Introduction to Warpspawn Games



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ITEM CARD LIST


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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