- -- -- 2 WP 05-068 Hadid Malfuf: When you attack with this weapon, the defender rolls one extra die. You choose one die to exclude from the defense roll. BARGUSTUWAN 05 05-069 Armor 4 Saracen Cavalry WP 05-069 Derra Elhosan: Your cavalry cards cannot be discarded by an opponent's card abilities. | Amr Belmotarada: Once each round, after an opponent uses an action ability, or moves out of a space in your warrior's basic attack grid, you may move one space. KHAIMAT HEMAYA MEN ALRAML 05 05-070 Special 7 Saracen Shield (1 Hand) WP 05-070 Ghadab: Your attack rolls gain +2. When you attack, if the defense roll is doubles, discard this card after the attack. TARIQ IBN ZIYAD 05 05-071 Warrior Earth Saracen Male -- -- -- +1 -- +0 -- ./\. +2 -- -- -- 6 3 7 1 MP 05-071 Takawa: Your rolls get -1. When you take damage, reduce that damage by 1 to a minimum of 1. HADIS KAIIM 05 05-072 Inspiration 8 Metal Saracen Ability MP 05-072 Khauf Aledrab: Before initiative is determined each round, roll two dice. If this value is greater than any opponent's experience, that opponent gets -2 initiative each round while this card is in play. Otherwise, you gain +3 experience. BALLTAT HARB 05 05-073 Weapon 4 Saracen Axe (2 Hands) -- -- -- -- +0 +1 +1 ./\. +1 -- -- -- 2 MP 05-073 La Mubalie: You may attack twice each round with this weapon if the defender has no support cards that require hands to use. | Kataa: The second attack made with this weapon each round deals +1 damage. KHAUZA 05 05-074 Armor 5 Saracen Head MP 05-074 Harab: When you would take damage from an opponent's card ability, if you have that amount or more experience, you may lose that much experience. If you do, reduce the damage to 0. JABAL TARIQ 05 05-075 Special 5 Saracen Location MP 05-075 Mohattem Elamwag-Reveal: Place this card in your warrior's space. | Maazul: Attack rolls made against a warrior in this space cannot gain a larger bonus than the defender's bonus to the defense roll. CARLOS V 05 05-076 Warrior Wood Spanish Male -- -- -- +1 -- -- +0 ./\. +0 -- -- -- 6 3 4 1 WP 05-076 Posicion Legitima: At the start of each round, if you lose initiative, gain 1 life. MERCURINO GATTINARA 05 05-077 Inspiration 1 Fire Spanish Ally - Male WP 05-077 Incitar Asalto - Reveal: Your defense rolls this round get -1. Your attack rolls this round gain +3. ALABARDA ESPANOLA 05 05-078 Weapon 7 Spanish Polearm (2 Hands) -- +1 -- +0 +0 -1 -- ./\. -- -- -- -- 2 WP 05-078 Perimetro Impenetrable: Once each round, when an opponent moves into a space in this weapon's attack grid, you may make an attack with this weapon. ESCUDO DE CARLOS V 05 05-079 Armor 6 Spanish Shield (1 Hand) WP 05-079 Mantener Terreno: When you are attacked, the attacker cannot re-roll any die. Reduce the damage of all critical hits made against you to 1. BALLESTERO VASCO 05 05-080 Special 7 Spanish Ally WP 05-080 Displegar - Reveal: Place this card in any space in the arena. If an opposing warrior ever moves into this card's space, discard this card. | Disparar - Action: Once each round, make a basic attack at +2 against any opposing warrior not adjacent to this card's space. EL CID 05 05-081 Warrior Wind Spanish Male -- -- -- +0 +2 -- -1 ./\. -- -- -- -- 7 3 8 1 WP 05-081 Maniobra Estrategica: Once each round, before you make an attack or use an action ability, you may move one space. SANTIAGO MATAMOROS 05 05-082 Inspiration 1 Wood Spanish Ally - Male WP 05-082 Confesion: Once each round, when you are attacked and the attacker rolls doubles, the attack deals -1 damage, to a minimum of 1, and you gain 1 life. TIZONA Y COLADA 05 05-083 Weapon 6 Spanish Sword (2 Hands) -- -- -- -- +2 -- +1 ./\. -1 -- -- -- 2 WP 05-083 Ataque en Pareja - Action: Once each round, if you have attacked with this weapon and moved this turn, make an attack with this weapon against an adjacent opponent at +2. COTA CORTA 05 05-084 Armor 0 Spanish Torso WP 05-084 Afortunado: When you are attacked with a weapon, if you have less experience than the attacker, your defense roll gains +1. | Malla Resistente: While you are in an opponent's basic attack grid and he or she is not in your basic attack grid, your defense rolls gain +2. BABIECA 05 05-085 Special 2 Spanish Cavalry WP 05-085 Galope: Once each round, if you are a wind warrior, after you are hit with an attack, you may move to any unoccupied space adjacent to the attacker. EL GRAN CAPITAN 05 05-086 Warrior Metal Spanish Male -- -- -- -- +1 +1 +0 ./\. -- -- -- -- 7 3 5 1 WP 05-086 Maestro de Armas: Your attack and defense rolls gain +2 against an opponent with a weapon of the same type as your weapon. VASALLO DE LA REINA 05 05-087 Inspiration 3 Wind Spanish Title WP 05-087 Decreto Imperial - Reveal: Roll one die. If it is equal to or greater than your life, move an opposing warrior one space. If this moves them into a space in any of your attack grids, you may immediately make an attack against them. PICA DE INFANTE 05 05-088 Weapon 4 Spanish Polearm (2 Hands) +1 +0 +1 +0 -- +0 -- ./\. -- -- -- -- 2 WP 05-088 Desgarrar: Once each round, after an opponent uses an action to move into a space in this weapon's attack grid, roll two dice. If the total is less than the opponent's experience, they must discard one of their non-weapon support cards. ARMADURA COMPLETA 05 05-089 Armor 2 Spanish Torso WP 05-089 Irrompible - Reveal: For this round, weapon attacks made against you deal -2 damage, to a minimum of 0. FORMACION DE PIQUEROS 05 05-090 Special 4 Spanish Ability WP 05-090 Piquero: Your attack rolls with polearms gain +2. | Trabajo en Equipo - Reveal: You may choose another warrior. That warrior's attacks with polearms deal +1 damage. HERNAN CORTES 05 05-091 Warrior Earth Spanish Male -- -- -- +2 +0 -- -- ./\. +1 -- -- -- 8 3 5 1 SG 05-091 Negociar: Your attack and defense rolls gain +1 against warriors with more speed then your warrior. LA MALINCHE 05 05-092 Inspiration 6 Water Spanish Female SG 05-092 Negociar: Once each round, when you make a roll, if no opponent has a card that matches your warrior's culture, you may re-roll one die of any player's attack or defense roll. If you are an earth or metal warrior, you may give the re-roll +1 or -1. ARCABUZ 05 05-093 Weapon 8 Spanish Ranged (2 Hands) -- +2 -- -- +0 -- -- +0 -- -- ./\. -- 2 SG 05-093 Abrir Fuego: Attacking with this weapon requires an additional action. | Diana: When you attack with this weapon, if the attack roll is even and the attack hits, it deals +2 damage. HOMBRERAS 05 05-094 Armor 4 Spanish Arms SG 05-094 Deviar: When you make an attack roll, if any die is a 1, your defense rolls on the defender's next turn gain +1. ORO AZTECA 05 05-095 Special 4 Spanish Quest SG 05-095 Tentar: At the start of each round, roll one die. If the result is greater than the number of your face-down support cards, your attacks deal +1 damage that round. | We wander here and there in our desolate poverty. ISABELLA I OF CASTILE 05 05-096 Warrior Aether Spanish Female -- -- -- +1 -- +1 +0 ./\. -- -- -- -- 6 4 3 1 WP 05-096 Sancion: Players cannot use abilities on weapon cards. At the start of each round, if you did not win initiative and have less life than all opponents, this ability affects only your opponents that round. FERNANDO II DE ARAGON 05 05-097 Inspiration 7 Water Spanish Ally - Male WP 05-097 Pasion: If you have a female card in play, your attack rolls gain +2 and critical hits against you deal +1 damage. | Piedad: You may play another inspiration card in this game. ROPERA TOLEDANA 05 05-098 Weapon 3 Spanish Sword (1 Hand) -- -- -- +0 -- +2 +2 ./\. -- -- -- -- 1 WP 05-098 Impulsa - Action: Make an attack with this weapon, if possible. FERVOR RELIGIOSO 05 05-099 Armor 8 Spanish Ability WP 05-099 Impulso Vital: Opponents may not use abilities on Items or Mystic cards. LA INQUISICION ESPANOLA 05 05-100 Special 7 Spanish Quest WP 05-100 Confiscar - Reveal: You may discard a tome | Perseguir: Once each turn, after an opposing warrior uses an ability on a deity card, you may make a basic attack on that warrior at +2. SI AN BHRU 05 05-P31 Special 3 Irish Location TP 05-P31 Eiric: After any other card is discarded, you may discard this card. If you do, your next attack roll is considered doubles. | Oidhreacht: Once each match, at the start of a game, if this card is in your discard pile, your warrior gains +2 experience. | [Tournament Participation] CLAIRSEACH BHORU 05 05-P32 Special 7 Irish Item TP 05-P32 Comhcheol: If all of your face-up cards are Irish, your rolls gain +1. | [Tournament Organizer] HAWAIKI 05 05-P33 Inspiration 6 Earth Maori Location TP 05-P33 Iwi Whanui: If all of your face-up cards are Maori, your rolls gain +1. | [Tournament Organizer] POU WHENUA 05 05-P34 Weapon 4 Maori Bludgeon (2 Hands) -1 -- -1 +1 -- +1 +1 ./\. -- -- -- -- 2 TP 05-P34 Tukituki - Action: Twice each round, if you have not missed with this weapon this round, make an attack with it if possible. | [Tournament Winner] OSTOVANY KHOUROSH 05 05-P35 Special 2 Persian Item TP 05-P35 Dod: Opponent's weapon attacks use their warrior's basic attack grid instead of the weapon's attack grid. | [Tournament Organizer] SAGARIS 05 05-P36 Weapon 8 Persian Axe (1 Hand) -- -- -- -- -- +0 -- ./\. -1 -- -- -- 2 TP 05-P36 Shiveshodan: When you attack with this weapon, if you have less experience than the defender, the attack roll gains +2 and the attack deals +1 damage. | [Tournament Winner] RASPUTIN 05 05-P37 Inspiration 5 Earth Russian Ally - Male TP 05-P37 Ne'ukrotimiy: Before you take damage, if you are an Earth warrior and the damage would reduce your life below 1, you make discard one of your other face-up support cards to reduce the damage to 0. | [Exclusive Retailer Promo (Will be a future Tournament Promo)] BABA YAGA 05 05-P38 Inspiration 9 Wood Russian Ally - Female TP 05-P38 Skrytaya: Opponents cannot attack you with weapons more than once each round. If any opponent has more than one weapon in play, you may attack with one of your weapons twice each round. | [Tournament Organizer] GODFREY OF BOUILLON 05 05-P39 Warrior Water French Male -- -- -- +1 -- -1 -- ./\. +0 -- -- -- 9 3 2 1 TP 05-P39 Retournement: Each round initiative is resolved from lowest to highest. | [Tournament Winner] GAISERIC 05 05-P40 Warrior Metal Germanic Male -- -- -- +2 +0 -- -- ./\. -1 -- -- -- 7 3 5 1 TP 05-P40 Bewaffnet: If you ever have a weapon card in play, discard it immediately. | Angriff - Action: Once each round, make an attack against an adjacent opponent. This attack counts as an attack with a weapon and has a base damage of 2. The attack roll gains +2. | [Tournament Participation] CAO CAO 06 06-001 Warrior Wind Chinese Male -- -- -- +2 +0 -- +1 ./\. -- -- -- +0 7 3 4 1 WP 06-001 Bu ke gong puo: When you are hit, you may give your next roll -2. If you do, reduce the damage of the attack to 2. WEI GUO 06 06-002 Inspiration 1 Earth Chinese Quest WP 06-002 Zhi zun - Reveal: If your warrior in the previous game this match was Chinese, gain 1 life and +3 experience. | Yao qou zun jing: Once each game, before a player makes a roll, if this card is in play or in your discard pile, that roll can not be re-rolled or modified. YI TIAN DAO 06 06-003 Weapon 5 Chinese Sword (1 Hand) -- -- -- +2 -- -1 -- ./\. +1 -- -- -- 2 WP 06-003 Er lun da ji: After you miss with this weapon, if the difference between the dice in the attack roll was greater than 2, you may immediatly make an attack with this weapon, if possible. That attack deals +1 damage. GUANDU HU CHENG HE 06 06-004 Armor 5 Chinese Location WP 06-004 Fang yu zhen di: Your defense rolls gain +1. While you have less than 4 life, your defense rolls gain an additional +2 and attacks against you can not deal more than their base damage. Your defense rolls can not gain bonuses from abilities on your other cards. JUE YING 06 06-005 Special 9 Chinese Cavalry WP 06-005 Wu zhe bi - Reveal: You may move one space diagonally. | Kuai shu jue duan: Once each turn, after you roll a 1, you may move one space. LU BU 06 06-006 Warrior Metal Chinese Male -- -- -- -- +2 +1 +0 ./\. -- -- -- +1 7 3 6 1 WP 06-006 Fei jiang: While you have a ranged weapon, you may use another 1 handed weapon. You may ignore hand requirements for this extra weapon. | Jun xie ku:: When you attack with a ranged weapon, you may use your basic attack grid for that attack. DIAO CHAN 06 06-007 Inspiration 1 Wood Chinese Ally - Female WP 06-007 Nu yi - Reveal: Deal 2 damage to your warrior. While this card is in play, your attacks deal +1 damage. JI 06 06-008 Weapon 5 Chinese Polearm (2 Hands) -- +0 +1 -- +2 -- -- ./\. -- -- -- -- 2 WP 06-008 Zhi ming yi ji: At the end of each opponent's turn, if that player did not move that turn, make an immediate attack against them with this weapon at +2. SHI TOU KOU 06 06-009 Armor 5 Chinese Torso WP 06-009 Zhen zhuo jing shen - Reveal: Roll a die. Place that number of counters on this card. | Ke fang yu de: When you are dealt damage, you may remove one or more counters from this card to reduce the damage by 1 for each counter removed, to a minimum of 1. CHI TU MA 06 06-010 Special 8 Chinese Cavalry WP 06-010 Chun zhui zhi zhi zhua huo: At the end of each round, if you have a rival, or if initiative for this round is even, you may move one space. Then you may immediatly attack a rival, if possible. For this attack, the defense roll can not be modified. MA CHAO 06 06-011 Warrior Wood Chinese Male -- -- -- -1 +1 +0 -- ./\. -- -1 -- -- 7 3 3 1 WP 06-011 Chu si: When you hit, if any of the dice in the attack roll is a 6, you may discard one of the defender's allies. | He Zuo: While there is an ally in play, your attacks deal +1 damage. WU HU 06 06-012 Inspiration 3 Wood Chinese Ally WP 06-012 Zu ai: Once each turn, after an opposing warrior with an earth card moves, they get -2 to their next roll. | Chuan yue: When you make a basic attack, if you are a Wood warrior and if any dice of the defense roll is a 1, the attack deals +1 damage. SHAN DIAN MAO 06 06-013 Weapon 1 Chinese Polearm (2 Hands) +2 -- +2 -- +0 -- -- ./\. -- -- -- -- 2 WP 06-013 Zhou yun: When you attack a rival with this weapon, you may re-roll the attack roll, and that attack deals +1 damage. YIN TOU HUI 06 06-014 Armor 2 Chinese Head WP 06-014 Jing ti: When an opponent rolls a 6 on an attack roll, they become your rival until the end of the next round. | Fang fan: When you are attacked, if your defense roll is less than the attacker's experience, the attack deals -1 damage, to a minimum of 1. BIAO QI JIANGJUN 06 06-015 Special 5 Chinese Ally - Cavalry WP 06-015 Jing ti: If you take more than one damage from basic attacks from the same warrior in a single turn, that warrior is your rival. | Fang fan - Action: Once each round, make a basic attack, if possible. For each cavalry card you have in play, the attack roll gets -1 and deals +1 damage. ZHANG FEI 06 06-016 Warrior Wind Chinese Male -- -- -- +1 +0 -- -- ./\. +1 +1 -- -- 8 3 6 1 WP 06-016 Kuai shu: Your support cards gain +2 initiative. | Kuai shu fan ying: After an opponent damages you, if you have less than 3 life, your next attack roll is considered doubles. CHANG BAN PO 06 06-017 Inspiration 3 Earth Chinese Location WP 06-017 Chao nong: If you lost initiative for the current round, warriors that are not adjacent to your warrior are your rivals. | Bei zhan: When an opponent moves into a space adjacent to you, you may immediately make a basic attack against them at +0. BA BIAN SHE MAO 06 06-018 Weapon 6 Chinese Polearm (2 Hands) +1 +1 -1 +1 -- -- -- ./\. -- -- -- -- 2 WP 06-018 Ju Shang: If you have 4 or less life, attack rolls with this weapon gain +2. | Hou zhou li: After you take damage, if you have 4 or less life, you may move one space. TIE XIA BI HU JIA 06 06-019 Armor 6 Chinese Arms WP 06-019 Wan qiang de ren: Opponents can not re-roll your dice or modify your experience. LU WEI 06 06-020 Special 8 Chinese Location WP 06-020 Mai Fu: Opponents with Wood or Earth cards get -1 to all of their rolls. | Chong zheng: Once each round, when you make a roll, if you are a Wind warrior, you may re-roll up to two dice of that roll. ZHANG JIAO 06 06-021 Warrior Fire Chinese Male - Mystic -- -- -- +0 -- +2 -- ./\. -- -1 -- -1 7 3 3 1 MP 06-021 Xin lin de: You may have 2 Inspirations in play | You dong ji de: At the start of each round, if an inspiration was revealed that round, you may move one space and then immediatly make a basic attack, if possible. HUANG LAO JUN 06 06-022 Inspiration 2 Aether Chinese Deity MP 06-022 Tai Ping Yao Shu: After you make a roll, if the difference between any two of the dice was greater than 3, your next successful attacks deals +1 damage. TAI CHI GUN 06 06-023 Weapon 0 Chinese Polearm - Bludgeon (2 Hands) -- -- -1 -- +2 +1 -- ./\. -- -- -- -- 2 MP 06-023 Nei bu de he ping: At the start of each round, roll two dice. Once each turn this round, after you make an attack or defense roll, you may set the roll to the value of this roll. TIE CHEN SHAN QI GONG 06 06-024 Armor 7 Chinese Ability MP 06-024 Min xiang: Players may not make attacks outside of their turn. | Gang de pi fu: After you hit an opponent, your next defense roll gains +2. HUANG JIN ZHI LUAN 06 06-025 Special 8 Chinese Quest MP 06-025 Gu dong: Abilities on armor cards played by warriors with a metal card in play have no effect. | Chong zhu: Once this game, after you are attacked by a weapon, if you are a fire warrior, gain +1 speed for the rest of the game. ANNE BONNY 06 06-026 Warrior Wind Irish - Pirate Female - Male -- -- -- +2 -- -1 -- ./\. +1 -- -- -- 8 3 6 1 WP 06-026 Straiteis Glic: At the start of each round, if you revealed a special, choose a warrior. The chosen warrior's next roll is set to the initiative of the special card you revealed that round. CALICO JACK RACKHAM 06 06-027 Inspiration 7 Water Irish - Pirate Ally - Male WP 06-027 Fealltach: When you hit, if any die of the attack roll was less than the defenders life and the defender has less than 2 experience, deal 1 damage to them. Otherwise, the defender gets -2 experience. FLINTLOCK PISTOL 06 06-028 Weapon 9 Irish - Pirate Ranged (1 Hand) -- -- -- -- -- -- -- ./\. -- -- -- -- 0 WP 06-028 Urchar Maith - Reveal: Choose an opponent. You and the chosen opponent each roll two dice and add the total initiative of your respective cards to your rolls. If your total is higher, discard this card and deal 2 damage to the opponent. PLEADING THE BELLY 06 06-029 Armor 4 Irish - Pirate Ability WP 06-029 Tearmann: Before an opponent uses a card ability, if you have a female warrior, you may discard this card and allow that opponent to examine your face-down support cards. If you do, that use of the card ability has no effect. YE DIRTY SWABS! 06 06-030 Special 7 Irish - Pirate Quest WP 06-030 Misneach: At the start of each of your turns, if you have less life than each opponent, you gain +1 speed and your attack rolls gain +1 that turn. | Calmacht: You may use another special card. BLACK BART 06 06-031 Warrior Fire Welsh - Pirate Male -- -- -- +1 +2 -1 +0 ./\. -- -- -- -- 7 3 6 1 WP 06-031 Gwedduster: Dice in attack or defense rolls can not be modified. | Dapar: At the start of each round, if you revealed an armor card that round, your defense rolls gain +1 that round. DAVY JONES' LOCKER 06 06-032 Inspiration 7 Water Welsh - Pirate Quest WP 06-032 Dyfndra: Players can not use abilities on cards in discard piles. Cards in discard piles can not come into play. | Ebwch: At the start of each of your turns, if you have less than 4 life, gain +1 speed for that turn. SMALL SWORD 06 06-033 Weapon 5 Welsh - Pirate Sword (1 Hand) -- -- -- +0 +2 +1 -- ./\. -- -- -- -- 1 WP 06-033 Diball: Twice each round, after you roll doubles on an attack roll, gain +1 speed for the rest of the game. | Ebrwydd: You may use another weapon. PLUMED HAT 06 06-034 Armor 6 Welsh - Pirate Head WP 06-034 Ymafael: Your rivals' attacks can not gain bonuses larger than +0 from their attack grids. | Coegfalch: If you are a Pirate, your rolls gain +1. You may use another armor card. A STRAIGHT SHIP 06 06-035 Special 3 Welsh - Pirate Code WP 06-035 Herian - Reveal: Choose an opponent. They may choose to set their experience to 0. If they do not, they are your rival. | Sicrwydd - Reveal: You may move your warrior up to two spaces. BLACKBEARD 06 06-036 Warrior Water Briton - Pirate Male -- -- -- +0 -- +1 +1 ./\. +0 -- -- -- 6 3 8 1 MP 06-036 Opportunist: At the end of the round, if you revealed a weapon that round and it is still in play, you may immediately make a weapon attack at +0. BLACKBEARD'S JOLLY ROGER 06 06-037 Inspiration 4 Water Briton - Pirate Item MP 06-037 Douse - Reveal: Set the experience of all opponents with a fire card to 0. | Replenish: At the end of each round, if you are a Water warrior, gain 1 life. You cannot gain life from other card abilities. PAIR O' CUTLASSES 06 06-038 Weapon 5 Briton - Pirate Sword (2 Hands) -- -- -- +0 -- +0 +1 ./\. +1 -- -- -- 2 MP 06-038 Versatile Stance: At the start of each round, you may choose to have your attack rolls with this weapon gain +2. Otherwise your defense rolls this round gain +1. | Barrage - Action: Attack a rival with this weapon, if possible. FEARSOME REPUTATION 06 06-039 Armor 6 Briton - Pirate Ability MP 06-039 Strike Fear: At the start of each round, each of your opponents rolls 2 dice. If the result is less than their life or if they are your rival, their rolls this round get -2. PIECES OF EIGHT 06 06-040 Special 1 Briton - Pirate Item - Quest MP 06-040 Treasure Hunt: Each time you tie a roll with an opponent, place a counter on this card. While this card has any counters, your attack rolls gain +1. | Greed: At the start of any round, you may remove a counter from this card. If you do, an opponent of your choice is your rival for that round. GRAINNE NI MHAILLE 06 06-041 Warrior Metal Irish - Pirate Female -- -- -- -- +1 +1 +2 ./\. -- -- -- -- 8 3 4 1 WP 06-041 Rud a Fhail: After an opposing card is discarded, you may discard one of your face-up support cards and put the opposing card into play in its place. PIRATE LEGACY 06 06-042 Inspiration 6 Wind Irish - Pirate Ability WP 06-042 Stoirm If an opponent with a fire or water card rolls doubles, your next attack roll is considered doubles. BOARDING AXE 06 06-043 Weapon 3 Irish - Pirate Axe (1 Hand) -- -- -- +0 -- +1 +1 ./\. -- -- -- -- 2 WP 06-043 Mionghearr: Attacks with this weapon deal +1 damage against warriors with a wood card. | Stop: When you are attacked with a weapon, if you are a metal warrior, you may re-roll your defense roll. ARTICLES OF INTERROGATORY 06 06-044 Armor 9 Irish - Pirate Code WP 06-044 Taispeain Meon: If the total initiative of your cards is less than 18, your rolls gain +1. At the start of any round, if the total initiative of your cards is 18, discard this card and gain +2 speed for that round. PIRATE STRONGHOLD 06 06-045 Special 6 Irish - Pirate Location WP 06-045 Farraige Fiain: After an opponent re-rolls one or more dice of one of their rolls, that roll gets -2. | Baile - Reveal: Gain 2 life. If this card leaves play, deal 3 damage to your warrior. SIR FRANCIS DRAKE 06 06-046 Warrior Earth Briton - Pirate Male -- -- -- -- +0 +1 +2 ./\. -- -- -- -- 7 3 5 1 WP 06-046 Ocean hunter - Action: Choose an opponent and roll two dice. If your total is less than the opponent's life, you may move to any unoccupied space adjacent to them. Otherwise, you may immediately make an attack against them, if possible. GOOD QUEEN BESS 06 06-047 Inspiration 5 Wind Briton - Pirate Ally - Female WP 06-047 Royal favor - Reveal: All of your rolls this round gain +1. | Dire need: If you have less than 4 life, all of your non-defense rolls gain +2. SWEPT-HILT RAPIER 06 06-048 Weapon 4 Briton - Pirate Sword (1 Hand) -- -- -- +0 +1 -- -- ./\. +1 -- -- -- 2 WP 06-048 Parry: When you are attacked, if you have another weapon and your defense roll is greater than the attacker's experience, the attack can not deal more than base damage. EL DRACO 06 06-049 Armor 0 Briton - Pirate Title WP 06-049 Imposing visage:: You do not take damage from opponents with a water card until the end of each round that the damage was dealt. | Incured wrath: After you lose an initiative tie or a tied roll, if you are an Earth warrior, you may immediatly make an attack with one of your weapons, if possible. LETTER OF MARQUE 06 06-050 Special 5 Briton - Pirate Item WP 06-050 Encouraged Assault - Reveal: Choose an opponent. While your total initiative is less than the chosen opponent's, they are your rival. | Conquest: While you have a rival, your defense rolls gain +1. BUREBISTA 06 06-051 Warrior Earth Romanian Male -- -- -- +3 -- -1 -- ./\. -- -- -- -- 8 3 2 1 WP 06-051 Pe spathiu restrins: At the start of the game, you may move to any space in the arena. | Retragere strategica: After you take damage from an opponent, if you have less than 3 life, move to any space in the arena. ZAMOLXIS 06 06-052 Inspiration 5 Earth Romanian Ally - Male WP 06-052 Ocarat: Once each turn, after an opponent makes a roll, you may decrease the value of one die in the roll by one. | Acuzare: At the start of each round, if an opponent revealed an Inspiration, discard this card. For the rest of the game, that warrior is your rival. FALX 06 06-053 Weapon 3 Romanian Sword (2 Hands) -- +1 -- +0 +1 -- -- ./\. -- -- -- -- 2 WP 06-053 Desparthire: Once each round, when you attack with this weapon, if the difference between the dice in the attack roll is greater than 2, you may discard one of the defender's non-weapon support cards. CASCA DACICA 06 06-054 Armor 7 Romanian Head WP 06-054 Imbracare - Reveal: Roll one die and place it on this card. | Fenta: Once each turn, you may swap one of the dice in an attack roll against you with the die on this card. At the end of each round, decrease the value of the die on this card by 1 if possible. KOGAION 06 06-055 Special 3 Romanian Location WP 06-055 Puterea pietrei - Reveal: Your next attack deals +1 damage for each Earth card and Special card in play. MICHAEL THE BRAVE 06 06-056 Warrior Metal Romanian Male -- -- -- +0 -- -1 +1 ./\. -- -- -- -- 7 3 4 1 WP 06-056 Restricthionare: When you reveal this warrior, choose a card type. Abilities on cards of the chosen type played by warriors with more experience than your warrior have no effect. LIGA SFINTA 06 06-057 Inspiration 3 Aether Romanian Ally WP 06-057 Dumezeu cu tine: After an Aether, Earth, or Wood card is revealed, you gain +6 initiative for that round. | Intinerire: At the end of any round, if you have less than 3 life, you may discard this card to set your life to 4. BUZDUGAN 06 06-058 Weapon 5 Romanian Bludgeon (1 Hand) -- -- -- +0 +0 +0 +0 ./\. +0 -- -- -- 2 WP 06-058 Lovitura devastatoare: After you attack with this weapon, if the high die of your attack roll was greater than the high die of the defense roll, deal 1 damage to the defender unless they discard one of their face-up Armor cards. BUZUNARE LA ARMURA 06 06-059 Armor 6 Romanian Legs WP 06-059 Placat: Your defense rolls gain +1. | Aparare glisanta: When you are attacked by a rival, you may decrease the value of one die in the attack roll by 1. Your next attack roll against that rival gains +1. SLUJBA VALAHA 06 06-060 Special 7 Romanian Quest WP 06-060 Confiscare - Reveal: Discard this card to turn an opposing support card face-down. At the end of the round, turn that card face-up. MICREA THE OLD 06 06-061 Warrior Water Romanian Male -- -- -- +1 -- -- -1 ./\. +0 -1 -- -- 8 3 7 1 WP 06-061 Inthelepciune: At the start of the game, look at all opponents' face-down support cards. You may change the position of two of your face-down support cards. | A se ridica intru aparare: If you have a location card, your attack rolls gain +2. MANASTIREA COZIA 06 06-062 Inspiration 4 Wood Romanian Location WP 06-062 A datora respect: Opponents with an Inspiration can not attack you with their first action of each of their turns. BUZDUGAN CU CRAMPOANE 06 06-063 Weapon 2 Romanian Bludgeon (1 Hand) -- -- -- +0 +1 +0 -- ./\. -- -- -- -- 2 WP 06-063 A strivi: Once each round, after you hit with this weapon, the defender's attack rolls get -1 for the rest of the game. | A cre'te furia - Action: If you have a rival, you may move one space. Your next attack with this weapon this turn deals +1 damage. PLACA ARMURA SPATE 06 06-064 Armor 4 Romanian Torso WP 06-064 Ariergarda: Your defense rolls gain +1. When you are attacked by an opponent who is directly or diagonally behind you, you may reduce the value of up to two of the dice in the attack or the defense rolls by 1 each. TRATATUL DE LA NICOPOLE 06 06-065 Special 4 Romanian Item WP 06-065 Conventhie pe baza de reciprocitate: If you have less than 4 life, opponents can not attack you with weapons. | Executare: Opponents with more than one card with hand requirements, a card that requires two hands, or a location card, are your rivals. STEPHEN THE GREAT 06 06-066 Warrior Fire Romanian Male -- -- -- -1 -- +3 -- ./\. +1 -- -- -- 7 3 8 1 WP 06-066 Razbunare: After you are hit by a weapon, you may immediately make a basic attack at +2. PAPA SIXTUS AL IV-LEA 06 06-067 Inspiration 5 Aether Romanian Ally - Male WP 06-067 Blestem: Any opponent without an Inspiration is your rival. | Furie sfanta: Your first attack roll each turn against a rival gains +3. SABIE PENTRU O MANA 'I JUMATATE 06 06-068 Weapon 2 Romanian Sword (1 Hand) +1 -- -- +1 +1 +0 -- ./\. -- -- -- -- 2 WP 06-068 Multilateralitate: If you have no other cards with hand requirements, attacks with this weapon deal +1 damage. MANU'I DE ARMURA 06 06-069 Armor 3 Romanian Torso WP 06-069 De incredere: If the last attack you made hit, your rolls gain +1. | Lovitura capitala: Your basic attack rolls against rivals or opponents with no weapon gain +1. These attacks deal +1 damage. ATHLETA CHRISTI 06 06-070 Special 2 Romanian Title WP 06-070 Inaltharea: At the start of each round, you may immediately make a basic attack at +0 against each opponent who revealed a card with greater initiative than your warrior's experience. VLAD TEPES 06 06-071 Warrior Wood Romanian Male -- -- -- -- +2 -1 -1 ./\. -- -- -- -- 7 3 9 1 SG 06-071 Tragere in Deapa: At the start of the game, deal 1 damage to all opposing warriors. CUPA DE AUR 06 06-072 Inspiration 1 Metal Romanian Item SG 06-072 Puterea legii: Your attack rolls gain +2. At the start of each of your opponent's turns, if this card is in play, that player may discard one of their support cards and become your rival to put this card into play in the discarded card's place. SABIE PUTERNICA 06 06-073 Weapon 2 Romanian Sword (2 Hands) -- +1 -- -- +1 +0 -- ./\. -2 -- -- -- 2 SG 06-073 Rpboj: After any player attacks, your attack rolls with this weapon this round gain +1, to a maximum of +4. At the start of any round, if an opponent revealed a card with an initiative greater than 6, gain +1 speed. PIEPTARUL LUI VLAD DRACUL 06 06-074 Armor 5 Romanian Torso SG 06-074 Pazit: Your defense rolls gain +1. | Handicapat: When you are attacked, card abilities on opposing weapons have no effect. CETATEA POENARI 06 06-075 Special 6 Romanian Location SG 06-075 Patria stramo'ilor: All of your rolls gain +1. | Asediat: At the start of each round, any opponent may deal 2 damage to their warrior. If they do, discard this card. BEYAZID I, THE THUNDERBOLT 06 06-076 Warrior Water Turkish Male -- -- -- +0 +1 -- -- ./\. +1 -- -- -- 8 3 6 1 SG 06-076 Cezbetmek: Your opponents' attack rolls gain +1. | Azili: If you have less than 5 life, your attack rolls gain +3. KONSTANTINYA 06 06-077 Inspiration 4 Earth Turkish Location SG 06-077 Trazet - Action: Once each game, if this card is in play or in your discard pile, and if your warrior is Turkish, Roman, or Holy Roman, make an attack with one of your weapons at +0. MECH 06 06-078 Weapon 4 Turkish Sword (1 Hand) -- -- -- -- +1 +1 +0 ./\. -- -- -- -- 1 SG 06-078 Kesim - 2 Actions: Make three consecutive attacks with this weapon, if possible. TURA 06 06-079 Armor 7 Turkish Shield (1 Hand) SG 06-079 Barikat: After you make a defense roll, discard this card to set the roll to 12. SAVASI NICOPOLIS 06 06-080 Special 9 Turkish Quest SG 06-080 Kaos - Reveal: For this round, defense rolls get -2. MEHMED II, THE CONQUERER 06 06-081 Warrior Wind Turkish Male -- -- -- -- +1 +1 +0 ./\. -- -- -- -- 9 3 2 1 WP 06-081 Fethetmek: When you attack, while you have a location card, the defender's card abilities have no effect for this attack. If the defender is your rival, the attack gains +2. HAGIA SOPHIA 06 06-082 Inspiration 4 Earth Turkish Location WP 06-082 Erisilmez: Opposing warriors who are not adjacent to you cannot deal damage to your warrior. BUZDOVAN 06 06-083 Weapon 6 Turkish Bludgeon (1 Hand) -- -- -- +0 -- +1 +0 ./\. -- -- -- -- 2 WP 06-083 Zalim salidirma: When you attack a rival, you may re-roll on die of the attack roll. | Serit vzkata: When you hit a rival with this weapon, you may discard one of that warrior's non-weapon support cards. RUMELI HISARI 06 06-084 Armor 0 Turkish Location WP 06-084 Ara: When you hit with a basic attack, if the total of your life and experience is less than the defender's initiative for the current round, gain 1 life. MEKTUP IN KOMUTAN 06 06-085 Special 8 Turkish Item WP 06-085 Aramak: Move your warrior to any unoccupied space adjacent to the opposing warrior. | Hedef - Action: Choose and opponent and roll two dice. If the result is less than chosen warrior's experience, that warrior is your rival until the start of next turn. MURAD IV, THE CRUEL 06 06-086 Warrior Fire Turkish Male -- -- -- +2 +0 -1 -- ./\. +1 -- -- -- 7 3 7 1 WP 06-086 Cezalandirmak: After an opponent uses an Action or Reveal ability, deal 1 damage to that player's warrior. KOSEM SULTAN 06 06-087 Inspiration 3 Wood Turkish Ally - Female WP 06-087 Stratejik - Reveal: If this is the first card you reveal this game, place three counters on this card. | Hukumet surmek: After you make a roll, you may remove one counter from this card to give the roll +1 or +2. If you do, your next roll gets -2. TOPUZ 06 06-088 Weapon 7 Turkish Bludgeon (1 Hand) -- -- -- -- +1 +0 -- ./\. +1 -- -- -- 2 WP 06-088 Oldurmek - Reveal: You may discard an ally. | Kati duru: If you have a shield, your rolls gain +1. YASUK 06 06-089 Armor 6 Turkish Head WP 06-089 Dik kafali - Reveal: You may move one space. | Yanit: After you use an Action or Reveal ability, your next attack roll gains +1. SOCZUGWUN 06 06-090 Special 4 Turkish Ally WP 06-090 Guvence: After you make an attack roll, you may reduce one of the dice by 1 to put a counter on this card. | Sfilgun savunma: Before you make a defense roll, you may remove a counter from this card. If you do, the attacker must re-roll all dice in the attack roll that are a 6. SELIM I, THE BRAVE 06 06-091 Warrior Earth Turkish Male -- -- -- +0 +1 -- -1 ./\. -- -- -- -- 9 3 6 1 WP 06-091 Ithaf olunmus: While you have no rivals, you can not win initiative. | Kizgin: Your attack rolls gain +2 against opponents whose initiative for the current round is greater than 6. QUBBAT AL-NABI 06 06-092 Inspiration 4 Aether Turkish Mystic - Location WP 06-092 Saygili - Reveal: Gain 1 life for each mystic card in play. KARGI 06 06-093 Weapon 5 Turkish Polearm (2 Hands) +0 +0 +1 -- -- -- -- ./\. -- -- -- -- 3 WP 06-093 Umitziz hizyap: If you have more than 4 life, attacking with this weapon costs an additional action. SILAH IMAN 06 06-094 Armor 2 Turkish Torso WP 06-094 Kutsallik: Your re-rolls gain +1. | Gaipten haber ferme: At the end of each round, if you have a mystic card, you may increase or decrease the initiative of your next support card by 5 KHADIM UL HAREMEYN 06 06-095 Special 2 Turkish Title WP 06-095 Hiz: Once each round, after an opponent becomes your rival, gain +1 speed on your next turn. | Madene: At the start of each round, if you revealed a location card, gain +1 speed that round. SULEIMAN I, THE MAGNIFICENT 06 06-096 Warrior Wood Turkish Male -- -- -- -- +0 +1 +2 ./\. -- -- -- -- 10 3 10 1 WP 06-096 Yilmaz: Each time you are hit, reduce the damage to 0. Deal 2 damage to your warrior that can not be modified. ROXELANA 06 06-097 Inspiration 3 Wood Turkish Ally - Female WP 06-097 Komplocu: Your attack rolls against rivals gain +2. At the start of each round, if you lost initiative, deal 1 damage to each of your rivals. YATAGHAN 06 06-098 Weapon 4 Turkish Sword (2 Hands) -- -- -- +1 +0 -- -- ./\. +1 -- -- -- 2 WP 06-098 Tam grev kirma: After you make an attack roll with this weapon, if the defender has more than 4 life, you may set one die of the attack roll to 6. YARIK 06 06-099 Armor 4 Turkish Torso WP 06-099 Gurur: Any opponent who rolls doubles is your rival. | Zhatta fit: Your defense rolls gain +1. Once each turn, when you are attacked, each time a die of the attack roll is re-rolled, you may re-roll one die of your defense roll. BALYEMEZ 06 06-100 Special 4 Turkish Ranged WP 06-100 Atma - Reveal: You may discard a location card or support card in a space in the arena. If you have a rival, you may also discard any one of that player's support cards. LIU BEI 06 06-P41 Warrior Earth Chinese Male -- -- -- -1 -- -1 +1 ./\. +1 -- -- -- 7 3 8 1 TP 06-P41 Zhua zhuang ding: At the start of each round, you may get -2 experience to choose another player's card ability that gives an attack roll, damage, or speed bonus. That ability has no effect for that round. SAIF 06 06-P42 Weapon 6 Saracen Sword (1 Hand) -- -- -- +1 +1 -- -1 ./\. -- -- -- -- 2 TP 06-P42 Yendafae Beserah: When you attack with this weapon, if the defense roll is less than this card's initiative, the attack deals +1 damage. | Dokha: if you revealed a ranged weapon this game, your attack rolls gain +1. | [Tournament Participation] JIHAD 06 06-P43 Inspiration 6 Aether Saracen Quest TP 06-P43 Radabilej: If all of your cards are Saracen, your rolls gain+1. CUAUHXICALLI 06 06-P44 Special 2 Aztec Item - Mystic TP 06-P44 Motemachia: Each time you reveal a card (including this one), put a counter on this card. At the start of each round, you may remove a counter from this card. If you do, your rolls that round gain +1 for each counter on this card. TEMPLO MAYOR 06 06-P45 Special 4 Aztec Location TP 06-P45 Tiamanalli: At the end of any round, you may discard one of your support cards. If you do, you may attack with one of yours weapons twice your next turn. RECONQUISTA 06 06-P46 Inspiration 7 Metal Spanish Quest TP 06-P46 Patriotismo: If all of your cards are Spanish, your rolls gain +1. TOMAS DE TORQUEMADA 06 06-P47 Special 6 Spanish Ally - Male TP 06-P47 Oprimir: When an opponent reveals a deity, tome, or mystic support card, they may chose to discard it and set their initiative for that round to 0. If they do not, deal 3 damage to that opponent. XERXES I 06 06-P48 Warrior Metal Persian Male -- -- -- -1 +1 +1 -- ./\. +0 -1 -- -- 8 3 7 1 TP 06-P48 Gabk: Opponents cannot attack with weapons more than once each round. KAMIKAZE 06 06-P49 Inspiration 3 Wind Japanese Mystic TP 06-P49 Boujakubujin: After an opposing warrior moves outside of their turn, you may immediately make an attack against them at +1. | Shinsei: You may use another Inspiration. KREMLIN 06 06-P50 Special 7 Russian Location TP 06-P50 Velichiye: After you reveal this card and after each time you roll more than two dice, put a counter on this card. When you make a roll, you may remove two counters from this card to roll an extra die and choose one die to exclude from that roll. | Stolitsa: You may use another Special. DANIEL BOONE 07 07-001 Warrior Earth American Frontiersmen Male -- -- -- -- +1 +1 -- ./\. -- -- -- -- 8 3 3 1 WP 07-001 Improvise: When you make a basic attack, you may choose to have it count as a polearm weapon attack instead. | Wily: Once each round, you may re-roll one die of one of your defense rolls. If the new result matches the old result, gain 1 life. HUNTER'S PARADISE 07 07-002 Inspiration 4 Wood American Frontiersmen Location WP 07-002 One-upsmanship: After you hit, your next attack deals +1 damage. After you are hit, your next attack and defense rolls gain +1. CRUDE WHITTLED SPEAR 07 07-003 Weapon 5 American Frontiersmen Polearm (2 Hands) -- -- +1 -- +0 +1 -- ./\. -- -- -- -- 2 WP 07-003 Hand-crafted: Once each round, after a wood or earth card is revealed, you may make an attack with this weapon at +2. BOONESBOROUGH 07 07-004 Armor 2 American Frontiersmen Location WP 07-004 Sharpened Pikes: When you attack with a polearm, you may re-roll one die of the attack or defense roll. | Secluded: After an opponent moves into a space adjacent to you, your next defense roll gains +2. WILDERNESS ROAD 07 07-005 Special 6 American Frontiersmen Ability WP 07-005 Exploration: The first time this game that this card comes into play, choose a direction. | Unknown Territory: At the start of each round, each warrior moves one space in the chosen direction in initiative order. If a warrior does not, deal 1 damage to that warrior. HUGH GLASS 07 07-006 Warrior Metal American Frontiersmen Male -- -- -- -1 -- +1 -- ./\. +0 -- -- -- 7 3 7 1 WP 07-006 Unstoppable: Once each turn, after you make a defense roll, if the roll without bonuses was greater than your life, you may make an attack against the attacker, if possible. FORT KIOWA 07 07-007 Inspiration 9 Water American Frontiersmen Location WP 07-007 Fort Lookout: If you have a metal card, weapon attacks against you deal -2 damage to a minimum of 1. TRAPPER'S KNIFE 07 07-008 Weapon 7 American Frontiersmen Knife (1 Hand) -- -- -- +1 -- -- +0 ./\. +1 -- -- -- 1 WP 07-008 Set Traps: When an opponent attacks you without spending an action, that attack deals -2 damage, to a minimum of 0, and your next attack with this weapon deals +1 damage. | Concealed: You may use another weapon card. BEAR HIDE 07 07-009 Armor 3 American Frontiersmen Torso WP 07-009 Hard-Fought - Reveal: After the next time you are hit, your defense rolls gain +2 until this card leaves play or this ability is used again. ASHLEY'S HUNDRED 07 07-010 Special 4 American Frontiersmen Ally WP 07-010 Savvy Expeditioners: Once each game, if this card is in play or in your discard pile, at the start of any round, you may choose an opponent. That warrior cannot use abilities on cards in their discard pile that round. JAMES BECKWOURTH 07 07-011 Warrior Fire American Frontiersmen Male -- -- -- +1 -1 -- -- ./\. +0 -- -- -- 7 3 6 1 MP 07-011 Wild Tactics: Once each round, before you make a weapon attack roll, you may choose for that attack roll to get -2. If you do, and that attack hits, you may immediately make another weapon attack if possible. The attack roll for the immediate attack gets -2. PINE LEAF 07 07-012 Inspiration 2 Water American Frontiersmen Female MP 07-012 Warrior Woman: You may use two weapon cards. | Coordinated Attack: Once each round, after you use an action to move out of a space in an opponent's basic attack grid, you may immediately make a weapon attack at +0 against that warrior. TOMAHAWK 07 07-013 Weapon 7 American Frontiersmen Axe (1 Hand) -- -- -- +0 -1 -- -- ./\. +1 -- -- -- 2 MP 07-013 Retribution: After an opponent uses a card ability to attack you, you may immediately make an attack with this weapon at +2 against that opponent. | Hidden: At the start of any of your turns, you may discard one of your face-up support cards that you own to put this card into play from your discard pile. DEED OF EMANCIPATION 07 07-014 Armor 1 American Frontiersmen Tome MP 07-014 Seek Independence: Opponents cannot use abilities on cards in discard piles. | Retrial: Once each match, at the end of any round, if this card is in your discard pile, you may discard one of your face-up support cards to put this card into your warrior's space. WANDERLUST 07 07-015 Special 4 American Frontiersmen Ability MP 07-015 Survey: After each time you spend an action to move, you may re-roll one die of your next roll. JIM BOWIE 07 07-016 Warrior Wood American Frontiersmen Male -- -- -- +1 +0 +1 -1 ./\. -- -- -- -- 8 3 5 1 WP 07-016 Finish Off - Action: Once each round, deal 2 damage to an opponent you have hit with a knife this round. | Keen Eye: Your attack rolls with knives gain +1. TEXAS REVOLUTION 07 07-017 Inspiration 1 Earth American Frontiersmen Quest WP 07-017 The Texan Question: At the start of each round, if you are adjacent to an opponent, your attack and defense rolls against that opponent gain +1 that round. BOWIE KNIFE 07 07-018 Weapon 7 American Frontiersmen Knife (1 Hand) -- -- -- -- +0 +1 -- ./\. -- -- -- -- 2 WP 07-018 Sharpen: Once each round, after you are hit by a basic attack, attacks with this weapon deal +1 for the rest of the game. THE ALAMO 07 07-019 Armor 3 American Frontiersmen Location WP 07-019 Fortify: Once this game, at the start of any round, if you have a wood card and an earth card in play, gain 2 life and 4 experience. | Command Position: Opposing warriors cannot move outside of their turns. THE SANDBAR FIGHT 07 07-020 Special 5 American Frontiersmen Ability WP 07-020 Ruckus: After each time a critical hit is made or an opponent is defeated, your attacks deal +1 damage for the rest of the game. JIM BRIDGER 07 07-021 Warrior Metal American Frontiersmen Male -- -- -- +1 -- +1 -- ./\. -1 -- -- -- 7 3 2 1 WP 07-021 Old Gabe: Once this game, before initiative is determined for a round, you may choose to swap your initiative with your opponent's. | Tight Scrape: Once each round, if you did not win initiative for that round, you may swap both dice of one of your attack or defense rolls with the dice from the opposing roll. ROCKY MOUNTAIN FUR COMPANY 07 07-022 Inspiration 2 Earth American Frontiersmen Item WP 07-022 Forage: At the start of each round, if you did not win initiative, you may make an attack, if possible. If you do, your defense rolls get -1 that round. JOHNSON'S ARMY 07 07-023 Weapon 6 American Frontiersmen Ally -- -- -- -- -- -- -- ./\. -- -- -- -- 0 WP 07-023 Organized Assault: Once each round, when you make a basic attack, make two attack rolls and compare each against the defender's defense roll. Deal your warrior's damage for each attack roll that hits. | Well-equipped: You may use another weapon card. FORT BRIDGER 07 07-024 Armor 4 American Frontiersmen Location WP 07-024 Barter: Each time you are attacked, before rolls are made, the attacker may choose to give their roll -2. If they do not, the attack deals -1 damage, to a minimum of 0. TALL TALES 07 07-025 Special 2 American Frontiersmen Ability WP 07-025 Embellish: Your first attack roll of each round gains +1. If that attack misses, your next attack roll gains +2. If that attack roll misses, your next attack roll gains +4. AGAMEMNON 07 07-026 Warrior Wood Greek Male -- -- -- -2 -- +1 +0 ./\. -- -- -- -- 8 3 5 1 WP 07-026 Dipsa gia Eksousia: While you have a rival, gain +1 speed and +5 experience. IFIGENIA 07 07-027 Inspiration 5 Fire Greek Female WP 07-027 Alathiti Pisti: When you attack, deal 1 damage to the defender for each die that is a 6 in the defense roll. HILIA PLIA 07 07-028 Weapon 6 Greek Item -- -- -- -- -- -- -- ./\. -- -- -- -- 0 WP 07-028 Terastios Stolos: This card's initiative cannot be changed. | Epikimeni Isvoli - Reveal: Roll one die. If the roll is equal to or less than the number of times you have revealed this card this game, deal 2 damage to an opposing warrior. Turn this card face down and swap it with another of your face-down cards. Turn the other card face up. MIKINAIKOS THORAKAS 07 07-029 Armor 4 Greek Torso WP 07-029 Dipsa gia Ekdikisi: After you are hit by an attack with a damage bonus, the attacker becomes your rival until the end of your next turn. | Stirixi: Before you are dealt damage from an attack, you may discard this card. If you do, that attack and the next attack against you deal -1 damage to a minimum of 1. IKOS TON ATRIDON 07 07-030 Special 3 Greek Ally WP 07-030 Apogoiteftiki Epilogi - Reveal: Choose an opponent, who chooses whether you gain 3 life, +10 experience, or +1 speed for the rest of the game. MENELAOS 07 07-031 Warrior Water Greek Male -- -- -- +0 -- +0 -1 ./\. -1 -- -- -- 8 3 3 1 WP 07-031 Kalos tou Axize: Once each round, if you have a rival, set one die of one of your non-defense rolls to a 6. THIGMENI TIMI 07 07-032 Inspiration 5 Water Greek Code WP 07-032 Prodomenos: At the start of each round, choose an opponent that revealed a card from a culture different than that of their warrior. That warrior is your rival for this round. | Pairno Ekdikisi: After one of your rival rolls doubles, discard this card. XIFOS 07 07-033 Weapon 3 Greek Sword (1 Hand) -- -- -- +1 +1 -1 -- ./\. -- -- -- -- 2 WP 07-033 Epikindinos Eligmos: When you attack with this weapon, if you are in the defender's attack grid, the attack deals +1 damage. SPARTIATIKO POLEMIKO KRANOS 07 07-034 Armor 2 Greek Head WP 07-034 Exagriomenos: Once each round, after you are hit by an attack that does more than its base damage, the attacker gets -1 speed on their next turn. | Gialismeno - Reveal: Gain +2 experience. ORGI TOU POSIDONA 07 07-035 Special 8 Greek Ability - Mystic WP 07-035 Thalassia Erpeta - Reveal: Your first attack this round deals +1 damage for each water card in play. Your attack rolls this round cannot be modified by card abilities. ODYSSEUS 07 07-036 Warrior Wood Greek Male -- -- -- +1 +0 -- -- ./\. -- -- -- -- 7 3 9 1 WP 07-036 Diasimos Toxotis - 2 Actions: Make an attack with a ranged weapon, if possible. | Efstoxia: When you attack with a ranged weapon, you may roll three dice and choose which two to use. If you do, the attack can not deal more than its base damage. ATHINA 07 07-037 Inspiration 3 Metal Greek Deity - Female WP 07-037 Evlogimeni Stratigiki: At the end of each opponent's turn, if you won initiative, you may take one action. If you attack with this action, the attack deals +1 damage. TOXO TOU ODISSEA 07 07-038 Weapon 7 Greek Ranged (2 Hands) +1 -1 +1 -- -- -- -- -- -- -- ./\. -- 2 WP 07-038 Kathodigoumenos apo tin Athina: After you miss an attack with this weapon, your attack rolls gain +1 for the rest of the game. MAGIKO VOTANI 07 07-039 Armor 7 Greek Item WP 07-039 Ieri Prostasia: Attack rolls against you cannot gain bonuses from non-weapon cards. Attacks against you cannot gain damage bonuses from support cards. DOURIOS IPPOS 07 07-040 Special 2 Greek Item WP 07-040 Pseftiko Doro: At the end of each round, if you hit an opponent with a basic attack that round, your basic attacks deal +1 damage for the rest of the game. AJAX 07 07-041 Warrior Earth Greek Male -- -- -- +1 +1 -1 -1 ./\. -- -2 -- -- 10 3 3 1 WP 07-041 Avoithitos: You cannot gain life from your card abilities. You cannot use abilities on deity cards. | Sinthlipsi: When you hit, if any of the dice of the attack roll are a 1, deal 1 damage to the attacker and defender. CHIRON 07 07-042 Inspiration 4 Earth Greek Male - Cavalry WP 07-042 Didaskalia - Reveal: For this round, your attack and defense rolls against each opponent gain +1 for each of that opponent's support cards with higher initiative than your experience. This round, your defense rolls cannot gain bonuses from other card abilities. PETRINI MAZA 07 07-043 Weapon 5 Greek Bludgeon -- -- -- -- -- -- -- ./\. -- -- -- -- 0 WP 07-043 Terastia Plaka - Reveal: Place this card in an unoccupied space in the arena. | Ektoksefsi - Action: Once each round, if you are adjacent to this card, make an attack with this weapon at +0 against any opponent. This attack has a base damage of 4 and cannot deal more than 4 damage. The defender then moves this card to a space adjacent to them. MEGALI ASPIDA 07 07-044 Armor 1 Greek Shield (1 Hand) WP 07-044 Adiatritos: When you are attacked by an opposing warrior who is in any space of any of your attack grids, You may choose for the attack to be made at the corresponding modifier in your attack grid. PROPIRGIO TON AXEON 07 07-045 Special 4 Greek Ability WP 07-045 Autosintiroumenos: While you do not have an inspiration in play, you take normal damage from critical hits. | Telios Iroas: When you make a basic attack, if the attack hits and the defense roll is doubles, the attack is a critical hit. THESEUS 07 07-046 Warrior Earth Greek Male -- -- -- +0 +0 +0 +0 ./\. -- -- -- -- 7 3 8 1 SG 07-046 Prosarmogi: At the start of each round, choose one of your card abilities that gives you a defense roll bonus. Your first attack roll of that round gains a bonus equal to the defense roll bonus. ASTERIONAS 07 07-047 Inspiration 8 Wind Greek Male SG 07-047 Axios Antipalos: After you are hit or you miss an attack, place a counter on this card. | Ipsisti Dinatotita: Twice each turn, you may remove a counter from this card to re-roll one of your rolls. KLIRONOMIMENA OPLA 07 07-048 Weapon 7 Greek Sword - Shield (2 Hands) -- -- -- -- +2 +2 -- ./\. -- -- -- -- 2 SG 07-048 Teleti tis Analipsis: Your defense rolls gain +1. KALIVA TIS EKALIS 07 07-049 Armor 6 Greek Item SG 07-049 Kalosini - Reveal: Your next defense roll against a weapon attack gains +3. | Afosiasi: Your non-attack, non-defense rolls gain +3. DORO TIS ARIADNIS 07 07-050 Special 3 Greek Item SG 07-050 Polemika Ergalia - Action: You and an opponent each roll two dice. If your total is equal to or greater than your opponent's, deal 1 damage to that opponent and you cannot use this action again this round. BARAK 07 07-051 Warrior Wind Tribes of Israel Male -- -- -- -1 -1 +1 +1 ./\. -- -- -- -- 7 3 3 1 MP 07-051 Qera' 'et-Revava: At the start of each round, if you have less life than each opponent, your attacks deal +1 damage. DEVORA 07 07-052 Inspiration 6 Wind Tribes of Israel Female MP 07-052 Nevi'a: When a card is revealed with more than 6 inititiative, set that card's initiative to 6 and your next attack roll gains +2. HEREV PIFIYOT 07 07-053 Weapon 4 Tribes of Israel Sword (1 Hand) -- -- -- +1 +2 -- -- ./\. -- -- -- -- 1 MP 07-053 Niltas: When you make a critical hit with this weapon, gain 2 life and +1 speed for the rest of the game. TAHRA' 07 07-054 Armor 8 Tribes of Israel Torso MP 07-054 Hazaq: When you are attacked by a polearm, knife, or bludgeon, you may re-roll one or both dice of your defense rolls. KIDON 07 07-055 Special 1 Tribes of Israel Polearm (1 Hand) MP 07-055 Hoqa': When you make an attack roll, if any of the dice in the attack roll match any of the dice in the defense roll, the attack roll is considered doubles. If this attack misses, your next roll gains +2. DAVID 07 07-056 Warrior Aether Tribes of Israel Male -- -- -- -1 -- +1 -- ./\. -- -- -- -- 6 3 4 1 WP 07-056 Haspel: Once each turn, after you damage an opponent with an attack, if their life is both greater than 4 and greater than your life, set the defender's life to 4. GOLYATH 07 07-057 Inspiration 6 Fire Tribes of Israel Male WP 07-057 Heref: At the start of each round, roll two dice. If the total is less than 9, your next attack roll gains +2 and the attack deals +1 damage. QELA' 07 07-058 Weapon 8 Tribes of Israel Ranged (1 Hand) +1 +2 -- -- -- +2 -- -- +1 -- ./\. -- 1 WP 07-058 Haslek: When you attack with this weapon, if the defender has more experience than your warrior, the attack roll is considered doubles. MADDAI SA'UL HAMMELEK 07 07-059 Armor 3 Tribes of Israel Head - Arm - Torso WP 07-059 Sel 'adam: When you are attacked, if a card ability gives a bonus to the attack roll, your defense roll gains +2. | Bitha: When you are attacked, before rolls are made, you may choose to discard this card. If you do, the attack deals -2 damage, to a minimum of 0. ARON HA'EDUTH 07 07-060 Special 4 Tribes of Israel Item WP 07-060 Quma - Reveal: Place this card in any space in the arena. | Beraka: If you are adjacent to this card, your attack rolls gain +2. Each opponent's support cards get -4 initiative while their warrior is in or adjacent to this card's space. JOSHUA 07 07-061 Warrior Fire Tribes of Israel Male -- -- -- -- -- -1 +1 ./\. +1 -- -- -- 7 4 4 1 WP 07-061 'asath 'elohim: At the start of each round, choose an opponent. They must tell you the printed initiative of their face-down support card for the next round. | 'asat Qedos: If any of your support cards have been discarded have been discarded this game, you get -1 speed. YEREHO 07 07-062 Inspiration 0 Aether Tribes of Israel Location WP 07-062 Sarta - Action: If you have a fire card and an earth card in play, make a basic attack that has a base damage of 2 against an adjacent opponent. This attack cannot gain damage bonuses, and the attack roll gains +1. | Qes Hadderek: You may use another inspiration card this game. HEREV 07 07-063 Weapon 3 Tribes of Israel Sword (1 hand) -- -- -- -- -- -- -- ./\. -- -- -- -- 3 WP 07-063 Bitta'ar: If you have not attacked with this weapon this game, your opponent's rolls get -1. MAGEN 07 07-064 Armor 2 Tribes of Israel Shield WP 07-064 Mahasi-oz: Your attack rolls gain +1 for each of your support cards that share a culture with your warrior. If your warrior is from the Tribes of Israel, your defense rolls gain +1. MISWAT YEHOSUA 07 07-065 Special 6 Tribes of Israel Item WP 07-065 Hokmat 'adam: This card counts as an earth card. | Nesa' Ha'aron: If you have a fire card in play, your first attack roll of each round is considered doubles. JUDAH MACCABEE 07 07-066 Warrior Aether Tribes of Israel Male -- -- -- +1 -- +0 -1 ./\. -- -- -- -- 8 3 6 1 WP 07-066 Hazzeq Bedeq: At the start of any round, if you revealed an inspiration card that round, you may discard an opposing inspiration card. QIN'AT BETEKA 07 07-067 Inspiration 6 Fire Tribes of Israel Quest WP 07-067 'or Gadol: Once each round, after you hit an opponent, if you have less life than each opponent, your rolls next round gain +2. HEREV APPOLONIUS 07 07-068 Weapon 5 Tribes of Israel Sword (1 Hand) -- -- -- +1 -1 -- -- ./\. +0 -- -- -- 2 WP 07-068 Saddiq: Attacks with this weapon deal +1 damage if the defender does not have an inspiration in play. | Qodes: You may use two inspirations cards. SIRYON 07 07-069 Armor 4 Tribes of Israel Torso WP 07-069 Milhamat Doroth: Once each game, if this card is in play or in your discard pile, when another player makes a critical hit, you may choose for that attack to count as a normal hit instead. If this card was in your discard pile, you cannot use this ability again this match. HANNUKA 07 07-070 Special 4 Tribes of Israel Quest WP 07-070 Hofe Hannehara: Your support cards gain +2 initiative. | Hag: Once each game, if this card is in play or in your discard pile, prevent one of your support cards from being discarded by an opposing card ability. If this card is in your discard pile, you cannot use this ability again this match. SAMSON 07 07-071 Warrior Fire Tribes of Israel Male -- -- -- +0 +1 -- +1 ./\. -- -- -- -- 7 3 8 1 WP 07-071 Seqe Me'en-Haqqore - Action: Once each round, gain 1 life. If an opponent's card abililty prevents this life gain, deal 2 damage to that opponent instead. DELILA 07 07-072 Inspiration 4 Water Tribes of Israel Female WP 07-072 Qeser - Reveal: Name a card type. For the rest of the game, a player cannot make with weapons on the round that they reveal a card of the named type. LEHI-HAMOR 07 07-073 Weapon 9 Tribes of Israel Bludgeon (1 Hand) -- -- -- +1 +0 -- -1 ./\. -1 -- -- -- 1 WP 07-073 Hithgannen: After an opponent makes a critical hit, you may attack that player with this weapon at +3. This attack deals +2 damage. | Ma'aseh Roge: You may use another weapon card. KETONETH 07 07-074 Armor 3 Tribes of Israel Torso WP 07-074 'orath So'n - Reveal: This round, attacks against you deal -1 damage, to a minimum of 0. SE'AR-RO'S SIMSON 07 07-075 Special 5 Tribes of Israel Item WP 07-075 Koh Baruk: Once each game, if this card is in play or in your discard pile, after you make a defense roll, you may choose for that roll to gain +2. If this card is in your discard pile, this ability cannot be used again this match. AENEAS 07 07-076 Warrior Fire Trojan Male -- -1 -- +1 +0 -- -- ./\. -- -- -- -- 8 3 3 1 WP 07-076 Gorgi Epithisi - Action: Once each round, if you are adjacent to an opposing warrior, move one space. After the move, if you are no longer adjacent to that warrior, deal 1 damage to them. AFRODITI 07 07-077 Inspiration 6 Fire Trojan Deity - Female WP 07-077 Teleia Omorfia: If you are a male warrior, get +1 speed and -3 experience. DORATA ME MPROUTZINI EHMI 07 07-078 Weapon 0 Trojan Polearm (2 Hands) +1 -- +1 +0 -- +0 -- ./\. -- -- -- -- 2 WP 07-078 Ekdikisi: Once each round, after you hit an opponent with this weapon, name an ability on one of the defender's cards. That ability has no effect until the start of your next turn. ARISTOURGIMA TOU IFESTOU 07 07-079 Armor 5 Trojan Head - Torso - Leg - Arm - Shield WP 07-079 Endoksi Panoplia - Reveal: The next time you take damage this game, reduce the damage to 0. | Prokathorismeno: Once each round, before you are damaged by a rival's attack, make an attack against the attacker at +1. PALLADIO 07 07-080 Special 1 Trojan Item WP 07-080 Anegiromeno apo tin Athina - Reveal: The next two times you are hit by a weapon, reduce the damage dealt by the attack by 1 to a minimum of 0. After the second time this card reduces damage, discard it. | Ikona tis Palladas: Attacks against you cannot be critical hits. BRUTUS 07 07-081 Warrior Metal Trojan Male -- -- -- -- +0 -- -- ./\. +1 -1 -- -- 7 3 7 1 WP 07-081 Enisxisi: While you have a support card in a space in your basic attack grid, your attacks deal +1 damage. | Raze - Action: Discard a support card in a space in your basic attack grid. ARTEMIS 07 07-082 Inspiration 5 Wood Trojan Deity - Female WP 07-082 Thea tou Fegariou: At the start of each round, if the total initiative for all players for this round is 12 or less, you may move one space and then make a basic attack, if possible. MAHERA 07 07-083 Weapon 2 Trojan Sword (1 Hand) -- -- -- -- +0 +1 -- ./\. -1 -- -- -- 2 WP 07-083 Kofteri Lepida: Attacks with this weapon deal +1 damage for each space adjacent to you that contains a support card. KRANOS ME LOFIO 07 07-084 Armor 7 Trojan Head WP 07-084 Ksethoriasmeno Apominari: You may discard this card at the start of any turn. If you do, you may re-roll each of your attack and defense rolls made that turn. PETRA TOU LONDINOU 07 07-085 Special 7 Trojan Item WP 07-085 Kentro tis Autokratorias - Reveal: Place this card in any space in the arena. | Isxiro Simvolo: If this card is in the arena, your attacks against opponents not adjacent to this card's space deal +1 damage. Reduce the damage of each opponent's attack against you by 1 to a minimum of 1 if they are adjacent to this card's space. HECTOR 07 07-086 Warrior Fire Trojan Male -- -- -- +0 -- -2 +0 ./\. -- -- -- -- 8 3 8 1 WP 07-086 Dipli Epithesi: Once each round, after you make an attack, if your attack roll was doubles and you missed, or if the defense roll was doubles, make another attack of the same type against the opponent. STILI TIS TRIAS 07 07-087 Inspiration 6 Earth Trojan Code WP 07-087 Epiklisi Dinamis: If you are the first player to take damage after this card is revealed or if you have a rival, you may make two attacks with one of your weapons on each of your turns. SPATHI ME ASIMENIA LAVI 07 07-088 Weapon 4 Trojan Sword (1 Hand) -- -- -- -- +0 +0 +0 ./\. -1 -- -- -- 2 WP 07-088 Polemikoi Exoplismoi: When you attack with this weapon, if you have an armor card or shield in play, roll three dice and choose which two to use. ZONI TOU EANTA 07 07-089 Armor 5 Trojan Item WP 07-089 Prepoumenos - Reveal: Choose an opponent. That opponent gains 4 life; this life gain cannot be affected by another card ability. That opponent is your rival for the rest of the game. | Zoni: You may use another armor card. THEIKI PAREMVASI 07 07-090 Special 0 Trojan Deity WP 07-090 To Doro tou Apollona: After a roll has been made, you may discard a face-up support card you own to force any roll to be re-rolled. You may choose to give the roll +2 or -2. PARIS 07 07-091 Warrior Wind Trojan Male -- -- -- -- +0 -1 +0 ./\. -- -- -- -- 7 3 3 1 WP 07-091 Estiasmeni Skopeusi - Action: Once each round, your next attack with a ranged weapon this round deals +1 damageand that attack roll gains +2. ELENI TIS SPARTIS 07 07-092 Inspiration 8 Wood Trojan Female WP 07-092 Aparamilli Omorfia - Reveal: Place this card in any space in the arena. | Anefikto: While this card is in an unoccupied space in any opponent's attack grid, that warrior is your rival. After you roll a 1, you may move this card one space (not diagonally). DILITIRIASMENO VELOS 07 07-093 Weapon 9 Trojan Ranged (2 Hands) -2 +0 +0 -- -- -- -- -- -- -- ./\. -- 1 WP 07-093 Molinsi: After the first time you hit each opponent with this weapon each round, deal 1 damage to that warrior at the start of each round for the rest of the game. | Ektoksefsi - Action: Once each round, make an attack with this weapon at +0 against a rival. XTIPIMENO MPROUTZINO THORAKIO 07 07-094 Armor 4 Trojan Torso WP 07-094 Dino: At the start of each round, roll one die. If the roll is even, your defense rolls for the round gain +3. KRISI TOU PARI 07 07-095 Special 5 Trojan Ability SG 07-095 Anapofasistos: After you roll two dice, if the roll is less than 6, you may re-roll the roll. | Iposxesi Omorfias: If the next card you reveal is an inspiration, you may attack with a weapon twice on your turn that round. PRIAM 07 07-096 Warrior Water Trojan Male -- -- -- -- +0 +1 -- ./\. -- +0 -- -- 8 3 6 1 SG 07-096 Pneumatikos: If you have a mystic card in play, all your rolls gain +1. | Agios: If you have a deity card in play, all of your attack rolls gain +1. EKAVI 07 07-097 Inspiration 5 Fire Trojan Female SG 07-097 Kali Simvouli: Once each turn, after you and an opponent each make a roll, if any die in either roll is a 6, you may set one die of your roll to a 5. SPATHI TIS TRIAS 07 07-098 Weapon 5 Trojan Sword (1 Hand) -- -- -- -- +2 -- -- ./\. +0 -- -- -- 1 SG 07-098 Epitaxinete: You gain +1 speed. TIHI TIS TRIAS 07 07-099 Armor 3 Trojan Location SG 07-099 Oxirono - Reveal: Place this card in any unoccupied space in the arena. | Katareusi: While you are in this card's row or column, set each of your defense rolls that are less than 8 to 8. CASSANDRA 07 07-100 Special 5 Trojan Female - Mystic SG 07-100 Katara tis Dispistias: Before you are attacked, the attacker may choose to reduce all bonuses to their attack roll to 0. If they do not, and the attack hits, deal 1 damage to that opponent. CONFUCIUS 07 07-P51 Inspiration 9 Aether Chinese Male TP 07-P51 Shi su: This card is considered to be all elements. You may use another inspiration card. | Ming zhi: While this card is in play, all warriors have 0 experience. LAO TZU 07 07-P52 Inspiration 0 Aether Chinese Male TP 07-P52 Shi su: This card is considered to be all elements. You may use another inspiration card. |Wu xlan qi: While this card is in play, all warriors have 0 initiative. UNICORNIO CUERNO 07 07-P53 Inspiration 8 Earth Spanish Item TP 07-P53 Legendario Rescate: At the beginning of each round, you may roll two dice. If the roll is greater than your life, you may move one space or use an 'Action' ability. QUEEN ANNE'S REVENGE 07 07-P54 Special 4 Briton - Pirate Item TP 07-P54 Pillage: You may use the abilities on any support card in the arena. | Choice of Battles - Action: Discard this card. Move your warrior to any unoccupied space in the arena. Your next defense roll gains +4. ISLA TORTUGA 07 07-P55 Special 9 Pirate Location TP 07-P55 Alcabaza: Your cards cannot be discarded by opposing card abilities. | Venganza: After you are damaged by a critical hit, your attacks deal +1 damage. KILIJ 07 07-P56 Weapon 1 Turkish Sword (1 Hand) -- -- -- +1 -- +1 +1 ./\. -- -- -- -- 3 TP 07-P56 Bolmek: If the defender has an armor card or a shield, attacks with this weapon deal -1 damage. ISTANBUL 07 07-P57 Inspiration 8 Earth Turkish Location TP 07-P57 Tartisma - Reveal: You may discard a location. If you do not, choose an opponent. That opponent's rolls get -1 this round. | Yeni san: All of your attack rolls that are made ""at +0"" are made at +2 instead. ORDIN DE BALAUR 07 07-P58 Inspiration 2 Fire Romanian Code TP 07-P58 Justus et Paciens: After you hit an opponent, your next attack or defense roll gains +1. Once per round, if your opponent's experience has been modified by a card abilty, gain +3 instead. VLAD II DRACUL 07 07-P59 Warrior Fire Romanian Male -- -- -- +1 +0 -- +1 ./\. -- -- -- -- 7 3 8 1 TP 07-P59 Nemilos: After each time a warrior gains life, your next attack deals +1 damage. After each time you gain life, your next attack roll gets -1. YGGDRASIL 07 07-P60 Inspiration 6 Wood Norse Mystic TP 07-P60 Asgard: All your attacks deal +1 damage. Hvergelmir: All other warriors gain +1 speed. AEIZANAS OF AXUM 08 08-001 Warrior Water African Kingdoms Male -- -- -- -- -- +1 +0 ./\. -- -- -- +0 7 3 8 2 n/a 08-001 Gobaz gazh: When you make a basic attack roll, roll one additional die. The defender chooses one die to exclude from your roll. FRUMENTIUS 08 08-002 Inspiration 3 Metal African Kingdoms Male n/a 08-002 LawaT'a emnat: Abilities on other Inspiration cards have no effect. BONE-HANDLED DAGGER 08 08-003 Weapon 4 African Kingdoms Knife (1 Hand) -- -- -- -- -- +3 +2 ./\. -- -- -- -- 1 n/a 08-003 T'efu qaT'aT'a: Once each round, after you hit with this weapon, make a basic attack, if possible. | Debeqe: You may have two weapon cards in play. NEGUSA NEGAST 08 08-004 Armor 1 African Kingdoms Ability - Mystic n/a 08-004 Asqadasa baasgadajnat - Reveal: Once each roll, after you make an attack or defense roll this round, if the roll is less than 10, you may re-roll the roll. AXUMITE OBELISK 08 08-005 Special 4 African Kingdoms Item n/a 08-005 Qoraqora - Reveal: Place this card in any space in the arena. | Hawlt T'ela: When you make a roll, if you are in or adjacent to this card's space, the roll gains +1. When you are attacked, if you are in or adjacent to this card's space, the attack cannot be a critical hit. DAHIYAH AL-KAHINA 08 08-006 Warrior Wood African Kingdoms Female -- -- -- +1 +0 +0 -- ./\. -- -- -- -- 7 3 5 2 n/a 08-006 Amuzay amgaru: The damage of your basic attacks cannot be increased. PROPHECY 08 08-007 Inspiration 4 Wind African Kingdoms Ability - Mystic n/a 08-007 Cellek - Reveal: Choose an opponent who chooses a number between 0 and 9. Before the next time you make an attack roll this round, you may give the roll a bonus equal to the chosen number. If you do not, before initiative is determined next round, set that opponent's initiative to the chosen number. BERBER TAKOUBA 08 08-008 Weapon 6 African Kingdoms Sword (1 Hand) -- -- -- -- +1 -- +0 ./\. +0 -- -- -- 2 n/a 08-008 Aslughmu aserdas: When you make an attack roll, the roll gains +1. DJELLABA 08 08-009 Armor 6 African Kingdoms Torso n/a 08-009 Afessas: Once each round, after you complete a defense roll, if the dice in the roll are consecutive numbers, gain 1 speed on your next turn. | Tunndha: After you complete a defense roll, if the dice in the attack roll are consecutive numbers, your defense roll gains +3. KAHINA 08 08-010 Special 4 African Kingdoms Ability - Mystic n/a 08-010 Aqbur tamusni: After you hit with a basic attack, the next time you make a basic attack roll, you may decrease up to two dice in the defense roll by 1 each. KEDEKE AMANIRENAS 08 08-011 Warrior Wind African Kingdoms Female -- -- -- -1 -- -1 -1 ./\. -- -- -- -- 7 3 10 2 n/a 08-011 Tabkanakana: When you make an attack roll, the roll gets -1 and cannot be modified by card abilities or attack grids. This does not apply to your attacks that are made 'at' a specified modifier. APEDEMAK 08 08-012 Inspiration 6 Wind African Kingdoms Deity n/a 08-012 Heyewate estnfas - Reveal: At the start of next round, gain 2 life and lose 1 speed during your turn that round. TA-SETI 08 08-013 Weapon 9 African Kingdoms Ranged (2 Hands) -1 -1 +0 -- -- -- -- -- -- -- ./\. -- 1 n/a 08-013 TafaT'roawi gebe - Action: Make an attack with this weapon, if possible ONE-EYED CANDACE 08 08-014 Armor 5 African Kingdoms Ability n/a 08-014 Astaway hukat - Reveal: After the next time you are dealt damage, you may do two of the following up to once each: move, make an attack if possible, or use an Action ability. HEAD OF THE FIRST EMPEROR 08 08-015 Special 3 African Kingdoms Item n/a 08-015 Taqala - Reveal: You may discard a support card in a space in the arena. If you do not, when any player makes an attack roll this round, the roll is made at +1. MEMNON 08 08-016 Warrior Metal African Kingdoms Male -- -- -- +2 +0 -1 -- ./\. +1 -- -- -- 7 3 3 2 n/a 08-016 Dafar: When you make an attack roll, if the defender is your rival, you may re-roll one die of the roll. When you make a basic attack, if the defender is not your rival, the attack deals -1 damage, to a minimum of 1. EOS 08 08-017 Inspiration 2 Wind African Kingdoms Deity - Female n/a 08-017 Beruhe kokab: After a warrior gains experience, the next time you make an attack roll, the roll gains +2. | Enat mastamar: After you lose initiative or a tied roll, gain 2 experience. ETHIOPIAN SPEAR 08 08-018 Weapon 4 African Kingdoms Polearm (1 Hand) -- -- +2 +2 +0 -- -- ./\. -- -- -- -- 2 n/a 08-018 Mastamar - Action: Choose an opponent. The next two times that warrior makes a weapon attack, the attack roll cannot gain bonuses and that attack cannot gain damage bonuses. DAWN'S LOVE 08 08-019 Armor 4 African Kingdoms Arm - Leg - Torso - Shield n/a 08-019 Mamalad egaza: After you miss an opponent, place a counter on this card. | SaT'a sha: When you make a defense roll, if there are two or more counters on this card, the roll gains +3. MEMNONIDES 08 08-020 Special 6 African Kingdoms Mystic n/a 08-020 Talaq tezeta - Reveal: Gain life equal to the highest base damage among all opponent's weapons. | YaT'nt T'ornat - Reveal: Choose an opponent. While that opponent has no weapon card in play, they are your rival. SHAKA ZULU 08 08-021 Warrior Earth African Kingdoms Male -- -- -- +1 -- -- +0 ./\. -- -- -- -- 7 3 3 2 n/a 08-021 isiDingidwane: If the difference between the dice in your attack roll is greater than 2, the attack misses. DINGISWAYO 08 08-022 Inspiration 4 Water African Kingdoms Male n/a 08-022 Hhayi bheka ukunqoba: After you make an attack or defense roll, if you have less life and less experience than the attacking or defending opponent, you may increase one of the dice in your roll by 1 and decrease one of the dice in your opponent's roll by 1. I-KLWA 08 08-023 Weapon 3 African Kingdoms Polearm (1 Hand) +0 -- -- +1 +1 -- -- ./\. +0 -- -- -- 2 n/a 08-023 Ukulunga: Once each round, after you are dealt damage by an opposing card ability or have one of your cards discarded by an opposing card ability, you may make an attack with this weapon at +2. ISIHLANGU 08 08-024 Armor 4 African Kingdoms Shield (1 Hand) n/a 08-024 Gaxa: When you make a polearm attack roll, the roll gains +2. | Susa - Action: Discard this card and an opposing shield card in play. BUFFALO TACTIC 08 08-025 Special 9 African Kingdoms Ability n/a 08-025 Ngunga: Once each turn, after an opponent moves out of a space in one of your attack grids, you may roll two dice. If the result is less than or equal to that opponent's experience, you may move one space. ETHELFLEDA 08 08-026 Warrior Wind Briton Female -- -- -- +1 -- -- -- ./\. +0 -- -- -- 7 3 4 1 n/a 08-026 Thurhwunian: After you complete a weapon attack roll, if that roll is less than the total initiative of the support cards the defender has in play, the attack deals +1 damage. EDWARD THE ELDER 08 08-027 Inspiration 5 Wood Briton Ally - Male n/a 08-027 Cyng of Engle ac Seaxe: After you complete a nonattack roll, if the difference in the dice in the roll is greater than 2, gain 1 life and the roll gains +1. | Secan: You cannot gain life from your other card abilities. GADDHJALT 08 08-028 Weapon 2 Briton Sword (1 Hand) -- -- -- +1 -1 -- -- ./\. -1 -- -- -- 2 n/a 08-028 Gestillan secan: At the start of each round, choose an opponent. If your initiative for that round is less than that player's life or experience, swap this card's attack grid with any of that player's attack grids for this round. BURHS 08 08-029 Armor 7 Briton Location n/a 08-029 Dael forstandan: When you make a defense roll, if you have a special card in play, the roll gains +1. | Hal gelogian: When you make a roll, if you revealed a Briton card this round, the roll gains +1. LADY OF THE MERCIANS 08 08-030 Special 2 Briton Ability n/a 08-030 Na gestillan: Before you make an attack, you may rotate your warrior. | Feallan baec: At the start of each round, if you did not win initiative for that round, move. HENRY V 08 08-031 Warrior Water Briton Male -- -- -- -- +0 -- +0 ./\. -- -- -- -- 7 3 5 1 n/a 08-031 Abaedan: Once each round, before you make an attack roll, you may give the roll a bonus equal to the number of quest cards you have in play. That attack deals +1 damage. TREATY OF TROYES 08 08-032 Inspiration 3 Earth Briton - French Item - Quest n/a 08-032 Geanlaecan: When you make a roll, if all of your cards are Briton or French, the roll gains +1. LONGBOW AND STAKES 08 08-033 Weapon 7 Briton Polearm - Ranged (2 Hands) +1 -- +1 -- -- -- +0 +0 +0 -- ./\. -- 2 n/a 08-033 Faestnian: When an opponent makes a defense roll, if they moved into a space in this card's attack grid last round, the roll gets -2. ARROW SCARS 08 08-034 Armor 2 Briton Head n/a 08-034 Trum: Opponents cannot discard your cards from play or modify dice in your rolls. | Eadig: When you make a non-attack roll, the roll gains +1 SOUTHAMPTON PLOT 08 08-035 Special 1 Briton Quest n/a 08-035 Sierwan amyrdhrian: Once each round, after you make a roll, if each die in the roll is less than your experience, re-roll one die in that roll. | Sierwung: Once each round, after a die is re-rolled, if the result of the re-rolled die is the same as the original roll, gain 1 speed on your next turn. KING EDWARD 08 08-036 Warrior Metal Briton Male - Cavalry -- -- -- +1 +1 +1 -- ./\. -- -- -- -- 7 3 4 1 n/a 08-036 Beadurinc: At the start of each round, if you revealed an item card that round, you may make an attack, if possible. ALAINOR OF CASTILE 08 08-037 Inspiration 2 Water Briton Ally - Female n/a 08-037 Support of Ponthieu: When you make an attack roll, if the defender does not have an armor card in play, the roll gains +2. ARMING SWORD 08 08-038 Weapon 6 Briton Sword (1 Hand) -- -- -- -- +0 +2 -1 ./\. -- -- -- -- 2 n/a 08-038 Hnitan of wecg - Reveal: When you make a basic attack this round, the attack deals +1 damage. | Efne bill: After you attack with this weapon, if the attack missed, your next attack or defense roll gains +3. HAUBERGEON 08 08-039 Armor 8 Briton Torso n/a 08-039 Awerian steall: At the start of your turn, remove all counters from this card. After you complete an attack roll, if the difference between the dice in your attack roll is greater than 2, place a counter on this card. When you make a defense roll, if there is a counter on this card, the roll gains +2. WAR WOLF 08 08-040 Special 0 Briton Item - Ranged n/a 08-040 Abreotan geweorc - Reveal: You may discard a support card in any space of the arena. If you do, choose an opponent. When that opponent makes a roll this round, that roll gets -2. UTHER PENDRAGON 08 08-041 Warrior Earth Briton Male -- -- -- -- +2 -- -- ./\. +2 -- -- -- 8 3 4 1 n/a 08-041 Faege sige: Once each game, after you complete a defense roll, set your next attack roll to the value of the defense roll for the current attack. YGERNA 08 08-042 Inspiration 5 Fire Briton Ally - Female n/a 08-042 Widherwinna - Reveal: Roll one die. If this roll is less than an adjacent opponent's life, make a weapon attack against them at +0. This attack cannot be a critical hit. SWORD IN THE STONE 08 08-043 Weapon 3 Briton Sword - Quest (2 Hands) -- -- -- -- +1 -- +1 ./\. +2 -- -- -- 2 n/a 08-043 Caledfwlch: Your other support cards gain +3 initiative. | Pellinore's feoht: After an opponent makes a basic attack against you, the next time you make an attack roll for an attack with this weapon, the roll gains +2. THE HALF-DEAD KING 08 08-044 Armor 7 Briton Ability n/a 08-044 Sige at Verulamium: When you are hit, the attack cannot be a critical hit. When you make a defense roll, if the attacker used a card ability to make the attack, the defense roll gains +2. DRAGON-SHAPED COMET 08 08-045 Special 8 Briton Ability - Quest - Mystic n/a 08-045 Maere hwatu - Reveal: Gain 1 life. | Toweard maernes: At the start of each player's turn, that player may deal 1 damage to their warrior. If they do, they gain 1 speed for that turn, and when they make an attack roll that turn, the roll gains +1. WILLIAM THE CONQUEROR 08 08-046 Warrior Metal Briton Male - Cavalry -- -- -- +2 +1 -1 -1 ./\. +0 -- -- -- 7 3 7 1 n/a 08-046 Norman Gegan - Action: Once each round, make a basic attack against each opponent in your basic attack grid. After you make an attack roll for these attacks, if you have a location card in play, you may re-roll one die of either the attack or defense roll. TOWER OF LONDON 08 08-047 Inspiration 8 Earth Briton Location - Quest n/a 08-047 Dom Hlifian - Reveal: Choose an opponent. If that player has an ally or deity card in play, make an attack against them at +0. | Forstandan Insuraection: After you make an attack, if the attack missed, the defender is your rival until the start of your next turn. NORMAN LANCE 08 08-048 Weapon 1 Briton Polearm (1 Hand) -- -- -- -- +0 +2 -- ./\. +2 -- -- -- 2 n/a 08-048 Slidhe ascufan: Before you take damage from an attack, if you have a shield or item card in play, the attack deals -1 damage, to a minimum of 1. KITE SHIELD 08 08-049 Armor 4 Briton Shield (1 Hand) n/a 08-049 Forthringan: When you make a defense roll, if the attacker does not have a cavalry or ally card in play, the roll gains +2. | Bywan: At the start of each round, if you lost initiative this round, your next support card gains +4 initiative. DOMESDAY BOOK 08 08-050 Special 5 Briton Tome - Item n/a 08-050 Sothfaestian gafol: After you are damaged by a weapon attack, if you have less life than the attacker, gain 1 life. | Inquisitio Eliensis: When you are hit, if the attack is a critical hit, the attack deals -1 damage. HAMILCAR BARCA 08 08-051 Warrior Wind Carthaginian Male -- -- -- -- +0 -- -1 ./\. +0 -- -- -- 7 3 6 1 n/a 08-051 Levis strategema: At the start of each of your turns, if you have a card ability that can give a damage bonus to your attacks, gain 1 speed for that turn. MELQART 08 08-052 Inspiration 5 Fire Carthaginian Deity - Male n/a 08-052 Ansa: Once each round, after an opponent moves into a space in one of your weapon card's attack grids, make an attack against that opponent with that weapon, if possible. CARTHAGINIAN SPEAR 08 08-053 Weapon 3 Carthaginian Ranged (2 Hands) -- +0 -1 -- +0 +1 +1 ./\. -- -- -- -- 2 n/a 08-053 Fortis strategema: When you attack with this weapon, if you have a card ability that can give a bonus to your defense rolls, the attack deals +1 damage. MOUNT ERCTE 08 08-054 Armor 9 Carthaginian Location n/a 08-054 Deprehendo adsulto - Reveal: The next time you make an attack, if you have less experience than the defender, the attack deals +1 damage. | Firmo strategema: After you make an attack with a damage bonus, the next time you make a defense roll, the roll gains +2. LION'S BROOD 08 08-055 Special 4 Carthaginian Ally n/a 08-055 Praeripio: Roman warriors cannot win initiative. | Saevus - Action: Once each round, the next time you make an attack roll, the roll gains +1. The first time next round that you make an attack, the attack deals +2 damage. HANNIBAL BARCA 08 08-056 Warrior Earth Carthaginian Male -- -- -- -- +0 +0 -- ./\. +0 -- -- -- 7 3 8 1 n/a 08-056 Valeo: Once each round, after you re-roll a die, gain 1 life. BA'AL HAMMON 08 08-057 Inspiration 4 Aether Carthaginian Deity - Male n/a 08-057 Calidus adoleo: Once each turn, after you make an attack roll, you may deal 1 damage to your warrior. If you do, set the roll to any player's experience. WAR ELEPHANTS 08 08-058 Weapon 8 Carthaginian Item - Ally -- -- -- -- -- -- -- ./\. -- -- -- -- 0 n/a 08-058 Percutio: At the end of each round, deal 1 damage to an opponent. | Obtero: Once each round, after you make a basic attack roll, if you have less life than the defender, you may reroll one die of that roll. THRACIAN HELMET 08 08-059 Armor 0 Carthaginian Head n/a 08-059 Dimicatio callidus: After you are hit, gain 1 experience. | Exercito arma: Before you take damage from an attack, if you have more than 2 experience, you may choose to get -3 experience. If you do, reduce the damage of this and next attack against you by 1, to a minimum of 1. BATTLE OF CANNAE 08 08-060 Special 3 Carthaginian Quest n/a 08-060 Circumvenio - Reveal: Choose an opponent. When that opponent makes a roll this round, they roll one additional die. Before the roll is completed, choose one die to exclude from the roll. HASDRUBAL 08 08-061 Warrior Water Carthaginian Male -- -- -- +0 +0 +0 -- ./\. -- -- -- -- 8 3 5 1 n/a 08-061 Expugno: While you are in an opponent's starting row, your rolls gain +2. ADON 08 08-062 Inspiration 5 Metal Carthaginian Deity - Male n/a 08-062 Incursio: After you complete an attack roll, you may discard one of your support cards. If you do, the attack deals +1 damage. | Sanctuarium: When any player makes a roll, players with more cards in play than you cannot modify dice in that roll. ESPASA 08 08-063 Weapon 5 Carthaginian Sword (1 Hand) -- -- -- +2 -- +1 +1 ./\. -- -- -- -- 2 n/a 08-063 Mucro: After you complete an attack roll, if your experience and the roll are both odd, the attack deals +1 damage. IBERIAN HELM 08 08-064 Armor 4 Carthaginian Head n/a 08-064 Declino: When you make a defense roll, the roll gains +1. | Ablatio: After you are hit, you may discard this card. If you do, the next time you are attacked, the attack misses. SPANISH MERCENARIES 08 08-065 Special 6 Carthaginian Ally n/a 08-065 Prohibeo: At the start of any round, if this card is in play or in your discard pile, choose an opponent. That player's Action abilities have no effect for that round. If this card is in your discard pile, you may not use this ability again this match. HIMILCO 08 08-066 Warrior Wind Carthaginian Male -- -- -- +1 +0 -- -- ./\. -1 -- -- -- 7 3 5 1 n/a 08-066 Levis: When you are attacked, the attack roll cannot gain a bonus greater than the highest base damage among your cards in play. TANIT 08 08-067 Inspiration 3 Wind Carthaginian Deity - Female n/a 08-067 Generasco - Reveal: Place this card in any space in the arena. | Truculentus gentis: Any opposing warrior that damaged you on their last turn and is adjacent to this card's space is your rival. FALCATA 08 08-068 Weapon 5 Carthaginian Sword (1 Hand) -- -- -- -- +0 +0 -- ./\. +0 -- -- -- 2 n/a 08-068 Plaga: After you miss with this weapon, if the attack roll was doubles, deal 2 damage to the defender. LINOTHORAX 08 08-069 Armor 5 Carthaginian Torso n/a 08-069 Commodo: Once each round, after you make a defense roll, you may re-roll one die of the roll. If you do, the roll gains +1 for each of your armor cards in your discard pile, to a maximum of +3. PESTILENTIS SIDERIS 08 08-070 Special 5 Carthaginian Mystic n/a 08-070 Pestilentia - Reveal: Choose an opponent. When that player makes a roll this round, the roll gets -1. If they are your rival, when that player attacks this round, the attack deals -1 damage, to a minimum of 0. XANTHIPPUS 08 08-071 Warrior Fire Carthaginian Male -- -- -- -- -- -- -- ./\. +2 -- -- -- 8 3 6 1 n/a 08-071 Apparo aptus: At the start of each of your turns, if you revealed an armor card that round, gain 1 speed for that turn. | Rabies: At the start of each round, make a basic attack against a rival at +2. ARES 08 08-072 Inspiration 2 Wind Carthaginian Deity - Male n/a 08-072 Firmitas: After each time you are hit, if there are less than four counters on this card, place a counter on this card. | Exsequor: When you make an attack roll, the roll gains +1 for each counter on this card. SPARTAN BOW 08 08-073 Weapon 8 Carthaginian Ranged (2 Hands) +0 +1 +0 -- +1 -- -- -- -- -- ./\. -- 2 n/a 08-073 Nempe infensus: When you make an attack roll for an attack with this weapon, if the defender has a weapon card in play, the roll gains +1. SPARTAN GREAVES 08 08-074 Armor 5 Carthaginian Legs n/a 08-074 Militarius memoria: After you are attacked, if the attack attacked dealt more than 2 damage, gain 1 life and make an attack against the attacker at +2. CARTHAGINIAN FORMATION 08 08-075 Special 1 Carthaginian Ability n/a 08-075 Multimodis expeditio: Before you take damage, if you have a cavalry, ranged, ally or shield card in play, reduce the damage by 1, to a minimum of 1. ACHILLEA 08 08-076 Warrior Water Roman Female -- -- -- +0 +0 +1 +0 ./\. -- -1 -- -- 7 3 3 1 n/a 08-076 Gladiatrix: When you make an attack roll, if you have a non-weapon card in play that requires one or more hands to use, the roll gains +2. ANUBIS 08 08-077 Inspiration 4 Aether Roman - Egyptian Deity - Male n/a 08-077 Incubo: After one of your card abilities deals damage to an opponent, gain 1 life. FASCINA 08 08-078 Weapon 7 Roman Polearm (1 Hand) +0 -- -- +1 +0 +1 -- ./\. +0 -- -- -- 2 n/a 08-078 Titubo: After you attack with this weapon, the next 2 times the defender makes a roll, the roll gets -1. GALERUS 08 08-079 Armor 6 Roman Arm n/a 08-079 Firmus sto: When you make a defense roll, if you have not rotated your warrior since this card was revealed, the roll gains +2. IACULUM 08 08-080 Special 7 Roman Item (1 Hand) n/a 08-080 Impedio: Before an opponent moves during their turn, if they are in a space in any of your attack grids and you are an Earth, Water, or Wood warrior, the movement costs an additional action. FABIUS MAXIMUS 08 08-081 Warrior Metal Roman Male -- -- +0 +0 -- -- -- ./\. +1 -- -- -- 8 3 4 1 n/a 08-081 Reallocare: At the start of each round, choose an opponent. You may move a support card in the arena to any space adjacent to that opponent. If you do, when that opponent makes a roll that round, the roll gets -1. MINERVA 08 08-082 Inspiration 5 Wind Roman Deity - Female n/a 08-082 Sapientia in proelium Ð Reveal: Place this card in any space in the arena. When you make an attack roll, if you have less experience than the defender, the roll gains +1. At the start of each round, if an opponent is in or adjacent to this cardÕs space, gain 1 speed for that round. HEAVY PILUM 08 08-083 Weapon 3 Roman Polearm (1 Hand) +0 -- +0 -- -- -- -- ./\. -- -- -- -- 3 n/a 08-083 Inconcinnus: Before you make an attack, if there is a counter on this card, you cannot attack with this weapon. | Repositus: After you hit with this weapon, add a counter to it. After you make a basic attack, remove a counter from this card. CUNCTATOR 08 08-084 Armor 0 Roman Ability - Title n/a 08-084 Deviteram: After you make a defense roll against a weapon attack, you may discard this card. If you do, the attack misses. FABIAN TACTICS 08 08-085 Special 6 Roman Quest - Ability n/a 08-085 Bellum attritio Ð Action: Once each round, choose an opponent. Until the end of the round, when that player makes an attack or defense roll, the roll gets -2. GNAEUS POMPEIUS MAXIMUS 08 08-086 Warrior Fire Roman Male -- -- -- +1 -- +1 -1 ./\. -- -- -- -- 8 3 4 1 n/a 08-086 Ostendo: When you break a tie with an opponent, use your initiative for the current round instead of your experience to break the tie. | Victum: Once each round, when you make an attack, if you have any support cards in play that share a culture with any of the defender's cards, the attack deals +1 damage. FIRST TRIUMVIRATE 08 08-087 Inspiration 7 Water Roman Quest n/a 08-087 Concordia: Before you take damage from an attack, if your defense roll gained a bonus from a Roman card ability, reduce the damage by 1, to a minimum of 1. GLADIUS POMPEIUS 08 08-088 Weapon 7 Roman Sword (1 Hand) -- -- -- +2 +1 -- -1 ./\. -- -- -- -- 2 n/a 08-088 Ictus - Action: Once each round, choose an opponent that is adjacent to you. If the total initiative of your support cards in play is greater than the chosen opponent's, and you have less life than that warrior, deal 2 damage to them. CALIGA 08 08-089 Armor 2 Roman Leg n/a 08-089 Proficiscor ut pugna: When you make a defense roll, the roll gains +1 for each time you moved during the last round. Your defense rolls cannot gain bonuses that total greater than +4. THIRD MITHRADATIC WAR 08 08-090 Special 5 Roman - Persian Quest - Ability n/a 08-090 Praemium commodum: After you use an action ability that dealt damage to an opponent, at the start of your next turn, gain 1 speed. You may have 2 special cards in play. HORATIUS COCLES 08 08-091 Warrior Water Roman Male -- -- -- -1 +2 -- +1 ./\. +0 -- -- -- 7 3 5 1 n/a 08-091 Cocles: At the start of each round, if you missed an attack during the previous round, you may attack with one of your weapons twice on your turn that round. | Destinatus: When you make a weapon attack that turn, the attack deals +1 damage. TIBERINUS 08 08-092 Inspiration 1 Water Roman Deity - Male n/a 08-092 Flumen patronus - Reveal: Place this card in any space of the arena. Once during each player's turn each round, after you move into a space in this card's row or column, you may move. If you do not, or if you are a water warrior, your next roll gains +2. ENSIS 08 08-093 Weapon 6 Roman Sword (1 Hand) -- -- -- -1 +0 -- +0 ./\. +0 -- -- -- 2 n/a 08-093 Parit Imperium: When you make an attack with this weapon, if the attack roll gains a bonus from a Roman card ability, the attack deals +1 damage. BALTEUS 08 08-094 Armor 4 Roman Item n/a 08-094 Exertus proeliator: When you make a defense roll or an attack roll for a basic or sword attack, the roll gains +1. | Exhibio de divitie: You may have two armor cards in play. SUBLICIAN BRIDGE 08 08-095 Special 2 Roman Location - Item n/a 08-095 Inhero fides: Before you make a roll, you may discard this card. If you do, the roll gains +2. | Construo iterum: Once each match, at the end of any round, if you revealed an inspiration card or missed with an attack that round, put this card into play from your discard pile. PUBLIUS SCIPIO AFRICANUS 08 08-096 Warrior Earth Roman Male -- -- -- -- +2 -1 -- ./\. +0 -- -- -- 7 3 9 1 n/a 08-096 Vinco ars: At the start of each round, you may lose 1 speed for that round. If you do, when you make an attack roll that round, roll three dice instead of two. Before you complete the roll, exclude one die from the roll. That attack cannot be a critical hit. ACHELOUS 08 08-097 Inspiration 6 Wind Roman Deity n/a 08-097 Divortium rumor: After an opponent uses a card ability to move or to make an attack, the next time you make an attack roll, you may increase one of the dice in the attack or defense roll by up to two. GLADIUS HISPANIENSIS 08 08-098 Weapon 5 Roman Sword (1 Hand) -- -- -- -1 -- +2 -1 ./\. -- -- -- -- 2 n/a 08-098 Imperiosus vesica: When you make an attack roll for an attack with this weapon, if you are a Roman or Spanish warrior, the roll gains +2. | Dominor: Once each game, after you make an attack roll, the attack deals +1 damage. LORICA MUSCULATA 08 08-099 Armor 3 Roman Torso n/a 08-099 Vestigium de constituo: At the start of each round, set all modifiers in all of your attack grids to +1. | Argumentum de dignitas: When you make a defense roll against a weapon attack, the roll gains +2. CARTHAGO NOVA 08 08-100 Special 7 Roman Location n/a 08-100 Accelero: After any player makes a critical hit, gain 2 speed on your next turn. CUSTER'S LAST STAND 08 08-P61 Inspiration 8 Fire American Frontiersmen Quest n/a 08-P61 Desperate Struggle - Reveal: After you complete a roll this round, deal 1 damage to an opponent for each die in the roll that was not modified and is a 6. OLD GLORY 08 08-P62 Special 8 American Frontiersmen Item n/a 08-P62 Star Spangled: When you make a roll, if all your cards are American Frontiersmen, the roll gains +1. STONEHENGE 08 08-P63 Special 4 Water * Aether Briton Location * Item n/a 08-P63 Unknowen ordfrume: This card counts as a Water and Aether card. | Ley lyne: Once each round, after you gain life, the next time you hit, the attack deals +1 damage. HERA 08 08-P65 Inspiration 5 Wind Greek Deity - Female n/a 08-P65 Anerchomenos dynami: When you make an attack roll, the roll gains a bonus equal to the number of deity cards in play. | Syschetizo eis theos: You may have up to three deity inspiration cards in play. SEIRINES 08 08-P66 Special 3 Greek Mystic n/a 08-P66 Eyfanisteite apo tin achlys - Reveal: Place one counter in each of three different spaces in the arena. | Deleazontas tragoydi: After an opponent moves their warrior into a space with a counter from this card, discard the counter and deal 1 damage to that opponent. NEPTUNE 08 08-P68 Inspiration 3 Water Roman Deity * Male n/a 08-P68 Celer marum - Reveal: If this card is the only inspiration in play, gain 2 speed for this round. | Ferox equi: At the start of each round, if a cavalry card was revealed that round, gain 1 speed for that round. URIM AND THUMMIM 08 08-P69 Special 9 Tribes of Israel Item n/a 08-P69 Foretelling: Once each game, after any player makes a roll that is not an attack or defense roll, you may set each die of the roll to any value. GIDEON 08 08-P70 Warrior Wind Tribes of Israel Male -- -- -- +1 +0 -1 -1 ./\. -- -- -- -- 7 3 1 1 n/a 08-P70 Reaffirmation of Faith: Once each round, after you make a basic attack, if the attack roll was doubles, you may put an inspiration card from your discard pile into play under your control. | Pious: You may have two inspiration cards in play. LYCURGUS 08 08-P72 Inspiration 8 Earth Greek Quest n/a 08-P72 Metatropi: At the start of each round, choose a warrior and roll two dice. If your roll is less than that player's initiative for that round, they gain 1 speed for that round, cannot make weapon attacks that round, and when they make a basic attack roll that round, the roll gains +1. O POTAMOS STYX 08 08-P73 Inspiration 8 Water Greek Location n/a 08-P73 Roi stin kolasi - Reveal: Place this card in a space in the arena. | Vasanistirio: Once each round, after you move into this card's space, make a weapon attack, if possible. | Katadike: At the end of each round, if any warrior is in this card's space, they must discard one of their support cards. POLUDAMAS 08 08-P74 Warrior Wind Trojan Male -- -- -- +1 -- +1 -- ./\. -1 -- -- -- 7 3 6 1 n/a 08-P74 Prosektiki stratigiki: At the start of each round, if your initiative for that round is odd, gain 1 speed for that round. Otherwise, when you make a non-attack roll that round, the roll gains +1. CATALINA DE ERAUSO 08 08-P75 Warrior Metal Spanish Female - Male -- -- -- -- -- +1 +0 ./\. -- -- -- -- 8 3 5 1 n/a 08-P75 La Monja Alferez: Once each turn, after you make a basic attack roll or a defense roll against a basic attack, if you have a weapon card in play, you may re-roll one die of the attack roll. ROSTAM 08 08-P77 Warrior Fire Persian Male -- -- -- +1 -1 -- -- ./\. +0 -- -- -- 7 3 3 1 n/a 08-P77 Bi-maannd jngndh: After you complete a basic attack roll, if any of the dice in the roll are a 6, the attack deals +1 damage. BEC DE CORBIN 08 08-P78 Weapon 5 French Polearm (2 Hands) +0 +1 +0 -- -- -- -- ./\. +0 -- -- -- 2 n/a 08-P78 Marteau ecrasant: After an opponent completes a non-defense roll, if any of the dice in the roll are a 6, deal 1 damage to that opponent. QUAUHOLOLLI 08 08-P79 Weapon 3 Aztec Bludgeon (2 Hands) -- -- -- +1 +2 +0 +0 ./\. -- -- -- -- 2 n/a 08-P79 Quicuatzayana: Once each round, after you make a basic attack, if the difference between the dice in the attack roll is greater than 2, make an attack with this weapon, if possible. SHAMSHIR 08 08-P80 Weapon 7 Persian Sword (1 Hand) -- -- -- +2 +0 -- -- ./\. -- -- -- -- 2 n/a 08-P80 Shir chngal: Once each round, after you complete a non-attack roll, if the roll is less than your experience, you may attack with this weapon twice during your next turn. CATERINA SFORZA 09 09-001 Warrior Metal Italian Female -- -- -- -- -- -- -- ./\. -- -- -- -- 7 3 4 1 n/a 09-001 Pianificazione strategica: You cannot make basic attacks on your turn. | Contrattacco: After an opponent makes a basic attack against you, you may make a basic attack against the attacker at the same bonus the attacker used. GIOVANNI DE'MEDICI 09 09-002 Inspiration 5 Aether Italian Male n/a 09-002 Marito affettuoso: Before you are damaged by a weapon attack, if the damage would reduce you to less than 1 life, discard this card and reduce the damage from the attack to 0. | Figlio promettente: After a tie is resolved by experience, gain 1 life. BALESTRA 09 09-003 Weapon 3 Italian Ranged (2 Hands) -- -- -- -- -- -- -- ./\. -- -- -- -- 2 n/a 09-003 Ricaricare con un mulinello - Action: Once each round, choose an opponent. At the start of that opponent's next turn, make an attack against them with this weapon at +1. GORGIERA 09 09-004 Armor 7 Italian Head n/a 09-004 Proteggersi da debolezza: Twice each turn, when you make an attack or defense roll, if the attacking or defending opponent is not in your basic attack grid, you may reroll any dice in the opponent's roll that are a 6. SFIDARE BOLLA PAPALE 09 09-005 Special 5 Italian Code n/a 09-005 Rifiuto: After you make an attack or defense roll, you may discard this card. If you do, reroll any or all dice in the attack and/or defense rolls. CESARE BORGIA 09 09-006 Warrior Wind Italian Male -- -- -- -1 -- +2 -- ./\. +1 -- -- -- 8 3 4 1 n/a 09-006 Status conceduto: When you make a non-defense roll during the first two rounds of the game, the roll gains +2. LEONARDO DA VINCI 09 09-007 Inspiration 8 Wood Italian Male n/a 09-007 Invenzione di guerra - Reveal: Choose to gain two of the following three effects: The next time you make an attack roll this game, the roll gains +2; When you make a roll this round, the roll gains +1; Before the next time you are damaged by an attack, reduce the damage by 2, to a minimum of 0. CINQUEDEA 09 09-008 Weapon 1 Italian Knife * Sword (1 Hand) -- -- -- -- +0 +0 -- ./\. +0 -- -- -- 1 n/a 09-008 Stravagante: When you make a weapon attack, the attack deals +1 damage. | Accessorio: You may have two weapon cards in play. ARMATURA BIANCA 09 09-009 Armor 4 Italian Head * Torso * Arm * Leg n/a 09-009 Vestire - Reveal: Place three counters on this card. | Risposta potente: When you are hit, the attacker may reduce the damage that the attack deals by 1, to a minimum of 0. If they do, remove one counter from this card. If they do not, and there is at least one counter on this card, deal one damage to the attacker. PATRONATO PAPALE 09 09-010 Special 5 Italian Ability n/a 09-010 Allevato: Before you make a defense roll, if you have previously been attacked two times this round and you have more than 0 experience, you may lose 1 experience. If you do, the attack misses. | Appoggio del padre: You may use another Special card this game. ERASMO DA NARNI 09 09-011 Warrior Metal Italian Male * Cavalry +1 -- -- +0 +1 -- -- ./\. -- -- -- -- 7 3 8 1 n/a 09-011 Parare: Once each round, before you are dealt damage, if you have a weapon card in play and either an armor or shield card in play, you may reduce the damage by one, to a minimum of one. If you do, at the end of that round, deal one damage to the opponent that dealt you the damage. DISACCORDI VANTAGGIOSI 09 09-012 Inspiration 8 Metal Italian Ability n/a 09-012 Giocare a favore di tutti il campi: Before any player is dealt damage from a basic attack, if the attacker has a weapon card in play, reduce the damage to 0. Each warrior may attack twice with a weapon on each of their turns or spend an action during their turn to discard one of their weapons. LANCIA 09 09-013 Weapon 4 Italian Polearm (1 Hand) -- +1 -- +1 +0 -- -- ./\. -- -- -- -- 2 n/a 09-013 Rovesciare - Action: Once each round, if you have a cavalry card, are adjacent to an opposing warrior, and there is an unoccupied space on the opposite side of them, move to that space. If you do, make an attack with this weapon, if possible. SPALLACCIO 09 09-014 Armor 2 Italian Arm n/a 09-014 Bloccare: When you make a defense roll against a weapon attack, the roll gains +1. | Piombato: When you make a basic attack, if you won initiative for that round, the attack deals +1 damage. SPRONE DA ROTELLA 09 09-015 Special 7 Italian Item n/a 09-015 Galoppo: At the start of each round, if you have a cavalry card in play, move. FEDERICO DA MONTEFELTRO 09 09-016 Warrior Water Italian Male -- -- -- +1 +0 -- -- ./\. -1 -- -- -- 6 3 9 1 n/a 09-016 Rappresaglia: After you are attacked, if you have not previously been attacked that round, place counters on this card equal to the amount of damage dealt by the attack. At the end of each round, remove all counters from this card and deal an equal amount of damage to the first opponent that attacked you that round. INSEGNAMENTO DE IL RINASCIMENTO 09 09-017 Inspiration 2 Wood Italian Location * Tome n/a 09-017 Vasto Informazione - Reveal: Place this card in any unoccupied space in the arena. | Lottare: Each time you attack, if this card is in a space in one of your attack grids, place a counter on it. After you place the third counter, discard this card and gain +3 speed on your next turn. STOCCO MILANESE 09 09-018 Weapon 6 Italian Sword (1 Hand) -- -- -- +0 +1 +0 -- ./\. -- -- -- -- 2 n/a 09-018 Opportunita: Once each round, after you use an Action ability, make an attack with this weapon, if possible. SOLLERET 09 09-019 Armor 6 Italian Leg n/a 09-019 Posizione robusta: Opposing cards cannot move or rotate your warrior. | Determinato: After you complete a defense roll, the roll gains +2 for each die in the attack roll that is a 6. PALAZZO DUCALE 09 09-020 Special 0 Italian Location n/a 09-020 Brogli Politico - Action: Once each round, you may move an opposing warrior one space and then rotate them. The next time you make a roll, the roll gains +1. | Comunita: You may have another Special card this game. GIOVANNI DALLE BANDE NERE 09 09-021 Warrior Water Italian Male -- -- -- +1 +2 -- -- ./\. -2 -- -- -- 8 3 5 1 n/a 09-021 Confutare: At the end of each round, choose an opponent and look at their next face-down support card. Once each game, you may choose for that player to swap it with another of their face-down support cards. PAPA LEONE X 09 09-022 Inspiration 5 Aether Italian Male n/a 09-022 Credenze perverse - Reveal: When any player makes a roll this round, the roll is made at +0. SPADONE 09 09-023 Weapon 2 Italian Sword (2 Hands) -- -- -- +2 -- -- -- ./\. -- -- -- -- 3 n/a 09-023 Lasciare allo scoperto: After you attack with this weapon, if the attack missed, the defender may make an attack against you at +0. BARBUTE 09 09-024 Armor 7 Italian Head n/a 09-024 Elmetto bombato: After you complete a defense roll against a weapon attack, if the attack roll is consecutive numbers, the attack misses. LANZE SPEZZATE 09 09-025 Special 2 Italian Code n/a 09-025 Simbolo di mercenari: When you make an attack, if none of your cards share a culture with another of your cards and you have not made an attack this turn, the attack deals +1 damage. | Allenamento rigoroso: Your attack rolls with 2-handed weapons gain +2. CHI-WOO THE GREAT 09 09-026 Warrior Earth Korean Male * Mystic -- -- -- -- +0 +2 -- ./\. -- -- +1 +0 8 2 8 1 n/a 09-026 Angma-eui him: Twice each round, after you take a movement action or make a weapon attack, you may make a basic attack, if possible. These basic attacks cannot gain damage bonuses from your card abilities. DANGUN 09 09-027 Inspiration 3 Water Korean Deity n/a 09-027 Changjo - Reveal: You may give your warrior -1 speed for the rest of the game. | Gosindo: After a player hits with a weapon attack, if you have less speed than each opponent, you may choose for the attack to deal +1 damage or -1 damage to a minimum of 1. HWANDODAEDO 09 09-028 Weapon 1 Korean Sword (1 Hand) -- -- -- -- +3 +0 -- ./\. +0 -- -- -- 2 n/a 09-028 Balgulha-sipsiyo: Once each match, after an opponent discards or turns one of your cards face-down, if this card is in your discard pile, you may put it into play. When you play this card in this way, you may have two weapons in play. PPALGONG ANGMA GABOT 09 09-029 Armor 4 Korean Torso * Head n/a 09-029 Ppuri-bangneun: When you make a defense roll, if you have an Earth card in play, the roll gains +1. If the attacker has more speed than your warrior, the roll gains +2. SHINSHI 09 09-030 Special 4 Korean Location n/a 09-030 Hwanung: At the end of each round, you may choose an opponent. If you do, that player may move their warrior, and you may attack with one of your weapons twice on your next turn. KIM YUN-HU 09 09-031 Warrior Wood Korean Male -- -- -- -1 +1 -- -- ./\. +1 -- +1 -- 8 3 3 1 n/a 09-031 Jihye: When you are attacked, the bonus to the attack roll cannot be greater than your initiative for that round. DAEBOREUM 09 09-032 Inspiration 0 Fire Korean Quest n/a 09-032 Dal maji: At the start of each round, place a counter on this card. | Man haeng: After a player makes an attack roll, you may remove a counter from this card to re-roll one die of that roll. CHILSUNGGUM 09 09-033 Weapon 0 Korean Sword (1 Hand) -- -- -- -- +0 -- -1 ./\. +2 -- -- -- 2 n/a 09-033 Byeoljari: Once each round, after you hit with this weapon, set your next defense roll to the value of the attack roll for this attack. TRICIVARA 09 09-034 Armor 4 Korean Torso * Stratagem (3) n/a 09-034 Hyeonsukhada - Reveal: When you make a basic attack roll this round, the roll gains +2. If you played this card as a stratagem, each time you use an action to make a basic attack this round, make 2 attacks instead. GUKGUNG 09 09-035 Special 8 Korean Ranged (2 Hands) * Stratagem (1) n/a 09-035 Heuasareul ssoda - Reveal: You and a non-adjacent opponent each roll two dice and add their initiative for this round. If your total is higher, deal 1 damage to that opponent, or 3 if you played this card as a stratagem. TAEJO OF JOSEON 09 09-036 Warrior Aether Korean Male -- -- -- -- +1 -- -- ./\. -- -- +0 +1 7 3 4 1 n/a 09-036 Gatchu sipsiyo: Once each game, at the start of any round, you may turn one of your face-down support cards face-up. If that card is not an armor card, card abilities on that card have no effect. At the end of that round, if that card is in play, turn that card face-down. WUIHWA SEOM-E BAESIN 09 09-037 Inspiration 6 Fire Korean Quest * Stratagem (1) n/a 09-037 Ballan: When you display this card as a stratagem, you may place your warrior face-down for this game. Before the start of the game, reveal your warrior and rotate them to face any direction. | Gwihwan bulneung jijeom - Reveal: If it is not Round 1, you lose the game. MASANG SSANGGUM 09 09-038 Weapon 3 Korean Sword (2 Hands) -- -- -- -- +2 -1 +1 ./\. -- -- -- -- 2 n/a 09-038 Yeokgong-gyeok: When you make an attack with this weapon, if you lost initiative that round, double the bonus to the attack roll from the attack grid. GAJUK HELMES 09 09-039 Armor 5 Korean Head n/a 09-039 Cheos-jjaero chisipsiyo: At the start of each round, if you revealed a weapon that round, you may make an attack with that weapon, if possible. | Gyeonsil-han: Before you are damaged by an attack with a 2-handed weapon, reduce the damage by 1, to a minimum of 0. GI-CHANG 09 09-040 Special 3 Korean Polearm (2 Hands) n/a 09-040 Heuteujeori sipsiyo - Action: Once each round, you and an adjacent opponent each roll one die and add their warrior's life. If your total is less than the opponent's, deal 2 damage to them. Otherwise, the next time that opponent makes a attack roll, that roll gets -2. YEON GAESOMUN 09 09-041 Warrior Wind Korean Male -- -- -- +0 +0 -- -- ./\. -- -- +0 -- 7 3 5 1 n/a 09-041 Gomusiki-neun: Once each round, after a player makes an attack roll, if you have an inspiration in play, increase one the value of one of the dice in the roll by 1. SALSU-GANG DAECHEOP 09 09-042 Inspiration 6 Wind Korean Quest n/a 09-042 Jeonjaeng-eui un - Reveal: After any player completes a roll this round, if the roll is odd, the roll gets -2. Otherwise, the roll gains +2. MOKKGUM 09 09-043 Weapon 4 Korean Sword (1 Hand) -- -- -- +0 -- +0 +1 ./\. +1 -- -- -- 1 n/a 09-043 Suparing: After an opponent misses you with a basic attack, you may attack them with this weapon at +2. CHEOLLI JANGSEONG 09 09-044 Armor 9 Korean Location * Item n/a 09-044 Yosaehwa: Abilities on opposing Special cards have no effect. | Dolpagu: After an opponent moves into a space directly or diagonally behind your warrior, discard this card. YANG MANCHUN 09 09-045 Special 6 Korean Ally * Male n/a 09-045 Seonsu seongja - Reveal: When you make a defense roll this round, if you have a location card in play, the roll gains +3. YI SUNSIN 09 09-046 Warrior Metal Korean Male -- -- -- -- +2 +2 -- ./\. -- -- -- -- 7 3 4 1 n/a 09-046 Haja-eopsi: When you make an attack, if you have not missed an attack this game, the attack deals +1 damage. YU SEONG-RYONG 09 09-047 Inspiration 5 Wind Korean Ally * Male n/a 09-047 Myeong-ye-eui iyagi: After you hit an opponent, your next support card gains +3 initiative. | Bi-ae-eui iyagi: After you are hit, the attacker gets -2 experience. JANGGEOM 09 09-048 Weapon 7 Korean Sword (2 Hands) -- -- -- -1 +1 +2 +0 ./\. -1 -- -- -- 2 n/a 09-048 Geukbokhada: Once each game, after you are missed by an attack, make an attack with this weapon against the attacker, if possible. GEOBUKSEON 09 09-049 Armor 2 Korean Item * Stratagem (3) n/a 09-049 Yong meori: When you make a defense roll, that roll gains +1. | Hyeochneuk - Reveal: If you played this card as a stratagem, deal 2 damage to each adjacent opponent. MYEONGNYANG HAEJEON 09 09-050 Special 6 Korean Quest n/a 09-050 Chaengnyageuro igisipsiyo: After you are hit, you may choose for the attack to deal +1 damage. If you do, at the start of your next turn, gain 1 speed for that turn; you may attack with one of your weapons twice that turn. BRUNHILD 09 09-051 Warrior Aether Norse Female -- -- -- +0 +1 +0 +1 ./\. -- -- -- -- 9 3 1 1 n/a 09-051 Valkyrie: At the start of each round, roll two dice. Once each turn this round, after you make an attack or defense roll, you may set the roll to the value of this roll. HINDARFJALL 09 09-052 Inspiration 7 Earth Norse Location n/a 09-052 Vaknende - Reveal: At the end of this round, if you did not move your warrior to another space this round, choose a warrior. For the rest of the game, when that warrior is hit, if any of the dice in the attack roll are less than that warrior's life, the attack deals +1 damage. BRYNHILDS SPYD 09 09-053 Weapon 4 Norse Polearm (2 Hands) +0 +0 -- -- -1 -- -- ./\. -- -- -- -- 2 n/a 09-053 Skjoldmoyer: Attacking with this weapon costs an additional action if your warrior is male. | Odins vrede: After you make an attack roll for an attack with this weapon, you may re-roll one die of the attack roll. Critical hits with this weapon deal +1 damage. ANDVARINAUT 09 09-054 Armor 5 Norse Item n/a 09-054 Rings forbannelse: When you make an attack roll, the roll gains +2. At the start of each of your turns, deal 1 damage to your warrior. GYGR 09 09-055 Special 5 Norse Quest n/a 09-055 Helferd: After you miss an attack or lose initiative, place a counter on this card. At the start of any of your turns, gain 1 speed for that turn for each counter on this card and discard this card. ERIC BLOODAXE 09 09-056 Warrior Metal Norse Male -- -- -- +1 +2 -- -- ./\. -- -- -- -- 7 3 7 1 n/a 09-056 Erobring: At the start of each round, if any player revealed a stratagem card that round, gain 1 speed for that round. | Slektmorder: At the start of each round, if any opposing warrior is Norse, gain 1 speed for that round. GUNHILD KONGEMOR 09 09-057 Inspiration 5 Aether Norse Ally * Female * Mystic * Stratagem (1) n/a 09-057 Forhekse: Abilities on opposing warrior cards have no effect. | Landsforvisning: At the end of each round, if this card was not played as a Stratagem, discard this card. KAROLINGERNES SPYD 09 09-058 Weapon 8 Norse Polearm (2 Hands) +0 +2 +1 -- +0 +1 -- ./\. -- -- -- -- 2 n/a 09-058 Defensiv stilling: At the start of each round, if you lost initiative, you may make an attack if possible, or gain 1 life. FYLKING 09 09-059 Armor 5 Norse Ability n/a 09-059 Sta skulder ved skulder - Reveal: After the next time you make a defense roll, if the roll is less than the attacker's life, you may re-roll the roll. | Hente - Action: Put a shield from your discard pile into play. You may ignore the hand requirements for that card for this game. This ability cannot affect a card more than once each match. MACCUS OG OSULF 09 09-060 Special 3 Norse Ally * Male n/a 09-060 Slektskap - Reveal: Give control of this card to an opponent. | Forraederi: You cannot win initiative. You may have two special cards in play. ERIK THE RED 09 09-061 Warrior Fire Norse Male -- -- -- +0 -- +1 +1 ./\. -- -- -- -- 7 3 4 1 n/a 09-061 Sjomann: When you make a defense roll, if you have a Water card in play, the roll gains +1. | Eksil: At the start of each round, if a location was revealed that round, you may move your warrior or gain 1 life. DE GRONLANDSKE KOLONIER 09 09-062 Inspiration 5 Water Norse Location n/a 09-062 Kolonisere - Reveal: Place this card in any empty space in the arena. After you move, if you are not in or adjacent to this card's space, discard this card. | Forsvare koloni: After you hit an opponent who is in or adjacent to this card's space with a weapon attack, you may make a basic attack against them, if possible. FLYN 09 09-063 Weapon 4 Norse Polearm (1 Hand) -- +2 +1 -- +2 -- -- ./\. -- -- -- -- 2 n/a 09-063 Kaste - 2 Actions: If you have not attacked with this weapon this turn, make 2 attacks with this weapon, if possible. Discard this card. HRIFLINGR 09 09-064 Armor 2 Norse Leg n/a 09-064 Kvikk-fotet: At the start of each round, if you did not reveal a weapon this round, gain +1 speed for that round. | Raskhet - Reveal: The next time this round that you make an attack, if the defender revealed a weapon that round, the attack deals +1 damage. LEIV EIRIKSSON 09 09-065 Special 5 Norse Ally * Male n/a 09-065 Utforske - Action: Once each round, move one space diagonally, then make an attack, if possible. | Leifr hinn heppni: Once each match, after you reveal a location card, if this card is in your discard pile, you may put this card into play. SIGURD I MAGNUSSON 09 09-066 Warrior Wood Norse Male -- -- -- +1 +1 -- -1 ./\. -- -- -- -- 7 3 6 1 n/a 09-066 Kampanje: Before you are damaged by a critical hit, you may discard a quest card in play. If you do, the attack deals 0 damage. JORSALFARE 09 09-067 Inspiration 4 Aether Norse Title * Quest n/a 09-067 Velfortjent straff: Twice each round, after any player makes an attack, if that attack was a critical hit, you may make a basic attack at +2. | Korsfarer: You may have two quest inspiration cards in play. RIDDERS SVERD 09 09-068 Weapon 2 Norse Sword (1 Hand) -- -- -- -1 +1 +1 -- ./\. -- -- -- -- 2 n/a 09-068 Renhet - Action: When you make an attack roll this round, the roll gains +1 for each culture among the defender's support cards that does not match the culture of any of your support cards. SHABRACK 09 09-069 Armor 8 Norse Cavalry * Item n/a 09-069 Salteppe: When you make a defense roll, you may increase the value of one die in the roll by 1. If the attacker does not have a cavalry or ally card, you may increase the value of two dice instead. SPLINTER AV KORSET 09 09-070 Special 3 Norse Item * Stratagem (3) n/a 09-070 Hellige relikvie - Reveal: The next time you are hit, the attack deals -2 damage, to a minimum of 0. After you are reduced below 1 life this round, if you played this card as a stratagem, set your life to 1 and discard this card. SWEYN I FORKBEARD 09 09-071 Warrior Wood Norse Male -- -- -- +1 -- +0 +1 ./\. -- -- -- -- 8 3 8 1 n/a 09-071 Invadere: After you hit with a basic attack, the defender chooses one of the following: the attack deals +1 damage, or they lose 1 speed on their next turn. MASSAKRENE PA SANKT BRICTIUSDAGEN 09 09-072 Inspiration 3 Metal Norse Quest n/a 09-072 Hevn - Reveal: At the end of this round, if you lost the previous game this match or if one of your ally cards was discarded this round, make a weapon attack against an opponent at +2. SKEGGOX 09 09-073 Weapon 7 Norse Axe (2 Hands) -- -- -- +2 -- -- +1 ./\. +1 -- -- -- 2 n/a 09-073 Utjevne - Reveal: If an adjacent opponent has more life than your warrior, you may attack them with this weapon, if possible. | Gjengjeldelse: After an opponent hits you with a 2-handed weapon, you may make an attack with this weapon, if possible. OLMUTZ HJELM 09 09-074 Armor 5 Norse Head n/a 09-074 Enkel stykke: After you complete a defense roll, if the dice in the roll are consecutive numbers, the roll gains +2. | Beskytte: Basic attacks made against you cannot gain damage bonuses. HARALD BLATANN 09 09-075 Special 4 Norse Ally * Male n/a 09-075 Arve: After an opponent discards or turns face-down one of your support cards, gain 1 speed for the rest of the game and 1 life. BARBAROSSA 09 09-076 Warrior Water Pirate * Turkish Male -- +0 -- -- -1 +1 -- ./\. -- -- -- -- 7 3 8 1 n/a 09-076 Kushatma: At the start of each round, if any player revealed a location or stratagem card that round, make an attack, if possible. After the attack roll for that attack is completed, if the dice in the roll are consecutive numbers, the attack is a critical hit. ORUJ REIS 09 09-077 Inspiration 6 Wood Pirate * Turkish Ally * Male n/a 09-077 Baba Oruj: At the start of each of your turns, if you have a rival, gain 1 speed for that turn. | Miras olarak almak - 2 Actions: Gain 3 life and discard this card. BILESHIK YAY YAPIMI 09 09-078 Weapon 9 Pirate * Turkish Ranged (2 Hands) +1 +1 +1 -- -- -- -- -- -- -- ./\. -- 2 n/a 09-078 Hedeflemek: At the end of each round, if you did not make an attack with this weapon that round, make an attack with this weapon against a non-adjacent opponent at +1. FUSTA 09 09-079 Armor 7 Pirate * Turkish Item * Stratagem (1) n/a 09-079 Korsan gemisi - Reveal: When you make an attack roll this round, the roll gains +1. The first time you make an attack roll this round, if you played this card as a stratagem, that roll counts as doubles. GAZAVAT-I HAYREDDIN PASHA 09 09-080 Special 1 Pirate * Turkish Tome n/a 09-080 Anisina: Once each round, after you roll two dice, you may give the roll -1 to roll a die and include it in the roll. If you do so, this roll cannot count as doubles. CHENG I SAO 09 09-081 Warrior Fire Pirate * Chinese Female -- -- -- -- -- +2 +0 ./\. -- -- -- -- 7 3 8 1 n/a 09-081 Jihuizhuyi: Once each round, after you hit with a weapon, the defender chooses one of your face-down support cards. Turn that card face-up. At the end of the round, turn that card face-down. CHENG I 09 09-082 Inspiration 6 Earth Pirate * Chinese Ally * Male n/a 09-082 Dang - Reveal: After you make an attack roll this round, if any dice in the attack roll is a 6, the attack deals +1 damage. HU DIE SHUANG DAO 09 09-083 Weapon 4 Pirate * Chinese Knife (2 Hands) -- -- -- +2 -1 +2 -- ./\. -- -- -- -- 2 n/a 09-083 Duo: At the start of each round, if any player revealed a card with a Reveal ability, you may make an attack with this weapon, if possible. TUNG YOU KU 09 09-084 Armor 4 Pirate * Chinese Leg n/a 09-084 Butoushui: Once each round, after you make a defense roll, you may re-roll one die of each of the attack and defense rolls. If you do, the next time you hit, the attack deals -1 damage, to a minimum of 0. HONGQI JIANDUI 09 09-085 Special 6 Pirate * Chinese Ally * Item * Stratagem (2) n/a 09-085 Meiyau chibei: Damage from your attacks cannot be reduced below the attack's base damage. | Youli de: After you make an attack roll, if the defender does not have a Water or Ally card in play and you played this card as a Stratagem, you may re-roll one die of the attack roll. JEANNE DE CLISSON 09 09-086 Warrior Water Pirate * French Female -- -- -- -- +2 +1 -- ./\. -- -- -- -- 7 3 2 1 n/a 09-086 La Tigresse bretonne: After you are hit, the attacker chooses either for their next roll to get -2, or for you to gain 1 speed on your next turn. If the attack was a critical hit, apply both options. OLIVIER III DE CLISSON 09 09-087 Inspiration 5 Wood Pirate * French Ally * Male n/a 09-087 Conspirateur: When you make a basic attack, the attack deals +1 damage. | Execute: At the start of any round, any opponent may choose to discard this card. If they do, that opponent becomes your rival for the rest of the game. HACHE DE JEANNE 09 09-088 Weapon 2 Pirate * French Axe (2 Hands) -- -- -- -- -- +2 +1 ./\. -- -- -- -- 2 n/a 09-088 Decapiter: When you make an attack with this weapon, if the defender has a card that matches your warrior's culture, the attack deals +1 damage. CUIR BOUILLI 09 09-089 Armor 5 Pirate * French Torso n/a 09-089 Rigide: After you are missed by a weapon attack, you may make a basic attack against the attacker, if possible. If the attacker is your rival, you may make a weapon attack at +1 instead. LA FLOTTE NOIR 09 09-090 Special 3 Pirate * French Ally * Item * Stratagem (2) n/a 09-090 Sans pitie - Reveal: If you have a Water card in play, or if an opponent has a Wood card in play, make an attack, if possible. | Sinistre reputation - Reveal: If you played this card as a stratagem, any opponent without an Armor card cannot make weapon attacks this round. SIR HENRY MORGAN 09 09-091 Warrior Water Pirate * Welsh Male -- -- -- -1 +3 -- -- ./\. -1 -- -- -- 7 3 5 1 n/a 09-091 Ysbeilio: At the start of each round, choose an Item or Special card in play and roll two dice. If your roll is greater than the chosen card's initiative, put that card into play under your control. You may ignore card type or trait restrictions and hand requirements for that card. GOVERNOR LYNCH 09 09-092 Inspiration 4 Earth Pirate * Welsh Quest * Male * Stratagem (3) n/a 09-092 Gelyniaeth - Reveal: Choose an opponent. That opponent gets -3 experience. If you played this card as a stratagem, that opponent is your rival. CUTLASS 09 09-093 Weapon 1 Pirate * Welsh Sword (1 Hand) -- -- -- -1 +1 +0 -- ./\. -- -- -- -- 2 n/a 09-093 Goreuon y llongwr: When you make an attack with this weapon, if you have a Water card in play, the attack deals +1 damage. | Bygwth: When you make an attack roll for an attack with this weapon, if you have an item in play, the roll gains +1. CLUB HAULING 09 09-094 Armor 3 Pirate * Welsh Ability n/a 09-094 Disgyn angor - Reveal: Choose an opponent with more life than your warrior. Move that warrior 1 space. | Tyn chwyl: At the start of each of your turns, if you lost initiative that round, move to any empty space in the arena. PORT ROYAL 09 09-095 Special 6 Pirate * Welsh Location n/a 09-095 Adfilwr: When you make an attack roll, the roll gains +1. | Crocbren Pwynt: At the start of any round, you may discard this card. If you do, gain 1 life; once that round, after you make a roll, you may re-roll one die of that roll. WILLIAM KIDD 09 09-096 Warrior Water Pirate * Scottish Male -- -- -- -- -- -1 +2 ./\. +1 -- -- -- 8 3 5 1 n/a 09-096 Falachan: At the start of each round, if you revealed an item card that round, before the next time this round that you are damaged by an opponent, reduce the damage by 2, to a minimum of 0. THREATS OF MUTINY 09 09-097 Inspiration 4 Wind Pirate * Scottish Quest n/a 09-097 Smad: At the start of each round, your opponent may choose to become your rival for that round. If they do not, at the end of the round, deal 1 damage to them. MARLINSPIKE 09 09-098 Weapon 7 Pirate * Scottish Item (1 Hand) -- -- -- +1 +0 -- +1 ./\. -1 -- -- -- 1 n/a 09-098 Drudh - Action: Once each round, choose an opponent in a space of this card's attack grid. The next time that warrior moves, roll a die. If the roll is even, deal 2 damage to that warrior. | Snaim: You may have two weapon cards in play. THE ADVENTURE GALLEY 09 09-099 Armor 1 Pirate * Scottish Item n/a 09-099 Armaich - Action: Once each round, the next time you make a defense roll, that roll gains +2. After that attack, if the attack was a basic attack, you may make an attack with one of your weapons at +2. BRITISH EAST INDIA COMPANY 09 09-100 Special 9 Pirate * Scottish Quest * Stratagem (3) n/a 09-100 Tuaileas - Reveal: At the start of this round, if you have less life than any opponent, when you make an attack this round, the attack deals +1 damage or +2 damage if you played this card as a Stratagem. AUGUSTUS 09 09-P84 Warrior Wood Roman Male -- -- -- -- +0 -1 -- ./\. +1 -- -- -- 7 3 9 1 n/a 09-P84 Princeps civium: When you reveal this warrior, gain 1 life for each Roman warrior in your discard pile. | Pax Romana: After you re-roll a die or cause a die to be re-rolled, you may give that roll +1 or -1. QUEEN ELISSAR 09 09-P87 Inspiration 4 Fire Carthaginian Ally * Female n/a 09-P87 Aestus: After a rival makes an attack or defense roll against you, you may roll a die and include it in your roll. Before the roll is completed, choose one die to exclude from the roll.