Conquest


Glass Goem

1/81

Ally

8

AD&D

Counts as a magical item. All spells cast at this golem (and the attached champion) are reflected back at the caster. If defeated in combat, it shatters, sending the victorious champion to the discard pile. If defeated in combat as an ally, it returns to pool as a level 8 monster.


Stone Golem

2/81

Ally

6

AD&D

Earthwalker. Counts as a magical item. Immune to offensive spells. If defeated in combat, all spells in all discard piles are sent to the Abyss. If defeated in combat as an ally, it returns to pool as a level 6 monster.


Wood Golem

3/81

Ally

5

AD&D

Swimmer. Counts as a magical item. Immune to blood abilities and thief skills. If defeated in combat, all artifacts in play are sent to the discard pile. If defeated in combat as an ally, it returns to pool as a level 5 monster.


Sand Golem

4/81

Ally

6

AD&D

Earthwalker. Counts as a magical item. Immune to magic items of less than +6 enchantment. If defeated, all magic items in play are sent to the Abyss. If defeated in combat as an ally, it returns to pool as a level 6 monster.


Coral Golem

5/81

Ally

5

AD&D

Swimmer. Counts as a magical item. In combat, discards any one opposing swimming ally. If defeated in combat, attachments on all non-swimming champions are discarded. If defeated as an ally, it returns to pool as a level 5 monster.


Bone Golem

6/81

Ally

4

AD&D

Counts as a magic item. Immune to the power of undead champions. If defeated in combat, all undead champions and allies in all discard piles go to the Abyss. If defeated as an ally, it returns to pool as a level 4 undead monster.







Corruption of Soul

7/81

Cleric Spell

AD&D

Castable only by clerics. The corruption runs so deep that the targeted non-avatar champion loses their immunity to offensive spells and is sent to the Abyss. The casting cleric is sent to Limbo for 1d6 turns. (Off/3/4)


Earth to Earth

8/81

Cleric Spell

AD&D

Castable only by clerics. If cast immediately after a realm is razed or discarded, the realm remains in the formation, unrazed. The casting cleric is then sent to the Abyss. (Def)


Extension II

9/81

Wizard Spell

AD&D

Can be cast only during combat to make a phase 4 spell without a duration last for that entire phase 4. All of this player's champions involved during the combat gain the level bonus and special powers of the extended spell immediately upon entering battle. (Def/4)


Burning Hands

10/81

Wizard Spell

3

AD&D

Fire spell. The opposing champion has his hands burned, preventing him from casting spells and using thief skills. Stays with the opposing champion until the champion is discarded or this spell is dispelled. (Off/4)


Delayed Fireball

11/81

Wizard Spell

AD&D

Cast on a player's pool. When that player reaches phase 5 of his next turn, roll 2d6. All champions of less than the rolled level are sent to the discard pile. (Off/3/4)


Tampering

12/81

Thief Skill

AD&D

Playable only after a champion activates a magical item to use its effects during phase 3. Instead of working, the champion and the magical item are sent to the Abyss regardless of card play and immunities. (Off)


False Arrest

13/81

Thief Skill

AD&D

Can be used by any champion. Arrest (send to Limbo) any champion who has at least one attachment for 2d6 turns. At the start of that player's turn, the champion may pay a fine (discard all attachments) to return to their pool. (Off)




Assassination!

14/81

Thief Skill

AD&D

Usable only by a thief. No champion is safe (immune) from Assassination! Discard any one champion in play and the thief using Assassination! (Off/3)


Bribe

15/81

Thief Skill

AD&D

Play when a champion attacks this player. The attacking player may choose to continue the attack, or place the top 3 cards of his draw pile off to the side and put them into his hand during the NEXT phase 0 and immediately move to phase 5. (def)


Framed!

16/81

Thief Skill

AD&D

Play only when one of your champions is targeted by any action by an opponent. Choose another champion in any player's pool, that champion is now the target of the action and is affected regardless of special abilities or immunities. (Def)


Raise!

17/81

Psionic Power Card

AD&D

Can only be played during another player’s phase 0. This power can rebuild a razed realm, which does not count towards victory conditions until the end of the current turn. The using champion cannot attack or defend realms until the end this player's next turn. (Def)


Destroy Thought

18/81

Psionic Power Card

AD&D

Play this card after an attack is declared on one of your realms. The attacking champion returns to the pool an cannot attack or defend until this power is dispelled. (Off)


Domination

19/81

Psionic Power Card

AD&D

Play on a champion in an opposing player’s pool and place that champion into your pool. The affected champion may not act while this power is in play. (Off/3)


Finishing Move

20/81

Unarmed Combat Card

AD&D

Useable by any champion. Play only if you have just won a round of combat. You may continue to play cards into the battle. If at any time your champion’s level is at least double that of the opposing champion, you may send the opposing champion (and all attached cards) to the Abyss (regardless of special powers) and draw a card. (Off/4)


Thwap!

21/81

Unarmed Combat Card

AD&D

May only be played by a giant with an attached magical item or artifact. The opposing champion is squished into goo, going directly to the Abyss. (Off/4)




Concussing Blow

22/81

Unarmed Combat Card

AD&D

Raises this champion’s adjusted level to one greater than the level of the opposing champion. If played immediately after 'Ambush' (152/4th), both cards are shuffled back into the player's draw pile after the battle instead of being discarded. (Def/4)


Humiliation

23/81

Unarmed Combat Card

AD&D

Play on any champion in play. He is so humiliated that he hides under any realm in that player's formation and cannot take any action. He is the first to defend this realm and is brought back into play, if victorious. If the realm is razed/discarded outside of combat, he returns to the pool. (Off/3)


Blood of Azhul

24/81

Blood Ability

AD&D

The user may attack again until the realm is razed as long as each previous round of the battle was a victory for the user. (Def/4)


Gatekeeper’s Lost Foon

25/81

Magic Item

4

AD&D

Counts as a spoon and a fork. While in play, cards cannot leave the Abyss. (Def)


Kinetic Armor

26/81

Magic Item

5

AD&D

Not usable by thieves or wizards. Turns offensive unarmed combat cards back at the user. Can be played in combat to turn a just played unarmed combat card. (Def)


Mace of Blood Drain

27/81

Magic Item

4

AD&D

Weapon. +8 if used by any undead. May be attached at any time to a champion to absorb any blood ability as it is played. The blood ability is then put under this card and its bonus is added to the mace. (Off)


The Apocalypse Stone

28/81

Artifact

AD&D

Can only be attached to any realm. If this realm is razed or discarded outside of combat by another player, 1d4 of the opposing player's realms are instantly razed.


Palace of the Battle Lord

29/81

Dungeon

Dark Sun

In combat, this player's heroes can only be defeated by total levels or cards that cause the battle to end without a victor.




All Hail the King!

30/81

Dungeon

Birthright

In combat, this player's heroes and regents are doubled in base level and cannot be stripped of their special powers by any other card.


The Adventure Path

31/81

Dungeon

AD&D

All of this player's adventurers can use thief skills and any unarmed combat card.



The Sands of Time Freeze

32/81

Rule Card

AD&D

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All cards (except rule cards) with a stated duration cannot be played, any already in play when this rule card is played are discarded regardless of any circumstances.


Unified Universe

33/81

Rule Card

AD&D

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. The world designation of all cards in play is changed to AD&D.


The Grim Harvest

34/81

Rule Card

AD&D

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. All players must attack on their turn or discard a card from their pool. All realms can be attacked, regardless of position, restrictions, or holdings. Champions defeated in battle go to the Abyss.


What Madness is This?!

35/81

Rule Card

AD&D

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. This rule card is immune to events and the Wish spell. Phases 0-5 of each player's turn are now played in reverse order. When first played, the player's phase becomes phase 5.


Cannon Fodder

36/81

Rule Card

AD&D

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. Only the lowest adjusted level champion eligible for combat may be used in battle.


Blessed are the Meek

37/81

Rule Card

AD&D

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. While in play, all champions have their base level changed to 10 minus their printed base level.



Sheriff’s in Town

38/81

Event

AD&D

No thief skills maybe played for 1d4 turns. (Harmful)


Breath to Death

39/81

Event

AD&D

The player of this event rolls 3d10. Every player must discard at least that many levels of champions from their pool. (Harmful)

Underground Railroad

40/81

Event

AD&D

All of this player's allies are considered earthwalkers until the end of this player's next turn. (Helpful)


Double Up

41/81

Event

AD&D

Play immediately after a card that calls for a dice roll. All players who are rolling dice must now roll 2 times, and add the totals together (1d4 becomes 2d4, etc.). (Helpful/Harmful)


Tag Team

42/81

Event

AD&D

This player can now assist any player currently in combat as if it were his phase 4. If played during this players combat, the player may use any champion in any pool as an ally who is reshuffled into their owner's draw pile at the end of combat. (Harmful)


Tactical Retreat

43/81

Event

AD&D

This player's champion retreats, leading the opposing champion into an ambush. Battle starts over retaining only allies, magical items, and artifacts. This player can then discard any one card attached to the opposing champion. (Harmful)


Romeis Gianthammer

44/81

Hero

6

Greyhawk

Giants in combat with Romeis are discarded. If Romeis and Tergoz Tenhammer are in play, all Greyhawk champions are immune to the special powers of opposing non-Greyhawk champions.


Dungeon Master

45/81

Hero

13

No world

When in pool, the controlling player has their dungeon put into Limbo until the Dungeon Master leaves his pool. While in play all players must ask the dungeon master permission to use the powers of their dungeons.



Gib Occav

46/81

Hero

7

Forgotten Realms

Can cast wizard spells, immune to harmful events. When in combat, Gib Occav can use any one legally playable card from any discard pile. The card, when discarded, is reshuffled back into its owners draw pile.


Ecneps the Bounty Hunter

47/81

Hero

10

Dark Sun

Can use psionic power cards. During any battle that Ecneps is winning (before the opponent can play another card), he can choose to end the battle. He then escorts the opposing champion to jail (both champions go to Limbo) for 1d4 turns. Combat can continue with new champions.


Gib Igoy

48/81

Hero

8

Forgotten Realms

While in play, all players must skip phase 3 of their turns. When first played, this player’s phase 3 ends.


Weredragon

49/81

Hero

3

Dragonlance

Werebeast. Between 6 PM and 6 AM, this champion becomes a level 10 flying dragon monster who is immune to all cards with no icon bonus.


Hero

50/81

Hero

5

No world

Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.


Krijeydif

51/81

Regent

9

Birthright

Can use any unarmed combat card. Only blood abilities and unarmed combat cards that have an icon bonus can be played against Krijeydif.


Regent

52/81

Regent

5

No world

Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.


Gib Suan

53/81

Regent

9

Birthright

Being a control freak, all players must ask Gib Suan permission to begin their turns (the turn cannot be prevented by this permission). If they don’t ask, this player may send any champion in that players pool to Limbo.



Gib Remuab, the Chase Hunter

54/81

Cleric

6

Greyhawk

Elf. Immune to harmful events. All chase cards and the Wealthy Oriental Vassal lose their special powers.


Lady Marie

55/81

Cleric

2

Forgotten Realms

Flyer. While in play, all players may have up to 3 avatars per pool, regardless of restrictions. If she leaves play, players must discard any extra avatars.


Cleric

56/81

Cleric

5

No world

Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.


Son of Tasselhoff

57/81

Thief

2

Dragonlance

Halfling (Kender). Magical items attached to this champion may not be discarded, even by this player. Tasslehoff Burrfoot must attach items from the discard pile to his son instead of himself, even if he is in another pool.


Thief

58/81

Thief

5

No world

Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.


Gib Sinned

59/81

Thief

8

Dragonlance

While this champion remains in play, Menzo, Caer Allison, and Ancient Kalidnay do not count as realms for the purpose of victory.


Pawnmaster

60/81

Thief

9

Birthright

Once per turn, this player may place a card from hand into the Abyss to negate the special power of a champion in play until the beginning of this player's next turn.




Dalamar

61/81

Wizard

6

Dragonlance

Elf. Wizard of the Black Robes. Gains 3 levels between the 7pm and 5am. When played, this player may go through his draw pile and retrieve and play Mordenkainen and/or Elminster.


Wizard

62/81

Wizard

5

No world

Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.


Zakhata, the False God

63/81

Monster

?

Ravenloft

Zakhata's base level is equal to the total levels of avatars in play. Avatars have no powers as long as Zakhata remains in play.


Mistress of Destruction

64/81

Psionicist

6

Dark Sun

If this champion razes a realm in phase 4, she may psionically raze an additional realm anywhere in play instead of drawing spoils.


Psionicist

65/81

Psionicist

5

No world

Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.


Realm

66/81

Realm

No world

Immune to the Rule of the Cosmos. Cannot be discarded from formation outside of phase 4.


Blode

67/81

Realm

Dragonlance

Cannot be attacked by swimmers. Defenders of Blode fight with such tenacity that opposing allies less than +3 can not be played. One defending ally (even if stolen) of this player's choice remains with this realm.


Tanith

68/81

Realm

Dragonlance

Cannot be attacked by earthwalkers. Tanith's defenders are immune to the special powers of heros and allies




The Mad Scientist's Secret Lab

69/81

Realm

AD&D

Golem champions may defend this realm twice before being discarded. When this realm first comes into play, this player may either search his deck for any golem card, show it to all players and put it into hand, or shuffle all golems from his discard pile back into his deck.


Elysium

70/81

Realm

12

AD&D

Can defend itself as a level 12 hero, which can use cleric spells and blood abilities. If this realm is attacked, the defeated champion goes to Limbo. If this realm is razed, it cannot be rebuilt, it goes to the Void and no other player can put Elysium in play again this game.


Gehena

71/81

Realm

13

AD&D

Can defend itself as a level 13 monster, which can use wizard spells and thief skills. If this realm is attacked, the defeated champion is sent to the Abyss. If this realm is razed, it cannot be rebuilt, it goes to the Void and no other player can put Gehenna in play again this game.


The Shackled City

72/81

Realm

7

AD&D

Can defend itself as a level 7 Hero. After a successful defense of this realm, one enemy ally, chosen by the defending player, remains with the realm. It is used in the next defense of this realm, and is discarded afterwards.


Castle Strahd

73/81

Realm

7

Ravenloft

Cannot be attacked by flyers or clerics. This realm strips any special movement requirements (swimmers, flyers, etc.) from any realm that this players Ravenloft champions or allies attack. Undead vampire bat allies help to defend this realm each round it is attacked.


Front Lines

74/81

Realm

AD&D

Front Lines must be placed as the lead realm, replacing the current lead realm whether razed or not. Can only be discarded during any phase 4. While this realm is in play this player may have a 2nd phase 4 if a spoils of victory is gained by razing a realm during the 1st phase 4.


Maerimydra, City of the Spider Queen

75/81

Realm

Forgotten Realms

Underdark. Can only be attacked by earthwalkers, Forgotten Realms champions, or Underdark champions. Champions defending this realm may use cleric spells.




The Frozen Forest

76/81

Realm

Forgotten Realms

A bitter cold emanates from this realm, stripping all champions in play of any protection granted by the special powers of realms.



The Wetwoods

77/81

Realm

Forgotten Realms

The swamps of the Wetwoods keep their dead. Defeated champions and allies go to the Abyss. Attached magical items and artifacts remain with the realm can be used, if legal, by the next defender and are discarded if the realm is razed or discarded.


The Black-Isle

78/81

Realm

Dark Sun

Cannot be attacked by flyers. The look-outs of the Black-Isle can see attackers from great distances, thus the defenders special powers always activate first.


Narchek

79/81

Realm

Dark Sun

Narchek is immune to offensive spells. Narchek may be razed to retarget any just played psionic power card to any legal target in play.


Civil War

80/81

Holding

AD&DThis holding may be attached to any realm in any player's formation. The attached realm loses all powers while this holding is attached. Defenders of the attached realm subtract 2 from their base level. Allies cannot be used in defense of this realm.


Mercenary's Guild

81/81

Holding

AD&D

May be attached to any realm. If any of this player's champions wins a round of combat while attacking, that player may reveal the top card of his/her draw pile. If it is a champion or ally, it may be taken into hand, otherwise it is placed at the bottom of the deck.


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