Name Notes
Thystram’s Collectanea (Book) Strength +1 vs Foes
Dart Thrower (1-H Crossbow) Strength +1. Ranged
Crescent Knife Strength +1
Da-Khar (Clawed Gauntlets) Strength +1
Oc (Barbed Bolas) Strength +1. Ranged
Deadman Mushroom Strength +2. One use only
Fermented Stench Root Strength +2. One use only
Mung Berries Heal 1 Life. One use only
Sindaran Liquor Heal 1 Life. One use only
Mushroom Ale Heal 1 Life. One use only
Vinesap Heal 1 Life. One use only
Skoryx (Distilled Rainbow) Heal 1 Life. One use only
Tantalus (Aphrodisiac) Gain Seduction Attribute. One Turn only
Snow Lily Gain Cold Attribute. One Turn only
Grog (Strong Liquor) Heal 1 Life. One use only
Boiled Kesh Root Look at opponents Hand. One use only
Morphius Blossom Strength +4. One use only
Matsu (2-handed Warclub) Strength +1
Devil Root Powder Poison. One use only
Dream Essence Look at next 5 cards in Fate Deck
Gold Funerary Mask of Khazad Spell caster gets Strength +1
Chana Shrunken Wizard Head Spell caster gets Strength +1
Hurlant (Elemental Essences) Strength +3. Ranged. Three Uses.
Jang (Edged Boomerang) Strength +1. Ranged
Potion of Flying Flight. One turn only
Firegems Spell caster gets Strength +3. One use only
Black Lotus Powder Look at next 7 cards in any deck.
Flange Bow (12 Quill Salvo) Strength +1. Ranged
Quintessence Artificer. 5 uses. Mage only
Quicksilver Artificer. 5 uses. Mage only
R’Ruh (Stone Disk w/Strap) Strength +1
Tarak (4 Bladed 2-H Axe) Strength +1
Shrinking Potion Negate Battle. One use.
Thaecian Nectar Heal 1 Life. One use only
Thaecian Orb (of Illusions) Negate Battle. One use.
Venomwood Sap Poison. One use only
Cymrillian Windship Steed. Flight (Do not discard Companions)
Winged Apes Horn Potion Strength +2. One use only
Duar (2-Pronged Spear) Strength +1
Gwanga (3-Blade Throwing Knife) Strength +1. Ranged
Black Iron Warwhip Strength +1
Kasmir Spring Knife Strength +1. Ranged
Incendiary Powder Strength +2. One use only
Medicinal Purge Heal 2 Lives or negate Disease. One use only
Healing Elixir Heal 3 Lives. One use only
Rejuvenating Potion Heal 1 Life. One use only
Blowgun Ranged. Poison
Paralytic Powder Strength +2. One use only
Wrist Viper Strength +1. Poison
Battle Armor Strength +1
Dragon Hide Armor Strength +1
Alchahest Acid Strength +3. One use only
Vitriol Glue Strength +3. One use only
Cadeucus (Red Iron Wand) Strength +1. Mage only
Essence Accumulator Artificer. Mage only
Soulstone Spell Hand size +1. Spellcasters only
Fetish Spell Hand size +1. Spellcasters only
Magical Fumes Draw 2 cards. Three uses.
Scarlet Leech Powder Strength +2. One use only
Poison Antidote Negate a Poison effect
Caltrops Negate Battle. One Use
Blade-stars Strength +1. Ranged
Rasp (Serrated Blade) Strength +1
Kharakhan Battle Maul Strength +1
Star Thrower(Spiked Iron Balls) Strength +1. Ranged
Wind Rigger Steed. Flight
Elemental Actuator Strength +2. Ranged. Artificers only
EVENT CARDS
Name: Notes
Green Man Symbionts: Will heal Character back to starting Life. Forest Spaces
Mochan (Hot Beverage): Heal one life. Desert Spaces
Fortune Teller: Look at next 5 cards in Fate Deck.
Shan’ya Battle Madness: Strength +3
Archon Intervention (Divine Entity): Battleroll +20
Neurovore Parasite: Target player must discard 3 cards
Friendly Snipes: Discard in Forest to draw 3 cards.
Wanderers of Ashan: Battleroll +7 in a Desert Space.
Dune Ship: Gain an extra turn if you are in a Desert Space.
Ice Schooner: Gain an extra turn if you are in an Ice Space.
Play Pentadrille: (Cymrilian Chess) Target Character in City misses next turn
Play Ska-Wae: (Corsair Dagger & Dice Game) Target Character in Water misses next turn
Friendly Zaratan (Armored Sea Creature): Battleroll +10 in Water territory
Bodor Musicians: Opponent in City must miss his next turn
Aided by Mentor: Battleroll +5 or heal one life
Ambush: If attacked in a Duel gain Battleroll +7
Escape: Negate Battle.
Swamp Fever: (Disease) Target Character in Forest misses next 2 turns.
Spinning Sickness: (Disease) Target Character in Mountains misses next 2 turns.
The Red Death: (Disease) Target Character in City loses 1 life or Companion
Yatuk: (Disease) Target Character in Forest loses 1 life or Companion
Thasian Dancers: Target Character in City misses next turn
Quan Pleasure Barge: Target Character in Water misses next turn
The Emperors Road: Get an extra turn.
Notes: Unless noted the effects of Event cards last only one turn.
SPELL CARD LIST
{Name: Effect}
Spell of Summoning: Play a Foe card. Add its Strength to yours.
Seal: Negate a Steal attempt
Sigil: Negate a Steal attempt
Ward: Negate Battle.
Symbol of Power: Strength +4
Mystic Bolt: Ranged. Strength +4
Mystic Shield: Strength +4
Magic Resistance: Strength +5 vs Spellcaster
Bolt of Elemental Power: Ranged. Strength +5
Shield of Elemental Power: Strength +3
Bolt of Eldritch Power: Ranged. Strength +3
Shield of Eldritch Power: Strength +5
Reveal Magical Emanations: Look at opponents Spell Hand
Reveal Unseen Presences: Strength +3
Radiance: Negate Battle or Strength +2
Metamorphosis: Play a Foe card. Add its Strength to yours.
Levitation: Flight
Beguile: Strength +3
Command Strength +5
Illusion: Negate a Battle
Divination: Seer
Conjuration: Play a Foe card. Add its Strength to yours.
Weird: Gain Strength +3 companion for Battle
Bewitch: Target must miss one turn
Jinx: Target gets Strength –1 for 7 turns
Malediction: Target loses one Life
Obsession: Target must discard 3 Fate cards
Cantrip: Strength +1
Spellbind: Strength +4
Rejuvenesence: Gain one Life
Charm: Strength +4
Enchantment: Put a +1 Strength Token on Target Item with a Strength Bonus.
Counter Spell: Negate a Spell just cast.
Banish: Destroy Foe
Blessing: Strength +1 for 3 turns
Faith Healing: Gain one Life
Miracle Working: Search any deck for one card & put it in your hand
Concoct Potion: Use as any potion in the Item list.
Concoct Powder: Use as any powder in the Item list.
Concoct Poison: Poison
Concoct Medicinals: Gain one Life
Notes: Unless noted the effects of Spell cards last only one turn.
FAQ's
1) You draw spell card(s) in the Spell Card Phase. When can you cast?
--You can cast them whenever it seems appropriate.
2) You can only be attacked by 1 Foe or Character in your
Encounter Phase. Understand this to mean there is only 1 Foe
card allowed on a space at a time. But, you won't get attacked
by another Character until the latter's phase so couldn't you
always encounter a foe, finish your turn, then get attacked in
the next player's turn?
--Yes thats how it works (but I'm open to suggestions).
3) An Adventure can be played after defeating a Foe?
--Yes.
5) Last instruction about Adventures is that "If moved and did not play an Adventure
card this turn. . ." Is this the only way/time you can acquire an item or companion
from out of your own hand to put next to your character card?
--Yes. (This is a rule that could easily be changed)
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