Adept: Character can cast Spells. Spell Hand size = 2
Mage: Character can cast Spells. Spell Hand size = 4
Archmage: Character can cast Spells. Spell Hand size = 6
Wit: When making a Battleroll make a Witroll. Battleroll +2 if Witroll = 6-10.
Battle-Madness: When making a Battleroll make a Madroll. Battleroll +5 if Madroll = 9-10.
Lore: When drawing a Fate card draw 2 cards and discard one.
Four Arms: Character can use 2 weapons at the same time.
Equis: Battlerolls +1 if Character has Steed.
Ranger: Tracking Roll +2. Battlerolls +1 in Forest spaces
Mountaineer: Tracking Roll +2 and Battlerolls +1 in Mountain spaces
Assassin: Automatically win Duel if your Battleroll = 8-10. Opponent must lose life.
Torture: If you win a Duel take 2 random cards from opponents hand
Tracker: Tracking Roll +2.
Poison: Automatically win Battles if your Battleroll = 9-10. Opponent must lose life.
Seduction: Battleroll +2 in Duel vs men.
Seer: On your turn look at top 2 cards of any deck.
Sailor: Tracking Roll +2 and Battlerolls +1 in Water spaces
Ranged: Battleroll +1 vs opponents that do not have Ranged Ability
Cold: Tracking Roll +2 and Battlerolls +1 in Ice spaces
Healer: Heal rolls +2
Skilled: When making a Battleroll make 2 rolls and pick the higher roll.
Thief: Battleroll +2 in a Duel but you must take Item if you win.
Nomad: Tracking Roll +2 and Battlerolls +1 in Desert spaces.
Scout: Once on your turn look at hand of character in same or adjacent space
Artificer: Once on your turn draw an extra Fate card. Keep it if it is an Item card.
Trader: Once on your turn draw 1 card and discard one card
Smell: If you lose a Battle you avoid losing a life or treasure on a roll of 7-10 on 1D10.
Flight: Character can skip over a space when he moves. (Discard Companions)
Hide: Opponent gets –2 to Tracking Roll.
Tough: Starting Life +1
Dragon: Start game with Companion Dragon Steed: Strength +2 & Flight
F = Forest (Jungles, Marshes, Swamps)
M = Mountain (Hills, Caves)
I = Ice (Tundra)
W = Water (Seas, Rivers, Coasts, Islands)
D = Desert (Plains, Wastelands)
C = City (Civilization)
MAP DECK CARD LIST
Name Type Notes
Aberrant Forest F Infested Land
Acid Plains D Harsh Land
Ahazu Lands F
Amethyst Mountains M You may move to the Tamaranth Valley from here
Amman C
Ariane D
Arim C
Astar F
Axis River W You may move to the Azure Ocean from here
The Azure Ocean W Storm Demons get +1 Strength
The Barrens D Enim, Earth Demons get +1 Strength
The Black Pit I Harsh Land
Blue Atolls W Kra get +1 Strength
Buried City of Necron M
Carantheum C
Castlerock C
Caves of Erendor M
The Cerulean Forest F
Cinnabar Mountains M
Citadel of Akbar C
City State of Maruk C
Coral City of Isalis C
Cymrilis C Magical Land
Danuvia C
Dark Coast W
Darklands M
Devil's Swamp F Bog Devils get +1
Dhuna F
Djaffa D
Crimson Citadel of Dracarta C & D
Dragonrock (Volcano) M Earth & Pyro Demons get +1 Strength
Durne M
Eastern Borderlands F
Emerald Mountain M You may move to the Sea of Glass from here
Enchanted Grove F Infested Land
Fangs of Golarin M
Farad City of Tarun C
The Far Reaches I Infested Land
Floating City of Oceanus C & W
Firefalls D Harsh Land
Forbidden City of Ahrazad C
Ghostlands D Shadow Wights, necrophages get +1 Strength
Gorge at Akbar M Harsh Land
The Great Barrier Wall C
The Great Morass F Harsh Land
Green Lagoon F & W Infested Land
Greylands F
Hadjin C
Harak M
Ice Castles of L’Haan I
The Inland Sea W
The Iron Citadel C Shadow Wizards get +1 Strength
Isle of Batre W Healing Land
Island of Fahn W
Isle of Garganta W & M Monoliths, Wind Demons Strength +1
Isle of Lost Souls W Night Demons get +1 Strength
Isle of Nefaratus W
Island of Pana-Ku W
Isle of Phantas W
Jade Mountains M Infested Land
Jhangara F
Jungle of Chana F
Karang M
Kharakhan Wastes D
Khazad C
Labyrinths of Sharna C Harsh Land
Lands of the Green Men F Healing Land
Lost Sea I & W
Maze City of Altan C
Mesalands of Sindar D
The Midnight Sea W
Obsidian Mountains M
Onyx Mountains M
Opal Mountains M
Plains of Golarin D
Quan Empire C
Rajanistan D
Red Desert D
Rogue City of Gao C & W
Sapphire Mountains M
Sascasm River W
Sea of Glass W
The Sea of Madness W
The Sea of Sorrow W
Serpentine Mountains M
The Seven Kingdoms C
The Shadow Realm I
Silvanus F
Sinking Land D
Straits of Tian W
Swamps of Mog F
Tamaranth Valley F
Taz C
Temple of the Seven Moons C
Thaecia C
The Trackless Wastes I
Urag M
Valley of Mist M Vorls get +1 Strength
The Variegated Forest F
Volcanic Hills M
Wastes of Narandu I
The Watchstone D
Well of Saints C Healing Land
The Western Glaciers I Ice Giants & Tundra Beasts get +1 Strength
Werewood F
Wilderlands of Zaran F
The Yellow Marshes F
Yrmania F
Zandu C
Notes:
Harsh Land: When entering lose 1 life on a roll of 1-3 on 1D10.
Healing Land: Heal Rolls +3
Infested Land: Foes get +1 Strength
Magical Land: Magic users who enter this Space may draw one Spell card
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