Birthright


Roesone

1/BR
Realm
Birthright
Common

Can defend itself as a level 5 hero who can use blood abilities.


Ilien

2/BR
Realm
4
Birthright
Common
Coast

Can defend itself as a level 4 wizard. Any champion can cast wizard spells when defending Ilien.


The Spiderfell

3/BR
Realm
Birthright
Uncommon

Before a defender is chosen, the attacking champion must draw and discard a card, noting the last digit of the card number. If it's higher than or equal to his base level, he has been poisoned and is discarded. Combat ends with no spoils.

Card Combo (from Tim Barth, barth@twcny.rr.com): Play the holding Caves of Mystery on the Spiderfell. This allows all attacking champions to have a chance at being discarded. If the player has also put A Sure Thing in play, the opponent's champion must be discarded.


The Gorgon's Crown

4/BR
Realm
Birthright
Rare

Defending monsters are doubled in base level and can use blood abilities. This realm is immune to offensive spells and harmful events.


Avanil

5/BR
Realm
Birthright
Uncommon
Coast

If unrazed, may be discarded from the player's formation at any time to draw five cards.


Avanil can be discarded at any time to draw five cards. When Avanil is discarded in order to draw five cards, it is sent to the Abyss.

If Avanil is discarded while being attacked, the attacker draws spoils. However, if a defender has not yet been chosen (i.e. combat has not begun), the attacker does not draw spoils and may choose another realm to attack.

If Avanil is targeted with a card that forces it to be discarded, such as Cataclysm! or Disintegrate, cards may not be drawn.

Avanil may be discarded at any time (during any phase) to draw five cards and it is then placed in the abyss. Note that if Avanil is discarded during battle, the attacker gets spoils. If no defender is put forward and Avanil is discarded, then no battle has occurred and an attacker may choose another realm to attack. Finally, Avanil may not be used to counter cards. Thus you cannot discard Avanil, draw five cards, and use one of those cards to stop a Cataclysm, Estate Trasference, etc.


Ghoere

6/BR
Realm
Birthright
Rare

Any ally may be played in defense of Ghoere as a hero. If successfully defended, the ally remains, acting as a hero champion for future attacks against the realm.


In addition to using allies as heroes to defend Ghoere, normal champions may be used.


Tuarhievel

7/BR
Realm
Birthright
Common

Doubles the base level of any defending elves (champions and allies). Any champion defending Tuarhieval can cast wizard spells and use blood abilities.


Mur-Kilad

8/BR

Realm

Birthright

Common

Cannot be attacked by flyers or swimmers. Defending earthwalkers gain 2 levels.


Cúpula BSW 2015: Underdark.


Baruk-Azhik

9/BR

Realm

Birthright

Rare

Cannot be attacked by flyers. Bazuk-Azhik prevents this player's realms from being attacked via the Underdark realms.


Cúpula BSW 2015: Underdark.


The Impregnable Heart of Haelyn

10/BR
Realm
Birthright
Common
Coast

Defending champions can cast cleric spells and use blood abilities. Defending clerics are immune to offensive blood abilities.


Tower of the Sword Mage

11/BR
Realm
Birthright
Common

Cannot be attacked by awnsheghlien. Defending champions can cast wizard spells.


Imperial City of Anuire

12/BR
Holding
Birthright
Uncommon

Draw a card whenever an opposing player plays an event card.


The Heartland Outfitters

13/BR
Holding
Birthright
Common

This player's Birthright champions can fly, swim, or earthwalk as needed.


Proudglaive

14/BR
Holding
Birthright
Uncommon

The base level of a hero defending the attached realm is doubled or the base level of a defending champion is tripled if he doesn't use allies.


Kal-Saitharak

15/BR
Holding
Birthright
Rare

The base level of a defending monster is doubled. Monsters in this player's pool are immune to psionic power cards.


Magical Source

16/BR
Holding
Birthright
Common

Phase 4 spells cast by champions of this player gain a +4 level bonus.


The Maze of Maalvar the Minotaur

17/BR
Holding
Birthright
Common

Only flyers or earthwalkers can attack the attached realm.


Espionage!

18/BR
Event
Common

Examine another player's draw pile and place four cards of your choice on the top. (Harmful)


Cúpula BSW 2013: Cartas que possuam o termo “oponente” em seu texto, quando refletidas, tem seu efeito normal no lançador original (Con Game/Rebater – Espionage/ Deflection, etc.).


Chaos!

19/BR
Event
Rare

All players (starting with the event player) take turns playing event cards until all event cards in all hands have been played. Events which state they can only be played at certain times (Caravan, Weasel Attack, etc.) are played with no effect. (Harmful)


While it make take a while for the effects of Chaos! to be played out, this event does not have a lasting effect, and thus is not affected by Wish.


Investiture Ceremony

20/BR

Event
Common

Play on one champion to allow him to use blood abilities. Lasts until negated or champion is discarded. (Helpful)


Forge Ley Line

21/BR
Event
Rare

Negates for this player any champion's immunity to offensive spells until the end of this player's next turn. (Harmful)


Biding Your Time

22/BR
Event
Uncommon

Player can skip his turn and use it later in the game between any two players' turns. This event remains in play until used or canceled. (Helpful)


In Search of Adventure

23/BR
Event
Uncommon

Send one of your champions to Limbo until the beginning of your next turn. When he returns, draw a card from the draw pile and add the last digit of the card number to the champion's base level as a permanent increase. (Helpful)


Revolution!

24/BR
Event
Common

Until the end of this player's next turn, no realm champions may be used to defend. (Harmful)


The Spellfire Reference Guide Volume II incorrectly states that if Revolution is played during a battle with a realm champion, the round is over but the realm is not razed. Any time a realm champion is defeated, as would be the case if Revolution! is played during a battle with a realm champion, the realm is razed.

Any time a realm is defeated in combat, it is razed.


The Kraken Attacks!

25/BR
Event
Rare

Razes two realms in one player's formation that have coastlines. The kraken can be satisfied (negated) by discarding champions totaling 8 levels or more from hand or pool. (Harmful)


Crown of Regency

26/BR
Magical Item

Common

When the attached champion is used in defense, the crown copies the powers of any holding in play for the defending realm. (Def)


Armor of The High King

27/BR
Magical Item

4

Common

During phase 3, the attached champion can retrieve one blood ability card from his discard pile to his hand. (Def)


Card Combo (from Bluntaxe's Spellfire Page): Use Armor of the High King to recover Create Minion each time it is used to retrieve a champion from the discard pile. If the Staff of Mimicry is used to duplicate the Armor, two champions can be recovered each turn. This combo is very effective to recover champions like Korgunard the Avangion that are often intentionally discarded.


Combo inválido devido a Pesquisa Brasil 2010 pag 22.

Uma mesma carta não pode ser usada duas vezes no mesmo turno.


Dragon's Teeth

28/BR
Magical Item

+?
Common

Draw and discard a card each time the Teeth are used in battle, noting the last digit of the card's number. For that round, the attached champion gains an undead ally equal to that digit. (Def)


Bracers of Brachiation

29/BR
Magical Item

Common

Allows the attached champion and his allies to attack any realm showing trees, regardless of position or special powers. (Def)


Ring of Human Influence

30/BR
Magical Item

Uncommon

Heroes cannot defend against the attached champion (Off)


Card combo: If the Sword and Helm of Garion is combined with the Ring of Human Influence, only psionicists and clerics can defend.


Ring of Spell Storing

31/BR
Magical Item

Rare

Up to three spells playable in phase 4 may be stored in this item, remaining until used or dispelled. These spells may be cast during any battle, including combat where this champion is not involved. New spells may be attached during phase 3 only. (Def)


Stored spells are kept face up with the Ring, unless the player has Cyric or Ethereal Champion in play. Only phase 4 spells can be stored and they must be used in phase 4 (combat).


Rod of Lordly Might

32/BR
Magical Item

4
Common

Can only be attached to heroes. This champion and attached allies are considered flyers. Allies of level 5 and lower cannot be used against this hero. (Off)


Amulet of Plane Walking

33/BR

Magical Item

Common

The attached champion and its allies may attack any realm, regardless of position or special powers, ignoring the effect of an attached holding. (Def)


Cloak of Displacement

34/BR
Magical Item

Uncommon

The attached champion can attack twice if he wins on his first round, but doesn't raze a realm. He uses new allies. (Def)


Alertness

35/BR

Blood Ability

Uncommon

Blood ability. This champion can use his special power first, when defending. Alertness lasts until the end of this player's next turn and can be dispelled. (Def/3/4)


Animal Affinity

36/BR
Blood Ability

Common

Blood ability. Creates a +4 ally which remains with the user until he is defeated. This ally cannot be forced to switch sides for any reason. (Def/3/4)


Battlewise

37/BR
Blood Ability

Rare

Blood ability. Double the affected champion's current total level until the end of this player's next turn. Can be dispelled. (Off/3/4)


This card should be marked as Defensive.


Courage

38/BR
Blood Ability

Common

Blood ability. Allies of this champion cannot be discarded during battle or made to switch sides. (Off/3/4)


This card should be marked as Defensive.


Divine Wrath

39/BR
Blood Ability

Common

Blood ability. All opposing allies are instantly discarded. No new allies can be played against this champion. Lasts until the end of this player's next turn. (Off/4)


Card Combo (from Tim Barth, barth@twcny.rr.com): Play Divine Wrath so that your opponent cannot play allies. Then follow with Melt Bone, which requires the opponent to play an ally or be defeated.


Regeneration

40/BR
Blood Ability

Uncommon

Blood ability. The attached champion is not discarded when defeated in battle; instead it goes to Limbo until the end of this player's next turn, when it returns to its pool. (Def/4)


Touch of Decay

41/BR

Blood Ability

Uncommon

Blood ability. Examine an opponent's hand and pool. Discard one magical item or artifact from either one. (Off/3/4)


The Touch of Decay allows the player to examine an opponent's hand and all cards in his pool, including any cards face down.

Cúpula BSW 2011: Se utilizado em um jogador com Herald of Mei Lung (54/NS) o possuidor fica imune somente a retirar cartas de sua mão, o jogador da Blood pode descartar um item mágico ou artefato do poço.


Unreadable Thoughts

42/BR
Blood Ability

Common

Blood ability. This champion is immune to the effects of offensive psionic power cards and the special powers of psionicists. Play anytime to negate the effects of any just played psionic power card. (Off/3/4)


This card should be marked as Defensive.


Death Touch

43/BR
Blood Ability

Rare

Blood ability.

Blood ability. Opposing champion must draw a card from his draw pile and note the last digit of the card number. If it is equal to or greater than his base level, he is instantly discarded. Can be dispelled. (Off/4)


Detect Life

44/BR
Blood Ability

Common

Blood ability. An opponent must display his hand for this round of combat. (Def/4)


Invulnerability

45/BR
Blood Ability

Uncommon

Blood ability. This champion ignores the special powers of offensive magical items of less than +4 enchantment or cancels one offensive blood ability card. (Def/4)


Cúpula BSW 2009: Tornada uma carta resposta (Counter Effect), podendo usar seus efeitos a qualquer momento.


Tighmaevril Sword

46/BR
Artifact
Birthright
Rare

The attached champion can use blood abilities and instantly defeats regent.


Wintering

47/BR
Artifact
Birthright
Rare

The attached champion is immune to either the special power of a champion or the special powers of his allies. The choice must be made at the start of the player's turn and remains the same until his next turn.


Emperor's Crown of Anuire

48/BR

Artifact

Birthright

Rare

No Birthright champions can attack this player's realms or cast offensive spells against those realms.





Kingstopper

49/BR

Artifact

Birthright

Rare

Protects the attached champion and all monsters in this player's pool from harmful events.


Bless Land

50/BR
Cleric Spell

Uncommon

All realm champions are doubled in level and are immune to the special powers of allies until the end of this player's turn. (Def/3/4)


The Spellfire Reference Guide Volume II incorrectly states that if Bless Land is played during a battle with a realm champion, only the realm champion is doubled, not attached cards. Because base level is not specified on the card, it is the adjusted level (which includes attached cards) at the time Bless Land is played that is doubled.

When this spell is cast, it doubles the current adjusted levels of all realm champions in play.


Blight

51/BR
Cleric Spell

Common

All realms, artifacts and holdings that grant extra cards are negated while this spell is in play, which lasts until dispelled. (Off/3)


Cúpula BSW 2009: Tornada uma carta resposta (Counter Effect), podendo usar seus efeitos a qualquer momento.


Investiture

52/BR
Cleric Spell

Common

Cast at any time. Discard a regent champion from your pool to transfer the power to use blood abilities to another champion. (Def)


Control Weather

53/BR
Cleric Spell

Uncommon

No flyers or swimmers can be involved in combat until the end of this player's next turn without this player's permission. (Off/3/4/5)


Transmute Metal to Wood

54/BR
Cleric Spell

Common

Destroy one magical item or artifact in any player's pool.


Part Water

55/BR
Cleric Spell

Common

This player's champions and allies can attack any realm showing a coastline until the end of this turn. (Def/3)


Speak with Monsters

56/BR
Cleric Spell

Common

Instantly ends a battle with a monster. Both champions return to their pools. No spoils of victory are drawn. (Off/4)


The Spellfire Reference Guide Volume II incorrectly states that if Speak with Monsters is played by a defender, the opponent can continue the battle with another champion. In fact, in this situation, the battle is over.

The explanatory text is incorrect. If an attacking monster is defeated, that player can make no further attacks and his turn moves into phase 5.


Summon Insects

57/BR

Cleric Spell

Common

Creates a +7 ally for the caster that devours (discards) one opposing ally. (Off/4)


Legion of Dead

58/BR
Wizard Spell

Uncommon

Creates an undead monster equal to the adjusted level of the casting champion. The spell acts as a champion and may attack or defend, lasting until the end of this player's next turn. Attachments may be added normally, though are discarded when the spell ends. (Off/3)


Raze

59/BR
Wizard Spell

Rare

This spell razes an opponent's realm that has no attached holding, chosen by this player. The caster is immediately discarded. (Off/3/4)


The caster of Raze is discarded, regardless of whether the spell is successful or not. For example, if the opponent plays Dispel Magic or Spell Turning, the caster of Raze is still discarded. Similarly, if the target realm is in a formation that has the spell Dragon's Eye Symbol of Power under one of the realms, the realm is not razed, but caster of Raze is still discarded.

If the caster is immune to offensive spells, he is still discarded. The caster being discarded is a requirement for use of the card.

If an attacking champion casts Raze on the realm being attacked, both the attacker (since the realm is razed) and the defender (since the attacking champion is discarded) draw Spoils of Victory.


Card Combo (from Shadowlord's Spellfire Page): Use Manshoon of the Zhentarim to cast Raze, then discard a card from the hand to keep Manshoon from being discarded. If cast on a realm Manshoon is attacking, the player draws Spoils of Victory.


Blood Drain

60/BR
Wizard Spell

Common

The affected champion can no longer use blood abilities. Lasts until dispelled. (Off/3/4)


Otto's Irresistible Dance

61/BR
Wizard Spell

Common

Cast on any enemy champion in a pool; he cannot attack or defend until the Dance is dispelled. (Off/3)


Clone

62/BR
Wizard Spell

Rare

Cast at any time to allow this player to bring a champion currently in play elsewhere into this player's pool. The champion's powers are unchanged. (Def)


Clone, which may be cast at any time, allows a player to bring a champion into play when that champion is already in play. In other words, this spell negates the Rule of the Cosmos. The spell stays with the champion. If dispelled at any time, the Rule of the Cosmos is restored and the champion is discarded if the original champion is still in play.

This spell can be cast at any time (even during another player’s turn) to allow a player to play a champion from his hand into his pool.


Drawmij's Instant Summons

63/BR
Wizard Spell

Uncommon

Take any ally, magical item, or artifact from your draw pile and play it immediately. Reshuffle the draw pile. (Def/3/4)


This wizard is a must have for any deck with a combination of allies, magical item, and artifacts — but remember to include a champion that can cast the spell.

!f played during phase 3 of the caster's turn, Drawmij's Instant Summons can bring either one magical item or artifact from the draw pile to play immediately into the pool. Allies cannot be retrieved in phase 3 because they're playable only during combat. If played during phase 4 (must be cast by the Champion in battle), the retrieved card can be played directly into a round of combat. In bolh cases, the retrieved card must be able to be legally attached to a champion. This spell does not allow a GREYHAWK artifact to be attached to a FORGOTTEN REALMS champion, nor does it allow a monster to use a cards usable only by heroes.


The Gorgon

64/BR
Monster
Birthright
Rare

Awnshegh. Can use blood abilities and wizard spells. This creature is so horrible that no allies can be played against him. Immune to harmful events.


The Spider

65/BR
Monster
Birthright
Uncommon

Awnshegh. Can use blood abilities. Immune to offensive cleric spells. The Spider can attack a razed realm. If victorious, the realm is discarded.


The Spider only needs to win its one round of battle, and the realm is discarded and the player draws spoils.

Unlike normal battles, where a realm has to be undefended to be razed, if the Spider is victorious in her battle, the realm is removed from play. This includes both defended and undefended realms.


Banshegh

66/BR
Monster
Birthright
Rare

Awnshegh. Between 6 pm and 6 am the Banshegh is a level 10 monster that can use blood abilities. Between 6 am and 6 pm the Banshegh is a level 5 wizard capable of also casting cleric spells. In either form the Banshegh is immune to offensive spells.


The Lamia

67/BR
Monster
Birthright
Rare

Awnshegh. Immune to psionics. Can use blood abilities. Wizards and clerics are a half their base level (rounded down) against the Lamia.

The Siren

68/BR
Monster
Birthright
Rare

Swimmer. Awnshegh. Can use blood abilities. Can be sent to Limbo to forcLe another player to attack this player's formation. The Siren is returned at the end of this player's next turn.


The Siren's power is used in phase 3 of the player's turn.


The White Witch

69/BR
Monster
7
Birthright
Common

Awnshegh. Immune to offensive spells and harmful events except those that have the word "fire," "flame," or "flaming" in the title.


The Hag

70/BR
Monster
Birthright
Uncommon

Awnshegh. Can cast wizard spells. Immune to psionics. If defeated in combat, the Hag can "curse" an opposing player, forcing him to discard a holding in play.


Cerilian Dragon

71/BR
Monster
Birthright
Uncommon

Flyer. Can cast cleric spells. When attacking, the Cerilian Dragon may use its breath weapon to destroy any holding in the defender's formation.


The Shadow World

72/BR
Rule Card

Birthright
Common

If defeated in combat, all halfling champions and allies can dimension door away, returning to their player's hand instead of being discarded.


Divine Right

73/BR
Rule Card

Birthright
Common

All heroes in play may use blood ability cards.


Orogs

74/BR
Ally
2
Common

Orogs are +4 when attacking and/or +6 if attached to an awnshegh.


Green Slime

75/BR
Ally
4
Rare

The Green Slime destroys the first magical item or ally played after it enters battle.


Nightmare

76/BR
Ally
4
Common

Flyer. The Nightmare becomes +8 vs. clerics or wizards.


If Nightmare is played against a cleric or wizard, its special power is activated and its level bonus becomes +8. If the ally is later forced to switch sides, its level bonus only remains +8 if it is still opposing a cleric or wizard, since the wording of the card indicates the bonus is increased "vs" (i.e. when opposing) clerics or wizards.

 

Unicorn

77/BR
Ally
6
Common

The attached champion can cast wizard or cleric spells.


Wraith

78/BR
Ally
4
Uncommon

Flyer. Undead. Reduces an opposing champion's base level by 2. If the reduced base level is 0 or less, the champion is discarded.


Stirge Swarm

79/BR
Ally
+?
Rare

Flyer. Draw and discard a card from any opponent's draw pile when the Stirge Swarm is played, noting the last digit of the card number, which is the bonus for this ally.


Ankheg

80/BR
Ally
+7
Common

Earthwalker. Destroys one opposing nonflying ally.


Wood Nymph

81/BR
Ally
+3
Common

The Wood Nymph becomes +6 if defending a realm showing trees.


Giant Squid

82/BR
Ally
+8
Uncommon

Swimmer. Instantly destroys (discards) any opposing Brine Dragons, ignoring their special power.



Lord Cronal

83/BR
Regent
9
Birthright
Common

Can use blood abilities and hero unarmed combat cards. Inspires confidence in all allies played with him, who each gain 2 levels.


Grimm Graybeard

84/BR
Regent
6
Birthright
Common

Dwarf. Earthwalker. Can use blood abilities and can cast cleric spells. Immune to offensive magical items of less than +2 enchantment.


Grimm's immunity extends to magical items with no icon level, since these items have a bonus of less than +2.


Teodor Profiev

85/BR
Regent
7
Birthright
Common

Can use blood abilities. Gains 5 levels against monsters.


Darien Avan

86/BR
Regent
Birthright
Rare

Can use blood abilities and hero unarmed combat cards. Can attack twice; if he wins his first round and doesn't raze a realm, he can attack again, retaining one of his allies form the previous round of battle.


Caliedhe Dosiere

87/BR
Regent
Birthright
Common

Can use blood abilities. When attacking, he can cast cleric spells; when defending, he can cast wizard spells.


Tomkin Dross

88/BR
Regent
Birthright
Common

Halfling. Can use blood abilities. Tomkin and his allies may attack any realm in play, regardless of position or special power.


The Elf Prince Fhileraene

89/BR
Regent
Birthright
Rare

Elf. Can use blood abilities and cast wizard spells. When attacking, he can call upon his archers to destroy (discard) a monster in player’s pool once per battle.


The Elf Prince is a regent champion, and can use blood ability cards as part of his champion type's special powers. Regents are unique to the BIRTHRIGHT setting, and cannot be found on any other world.

This BIRTHRIGHT champion is best used when attacking, especially when an opponent has monster champions in his pool. Much like the DARK SUN hero Agis (261/3rd), The Elf Prince causes a monster champion in any opponent's pool to be discarded when he is attacking. This special power occurs as the Prince is coming over to attack, but before a defending champion is chosen. Only those immune to a champion's special powers can avoid this effect.

This potent special power is great to use on powerful monster champions such as the Living Wall (58/ PO), The Gorgon (64/BR), or Oonga the Ape (30/RR). However, this champion's special power will likely make him a target for players with monsters.

Tie'skar Graecher the Goblin King

90/BR
Regent
3
Birthright
Common

Can use blood abilities. He can "borrow" one monster from any pool to act as an ally. If defeated, the monster ally is stripped of attachments and returned.


The Noble Outlaw

91/BR

Regent
Birthright
Rare

Can use blood abilities and hero unarmed combat cards. Once per turn, he can prevent a player from receiving a spoils of victory, giving it to a third player instead. (In a two-player game, no one collects spoils.)


The Noble Outlaw can only shift spoils to a third player, not to the player owning the Noble Outlaw.


High Mage Aelies

92/BR
Regent
6
Birthright
Uncommon

Elf. Can use blood abilities and cast wizard spells. Gains +2 to his base level for every unrazed Birthright realm in play.


The Sword Mage

93/BR
Regent
7
Birthright
Common

Can use blood abilities and cast wizard spells. Gains 4 levels if spells are used against him.


The Wizard

94/BR
Regent
Birthright
Uncommon

Can use blood abilities and cast wizard spells. The Wizard can discard a realm in his player's formation to instantly win a round of battle.


The realm discarded to activate The Wizard's power can be razed or unrazed. Because of its name, the Wizard is affected by cards affecting wizards.


The special power of this regent champion allow her to win any round of battle by discarding a realm from her player's formation.

The realm can be either razed or unrazed to activate this special power, and must go to the discard pile.

This special power is best used with razed realms.

If the opposing champion is immune to a champion's special powers, then a battle cannot be won in this manner.


Nadia Vasily

95/BR
Regent
9
Birthright
Common

Can use blood abilities and cast cleric spells. Clerics facing Nadia are at half their base level (rounded down).


Moergan

96/BR
Regent
6
Birthright
Common

Can use blood abilities and cast cleric spells. Once per any battle, Moergan can summon rains that force flying allies from the sky. They are discarded instantly.


The Spellfire Reference Guide Volume II incorrectly states that Moergan's power can be used once per turn. As the card states, the power is usable once per battle.

This regent’s power is usable once per battle, not once per turn as stated in the Reference Guide.


Barak the Dark

97/BR
Regent
Birthright
Common

Can use blood abilities and cast cleric spells. Gains 3 levels if using a magical item weapon; gains 2 levels if allies are used against him.


Jana Orel

98/BR
Regent
2

Birthright
Uncommon

Can use blood abilities and cast cleric spells. Immune to offensive cleric spells. If Jana is to receive a spoils, this player can look at the top two cards in his draw pile and choose the one he wants.


The Flower of Roesone

99/BR
Hero
6
Birthright
Common

This foppish fighter tends to be underestimated in combat. Allies played against him lose 3 levels. Allies may have negative levels.


Gwenyth the Bard

100/BR
Hero

3
Birthright
Uncommon

Elf. Gwenyth's music is so enchanting she can prevent a champion in another pool from attacking her player's formation. The music lasts until the start of this player's next turn, at which time she can select a different champion to be affected.


It's Good to be the King

1/BR

Chase
Event
Until the beginning of his next turn, this event player chooses which champions are able to attack. Even if negated, all players must still address the event player as "Sir" or "Madam." (Harmful)


The event player may choose any champion(s) or champion type to be able to attack, or may choose no champions to be able to attack.

Because this event has a duration, it can be removed with Wish.


The Shadow World

2/BR

Chase
Event
Until the end of this player's next turn, all undead are immune to offensive spells, magical items, and events that specifically target undead or monsters. (Helpful)

Forced Conscription

3/BR

Chase
Event
All players must donate an ally to the event player's side in battle, if they have one. All allies are discarded at the end of combat. (Harmful)


Donated allies come from players' hands. Allies already in play are not affected.


Sphere of Annihilation

4/BR

Chase
Magical Item

+5
Opposing champions defeated by the attached champion are sent to the Abyss instead of being discarded. (Off)


The Sphere of Annihilation's power only works were the opposing champion would normally be discarded. For example, the Sphere does not work on champions such as Drizzt Do'Urden and Ochimo that return to the pool after one defeat. Strahd Von Zarovich still goes to Limbo after defeat. Similarly, an opposing champion with Winged Boots returns to its pool if the champion with the Sphere is not a flyer. The realm Mistmoor also saves a defending champion from the effects of the Sphere.

Only defeated champions that would normally go to the discard pile upon defeat are sent to the Abyss as a result of the Sphere's power. Thus, Strahd still goes to limbo (limbo is not a type of discard) and Tiamat's dragon's return to the pool.


Vacuous Grimoire

5/BR

Chase
Magical Item

If the attached champion is defeated by a champion able to cast spells, the book is attached to that champion, subtracting 5 from his base level. If the base level is now 0 or less, the champion is discarded. (Off)


Manual of Puissant Skill at Arms

6/BR

Chase
Magical Item

The attached hero may make an extra attack if he win his first round and doesn't raze a realm. (Def)


Book of Infinite Spells

7/BR

Chase
Magical Item

The attached champion can cast wizard and cleric spells. Phase 4 spells cast by the attached champion cannot be dispelled. (Def)


Libram of Ineffable Damnation

8/BR

Chase
Magical Item

Can only be attached to a wizard, who is now immune to offensive spells. If defeated in combat, this champion is sent to the Abyss. (Def)


The Count of Muden

9/BR

Chase
Regent
8
Birthright
Swimmer. Can use blood abilities and psionic power cards. The Count controls the most powerful navy in Cerilia. All attached swimming allies of this champion are doubled in level.


The Wizardess Carrie

10/BR

Chase
Regent
4
Birthright
Can use blood abilities and cast wizard spells. Carrie can summon a djinni to aid her in battle, which acts as a +8 flying ally.


The Pontifex of the Southern Coast

11/BR

Chase
Regent
Birthright
Can use blood abilities and cast cleric spells. The Pontifex can be discarded in phase 5 to call for a crusade against another player. Until the end of this player's next turn, all clerics in pools must attack that player, if possible.


When the Pontifex orders a crusade, all clerics must attack on their turn. Clerics may not be voluntarily discarded (such as discarding a cleric to bring an avatar into play or sending Karlott to the Abyss to retrieve an event) to avoid attacking.


Olaf the Sly

12/BR

Chase
Regent
Birthright
Can use blood abilities and hero unarmed combat cards. In combat, Olaf can "borrow" any magical item in play. At the end of the battle the item can be discarded or returned to the player; if returned, this player draws one card.


Olaf can borrow one magical item during each round of battle in which he participates.


Targoth the Unclean

13/BR

Chase
Regent
4
Birthright
Can use blood abilities and cast wizard spells. All non- cleric champions are halved in base level (rounded down) against Targoth.


Rhuobhe the Manslayer

14/BR

Chase
Regent
Birthright
Elf; Awnshegh. Can use blood abilities and cast wizard spells. When attacking, Rhuobhe can imitate the special power of any champion in any pool. Gains 4 levels against non- monster champions.


Rhuobhe's power is triggered as soon as he comes forward to attack. However, the power copied is subject to normal rules for the power. If it is a power only used in battle, Rhuobhe cannot use the power until a defender is chosen. Once the battle is over, Rhuobhe loses the imitated power.

Kaeriaen Whiteheart

15/BR

Chase
Regent
6
Birthright
Can use blood abilities and cast cleric spells. Gains 5 levels vs. awnshegh.


Adara Addlepate

16/BR

Chase
Regent
4
Birthright
Can use blood abilities and cast wizard spells. Instantly defeats any champion with a card number of "# of 25" (chase cards), but must then be discarded herself.


The Blood of Azrai

17/BR

Chase
Event
Adds 5 levels to any monster and makes it an awnshegh, who can now use blood abilities. The event lasts until negated or the champion is discarded. (Helpful)


Taxation

18/BR

Chase
Rule Card

Birthright
Instead of drawing three cards at the beginning of a turn, each player draws one card plus a card for each Birthright realm in his formation. A minimum of one card is drawn; nothing can reduce the draw below one.


Liga BSW (fórum 2011): As cartas geradas por Taxation não são consideradas cartas extras.


Diplomacy

19/BR

Chase
Event
Playable only when first being attacked, the event player requests that the attacker attack someone else's realm instead. If he chooses to ignore the event, he must discard two cards from his hand to continue his initial attack. (Harmful)


Blood Challenge!

20/BR

Chase

Event

Play at any time to make an attack directly against a champion in any pool. Combat lasts for one round and the loser is discarded. The winner receives a spoils of victory, even though no realm was razed. (Harmful)


Blood Challenge interrupts the current turn and phase, so if the event is played during the event player's turn, the player may still attack a realm during phase 4.




Festival

21/BR

Chase
Event
No combat can occur until the start of the player's next turn. Each player draws a card when this event is played. (Harmful)


Child's Play

22/BR

Chase
Event
Subtract the age of the youngest player from the age of the oldest player in the game. That number is counted as a bonus to your side in this round of combat. (Helpful)


The Fates

23/BR

Chase
Event
Each player draws and discards a card, noting its last digit. If it's even, lose that many cards from hand, pool, or formation. If it's odd, draw that many cards.


If forced to discard cards, they must come from hand, pool, or formation. A dungeon card or may not be discarded to meet the requirement of the Fates.


Pesquisa Brasil 2010: Pode ser usadas no mesmo deck que Sure Thing, porém uma não se beneficia do poder da outra


War Declared!

24/BR

Chase
Event
Until the end of this player's next turn, all players must attack on their turn if they have champions in their pools. All champions and allies can fly, swim, or earthwalk as needed. (Harmful)


Only champions in pools are affected by this event. If a player's champions in his pool are immune or otherwise not affected by the event, but the player has champions in his hand that are not immune, he does not need to attack.


Mebhaigl Surge

25/BR

Chase
Event
All players may return their defensive spells f

rom their discard piles to their hand. (Helpful)


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