☰ Guardians CCG embleme Intro Cards Rules XP Combos Resources
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Finn, Swamp KingDuring the Draw and Organize Phase, draw 1 extra card for each Swamp you control.
Gaar, Influencer of the MassesFor 2 Power Stones, you can channel 5 pts. to a Creature which is not a Channeling Receiver.

CMP is the number of points any channeler (Guardian or Creature) can channel into combat. When it is modified it will affect the channeler itself. Gaar and Harkin have limitations for themselves in their text boxes which override their CMPs if the conditions are met. Channeling Flux and Gift of Isis can only increase Gaar's and Harkin's CMP up to the limited maximum 5 and 6 pts. (Of course, Gaar can channel up to the full CMP for Channelling receivers for 1 power stone.)

SB Snake #17 can increase the limited maximum 5 and 6 pts.

Harkin, Spreader of the WealthYou may not repeatedly channel to the same Creature in combat. (Max 6 pts. to any one Creature.)

CMP is the number of points any channeler (Guardian or Creature) can channel into combat. When it is modified it will affect the channeler itself. Gaar and Harkin have limitations for themselves in their text boxes which override their CMPs if the conditions are met. Channeling Flux and Gift of Isis can only increase Gaar's and Harkin's CMP up to the limited maximum 5 and 6 pts. (Of course, Gaar can channel up to the full CMP for Channelling receivers for 1 power stone.)

SB Snake #17 can increase the limited maximum 5 and 6 pts.

Rak Nam, Leader of the MightyThe strength of certaintity is absolute power.
Siin, Stealer of the PowerAfter an opponent channels, you may cancel it for 2 Power Stones. No further channeling is allowed this combat by either player.

If a player uses Siin's special power to stop the opponent from channeling after that opponent uses three power stones, only the third stone's worth of CMP is canceled.

Tes let, Leader with ForesightYou don't have to take your Up-card as your first draw. You can discard it and draw from the deck.
Thak, Steady HandSlipping down the slope can be fatal to the weak of heart.
Tookle, Leader of the ManyDraw one extra card during the Draw and Organize Phase if your Up-card was a small Creature.
Carreg Amroth L+5 Vitality to defending Creatures.
Carreg Amroth C+5 Vitality to defending Creatures.
Carreg Amroth R+5 Vitality to defending Creatures.
Khnumian L+3 Vitality to defending Creatures.
Khnumian C+3 Vitality to defending Creatures. No flying allowed to this space.

Only flying into the Center card of the Khnumian Stronghold is prohibited.

Khnumian R+3 Vitality to defending Creatures.
Sabu Amantek L+3 Vitality to defending Creatures. +2 to your ranged attacks.
Sabu Amantek C+4 Vitality to defending Creatures. +2 to your ranged attacks.
Sabu Amantek R+3 Vitality to defending Creatures. +2 to your ranged attacks.
Shield Angelic 08
Shield Angelic 09
Shield Angelic 10
Shield Angelic 11
Shield Angelic 12
Shield Chicken 07
Shield Chicken 08
Shield Chicken 10
Shield Chicken 11
Shield Chicken 12
Shield Chicken 14
Shield Dark 06
Shield Dark 07
Shield Dark 08
Shield Dark 10
Shield Dark 11
Shield Dark 12
Shield Dark 13
Shield Demonic 04
Shield Demonic 08
Shield Demonic 10
Shield Demonic 12
Shield Demonic 14
Shield Dragon 07
Shield Dragon 09
Shield Dragon 10
Shield Dragon 11
Shield Dragon 13
Shield Lightning 02
Shield Lightning 05
Shield Lightning 09
Shield Lightning 10
Shield Lightning 12
Shield Lightning 14
Shield Ox 07
Shield Ox 08
Shield Ox 09
Shield Ox 10
Shield Ox 11
Shield Ox 12
Shield Ox 13
Shield Skull 06
Shield Skull 07
Shield Skull 08
Shield Skull 09
Shield Skull 10
Shield Skull 11
Shield Skull 12
Shield Skull 13
Shield Skull 14
Shield Snakes 09
Shield Snakes 10
Shield Snakes 11
Standard Bearer Angelic 13Any Creature lost in combat from this Shield may be returned to your Storage Hand for one Power Stone if the Shield survives combat.
Standard Bearer Angelic 19All your Creatures are +3 Vitality vs. Flyers.
Standard Bearer Chicken 05When defending, add 3 strength to all your ranged attacks during combat.
Standard Bearer Chicken 12Dispel opponent's Command Card for one Power Stone.
Standard Bearer Dark 14When attacking with this Shield, add 3 to your Vitality total for control of the space.
Standard Bearer Dark 16No bribery vs. Creatures under this Shield.
Standard Bearer Demonic 04Opponent must declare the Size of his/her first Creature in combat.
Standard Bearer Demonic 19+2 Vitality to Creatures under this Shield when attacking
Standard Bearer Dragon 15All ranged attacks in combat (both sides) are -1 strength.
Standard Bearer Dragon 19For 1 Power Stone, you can change a Creature's border color in a match-up.

Bribery is not possible after changing a Bribery icon, because Bribery must be played before any other modifiers as a Creature is revealed. Moreover, bribery icon or border color can not be changed afterwards, in resolved attacks.

Bribery icon-changing SB Dem Bones #15 can also be used for Destruction and Immunity according to practice. The same is true for the SB Dragon #19 with changing border color (Death can destroy an External before AOE). (Reason: card text is followed before Game Rules). Remember, Healing is happening after combat and the Combat Modifier effects also end with combat. This way Cleric can't heal an External whose border color was changed in the combat (its opposite is WRONGLY claimed in Traveler's Guide, p140).

Standard Bearer Lightning 04Opponent must declare the Type (border color) of his/her first Creature in combat.
Standard Bearer Lightning 14+2 Vitality to Creatures under this Shield when defending
Standard Bearer Ox 05When defending, add 3 strength to all your ranged attacks during combat.
Standard Bearer Ox 19+3 Vitality to all your ranged attacks when attacking
Standard Bearer Skull 16+2 Vitality to your Creatures' off-color bonuses.
Standard Bearer Skull 21All channeling into combat (both sides) is -3 CMP.
Standard Bearer Snakes 06Creatures under this Shield win all pushes in match-ups.
Standard Bearer Snakes 17All channeling to your Creatures gain +2 CMP.

CMP is the number of points any channeler (Guardian or Creature) can channel into combat. When it is modified it will affect the channeler itself. Gaar and Harkin have limitations for themselves in their text boxes which override their CMPs if the conditions are met. Channeling Flux and Gift of Isis can only increase Gaar's and Harkin's CMP up to the limited maximum 5 and 6 pts. (Of course, Gaar can channel up to the full CMP for Channelling receivers for 1 power stone.)

SB Snake #17 can increase the limited maximum 5 and 6 pts.

Mountains
Rivers and Lakes
SpiresNo flying into, out of or over.
Swamp
The Dry Heaps
WoodsNo ranged attack.
Flame Cannon (R)During any combat in the two spaces in front of the cannon, the cannon may be fired instead of playing a Command Card. (C) 3 pt. AOE fireball costs 1 Power Stone. For each extra Stone, add 2 pts. to the AOE.

When dispelling a Flame Cannon, the owner only needs to spend 1 power stone. (Reason: the additional power stones are only used to increase the effect).

Large Idol (L)When determining control of the space after combat in either of the two spaces directly in front of the Idol, add 3 pts. to your Vitality total. Add an additional point of Vitality for each Power Stone spent.
Sacrificial Altar (L)Sacrifice any number of cards from your Storage Hand for an equal number of Power Stones at any time.
Teleport Tower (R)Place ANY one Creature in the Teleport Tower during the Draw and Organize Phase. This Creature may teleport to any turned Shield during one of your movement phases BEFORE you turn a Shield.
Babes
Beer
Gold
Amulet of FlyingAllows any Creature to fly. If the Creature is lost, the Amulet is lost.
Heels of SpeedPlay any Creature as a Command Creature. That Creature attacks your opponent's Command Creature before his/her command ability works. If your Creature is beaten or destroyed, you lose the Heels.

Heels of Speed is similar to Bagpipes of Fear. Playing it is mandatory if presents under a Shield and it is possible either to dispel the item as it is revealed, or to bribe the Creature that is played along with it or to dispel the command ability.


Lawyer can't be played with the Heels of Speed or Bagpipes of Fear.


If a Creature with AOE is played as a Command Creature with Heels of Speed or Bagpipes of Fear, its AOE takes effect.


Command Creature can be also returned by Shroud of Grahzue if it matches up another Creature by Heels of Speed.


If Captain Hannibal Hawks is played with a Heels and he is not the only one Creature under a Shield, his ability may only take effect after the first Primary Attacker Match-up.


Case1: Creature played by Heels attacks the opponent's Command Creature

  1. Reveal Heels. (Mandatory, if it is under a Shield).
  2. Option to dispel Heels as revealed (e.g. by Dispel Magic).
  3. Declare Command Card
  4. Play any Creature as a Command Creature to attack the opponent. (Mandatory, unless Heels was already dispelled in 2.).
  5. Option to play Bribery or Shroud of Grahzue (since it is a match-up between Command Creatures that works exactly the same as a Primary Attack Match-up).
  6. Check for other Combat Modifiers.
  7. Place winning Command Creature atop losing Command Creature. Command ability of the losing Creature is dispelled. If the Command Creature played by Heels is beaten or destroyed, the owner loses the Heels.
  8. Option to dispel possible command ability of the winning Creature (e.g. by Dispel Magic).

Case2: Creature played by Heels has no opponent.

1-4. [same]

  1. Option to play Bribery. (Playing Shroud of Grahzue is NOT possible.)
  2. Option to dispel possible command ability (e.g. by Dispel Magic).

FYI: if Spirit of the Hunt is played by Heels it ignores the opponent Command Creature, then combat ability can still apply after match-up.

FYI: "In play" ability of a Creature played by Heels applies during combat.

Anvil of HeavinessAll attacks versus Creatures defending a Stronghold are +7 Vitality. Effect lasts for one combat. Play before combat starts.

Playing an Anvil of Heaviness before shifting to a Stronghold card by Agent of Shadow is possible and it takes effect. The attacking opponent is forced to defend the Stronghold, and the defending player has actually attacks versus Creatures defending a Stronghold.


Playing more Anvil of Heaviness items also multiplies the bonuses.

Eye of Missile MayhemPlay after any primary attack has been resolved. All cards that you have played as ranged attacks in combat to this point return to your Combat Hand immediately.

It can't return Standard of the Elements to Combat Hand, because that's an Item and not a Creature. Combat Hand only consists of Creatures.


The ranged attacker Creature remains on the Ranged Attack Platform after it was used in a combat. This Creature cannot be returned by Eye of Missile Mayham. According to the Platform's card text, only the card's ranged attack is used in the combat, but not the card.

Hammer of DoomPlay at any time. Destroy a Terrain card of your choice.

A Shield can be also collected, if the destruction of a Shield is forced by the opponent (e.g. Snake Pit, Famine, Pestilence), unlike in the multiplayer variants where a special rule is stated (only Shields lost during the MC Phase count as Shield kills for victory purposes). If a player can't settle a Terrain in the TS Phase, the opponent can't collect the discarded Shield (even if he/she played a Hammer of Doom or Peace.) If a Shield on a Stronghold is destroyed by a Summon Dimensional Fire Well, that Shield cannot be collected by the opponent either.

Holy GrailPlay during the Draw and Organize Phase. All your Creatures beaten that turn return to your Storage Hand. One Power Stone must be spent to use the Grail.

After paying the power stone, the player can't decide to use the Grail afterwards. After it is played in the Movement and Combat Phase, all Creatures beaten that turn immediately return to the Creature Pen (there is no need to pay any power stone for the Creatures if a Warwick's Banishment is played).


Errata: Holy Grail states "if there is room", but room is neither described in the Rule Book nor in the Traveler's Guide. Perhaps "room" disagrees with the rule stating players may hold no more than seven cards in their Storage Hand only at the end of Draw and Organize Phase. "Room" makes no sense, as any number of bribed Creatures can also be held in the Creature Pen during the Movement and Combat Phase without any noted limitation. The controversial meaning of "room" would make Holy Grail totally unusable.


(FYI:A printing series of white dotted Basic edition exists where card texts are still from the Limited Edition. The Grail is one such example that was printed in the Traveler's Guide on p126.)

Monolith of PowerPlay at the beginning of a turn on any space, no channeling is allowed within one space of Monolith for entire turn.
Potion of Movement Essence+1 movement to any non-flying Shield that can move. This spell does not allow a Shield to move past a space that would normally stop it (an empty space, an enemy's shield, etc...) Play any time.

Playing more Potion of Movement Essence items also expands the possibilities of movement.

Rocks of Skull CrackingPlayable on any flying shield (while moving face-up). Destroy as many flying Creatures as desired, but lose one Power Stone for each Creature destroyed.

With Rocks of Skull Cracking and Famine, the owner of the Creatures decides which Creature should be discarded from/under Shield. (Reason: no conditions are set).

RoosterPlay at the beginning of a turn. Move first, even if you don't have the highest Up-card.

If two or more Roosters are played at once, they conflict and are all dispelled.

Control DestinyLook at top six face-down cards from your deck. Place them back in any order you wish. Place cards you don't want at the bottom of your deck. Play immediately after you pull your Up-card.
Detect Life ForcePlay on an opponent's space. Opponent must tell you the total Vitality on the space. Play at any time.

When using Detect Life Force, Spirit Guide or Obelisk of Bablos, the black base Vitality must be taken into account. It is both the Up-Card Number and the Base Vitality.

There are exceptions, if these cards reveal any number of Rotten Guys or a Vestibule of Kabod that allows a player to exceed the 30 Vitality limit which the player must declare so and does not need to discard down to 30 Vitality points.

Dispel MagicNegates any Spell, Item, or Command Card effect (but not channeling).

When a Dispel Magic is played against a Command Card, the targeted Command Creature loses its Command ability for that combat, but remains face-up on the table besides the combat. The Creature can be attacked by secondary attackers.

Energy EaterPlay when your opponent's Guardian channels. Opponent must SUBTRACT the value of the channeling instead of adding it to his target Creature.

It only reduces by the amount of the last power stone's worth of CMP channeled.

Eye of Long SpyingView opponent's Storage Hand. Play at any time.
Force BarrierPlay on any space after turning your Up-card, but before moving your Shields. No movement into, out of or over the space until next turn. Costs one Power Stone. Only one Force Barrier per player may be in effect at a time.

Reinforcement and Retreat are also considered as Movements which Force Barrier doesn't allow either. Passing with a Shield affected by Force Barrier is allowed.

Helm of the BrotherHoodLook at top five face down cards from opponent's deck. Place them back in any order you wish. Any of these cards may be placed on the bottom of the deck. Play immediately after Up-cards have been pulled.
Ice StormPlay instead of a Command Card. All flyers are hit by a 7 pt. AOE attack. Spell affects flyers on BOTH sides.
Magic FeedbackDestroy any Creature who has just sent channeling (except Guardians). Channeling is canceled.
Make JuiceAdd one Power Stone. Play any time.
Pepe's Slow DownPlay before opponent moves any Shields at the beginning of a turn. All your opponent's Shields can only move 1 space this turn.
Power LunchWhen played during combat, any one Creature may receive channeling for one match-up.

When playing a Pulse Wave with a Power Lunch, the Creature which Lunch was played for gets +2 Vitality (immediately).

St. Ballantine's EvocationWhen played on your Knight currently in a match-up, both the Knight and its opponent are destroyed.

If you change the class of the Golden Fleecer to Knight by playing a Warwick's Conversion, and you play a St. Ballantine's Evocation after that, the Ballantine can't take effect, because its condition that your Knight is also destroyed can not be met.

In the same way, neither a Hal, a Toasis Dragon nor an Etherwave Magna Lock has effect on the opponent Creature if they were played beside a Fleecer.

Summon Gravity WellPlay when opponent is flying a Shield. This spell stops the Shield from moving at all (still remains turned). Also, the targeted player may not fly any other Shields this turn.
Summons GatePlay during your Movement Phase before your turn your Shield. You can move any Demons and Devils from your Creature Pen to any one of your turned Shields.
Vitales Dark Cloud4 pt. AOE attack. Play instead of a Command Card.
Angel+5 Vitality vs. Demons and Devils.
Archangel Magnus+9 Vitality vs. Demons and Devils.
Archangel Odessa+7 Vitality vs. Demons and Devils. Can only channel to Angels and Clerics.
Cherub+6 Vitality vs Demons and Devils. Immune to large Creatures.
TrumpeterOpponent must show you all Demons and Devils in their Combat Hand. Opponent must play these in match-ups before any others.
Baleful EyeFor the duration of combat, your opponent must declare the Size of Creatures in match-ups before you pick your Creatures.
BealzebubImmune to fire.
Demon Horde of KabodCan heal one Demon Horde of Kabod regardless of who controls the space.
Doomwing6 pt. ranged attack.
Gorgal SkagFrom the fetid cracks of the world's end come the minions of evil incarnate.
Lorg MoleNo channeling vs. Lorg Mole. Immune to fire.
YandraxAll Demons and Devils are +2 Vitality (both sides).
Baal-a-GogImmune to fire.
Devil DogImmune to fire. +3 Vitality when used as secondary attacker.
Devil HedgehogImmune to fire.
Dreaded Doom DogImmune to fire.
LawyerMust play as first melee Creature. If it survives, Lawyer counts as 21 Vitality for control of the space. Only one Lawyer per space per player.

Lawyer can't be played with the Heels of Speed or Bagpipes of Fear.

Old NickCan only channel to Demons and Devils. Can only accept channeling from your Guardian.
SuccubusImmune to fire; +7 Vitality vs. any Creature who can be bribed by Babes.
Darkness ElementalOpponent must reveal his/her Combat Hand. You may choose to retreat before melee, but discard the Darkness Elemental to do so.
Earth Elemental+2 Vitality in the Dry Heaps
Fire Elemental4 pt. AOE fireball, has fire based attack.+2 in the Woods.
Greater Air Elemental+6 Vitality vs. Creatures with the ability to fly.
Greater Energy ElementalThe Energy Elemental can accept unlimited channeling, but only from your Guardian. Only one per space per player.

When 40,000 Useless Warhammers is played, creatures with 0 Base Vitality cannot receive channeling, with the exceptions of Greater Energy Elemental, Bone Shambler, and Wraith

Ice Elemental+4 Vitality in the Mountains
Light ElementalDestroys Darkness Elemental.
Magma Elemental4 pt. ranged attack
Mud Elemental+4 Vitality in the Swamp
Vapor ElementalWhen played in a match-up, opponent must discard Items travelling as Creatures on the space
Iron Lord3 pt. AOE fear attack. When played, +3 pts. to the AOE attack for each different type of Elemental Lord in play.

When Bagpipes played with an Iron Lord or Rock Lord or with any non-command Creature that has AOE, the AOEs are not added up, but it causes two different AOEs.

Rock Lord3 pt. AOE fear attack. When played, +3 pts. to the AOE attack for each different type of Elemental Lord in play.

When Bagpipes played with an Iron Lord or Rock Lord or with any non-command Creature that has AOE, the AOEs are not added up, but it causes two different AOEs.

Sand Lord+6 Vitality in the Dry Heaps; -6 Vitality in Woods.
Annihilator Cloud3 pt. ranged attack.
Corruption StreamBeats opponent if the Corruption Stream is a secondary attacker.
DjinnRanged attack - forces a push, no further modification allowed by either side.

Orella's ability and Summon Entropy Storm effect is before Djinn's time and Djinn can't be played. (Storm can only be played before Djinn.)

Phantom Stalker, Slippery Slime and Soggybottom Gertz are also considered as modification and can't be played either in a match-up occured with Djinn, Orella or Storm.

Energy LeechDispels opponents Command Card. If played in a match-up, no channeling allowed after the Leech is played by either player.

Energy Leech non-command ability applies to the entire combat once played in a match-up.

The non-command ability applies too if beaten in a Command Creature match-up (e.g. by Heels of Speed or Kazarian Squawker)

Energy ToadNo channeling vs. Energy Toad. +2 Vitality in Swamps. 2 pt. ranged attack.
Fire WalkerImmune to fire. Has a fire-based attack.
Mist VeilerNo secondary attacks vs. Mist Veiler. +1 Vitality in Swamps.
Primordial Goo+3 Vitality in Swamps.
Roving Force InfernoNo secondary attacks vs. the Roving Force Inferno.
Tangle WebCreatures who beat the Tangle Web are destroyed if they don't get to stay in the space. +4 Vitality in Spires.

Tangle Web and Slimwit Man do not affect Guardians. (Reason: attacking the Guardian is NOT fighting for control of a space.)

Water Spout+3 Vitality in Rivers and Lakes.
DeathDestroys any Mortals. Attack is fear based.
Earth MotherWhen on a space with no Terrain card, no Creature need be lost if you show your opponent Earth Mother during Terrain Settlement Phase.
Ice SpiritImmune to Undead. +1 Vitality in Mountains
Moon SpiritNo channeling vs. Moon Spirits. Immune to fear.
Rain Spirit2 pt. ranged attack
Rock SpiritAll your Creatures are +5 Vitality vs. Creatures defending in Strongholds.
Sleeping SpiritIf the Sleeping Spirit wins a match-up, opponent is destroyed.

In the case of Sleeping Spirit and Humungus Fungus, the "wins" condition must first apply, only then will the destruction take effect. (Phantom Stalker, Slippery Slime or Soggybottom Gertz can switch, but the creature switched is destroyed.)

Smoke SpiritOnce played, no ranged attacks allowed by either player.

Smoke Spirit's ability applies to the entire combat.

Snow Daughters+3 Vitality in Mountains.
Spirit of the Forge5 pt. ranged attack.
Spirit of the HuntIf you choose, this Creature may ignore its first match-up opponent and randomly pick a new one from your opponent's Combat Hand. Only one per space per player.

If this Creature ignores its first match-up opponent, that ignored Creature becomes an Unchallenged Card in melee.


The Spirit of the Hunt ability does not start a new match-up and bribing is not allowed after ignoring an opponent.


Minataur's ability affects Ranged Attackers played against it, unlike a Creature that was its Primary Attack Match-up opponents, but then returned to the Combat Hand (e.g. any Creature switched by Phantom Stalker, Slippery Slime or Soggybottom Gertz does count when Determining Control of the Space). The same case happens when Minataur is ignored by Spirit of the Hunt which does also count when Determining Control of the Space.


In the case of two Spirit of the Hunts in a match-up, both players "may ignore", but the attacker has the option to act first. (If a Spirit of the Hunt picks another Spirit of the Hunt, the picked one may ignore its opponent Spirit of the Hunt too.)

Stinking SpiritAny Creatures with a Base Vitality less than 5 can't fight and don't count towards control of space (both sides). They can be attacked by secondary attackers.
Sun SpiritImmune to fire, has a fire-based attack.
Thunder Hawk13 pt. ranged attack. When used as a ranged attack, Thunder Hawk is beaten as well.

Thunder Hawk is beaten when used on the Ranged Attack Platform.

Warrior SpiritThe cunnin beast is awakened. Pretenders and false prophets stand wary, your time is nigh.
Whispering Spirits+2 Vitality in Swamp.
Wind Spirit+4 Vitality vs. Creatures with the ability to fly.
Wood Spirit+4 Vitality in Woods.
Amber WellIf Amber Well is beaten as a primary attacker, your secondary attacks vs its match-up opponent get an extra +4 Vitality.
Energy WellCan only channel to Elementals.
Bantam Drake+7 Vitality vs Creatures with the ability to fly.
Dragon Wing Lord5 pt. AOE fire breath. May only accept channeling from Guardian.
Lake Serpent4 pt. AOE fire breath. +3 Vitality in Rivers and Lakes
Blackthwaite JumperImmune to AOE attacks. +1 Vitality in Woods.
Crook End SnootIf beaten by Externals or Elementals, Snoot is destroyed.
Crook End SnooterIf beaten by Externals or Elementals, Snooter is destroyed.
Goldthwaite Jumper+1 Vitality when used as a secondary attacker.
Hair-de-hobbins+3 Vitalty in Woods.
Iron Crag BagglerDispel opponent's Command Card. +1 Vitality in Woods.
Iron Crag BogglerWhen played in a match-up, opponent must discard any items travelling as Creatures on the space.
Iron Crag BugglerOpponent can't use any ranged attacks in this combat. +1 Vitality in Woods.
King of Mystfall+3 Vitality to all your Fairies played while the King is in play. +2 Vitality in Woods. Only one King per space per player.
Will'o the Wisp4 pt. ranged attack.
Winterseed's MaidenCan channel to Fairies only - even to Fairies that normally cannot accept channeling.
Winterseed's MistressCan channel to Fairies only - even to Fairies that normally cannot accept channeling.
Humungus FungusIf Fungus wins a match-up, its opponent is destroyed. +2 Vitality in the Dry Heaps.

In the case of Sleeping Spirit and Humungus Fungus, the "wins" condition must first apply, only then will the destruction take effect. (Phantom Stalker, Slippery Slime or Soggybottom Gertz can switch, but the creature switched is destroyed.)

Tiny Flying Fungus2 pt. ranged attack.
Bold MoldIf Bold Mold beats opponent by more than the Vitality of his/her Command Card, your opponent's Command Card is destroyed.

Bold Mold ability also works during Secondary attacks.

Old MoldImmune to fire and ranged attacks. +1 Vitality in Swamps.

When a ranged attack is played against Old Mold or Crackhatch, at Large, the ranged attacker Creature should be turned around to show no damage was inflicted.

Water Nymph+3 in Vitality in Rivers and Lakes.
Wild Nymph+1 Vitality in the Woods.
Wood Nymph+3 Vitality in Woods.
Female PixieImmune to Externals.
Male Pixie2 pt. ranged attack that only works on Mortals.
Rock Rat3 Pt. ranged attack that can only be used vs. non-flyers.
Rot Rat+1 Vitality vs. all Creatures affected by fear.
Grand Phooba SchneeThe Phooba Schnee whips Creatures into a frenzy. Your first match-up Creature is +1 Vitality, your second +2, etc…
SchneebleIf Schneeble loses a match-up, it is destroyed.
Female TitanWhile face-up, the Titan can change size at will, even when it's the Up-card. -2 Vitality when M sized, -4 Vitality when S sized.
Male TitanWhile face-up, the Titan can change size at will, even when it's the Up-card. -2 Vitality when M sized, -4 Vitality when S sized.
Arms of the EarthRandomly pick a card from your opponent's Combat Hand. That card and Arms of the Earth can't attack or count toward victory. Secondary attackers can attack either Creature freely.

The Guardian is part of the Combat Hand when attacked. Arms of the Earth, Knife of Shadow, Medallion of Skyphos and Total Chaos all can affect the Guardian, (unless otherwise noted on the card, e.g. Obelisk of Bablos).

Black UnicornThe Black Unicorn can only accept channeling from Guardians and Eternal Witch Lords.
Bone ShamblerCan accept up to 6 pts. of channeling.

When 40,000 Useless Warhammers is played, creatures with 0 Base Vitality cannot receive channeling, with the exceptions of Greater Energy Elemental, Bone Shambler, and Wraith

Embryonic WitchWin all pushes in match-ups.
Eternal Witch LordCan only channel to Undead. Can heal one Undead Creature for every Creature your opponent lost in combat.
Grim Skull3 pt. ranged attack. Can receive up to 3 pts. of channeling when used as a ranged attack.
Phantom StalkerWhen in your Combat Hand, the Stalker can switch places with any of your Undead Creatures currently in a match-up before the next match-up starts. First Creature returns to your Combat Hand.

Phantom Stalker, Slippery Slime and Soggybottom Gertz are considered as modification and can't be played in a match-up occured with Djinn, Orella or Summon Entropy Storm.


In the case of Sleeping Spirit and Humungus Fungus, the "wins" condition must first apply, only then will the destruction take effect. Slippery Slime, Phantom Stalker or Soggybottom Gertz can switch, but the creature switched is destroyed.


Minataur's ability affects Ranged Attackers played against it, unlike a Creature that was its Primary Attack Match-up opponents, but then returned to the Combat Hand (e.g. any Creature switched by Phantom Stalker, Slippery Slime or Soggybottom Gertz does count when Determining Control of the Space). The same case happens when Minataur is ignored by Spirit of the Hunt which does also count when Determining Control of the Space.

Rogue SpectreThe Specter uses the off-color bonus of your previous match-up card (only applies vs. Mortals). The Specter also receives your previous card's terrain bonus. One per Shield per player.
Shadow of AshesShadow of Ashes has a fire-based attack.
Skeletal MinionIf lost in combat, you can return the Skeletal Minion to your Storage Hand for one Power Stone.
VampireIf Vampire beats an oppoent who has accepted channeling in this combat, your opponent loses 2 Power Stones.
Vampire LordIf Vampire Lord beats an opponent who has accepted channeling in this combat, opponent loses 2 Power Stones. All your Vampires are +3 Vitality when Vampire Lord is in play.

Vampire Lord also adds Vitality bonus to Buzz, Vampire Mosquito.

Wailing Specter4 pt. AOE fear attack.
WraithCan accept up to 16 pts. of channeling. +5 Vitality Vs. Creatures defending in Strongholds.

When 40,000 Useless Warhammers is played, creatures with 0 Base Vitality cannot receive channeling, with the exceptions of Greater Energy Elemental, Bone Shambler, and Wraith

ZombieThe arcane mutterings of the twisted, spawn the animated filth that walk the hidden ways.
White UnicornDestroys Undead, Demons, Devils and Black Unicorns.
Rik'SookYou can channel to any Creature in match-up.
Black Lung+4 Vitality in Rivers and Lakes
Burrowing Barg+7 Vitality vs. Creatures defending in Strongholds.
Cyclops+1 Vitality in Mountains
Crystal FlashImmune to large Creatures.
Giant Penguin+2 Vitality in Rivers and Lakes
GroupieImmune to Mortals. Idle chatter puts them to sleep.
Kikijub+9 Vitality in Mountains.
LeprechaunIf beaten by a large Creature, Leprechaun is returned to your Storage Hand at the end of Combat.
MinataurBoth the Minataur and its match-up opponents don't count towards control of the space. +1 in the Dry Heaps.

Minataur's ability affects Ranged Attackers played against it, unlike a Creature that was its Primary Attack Match-up opponents, but then returned to the Combat Hand (e.g. any Creature switched by Phantom Stalker, Slippery Slime or Soggybottom Gertz does count when Determining Control of the Space). The same case happens when Minataur is ignored by Spirit of the Hunt which does also count when Determining Control of the Space.

Slippery SlimeWhen in the Combat Hand, the Slime can switch places with a Creature of yours that just lost a match-up. Creature that lost returns to your Combat Hand.

Phantom Stalker, Slippery Slime and Soggybottom Gertz are considered as modification and can't be played in a match-up occured with Djinn, Orella or Summon Entropy Storm.


In the case of Sleeping Spirit and Humungus Fungus, the "wins" condition must first apply, only then will the destruction take effect. Slippery Slime, Phantom Stalker or Soggybottom Gertz can switch, but the creature switched is destroyed.


Minataur's ability affects Ranged Attackers played against it, unlike a Creature that was its Primary Attack Match-up opponents, but then returned to the Combat Hand (e.g. any Creature switched by Phantom Stalker, Slippery Slime or Soggybottom Gertz does count when Determining Control of the Space). The same case happens when Minataur is ignored by Spirit of the Hunt which does also count when Determining Control of the Space.

SphinxAfter both sides have picked (but not shown) match-up cards, opponent must guess the Type of card you have (border color). If he/she is wrong, your Creature gets +3 Vitality.
Valkyrie SpiritCan channel to Knights only - even to Knights that normally cannot accept channeling.
Babe HoundEach of your Creatures fighting an opponent who can be bribed by Babes receives +4 Vitality.
Bruce the GooseIn the first match-up, play your Creature before your opponent. Opponent must play the highest Base Vitality Creature that yours can beat. Both sides may then try to modify combat through ranged attacks, channeling, etc...

If a player uses Bruce and its opponent can't play a Creature that meets the criteria, she may choose freely.

Major Party AnimalAll creatures that can be bribed by beer can't fight and don't count towards control of the space (both sides). They can be attacked by secondary attackers.
Party AnimalImmune to any Creature that can be bribed.
Pig DogIf you bribe with Babes while Pig Dog is in play, return Babes to your Storage Hand.
Pink FlamingosEvery Creature in the game is immune to Pink Flamingos.
CowAll Creatures in your opponents Combat Hand with a base vitality of 3 or less can't attack and don't count towards victory, but they can be attacked by secondary attackers.
Floyd the Flying PigAll of your creatures are +2 Vitality. When played as a Command Card, Floyd is destroyed at the end of Combat.
HorseYour first Knight played receives +6 Vitality.
MuleCounts as 4 Vitality for control of space.
Big Groaning Cankerd+3 Vitality vs. Creatures effected by fear.
Bulbous ClamjackWhen in the Swamps, if your match-up opponent beats you by less than 5 Vitality, the match-up is a push.
Drooling ClamjackIf Drooling Clamjack is beaten as a primary attacker, your secondary attacks vs. its match-up opponent get an extra +2 Vitality.
Speckled Clamjack+3 Vitality in Swamps.
Greedy FiendNo bribery by Gold allowed once the Greedy Fiend is in play unless Greedy Fiend is bribed first.
Idiot Fiend8 pt. fear AOE attack that only affects Fairies. +4 Vitality vs. Fairies.

Bungee Bony Ridged does not apply to the Idiot Fiend, only the Idiot.

Mad FiendNo bribery by Beer allowed once the Mad Fiend is in play unless the Mad Fiend is bribed first.
Ugly Wart FiendNo bribery by Babes allowed once Ugly Wart Fiend is in play unless the Ugly Wart Fiend is bribed first.
Cave GiantWhen attacking a Stronghold, the Cave Giant's match-up opponent loses its Stronghold bonus.
Desert Giant+4 Vitality in the Dry Heaps. Immune to fire.
Elder Cave GiantWhen attacking a Stronghold, the Cave Giant's match-up opponent loses its Stronghold bonus.
Huge Rock Giant6 pt. ranged attack. +2 Vitality in Mountains
Rock Giant4 pt. ranged attack. +2 Vitality in Mountains
Gn'Obby GnomesThe fountain of wisdom flows freely. Any that sample it may get more than their cup can hold.
Gn'Olegable GnomesAll your small Creatures receive +2 Vitality.
Gn'Omish Gnomes+3 Vitality in Woods.
Brap Back GoblinsIf opponent in match-up was a large creature, then the large Creature's Vitality doesn't count towards control of the space.
Brown Backs+4 Vitality vs. large Creatures.
Bungee Bony RidgedWhen played, opponent must discard all unplayed Goblins and Idiots in his/her Combat Hand.

Bungee does not apply to the Idiot Fiend, only the Idiot.

Haba Naba DabaInfernal racket confuses opponent. Opponent in match-up loses any AOE atack.
Haba Naba KabaWhen in play, Infernal Racket stops opponent from using any ranged attacks for duration of combat.
Snibs Bony RidgedCan channel to Goblins only - even to Goblins that normally cannot accept channeling.
Archer3 pt. ranged attack.
AxemanThe roar of a heartbeat deafens the soul to the chaos that reigns in the mind. The Warriors Credo - St. Ballantine.
CaptainImmune to fear.
CorporalImmune to fear.
Lancer+10 Vitality vs. Large Creatures; -7 Vitality vs. small Creatures.
Marshal+2 Vitality to all your Knights played while the Marshal is in play. Immune to fear.
Paladin+4 Vitality to all your Knights played while Paladin is in play. All Mortals played after Paladin are immune to fear.
SwordsmanThe deceptions of steel are short-lived and the finality of truth is mutable. Only honor is the rock of certainty.
IdiotDum Dee Dum, Dum Dee Dum, Dum Dee Dum, aahhh…

Bungee Bony Ridged does not apply to the Idiot Fiend, only the Idiot.

MerchantDestroys any Creature which can be bribed by Gold.
Reverend Smilin' JackIf on a "face down" Terrain card that was once your Creature, you may use it in combat. After combat, any unbeaten Creature from your Shield may be used as Terrain.

If R.S. Jack himself remains unbeaten after combat, he can be used as Terrain. (Reason: no conditions are set against it.)

Super ModelDestroys any Creature can be bribed by Babes.
Vampire Hunters+10 Vitality vs. Undead.
Ancient OgreNo channeling vs. Ogre. Opponent can't channel to any Creature in combat if Ancient Ogre is in play and unbeaten.
Great Fanged OgreNo Channeling vs. Great Fanged. All your Ogres are +3 Vitality for each Great Fanged in play.
Ice OgreNo channeling vs. Ogre. +2 Vitality in Mountains.
Polar Ice OgreNo channeling vs. Polar Ice Ogre. +2 Vitality on Mountains.
Captain Red Nose+4 Vitality to all your Pirates when Captain Red Nose is in play. Only one Pirate Captain per space per player.
Gunner4 pt. ranged attack
Jibber+1 Vitality in Rivers and Lakes.
Master Gunner5 pt. ranged attack.
Pauly, Official ParrotLook at any one card in your opponent's Combat Hand. If ANY of your Pirates survive, Pauly is returned to your Shield. One per space per player.
Yard Rat+1 Vitality in Rivers and Lakes
Agent of ShadowMay only be played as a Command Card when defending. When played, combat is shifted to the space that your opponent came from.

Shieldless Creatures must be discarded under certain circumstances. This situation is when a player moves with a shieldless Agent of Shadow from one of his/her own Stronghold cards to one of the Disputed land spaces and any shieldless Creature remains. In this case, all shieldless Creatures must be discarded after the combat if either they remained on the space or if they were forced to retreat and if they could not do that back to a Stronghold card.


Agent of Shadow can shift to the Jungle terrain because the command effect takes place sooner on the original Terrain.


Playing an Anvil of Heaviness before shifting to a Stronghold card by Agent of Shadow is possible and it takes effect. The attacking opponent is forced to defend the Stronghold, and the defending player has actually attacks versus Creatures defending a Stronghold.


If Agent of Shadow is played and the combat moves into an opponent's Stronghold space, the owner of the Stronghold is the one who receives any Stronghold bonuses. The owner of a Stronghold is always considered to be "defending" his Stronghold. A player can never receive a bonus from an opponent's Stronghold.

Shadow SpyRandomly pick the order that your opponent plays his cards in combat. Your opponent can use ranged attacks and secondary attackers as normal.
Shadow WarriorShadow Warrior may attack with +2 Vitality opponent's Up-Card provided it is a Creature. Opponent draws one less card next turn if Up-card is beaten.

Match-up between a Shadow Warrior and an up-card is considered as a Primary attack match-up, but it is NOT that (loser is beaten). The up-card can't, but the Shadow Warrior can be attacked with Secondary Attackers. (The Secondary Attacker doesn't get the Base Vitality of the up-card.)

Grilbus+2 Vitality in the Dry Heaps.
Gringe CommanderAll your Slag Beasts are +3 Vitality; this ability can't be dispelled. Only one Gringe Commander per space per player.

When Gringe Commander or Pharaoh Djoser is played as a Command Creature and is beaten during a match-up between Command Creatures (e.g. by Heels of Speed, by Kazarian Squawker), its command ability is dispelled.

Na'BoobImmune to small Creatures. +2 Vitality in the Dry Heaps.
Ploogak the ConquerorIf Ploogak is alive after combat, add +2 Vitality to each living Slag Beast for control of the space. Only one per space per player.

Ploogak also gets +2 for himself (if alive) and for each opponent living Slag Beast too. (Reason: no conditions are set against them. Since this ability is not an In Play ability, the q17 in FAQ [p52] is not relevant here.)

Slag BunnyImmune to Creatures that can be bribed by Babes. Can heal one Slag Beast. Only one Slag Bunny per space per player.
Sloarch+7 Vitalty in the Dry Heaps.
Snogwart+3 Vitality in the Dry Heaps.
Thackle+4 Vitality in the Dry Heaps.
Pesky Varmit+3 Vitality vs. medium-sized Creatures.
Varmit Archer1 pt. ranged attack
ClericCan heal one Mortal.
Grand AvatarCan only accept channeling from the Guardian.
SeerFor the duration of combat, your opponent must declare the Size of Creatures in match-ups before you pick your Creatures.
Sorcerer4 pt. AOE fireball.
VisionaryFor the duration of combat, your opponent must declare the Type (border color) of Creatures in match-ups before you pick your Creatures.
Watcher+4 Vitality in Rivers and Lakes.
Grahzue, Lover of ViceEvery time your opponent plays a Bribery card against one of your Creatures you gain 1 Power Stone.
P'Tal, Keeper of the BalanceFor 2 Power Stones, you may ignore your draw number for the turn and draw as many cards as an opponent of your choice.
Freebooter's L+4 Vitality to defending Creatures. Counts as Rivers & Lakes.
Freebooter's C+6 Vitality to defending Creatures.
Freebooter's R+4 Vitality to defending Creatures. Counts as Rivers & Lakes.
Shield Goblin 04
Shield Goblin 08
Shield Goblin 12
Shield Goblin 16
Standard Bearer Goblin 11-3 Vitality to all opposing Creatures' Terrain bonuses. No Terrain bonus may be reduced below zero.
Standard Bearer Goblin 16+1 Vitality to all Creatures' Terrain bonuses.
Shield/Terrain AngelicUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain ChickenUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain DarkUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain DemonicUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain DragonUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain GoblinUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain LightningUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain OxUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain SkullUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Shield/Terrain SnakesUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Pirate Log Platform (R)Opponent's Shield takes a 7 pt. AOE attack when attacking or entering this space.
Ranged Attack Platform (R)Place one ranged attack Creature face-down on the Platform during the Draw and Organize Phase. You may use that card's ranged attack in any one combat occuring on the two spaces in front of the platform.

The ranged attacker Creature remains on the Ranged Attack Platform after it was used in a combat. This Creature cannot be returned by Eye of Missile Mayham or healed if it was Thunder Hawk. According to the Platform's card text, only the card's ranged attack is used in the combat, but not the card. Thunder Hawk is beaten when used on Platform.

Spikey Crenellations (L)Crenalations stop flying to ALL of your Stronghold cards. Flying is still allowed FROM the Stronghold spaces.
Petrified HeartAllows one of your Creatures to use its Base Vitality for space limitation instead of its red Shield penalty number.
The Black EyeAllows all Pirates on this space to fly.
Champs, the Wonder DogReturn any Item from your discard pile to your Storage Hand for 1 Power Stone. Champs is not discarded, but returns to your Storage Hand as well. Play during the Draw and Organize Phase.

Champs the Wonder Dog is not returned to Hand when dispelled.


Since Champs returns itself, it was restricted to one per deck in the US and to once per turn in HU.

Oppressed SlavesPlay after you kill a Shield in combat. Collect two Power Stones. You may only play one Oppressed Slaves card per Movement and Combat Phase.
The Great BalderoonPlay when using a Pirate's ranged attack. The ranged attack works as normal, AND there is an immediate AOE attack of the same strength. Costs 1 Power Stone to play.
Arcane InfusionDiscard a Creature beneath one of your turned Shields not on an empty disputed land space. Unturn that Shield.
Argammond's VisionPlay immediately after Up-cards have been revealed. One opponent of your choice must discard his/her Up-card and reveal another.
Assassin of ShadowPlay during Draw and Organize Phase. Look at any one opponent's draw deck for one minute and discard any one Creature from it. Reshuffle the deck.
Channeling FluxPlay during the Draw and Organize Phase. Your Guardian's CMP is raised to 20 for this turn.

CMP is the number of points any channeler (Guardian or Creature) can channel into combat. When it is modified it will affect the channeler itself. Gaar and Harkin have limitations for themselves in their text boxes which override their CMPs if the conditions are met. Channeling Flux and Gift of Isis can only increase Gaar's and Harkin's CMP up to the limited maximum 5 and 6 pts. (Of course, Gaar can channel up to the full CMP for Channelling receivers for 1 power stone.)

SB Snake #17 can increase the limited maximum 5 and 6 pts.

CrashWhen you are the active player, you may pass once without turning a Shield.
Curse of the BetrayedPlay during Draw and Organize Phase. Choose an opponent, then select any Spell or non-Creature Magic Item. That opponent may not play the card you selected this turn. This Spell can NOT be dispelled.

In card texts, the terms Turn and Phase are used to determine for an effect when it can be played or how long it lasts. In some cases, these terms are used inconsistently. A Turn is the duration of the three Phases (e.g. Curse of the Betrayed, Limited Big Time Rebate, Spectre's Ward), but sometimes and wrongly, the meaning of Phase is attributed to the Turn (e.g. Monolith of Power, Pepe's Slow Down or Rooster).

Cuthbert the ResurrectorPlay during the Draw and Organize Phase. Pick any Creature from your discard pile as one of your draw cards. You must show your opponent the Creature you pick.
Essence of BabeitudePlay as a Command Card. Opponent must show you all cards in his/her combat hand which can be bribed by Babes. Choose one and consider that card to be bribed.
FaminePlace Famine on any Shield on a disputed land space during the Draw and Organize Phase. That Shield loses one Creature every Terrain Phase until Famine is discarded. Discard Famine when the Shield enters one of its owner's Stronghold cards.

High Priest of Sethos, Slim Jab, Morb's Revenge affect not only the Storage Depot, but also the previously played double orange bordered cards whose effect is persistent (they can be dispelled anytime, e.g. Famine, Warwick's Banishment). The exception is the Voodoo Hats that can only be removed by spending 2 power stones. (Remember, Accessory cards have single orange border.)


With Rocks of Skull Cracking and Famine, the owner of the Creatures decides which Creature should be discarded from/under Shield. (Reason: no conditions are set.)


A Shield can be also collected, if the destruction of a Shield is forced by the opponent (e.g. Snake Pit, Famine, Pestilence), unlike in the multiplayer variants where a special rule is stated (only Shields lost during the MC Phase count as Shield kills for victory purposes). If a player can't settle a Terrain in the TS Phase, the opponent can't collect the discarded Shield (even if he/she played a Hammer of Doom or Peace.) If a Shield on a Stronghold is destroyed by a Summon Dimensional Fire Well, that Shield cannot be collected by the opponent either.

Heisenburg's MissilesPlay when an opponent uses a ranged attack. The ranged attck acts as if you played it.
Howl of the DeadPlay as a Command Card. All of your Undead lost in this combat are returned to your Creature Pen.
Kasmir's BlitzPlay in combat after casualties have been removed, but before ownership of the space is finalized. All remaining Creatures must fight another full round of combat.
Ongo, Air Traffic ControllerPlay during Movement and Combat Phase. This turn, you may fly two Shields which have the ability to fly.
PeacePlay immediately after Up-Cards are revealed. Go directly to the Terrain Settlement Phase. Costs 1 Power Stone to play.

A Shield can be also collected, if the destruction of a Shield is forced by the opponent (e.g. Snake Pit, Famine, Pestilence), unlike in the multiplayer variants where a special rule is stated (only Shields lost during the MC Phase count as Shield kills for victory purposes). If a player can't settle a Terrain in the TS Phase, the opponent can't collect the discarded Shield (even if he/she played a Hammer of Doom or Peace.) If a Shield on a Stronghold is destroyed by a Summon Dimensional Fire Well, that Shield cannot be collected by the opponent either.

PestilencePlay during Terrain Settlement Phase. All Players must discard one Creature from each of their Shields in the disputed lands. Costs 1 Power Stone per opponent to play. Only one Pestilence may be played per player, per turn.

A Shield can be also collected, if the destruction of a Shield is forced by the opponent (e.g. Snake Pit, Famine, Pestilence), unlike in the multiplayer variants where a special rule is stated (only Shields lost during the MC Phase count as Shield kills for victory purposes). If a player can't settle a Terrain in the TS Phase, the opponent can't collect the discarded Shield (even if he/she played a Hammer of Doom or Peace.) If a Shield on a Stronghold is destroyed by a Summon Dimensional Fire Well, that Shield cannot be collected by the opponent either.

Phase AssassinPlay at the beginning of the Draw and Organize Phase. For each Power Stone you burn, one of your opponents draws one less card.
Pirate Double CrossPlay after one of your Pirates is bribed. Instead of returning to your Creature Pen, the Pirate and its match-up opponent are turned into unchallenged cards in melee.
Pirate Raiding PartyPlay after you win a combat. If you have at least two surviving Pirates on the space, you gain 1 Power Stone, while your opponent loses 1 Power Stone.
Santa's Beer SledPlay as a Command Card. Opponent must show you all cards in his/her combat hand which can be bribed by Beer. Choose one and consider that card to be bribed.
SeraphimPlay immediately after an opponent uses a ranged attack. Cancel that ranged attack. No more ranged attacks are allowed during this combat by that opponent.
Sooooooul MirrorPlay as a Commmand Card. All of your primary attackers in this combat are considered the same Creature Class as your first match-up Creature.
Spectre's WardAll double-bordered cards cost 1 additional Power Stone to play for the remainder of this turn.

In card texts, the terms Turn and Phase are used to determine for an effect when it can be played or how long it lasts. In some cases, these terms are used inconsistently. A Turn is the duration of the three Phases (e.g. Curse of the Betrayed, Limited Big Time Rebate, Spectre's Ward), but sometimes and wrongly, the meaning of Phase is attributed to the Turn (e.g. Monolith of Power, Pepe's Slow Down or Rooster).

Summon Dimensional Fire WellPlay during the Draw and Organize Phase. Rubble one of your Stronghold cards. Discard any of your Creatures on or under the card. Make your Guardian's total number of Power Stones 5.

A Shield can be also collected, if the destruction of a Shield is forced by the opponent (e.g. Snake Pit, Famine, Pestilence), unlike in the multiplayer variants where a special rule is stated (only Shields lost during the MC Phase count as Shield kills for victory purposes). If a player can't settle a Terrain in the TS Phase, the opponent can't collect the discarded Shield (even if he/she played a Hammer of Doom or Peace.) If a Shield on a Stronghold is destroyed by a Summon Dimensional Fire Well, that Shield cannot be collected by the opponent either.

Summon Loghammer's SapperPlay at any time. Destroy any one Stronghold Upgrade.

Sapper can also be used to destroy any one Stronghold Downgrade.

The Hand of ChronosPlay after Terrain Settlement Phase. All players go directly to Movement and Combat Phase. Old Up-Cards get discarded. Costs 2 Power Stones to play.
WarPlay after using a Shield's movement option. Immediately use another of your Shield's movement options.
Warwick's AuraPlay during Draw and Organize Phase. Replace opponent's Standard Bearer with one of their Shields previously killed.
Work CrewPlay on an opponent's Stronghold space during the Terrain Phase. Your opponent may not add any cards from this space to his/her Storage Hand during the next turn and may not place any new cards on this space during the next Draw and Organize Phase. Costs 1 Power Stone to play.
Yap AttackPlay as a Command Card. Opponent must show you all cards in his/her combat hand which can be bribed by Gold. Choose one and consider that card to be bribed.
Angel of DeathYou gain 1 Power Stone for each Creature you beat in primary attacks after the Angel of Death is in play, as long as it is unbeaten.
Holy Avenger+10 Vitality as a secondary attacker if your primary attacker in the match-up was a Paladin or an Angel other than a Holy Avenger.
Kazarian SquawkerThe Squawker attacks your opponent's Command Card, if that card is a Creature. If the Squawker wins the match-up, your opponent's Command Card ability doesn't take effect.

Energy Leech non-command ability applies to the entire combat once played in a match-up.

The non-command ability applies too if beaten in a Command Creature match-up (e.g. by Heels of Speed or Kazarian Squawker)

ChephrosChephros is +2 Vitality for each Demon or Devil that has been beaten so far in this combat.
DrukImmune to fire.
Vensuni Inferno Swarm11-pt AOE fire attack. Discard your entire combat hand when the Swarm is used as a Command Card.
Captain Red NoseoidYour opponent receives no Vitality bonuses due to Creature Class when Captain Red Noseoid is in play.

The Captain's opponent can still receive channeling based on a Creature Class. (Reason: channeling is not considered as Vitality bonus.)

Reverend Smilin' JackoidWhen fighting over a space with an opponent's face-down Terrain or Shield/Terrain card, that card is discarded after combat.
Supermodeloid+3 Vitality to all your Creatures bribable by Babes when the Supermodeloid is in play.
Roaming Steam GeyserNo secondary attacks vs. the Geyser.
Dust GeyserWhen played as a primary attacker, the initial result is a push. Either player may then modify the match-up.
Flame GeyserFire based attack. Immune to fire. +2 Vitality to all your Creatures with fire-based attacks when the Flame Geyser is in play.
Magnate JusticeDestroys any Wanderer.
Castellan KeirIf Keir is on one of your rubble spaces during the Terrain Settlement Phase, you may restore it back into a working Stronghold. Discard Castellan Keir when used in this fashion.

Restoring a Rubble space by discarding Castellan Keir during multiplayer variants, the restored rubble either counts for the Victory conditions or not. This is a pretty difficult question, both answers (Yes or No) can be argued for. A mutual agreement is suggested before the game.

Monolith of ChaosIf the Monolith beats an External in the primary attack round, it may not be attacked by secondary attackers.
Hackthorn StranglerWhen played as a primary attacker, the Strangler may ignore its match-up opponent and instead attack your opponent's Command Card if that card is a Creature.
Lizard Skin Lynn+5 Vitality vs. Large Creatures.
ArwyddynCan heal any one Spirit for 1 Power Stone.
Koset of the LightYou gain 1 Power Stone every time an opponent channels while Koset is in play.
Spirit GuideOpponent must tell you the total number of cards and total Vitality in his/her combat hand. You may then discard the Spirit Guide and retreat before primary attacks begin.

When using Detect Life Force, Spirit Guide or Obelisk of Bablos, the black base Vitality must be taken into account. It is both the Up-Card Number and the Base Vitality.

There are exceptions, if these cards reveal any number of Rotten Guys or a Vestibule of Kabod that allows a player to exceed the 30 Vitality limit which the player must declare so and does not need to discard down to 30 Vitality points.

Hal, a Toasis DragonDuring primary attacks, if an opponent's Creature wins a macth-up by less than 5 Vitality, both match-up cards are destroyed.

If you change the class of the Golden Fleecer to Knight by playing a Warwick's Conversion, and you play a St. Ballantine's Evocation after that, the Ballantine can't take effect, because its condition that your Knight is also destroyed can not be met.

In the same way, neither a Hal, a Toasis Dragon nor an Etherwave Magna Lock has effect on the opponent Creature if they were played beside a Fleecer.

Land Drake3 point AOE Fire breath.
Green Missy+3 Vitality in Swamps.
Old GumperYour opponent gets no off-color bonuses vs. your Externals while Gumper is in play.
Starling Dodd BoysAll of your Fairies bypass your opponent's Stronghold Vitality bonus while the Dodd Boys are in play.
SchneeboltRanged attack - Cancels an opponent's ranged attack.
Razor Shiefa+4 Vitality in Spires.
Razor Sliph+3 Vitality in Spires.
Great Horned TrollWhen defending a space, your opponent must retreat, pay 1 Power Stone or discard two cards from his/her Storage Depot before primary attacks.
Grotto TrollAll of your Creatures are +2 Vitality while fighting in Rivers and Lakes.
Lowland Troll+3 Vitality when your Shield is attacking.
Valley TrollImmune to fear.
Barrow WightThe Barrow Wight is +4 Vitality when it is a secondary attacker.
Bone FrightOpponent must use all ranged attacks possible against the Bone Fright.
Howling ReaverIf the Howling Reaver beats an opponent as a primary attacker, your opponent must discard one random card from his/her Creature pen.
ShadruneIf beaten in a match-up by a Creature who can accept channeling, your opponent loses 1 Power Stone.
Buster ScrimboIf Buster is your Up-card before cards are drawn in the Draw and Organize Phase, draw 1 additional card.
Cactus McFingersIf McFingers is alive after combat and you won control of the space, you may play a Terrain card under this Shield immediately, removing any Terrain card that your opponent may have had there first.
Elandar, Mighty WizardTreat all Creatures as if they had empty text boxes for the duration of this combat.

Elandar only affects Creatures revealed during Combat (including a Guardian that attacked) — not Channeling Creatures, not Guardians outside combat, not the opponent's Command Card (see Traveler's Guide, p115), not Creatures in Combat Hand, not Creatures during Determining Control of the Space, not Up-cards.

Jambo Slick, SmugglerImmediately pull any one Bribery card from your Discard pile, reveal it, and add it to your Storage Depot.
Jamchops the TraderAny Bribery card you play during this combat works vs. any bribable Creature.
Jonstollo the SeekerWhen the Seeker is your Up-Card, you may immediately look through your draw deck and pick any other card as your Up-Card. Discard the Seeker. Reshuffle your deck.

If Jonstollo is an up-card and the opponent's up-card number is also seven (7), then Jonstollo's ability takes effect and the newly turned up-card is considered the up-card. (Reason: card text is followed before Game Rules.)

Slimwit ManOpponent must chose to retreat now or fight. If opponent stays, all opponent's Creatures are +2 Vitality. If you win the combat, all of your opponent's Creatures under that Shield are destroyed.
Fangis the Hunter+6 Vitality vs. Externals. (Errata applies - Henchman type is misprint)
Great Ba'teImmune to secondary attacks from Elementals.
Buzzard+1 Vitality when used as a secondary attacker.
Giant AuntsIf the Giants Aunts win a primary match-up over an enemy's Stronghold card, the card immediately turns to rubble.
Hook Toed GnasherIf the Hook Toed Gnasher beats a small Creature during primary attacks, the small Creatures is destroyed.
Caring GuyImmune to fear. +1 Vitality to Mortals on both sides while the Caring Guy is in play.
Manly GuyTreat the text box on the Manly Guy's primary match-up opponent as empty for the duration of the combat.

Priest of Horus can empty Manly Guy ability.

Rotten GuyTo wade the pools of malcontent is to acknowledge the loss of what could be.

When using Detect Life Force, Spirit Guide or Obelisk of Bablos, the black base Vitality must be taken into account. It is both the Up-Card Number and the Base Vitality.

There are exceptions, if these cards reveal any number of Rotten Guys or a Vestibule of Kabod that allows a player to exceed the 30 Vitality limit which the player must declare so and does not need to discard down to 30 Vitality points.

Weasly GuyIf the Weasly Guy loses a primary match-up by more than 4 Vitality, he immediately returns to your Creature Pen.
Farmer BrownYou may "detonate" any of your Barnyard Animals during primary attacks. This destroys both match-up Creatures. Guardians are not affected.
Gumbo JakeIf Jake wins a primary match-up over an opponent's terrain space, his/her terrain card is immediately discarded.
Cabin BoyIf an opponent tries to bribe one of your Pirates while the Cabin Boy is in your combat hand, you can send the Cabin Boy to your Creature Pen instead.
Captain Hannibal HawksIf the Captain is in play and unbeaten after primary attacks, you may choose to retreat your Shield and all unbeaten Creatures with it. Only one Captain per space, per player.

If any Creature survived the combat, even unplayed ones in the Combat Hand, whose ability is fulfilled by survival (e.g. Thief of Shadow), that ability applies before retreating with Captain.


The "after primary attacks" refers to any number of primary attacks (even just one). (Reason: if the Captain has survived the match-up where he was played, it is impossible to beat him in another Primary match-up afterwards.)

If Captain is played with a Heels of Speed and he is not the only one Creature under a Shield, his ability may only take effect after the first Primary Attacker Match-up.


All unplayed Creatures must be shown to each other before retreating.

Eagle-Eye McFinny+2 to all your ranged attacks.
First Mate MuldoonAllows any non-flying, all-Pirate Shield to move one extra space, obeying all normal movement rules. Must show your opponent the Shield's contents when moving the extra space.
Lying ScumCounts as 4 Vitality for control of a space.
Scurvy Dog3 pt. ranged attack which can only be used if your current primary attacker is a Pirate.
Great Black Ri'shar3 pt. AOE fear attack.
Knife of ShadowIf opponent's Up-Card is a Creature, pick a card from his/her combat hand. Compare its Base Vitality to the Base Vitality of that opponent's Up-card. If the Up-card is lower, the card you picked is destroyed.

The Guardian is part of the Combat Hand when attacked. Arms of the Earth, Knife of Shadow, Medallion of Skyphos and Total Chaos all can affect the Guardian, (unless otherwise noted on the card, e.g. Obelisk of Bablos).

Groatie+1 Vitality in Dry Heaps
NecromancerCan only channel to Undead
Voodoo Wizard+4 Vitality to all of your secondary attackers.
Sikura, Preceptor ofProphetsBurn 2 Power Stones to dispell any Spell.
Vek-Nadra, Master of DisciplesDuring the Draw and Organize Phase, draw an extra card for each Shield you have in the disputed lands.
Drifter's Nexus L1d6+1 Vitality to defending Creatures. Roll once before combat.
Drifter's Nexus C1d6+1 Vitality to defending Creatures. Roll once before combat.
Drifter's Nexus R1d6+1 Vitality to defending Creatures. Roll once before combat.
Shield Dem Bones 03
Shield Dem Bones 07
Shield Dem Bones 14
Shield Dem Bones 16
Standard Bearer Dem Bones 15Spend 1 Power Stone to change any bribery icon to any other bribery icon during combat.

Bribery is not possible after changing a Bribery icon, because Bribery must be played before any other modifiers as a Creature is revealed. Moreover, bribery icon or border color can not be changed afterwards, in resolved attacks.

Bribery icon-changing SB Dem Bones #15 can also be used for Destruction and Immunity according to practice. The same is true for the SB Dragon #19 with changing border color (Death can destroy an External before AOE). (Reason: card text is followed before Game Rules). Remember, Healing is happening after combat and the Combat Modifier effects also end with combat. This way Cleric can't heal an External whose border color was changed in the combat (its opposite is WRONGLY claimed in Traveler's Guide, p140).

Standard Bearer Dem Bones 19+2 Vitality to all your Creatures with at least one bribery icon.
Shield/Terrain Dem BonesUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Iron Crag Brew MountainCounts as Mountains Terrain. No bribery by Beer is allowed on this space.
Spirit MountainCounts as Mountains Terrain. All Spirits may receive channeling on this space.
The Hollens GroveCounts as Woods Terrain. Ranged attacks are allowed on this space.

On Terrains counted as Woods (Barrow Downs, Tomb of the Bulzuru), Ranged attacks are not allowed. (Reason: only The Hollens Grove defines explicitly that Ranged attacks are allowed.)

The Maitz HotelCounts as The Dry Heaps Terrain. Dispel Magic may not be played during combat on this space.
The S.S. House of BabesCounts as Rivers and Lakes Terrain. No bribery by Babes allowed on this space.
Alarm Bells (R)Creatures under your Stronghold Card may defend that Stronghold Card when attacked. This card applies to all of your Stronghold Cards, not just the one that this Upgrade is attached to.
Secret Catacombs (L)Place any one Creature in the Catacombs during the Draw and Organize Phase. This Creature may defend any of your Stronghold Cards when the card is attacked. If it survives, the Creature must remain on the card where combat took place and counts towards that card's Vitality limit.
Wizard's Tower (L)All channeling by Creatures is +1 CMP from beneath this Stronghold Card.
Ministry of Tax Collection (R)Stronghold's owner must burn one Power Stone if he has a Shield on this Stronghold Card at the end of the Draw and Organize Phase. You may play this Downgrade on an opponent's end Stronghold Card if there is not already an Upgrade there.
Sewage Backup (L)All defensive Vitality bonuses on this Stronghold Card are ignored. You may play this Downgrade on an opponent's end Stronghold Card if there is not already an Upgrade there.
Altar of TakuliHeal one Creature (after combat) for 1 Power Stone.
Bagpipes of FearPlay along with ANY Creature as a Command Creature. That Creature gains a 3 pt. AOE fear attack, but loses any other command ability it may have had.

Bagpipes are similar to Heels of Speed. Playing it is mandatory if presents under a Shield and it is possible either to dispel the item as it is revealed, or to bribe the Creature that is played along with it or to dispel the command ability.


When Bagpipes played with an Iron Lord or Rock Lord or with any non-command Creature that has AOE, the AOEs are not added up, but it causes two different AOEs.


Lawyer can't be played with the Heels of Speed or Bagpipes of Fear.

Disc of SiinPlay as a Command Card. Roll 1d6. Your opponent can't channel against your first (1=no effect, 2=1, 3=2, 4=2, 5=3, 6=all) primary attacker(s).
Mighty Tiki GodPlay as Command Card. Add 1d6 to your current primary match-up Creature's Vitality for each Bribery Card you discard.
Wheel of LawPlay as a Command Card. Both players must play their lowest Vitality Creature first, followed by the second lowest, etc.... Ranged attacks are allowed as normal.
10 Gallon Voodoo HatPlace Face-up next to an opponent's Guardian during the Draw and Organize Phase. Each 10 Gallon Voodoo Hat next to a Guardian reduces the maximum size of that player's Storage Hand by 1 card. The Hat may only be removed or dispelled by burning 2 Power Stones.

You can either dispel it when it is played OR remove (discard) it when it is already in play, but only by burning 2 power stones (e.g. Dispel Magic can't dispel them).

Head of GudeaPlay at the beginning of any Phase. Cancel any one Guardian's special ability for the remainder of this turn.

If the opponent dispels a Head of Gudea by a Dispel Magic, the user of Gudea can dispel Dispel Magic with Sikura, because the ability of Gudea (and all cards) only takes effect after it is determined that the card is definitely in play.

Little Voodoo HatPlace Face-up next to your own Guardian. Every time your opponent gains a Power Stone from any source other than a Little Voodoo Hat, you gain a Power Stone. Each Little Voodoo Hat next to a Guardian reduces the maximum size of that player's Storage Hand by 1 card. The Hat may only be removed or dispelled by burning 2 Power Stones.

Little Voodoo Hat can be played anytime and can be dispelled or removed (discarded) anytime (by 2 power stones). (Reason: no conditions are set.)


You can either dispel it when it is played OR remove (discard) it when it is already in play, but only by burning 2 power stones (e.g. Dispel Magic can't dispel them).

Medallion of SkyphosPlay as a Command Card. If your Up-card is a Small Creature, add it to your Combat Hand and make the Medallion your Up-card.

You can't exceed 30 Vitality points even by merging two Shields after retreat, or by any kind of reinforcement, e.g. with Medallion of Skyphos.


Medallion of Skyphos can be used beside your Guardian when it is attacked, because your Guardian does not have Space Limitation. Attacking the Guardian is not fighting for control of a space. If both your Guardian and Small Creature survive, your small Creature goes immediately to the Discard Pile after combat.


The Guardian is part of the Combat Hand when attacked. Arms of the Earth, Knife of Shadow, Medallion of Skyphos and Total Chaos all can affect the Guardian, (unless otherwise noted on the card, e.g. Obelisk of Bablos).

Oscar the Wonder ChimpReturn any Spell just cast to your Storage Hand for 1 Power Stone.
Rock of Far RollingPlay during a primary match-up if your match-up Creature is a Giant. If your opponent's Command Card is a Creature, that Creature is destroyed.
Rosetta StonePlay during the Terrain Settlement Phase. Take any 5 cards from your discard pile, add them to your draw deck, and reshuffle the draw deck. The Up-card remains the same. The Rosetta Stone may not be removed from your discard pile. Costs one Power Stone to play.
Sarcophagus of HaidraPlay immediately after Up-cards have been revealed. Add your Up-Card to your Storage Hand, replacing it with the Sarcophogus.
Shroud of GrahzuePlay immediately after a primary match-up is revealed. Opponent's non-bribable Creature immediately returns to his Creature Pen. Your Creature is considered an Unchallenged Card in melee.

Immediately return effect: Shroud of Grahzue (and Bribery of course) takes effect sooner than Bruno Smashmouth, Union Boss, Fan Bearer and The Minx. (Reason: Shroud is not explicitly a bribery card, but it works very similarly.)

If Bruno has been already in play and an Undead or an Animal is played in a subsequent match-up on its side against a Fan Bearer or a Minx by the opponent, then Fan Bearer's or The Minx's ability is dispelled due to simultaneous condition and their lower UCN.

By the Immediately return effect, the Creature remained in the combat is considered an Unchallenged Card in melee.


Any non-bribable Creature played by Heels of Speed can be also returned by Shroud of Grahzue, but only if a match-up occurs.

Standard of the ElementsPlay during a primary match-up. If you have an Element as a Command Card, you may immediately use this card as a ranged attack, with a strength equal to your Command Card's Base Vitality.

Eye of Missile Mayham can't return Standard of the Elements to Combat Hand, because that's an Item and not a Creature. Combat Hand only consists of Creatures.

Tablet of AncathusPlay as a Command Card. If your first primary attacker survies combat, all of your other Creatures gain that Creature's Terrain bonus, losing any Terrain bonus that they originally had.
Voodoo HatPlay on any Shield in the disputed lands during the Terrain Settlement Phase. This Shield may not enter a Stronghold Card. The Voodoo Hat may only be removed or dispelled by burning 2 Power Stones.

You can either dispel it when it is played OR remove (discard) it when it is already in play, but only by burning 2 power stones (e.g. Dispel Magic can't dispel them).

Etherwave Magna LockPlay on one of your Creatures which is in a match-up with a flying Creature. Both Creatures are destroyed.

If you change the class of the Golden Fleecer to Knight by playing a Warwick's Conversion, and you play a St. Ballantine's Evocation after that, the Ballantine can't take effect, because its condition that your Knight is also destroyed can not be met.

In the same way, neither a Hal, a Toasis Dragon nor an Etherwave Magna Lock has effect on the opponent Creature if they were played beside a Fleecer.

Gateway To MystfallPlay during the Draw and Organize Phase. Bring up to 10 Vitality of Fairies from your discard pile into your Storage Hand. Costs 1 Stone to play.
Grunwald The UsurperPlay during the Draw and Organize Phase, prior to drawing cards. Treat all Terrain Cards without a Shield on them as under your control for determining number of cards drawn this turn.
Hostage CrisisPlay during the Terrain Settlement Phase. One opponent of your choice must show you the contents of his Creature Pen. Gain 1 Power Stone for every Creature in the Creature Pen.
Master TacticianPlay when one of your Shields is forced to retreat. That Shield may retreat to ANY adjacent unoccupied disputed land space.

ANY unoccupied disputed land space means that it may be controlled by ANY player.

Planes of EntropyPlay during Draw and Organize Phase. Ignore the number of cards you are currently permitted to draw. Draw 1d6 cards instead.
Press LeakPlay as a Command Card. Your opponent must play the remainder of combat with his Combat Hand face-up. You must pick but not show your match-up cards first.

A Combat Hand being played face-up by Press Leak is not considered face-up in Combat, because Combat Hand is not part of the Combat. In this fashion, any Creature with an "in play" ability does not work in Combat Hand, only in Combat.

Pulse WavePlay as a Command Card. All of your channeling receivers are +2 Vitality.

When playing a Pulse Wave with a Power Lunch, the Creature which Lunch was played for gets +2 Vitality (immediately).

Ragmort's EngineersYou may add one extra Stronghold Upgrade to either the left or right Stronghold space, as long as it is different than any Upgrade which is already there.

With Ragmort's Engineers, applying an extra different Stronghold Downgrade to a Stronghold card is also possible.

SaboteursDetonate any Creature Magic Item your opponent reveals before combat. The Item is discarded, and your opponent loses 1 Power Stone.
Shadow StrikePlay immediately after Up-cards revealed. All Up-cards are discarded and new ones are revealed.
Small MoxRemove one Power Stone from any opponent's Guardian and move it to your own. Costs one Stone to play.
Summon Entropy StormPlay on your Creature in a primary match-up. Roll 1d6. 1-4 = your Creature is destroyed, 5-6 your Creature wins the match-up. +1 to the roll if your Creature is small. No further modifications are allowed by either player. Does not affect Guardians.

Orella's ability and Summon Entropy Storm effect is before Djinn's time and Djinn can't be played. (Storm can only be played before Djinn.)

Phantom Stalker, Slippery Slime and Soggybottom Gertz are also considered as modification and can't be played either in a match-up occured with Djinn, Orella or Storm.

Warwick's BanishmentPlay during the Terrain Settlement Phase, next to one opponent's discard pile. That opponent must pay 1 Stone each time a card is removed from the discard pile. May be dispelled at any time.

High Priest of Sethos, Slim Jab, Morb's Revenge affect not only the Storage Depot, but also the previously played double orange bordered cards whose effect is persistent (they can be dispelled anytime, e.g. Famine, Warwick's Banishment). The exception is the Voodoo Hats that can only be removed by spending 2 power stones. (Remember, Accessory cards have single orange border.)


After Holy Grail is played in the Movement and Combat Phase, all Creatures beaten that turn immediately return to the Creature Pen (there is no need to pay any power stone for the Creatures if a Warwick's Banishment is played).

You Can't See Me, I'm a VampirePlay on an Undead Creature currently in a primary match-up. Both cards become Unchallenged Cards in melee.
Angel of Righteousness+3 Vitality for each bribery icon on the Angel's match-up opponent.
Demorgan the InciterWhen played as a primary attacker, add 2d6 to the Inciter's Vitality.
Garuda Kahn, First DiscipleGaruda gains 1d6 Vitality for every other Disciple that is in play.
Initiate of EntropyWhen played as a primary attacker, add 1d6 to the Initiate's Vitality.
Mendu Sada, the Havoc1d6 AOE fear attack. On a roll of 6, there is no effect.
Mu Kir' Agavati, Second DiscipleWhile Mu Kir' is in play, you may reroll any 1d6 one time.
Orella of the MistRoll 1d6. Destroys (1-2 = Elementals, 3-4 = Externals, 5-6 = Mortals). No modification to this match-up is allowed after the die roll.

Orella's ability and Summon Entropy Storm effect is before Djinn's time and Djinn can't be played. (Storm can only be played before Djinn.)

Phantom Stalker, Slippery Slime and Soggybottom Gertz are also considered as modification and can't be played either in a match-up occured with Djinn, Orella or Storm.


Orella's ability only applies to the Primary Attacker Match-up. (Reason: "match-up" is a reference to the Combat Sequence in her card text.)


In the case of two Orellas in a match-up, both players roll simultaneously and they may destroy each other.

Shin Chios, Third DiscipleWhen Shin is your primary match-up Creature, you may play any card from your Combat Hand as an Unchallenged Card in melee. Shin gains that Creature's text box.

When Shin Chios gains a Creature's text box, she still doesn't empty it. Therefore, "in play" ability of a Creature that Shin Chios played as an Unchallenged card in melee still applies during combat. (The selected Creature can't be bribed).

Vikia Tso'Shan'LuIf Vikia beats her primary match-up opponent, roll 1d6. On a 3+, you may immediately pull a random card from your opponent's Combat Hand. The card you picked is now an Unchallenged Card in melee.
Xaz, Thief of TwilightWhen Xaz is used as a primary attacker, roll 1d6. On a 3+, Xaz gains the text box of her match-up opponent and that Creature loses its text box power.
Baezhu, Overlord of Twisted WaysFor the remainder of combat, the disputed land space being fought upon is considered to be Spires.

When using any of the Overlords, the special abilities of the Terrain card are also modified (e.g. Dispel Magic can be used at the Maitz Motel).

Gnorg, Overlord of SwampsFor the remainder of combat, the disputed land space being fought upon is considered to be Swamps.

Playing Gnorg with an Odious Clamjack, the space considered to be Swamp must also be included in the AOE.


When using any of the Overlords, the special abilities of the Terrain card are also modified (e.g. Dispel Magic can be used at the Maitz Motel).

Ix, Overlord of the WatersFor the remainder of combat, the disputed land space being fought upon is considered to be Rivers and Lakes.

When using any of the Overlords, the special abilities of the Terrain card are also modified (e.g. Dispel Magic can be used at the Maitz Motel).

Rey, Overlord of TreesFor the remainder of combat, the disputed land space being fought upon is considered to be Woods. No ranged attacks allowed.

When using any of the Overlords, the special abilities of the Terrain card are also modified (e.g. Dispel Magic can be used at the Maitz Motel).

Slor, Overlord of the WastesFor the remainder of combat, the disputed land space being fought upon is considered to be The Dry Heaps.

When using any of the Overlords, the special abilities of the Terrain card are also modified (e.g. Dispel Magic can be used at the Maitz Motel).

Uras, Overlord of MountainsFor the remainder of combat, the disputed land space being fought upon is considered to be Mountains.

When using any of the Overlords, the special abilities of the Terrain card are also modified (e.g. Dispel Magic can be used at the Maitz Motel).

Bob, Snapping GobDestroys Mortals when used as a secondary attacker.
Nob, Rapicious GobDestroys Elementals when used as a secondary attacker.
Zob, Gurgling GobDestroys Externals when used as a secondary attacker.
Medicine ManAll of your Spirits at +2 Vitality.
Vesuvious RexImmune to secondary attackers with a Base Vitality of 5 or less.
Randy Creek RegularsAll your Fairies are channel receivers. Each may receive up to your Guardian's full CMP of channeling. Limit one per space, per player.
Captain South AmericaWhen the Captain is played as a primary attacker, add your Shield's Up-card number to the Captain's Base Vitality.
The Amazing Cider-ManWhile Cider-Man is in play, all of your Creatures bribable by Beer gain +2 Vitality.
WoolverineWhile Woolverine is in play, your opponent must tell you the class of his Creatures in match-ups before you pick yours.
Woodland Troll+4 Vitality for each Nymph you have in play.
Barnacle Bazulee'+2 Vitality to all of your Creatures which have a Rivers and Lakes Terrain bonus, while Barnacle is in play.
Cratur HobbsYou may bribe any 1 bribable Creature during combat by discarding one Item from your Storage Hand.
Delilah RangoonWhen used as a primary attacker vs. a Mortal, the initial result is a push.
Disgruntled Postal WorkerIf Postal Worker beats its primary match-up opponent, return Postal Worker to your Combat Hand. Opponent Creature remains as an Unchallenged Card in melee.
Handles O'RourkeCan fire 3 pt. ranged attacks into any primary match-up for 1 power stone per shot.
Karnis the TranscenderWhile Karnis is in play and unbeaten, all d6 rolls are reduced to a 1.
Longshot LouieRanged attack - destroys any non-Guardian Creature which has just channeled and cancels that channel.
Slatch WillerFor each Beer Bribery Card discarded from your Combat Hand, Slatch gains +5 Vitality.

Errata: the Beer Bribery as a double orange bordered card is part of the Storage Depot (not Combat Hand).

Tiger Baloo+3 Vitality while fighting on a Face-down Terain Card.
Whalebone Rick+3 Vitality for each Creature Item used as a Command Card in this combat.
GopherIf Gopher survives combat over an opponent's Terrain Card, immediately flip the Terrain Card to make it a Face-down Terrain Card. Destroys Golfer.
Jalupee LoboAfter both sides have picked, but not shown, match-up cards, you must guess the size of your opponent's Creature (S, M, or L). If you guess correctly, add 2 Vitality to your Creature's Vitality.
GoatIf the Goat beats its primary match-up Creature, your opponent loses 1 Power Stone.
"Eats," Cockroach KingImmune to any Creature with an Off-color bonus of zero. Immune to fire.
Annoying Gnats in the HoodImmune to fear and fire. 1 pt. AOE fire attack, +1 pt. to the AOE for every other Bug you have in play.
Icky Bugs+4 Vitality vs. Creatures bribable by Gold.
Phil, Bar Fly+1 Vitality for every other Creature bribable by Beer in play.
Zelda, Bag Lady Bug+4 Vitality for each Item discarded from your Storage Hand.
Buzz, Vampire MosquitoWhen Buzz beats a Creature who has accepted channeling in this combat, your opponent loses 1 Power Stones.

Vampire Lord also adds Vitality bonus to Buzz, Vampire Mosquito. (Reason: no conditions are set.)

Clamjack Bomber3 pt. ranged attack that only works in Swamps.
CaddyDestroys Gopher.
Giant Babe+10 Vitality vs. Creatures bribable by Babes.
Giant ShamanWhile the Shaman is in play, all Giants can receive channeling, even if they normally cannot receive channeling.
River GiantWhen in Rivers and Lake, River Giant is immune to Elementals.
Urufa, Queen of GoblinsIn primary match-ups, your Goblins must be beaten by at least 5 pts. or the result is a push.
Arnath, Lord of the SkiesDestroys any Creature which has the ability to fly.
Prince of the Lost+2 Vitality in the Dry Heaps.
Al' JabahIf your opponent has more than one of the same Creature in his Combat Hand, they all immediately become Unchallenged Cards in melee. (Hey, you gotta dance.)
Bruno Smashmouth, Union BossWhile Bruno is in play, if any of your primary attackers matches up against a Creature from the same class, your opponent's Creature returns to his Creature Pen.

Immediately return effect: Shroud of Grahzue (and Bribery of course) takes effect sooner than Bruno Smashmouth, Union Boss, Fan Bearer and The Minx. (Reason: Shroud is not explicitly a bribery card, but it works very similarly.)

If Bruno has been already in play and an Undead or an Animal is played in a subsequent match-up on its side against a Fan Bearer or a Minx by the opponent, then Fan Bearer's or The Minx's ability is dispelled due to simultaneous condition and their lower UCN.

By the Immediately return effect, the Creature remained in the combat is considered an Unchallenged Card in melee.

Golden FleecerDestroys any Creature with the ability to destroy another Creature. Fleecer cannot be destroyed.

If you change the class of the Golden Fleecer to Knight by playing a Warwick's Conversion, and you play a St. Ballantine's Evocation after that, the Ballantine can't take effect, because its condition that your Knight is also destroyed can not be met.

In the same way, neither a Hal, a Toasis Dragon nor an Etherwave Magna Lock has effect on the opponent Creature if they were played beside a Fleecer.

Golfer9 pt. ranged attack which can only be used against Large Creatures.
Professor HeisenburgDuring primary match-ups, whenever you play a ranged attack, you may choose to roll 1d6. On a 5+, both your ranged attacker and its match-up opponent are destroyed.
Tree OgreNo channeling vs. Ogre. +4 Vitality in Woods.
Chickenhead McCrackenWhen Chickenhead is revealed as your Up-card, you may immediately remove up to 3 Gold Bribery Cards from your draw deck and add them to your Storage Hand. Reshuffle your draw deck afterwards.
Dead-eye McGrueDestroys any Creature which has a ranged attack.
Soggybottom GertzIf Gertz is beaten in a match-up, you may immediately replace Gertz with any other Creature from your Combat Hand. The replacement Creature is considered beaten. Gertz returns to your Combat Hand.

Phantom Stalker, Slippery Slime and Soggybottom Gertz are considered as modification and can't be played in a match-up occured with Djinn, Orella or Summon Entropy Storm.


In the case of Sleeping Spirit and Humungus Fungus, the "wins" condition must first apply, only then will the destruction take effect. (Phantom Stalker, Slippery Slime or Soggybottom Gertz can switch, but the creature switched is destroyed.)


Minataur's ability affects Ranged Attackers played against it, unlike a Creature that was its Primary Attack Match-up opponents, but then returned to the Combat Hand (e.g. any Creature switched by Phantom Stalker, Slippery Slime or Soggybottom Gertz does count when Determining Control of the Space). The same case happens when Minataur is ignored by Spirit of the Hunt which does also count when Determining Control of the Space.

Tanniker Smith+5 Vitality in the Dry Heaps.
Red Master of ShadowIf the Red Master survives a combat over an opponent's non-rubbled Stronghold Card, that opponent loses two random cards from his Creature Pen.
Thief of ShadowIf the Thief survives a combat over an opponent's non-rubbled Stronghold Card, your opponent loses 2 Power Stones.

If any Creature survived the combat, even unplayed ones in the Combat Hand, whose ability is fulfilled by survival (e.g. Thief of Shadow), that ability applies before retreating with Captain Hannibal Hawks.

Crackhatch, at LargeImmune to ranged attacks, +8 Vitality vs. Externals.

When a ranged attack is played against Old Mold or Crackhatch, at Large, the ranged attacker Creature should be turned around to show no damage was inflicted.

Lizards of the ToastWhen the Lizards are played as a primary attacker, your opponent must show you all double-bordered cards in his Storage Hand and discard all Gold Bribery Cards.
Black LocustWhichever player outbids the other in power stones wins control of this space. Locust's owner must start the bidding at 1 Stone. The winner must burn the number of stones he bids. Combat is cancelled and the Locust is discarded. Limit one per space per player

Using Locust, the combat is canceled which is not an explanation for not to show the creatures, since showing the creatures is no longer part of the combat. However, the Locust already decides who controls the space, and for this, the creatures do not need to be shown to the opponent, Vitalities do not need to be added up.


In the case of two Locusts in a match-up, the attacker has the option to start the bidding.

Carrag the Black+1 Vitality for each Undead in your discard pile.
Eisnmir, Master of PosessionsDraw 1 card anytime an opponent uses a Magic Item. (Errata: "Hand" item, draw "top face-down" card.)
K'Hutek, Protector of the FallenDuring the Draw and Organize Phase, draw an extra card for each Shield you have lost from play during this game.
Necropolis Park L+3 Vitality to defenders. All Undead lost in combat on this card go to your Creature Pen instead of the discard pile.
Necropolis Park C+4 Vitality to defenders. All Undead lost in combat on this card go to your Creature Pen instead of the discard pile.
Necropolis Park R+3 Vitality to defenders. All Undead lost in combat on this card go to your Creature Pen instead of the discard pile.
Shield Egyptian motif 05
Shield Egyptian motif 15
Standard Bearer Egyptian motif 11Gain 1 Power Stone each time this Shield wins a combat.
Standard Bearer Egyptian motif 25Spend 1 Power Stone to cancel any Creature's AOE attack.
Shield/Terrain Egyptian motifUse as either a Terrain Card or as a Shield Card. If used as a Shield Card, the space this Shield is on now has a 25-point Vitality limit.
Barrow DownsCounts as both Mountains and Woods Terrain.

On Terrains counted as Woods (Barrow Downs, Tomb of the Bulzuru), Ranged attacks are not allowed. (Reason: only The Hollens Grove defines explicitly that Ranged attacks are allowed.)

JungleNo Command Cards during combat.
Rocks at RhuadanCounts as both Mountains and The Dry Heaps Terrain. Only Guardians may channel into combat on this space, and at -3 CMP per stone.
Tomb of the BulzuruCounts as both Swamps and Woods Terrain.

On Terrains counted as Woods (Barrow Downs, Tomb of the Bulzuru), Ranged attacks are not allowed. (Reason: only The Hollens Grove defines explicitly that Ranged attacks are allowed.)

Death Pit of Djoser (R)You may place one Undead creature face-up in the Death Pit during the Draw and Organize Phase. Spend one Power Stone to add the Undead from the Pit to your Combat Hand, but only if the combat takes on one of the two spaces directly in front of this Upgrade.
Lotus Flower Water Garden (L)Spend 1 Power Stone to cancel the effect of any Accessory as the Accessory is used.
Snake Pit (L)If there is a Shield on this end Stronghold Card during the Terrain Settlement Phase, that Shield's owner must discard one Creature from beneath it.

A Shield can be also collected, if the destruction of a Shield is forced by the opponent (e.g. Snake Pit, Famine, Pestilence), unlike in the multiplayer variants where a special rule is stated (only Shields lost during the MC Phase count as Shield kills for victory purposes). If a player can't settle a Terrain in the TS Phase, the opponent can't collect the discarded Shield (even if he/she played a Hammer of Doom or Peace.) If a Shield on a Stronghold is destroyed by a Summon Dimensional Fire Well, that Shield cannot be collected by the opponent either.

Ancient Tome of DispansationPlay next to your Guardian. At the beginning of the Terrain Settlement Phase, you may remove any one of your cards currently in use as a Terrain from play and add it to your Storage Hand. Usable once per turn. ACCESSORY
AnkhPlay next to your Guardian. During the Terrain Settlement Phase, you may discard one card from your Storage Hand to add 1 to the number of cards you draw next turn. Usable once per turn. ACCESSORY
Footlocker of ConflagrationPlay next to your Guardian. During the Draw and Organize Phase, but before drawing cards, you may spend 1 Stone to go through your draw deck and remove one Shield, which counts as one of your card draws. Reshuffle the draw deck afterward. Up-card remains. ACCESSORY

Shield refers to any Shield, Standard Bearer and Shield/Terrain cards all of that the demonstrative term Shield set explicitly includes. Shield is a collective noun that is used in several card text (e.g. Lowland Troll or Captain South America), unless the card specifically refers to the Shield type (e.g. Warwick's Aura).

Gift of IsisPlay next to your Guardian. Your Guardian's CMP is incresed by 2 for as long as the Gift of Isis is in play. If a Gift of Isis is in play, no others may be played. ACCESSORY

CMP is the number of points any channeler (Guardian or Creature) can channel into combat. When it is modified it will affect the channeler itself. Gaar and Harkin have limitations for themselves in their text boxes which override their CMPs if the conditions are met. Channeling Flux and Gift of Isis can only increase Gaar's and Harkin's CMP up to the limited maximum 5 and 6 pts. (Of course, Gaar can channel up to the full CMP for Channelling receivers for 1 power stone.)

SB Snake #17 can increase the limited maximum 5 and 6 pts.


If any of this is in play by one player, no others may be played by any other players. (Accessory cards can be dispelled at anytime, e.g. with Dispel Magic.)

Gift of OsirusPlay next to your Guardian. Your Guardian is +3 Vitality for as long as the Gift of Osirus is in play. If a Gift of Osirus is in play, no others may be played. ACCESSORY

If any of this is in play by one player, no others may be played by any other players. (Accessory cards can be dispelled at anytime, e.g. with Dispel Magic.)

Heliopolos, Temple of RePlay next to your Guardian. Place one token on the Temple each time one of your Creatures beats an Undead opponent in combat. You may remove a token from the Temple during any match-up to add 2 Vitality to your current match-up Creature. ACCESSORY
Scarab of BountyPlay next to your Guardian. +1 to your Guardian's LUC for as long as the Scarab is in play. If a Scarab of Bounty is in play, no others may be played. Costs 1 Stone to play. ACCESSORY

If any of this is in play by one player, no others may be played by any other players. (Accessory cards can be dispelled at anytime, e.g. with Dispel Magic.)

Vestibule of KabodThe Vestibule allows you to ignore one Small Demon or Devil from counting towards the space's Vitality limit. Limit 1 per space, per player.

Its owner can decide to ignore a Small Demon/ Devil from counting towards the space's Vitality limit or not.


When using Detect Life Force, Spirit Guide or Obelisk of Bablos, the black base Vitality must be taken into account. It is both the Up-Card Number and the Base Vitality.

There are exceptions, if these cards reveal any number of Rotten Guys or a Vestibule of Kabod that allows a player to exceed the 30 Vitality limit which the player must declare so and does not need to discard down to 30 Vitality points.

40,000 Useless WarhammersPlay as a Command Card. All non-Guardian Creatures are considered to have a Base Vitality of 0 for this combat.

40,000 only affects Creatures revealed during Combat (including a Guardian that attacked) — not Guardians outside combat, not Creatures in the Combat Hand, not Creatures during Determining Control of the Space, not the healing Creatures after combat, not Up-cards.

Creatures with 0 Base Vitality cannot receive channeling, with the exceptions of Greater Energy Elemental, Bone Shambler, and Wraith.

Obelisk of BablosPlay as a Command Card. Both players reveal their total Combat Hand Vitality. If opponent's total is higher, he must immediately discard at least 5 Vitality points worth of Creatures. Does not affect Guardians.

Played Command Creature is not part of the Combat Hand, because it is already played. This way, a played Command Creature's vitality should NOT be taken into account during the effect of Obelisk.

It can be also played when DEFENDING a Guardian. This way, the Guardian's vitality should be taken into account during the effect of Obelisk.


The Guardian is part of the Combat Hand when attacked. Arms of the Earth, Knife of Shadow, Medallion of Skyphos and Total Chaos all can affect the Guardian, (unless otherwise noted on the card, e.g. Obelisk of Bablos).


When using Detect Life Force, Spirit Guide or Obelisk of Bablos, the black base Vitality must be taken into account. It is both the Up-Card Number and the Base Vitality.

There are exceptions, if these cards reveal any number of Rotten Guys or a Vestibule of Kabod that allows a player to exceed the 30 Vitality limit which the player must declare so and does not need to discard down to 30 Vitality points.


If opponent's total is higher, but the total is less than 5, he/she must immediately discard all of his/her Creatures. (Reason: The less than 5 total Vitality points are parts of the 'at least 5 Vitality points worth of Creatures'.)

Voodoo Hat RackPlay during the Terrain Settlement Phase. For each Power Stone you burn, discard one Accessory or Voodoo Hat from play. The Hat Rack works versus any type of Voodoo Hat in play.
Chant of the OsiransPlay immediately after Up-Cards are revealed, If your opponent's Up-card is an Undead. Opponent's Up-card goes to his discard pile, along with the next 4 cards in his draw deck. Opponent then draws another Up-Card. Limit one Chant per turn.
Dork AgePlay as a Command Card. You Creatures WIN any primary match-ups in which they are beaten by more than 10 Vitality, unless the match-up opponent is a Guardian.
Iron Force of SethosPlay immediately after Up-Cards have been revealed. No Stones may be spent for Items or Spells until the next Movement and Combat Phase.
Limited Big Time RebatePlay immediately after Up-Cards are revealed. You get 1/2 of the Power Stones you spend this turn, rounded up, back at the end of the Terrain Settlement Phase. This Spell may only be played once per player, per turn.

In card texts, the terms Turn and Phase are used to determine for an effect when it can be played or how long it lasts. In some cases, these terms are used inconsistently. A Turn is the duration of the three Phases (e.g. Curse of the Betrayed, Limited Big Time Rebate, Spectre's Ward), but sometimes and wrongly, the meaning of Phase is attributed to the Turn (e.g. Monolith of Power, Pepe's Slow Down or Rooster).

McHooter's DistractionPlay as a Command Card. All Creatures on this space bribable by Babes can't fight and don't count for control of the space. Place them off to one side. They can still be attacked by secondary attackers. Costs 1 Stone to use.
Morb's RevengeDispels any Spell or Magic Item that Brom painted (check the artist credit line). In addition, the caster of the spell must discard 2 double-bordered cards.

In card texts, the terms Turn and Phase are used to determine for an effect when it can be played or how long it lasts. In some cases, these terms are used inconsistently. A Turn is the duration of the three Phases (e.g. Curse of the Betrayed, Limited Big Time Rebate, Spectre's Ward), but sometimes and wrongly, the meaning of Phase is attributed to the Turn (e.g. Monolith of Power, Pepe's Slow Down or Rooster).

Shadow Bank JobPlay when an opponent plays a Gold Bribery Card. The bribery is cancelled and YOU get the Bribery Card to use until the end of this combat. If you do not use the Bribery Card by the end of this combat, it is discarded to the owner's discard pile.
Shadow Beer HeistPlay when an opponent plays a Beer Bribery Card. The bribery is cancelled and YOU get the Bribery Card to use until the end of this combat. If you do not use the Bribery Card by the end of this combat, it is discarded to the owner's discard pile.
Shadow Panty RaidPlay when an opponent plays a Babes Bribery Card. The bribery is cancelled and YOU get the Bribery Card to use until the end of this combat. If you do not use the Bribery Card by the end of this combat, it is discarded to the owner's discard pile.
The Ol' SwitcherooPlay when one of your Shields is attacked. Before creating your Combat Hand, you may switch the Shield and its contents with one of your unturned Shields. Both Shields involved in the Switch end the combat turned. Costs 1 Power Stone to use.
Total ChaosPlay before Command Cards are shown. Roll 1d6. On a 3+, your opponent plays your Combat Hand and you play his. Secondary attackers must be played against unbeaten Creatures, if possible. After combat, give the cards back before determining control of the space.

The Guardian is part of the Combat Hand when attacked. Arms of the Earth, Knife of Shadow, Medallion of Skyphos and Total Chaos all can affect the Guardian, (unless otherwise noted on the card, e.g. Obelisk of Bablos).

U.R. FirstPlay during the Movement and Combat Phase. Pick an opponent's unturned Shield. Opponent must use that Shield during his next movement option.
Warwick's ConversionPlay during a primary match-up. The Creature you just played switches to ANY one Creature Class of your choice for the remainder of combat.

If you change the class of the Golden Fleecer to Knight by playing a Warwick's Conversion, and you play a St. Ballantine's Evocation after that, the Ballantine can't take effect, because its condition that your Knight is also destroyed can not be met.

In the same way, neither a Hal, a Toasis Dragon nor an Etherwave Magna Lock has effect on the opponent Creature if they were played beside a Fleecer.

Guardian AngelDuring primary match-ups, you may return any of your beaten Creatures to your Creature Pen before the next primary match-up begins for 1 Power Stone per Creature.
Drizzle Bone the HackRanged Attack - If your primary match-up Creature wins this match-up, your opponent's primary match-up Creature is destroyed.
Doogop the Greedy+1 Vitality to each of your other Creatures for each of their Bribery icons while Doogop is in play.
Ba ChoombaIf the Ba Choomba loses a primary match-up, your Command Card is destroyed, if it is a Creature.
Dachas, Supreme LeaderAll Creatures in your Combat Hand gain immunity to AOE's, including AOE's from your opponent's Command Card.
Gehrund, Field MarshalSpend 1 Stone to force your opponent to take any Creatures from beneath his Stronghold Cards or Upgrades and place them in his Creature Pen before primary attacks. +1 Vitality in Jungle.
GorcooRanged attack - Causes your current Saurian match-up Creature to gain its Off-color bonus if it did not already get it.
Jimandu+1 Vitality for each primary match-up which has occurred in this combat so far.
JoomjabaWhen used as a secondary attacker, the Joomjaba destroys Large Creatures.
MocodabiOpponent must discard any 1 Medium sized Creature of his choice from his Combat Hand before primary attacks.
Noknaga+3 Vitality in Jungle. Immune to fear.
Rachur, Field MarshalWhen Rachur is in play and unbeaten, all of your other Creatures gain their Terrain bonuses, regardless of which Terrain they're fighting in.
Secauris1 pt. ranged attack which also forces opponent to discard 1 Creature Magic Item on the space.
Shackzu, Field Marshal+1 Vitality to all of your other Saurians when Shackzu is in play. Shackzu is +2 Vitality in Jungle.
Bellaret, Third Called2 pt. ranged attack. Add the sum of the unmodified point values of any other ranged attacks already played on this match-up to Bellaret's ranged attack.
Jinshade, Second Called3 pt. ranged attack. Add the sum of the unmodified point values of any other ranged attacks already played on this match-up to Jinshade's ranged attack.
Tavinmoor, First Called5 pt. ranged attack. Add the sum of the unmodified point values of any other ranged attacks already played on this match-up to Tavinmoor's ranged attack.
Fatback ChakNo secondary attackers may be played on this match-up by either player.
Greenback ChakDestroys Small Creatures.
Slackback ChakThe Slackback must be beaten by 3 or more points of the result is a push.
Chief Lector Priest of SethosChange the Creature Class of any of your Undead Creatures to one of your choice until the end of primary match-ups.
Dead CatsWhen Dead Cats is in play and beaten, all of your Creatures gain +2 Vitality.
Eater of the DeadAll Creatures on both sides beaten during primary attacks are destroyed.
Fan BearerIf the Fan Bearer's primary match-up opponent is a Creature capable of flying, that Creature immediately returns to the Creature Pen.

Immediately return effect: Shroud of Grahzue takes effect sooner than Bruno Smashmouth, Union Boss and Fan Bearer. (Reason: Shroud is not explicitly a bribery card, but it works very similarly.)

If Bruno has been already in play and an Undead is played in a subsequent match-up on its side against a Fan Bearer by the opponent, then Fan Bearer's ability is dispelled due to simultaneous condition and her lower UCN.

By the Immediately return effect, the Creature remained in the combat is considered an Unchallenged Card in melee.

High Priest of SethosBoth players must immediately discard all double-bordered cards.

High Priest of Sethos, Slim Jab, Morb's Revenge affect not only the Storage Depot, but also the previously played double orange bordered cards whose effect is persistent (they can be dispelled anytime, e.g. Famine, Warwick's Banishment). The exception is the Voodoo Hats that can only be removed by spending 2 power stones. (Remember, Accessory cards have single orange border.)

High Priestess of IsisChange the Creature Class of any of your opponent's Mortals to that of your choice during primary match-ups.
Imhotep, Visier of DjoserIf Imhotep wins a primary match-up, you can take any one Accessory and put it in play next to your Guardian. If the Accessory is removed from play for any reason, the Accessory goes to your opponent's discard pile.
Moheidra, Mistress of SoulsAdd the Base Vitality of your opponent's previous match-up Creature to Moheidra's Vitality.
MummyFear based attack. During primary match-ups, if the Mummy beats a Creature which is affected by fear, that Creature is destroyed.
Nubian Slave GirlWhen played in a primary match-up you may choose to have the Slave Girl distroyed, ending the match-up, and leaving her opponent as an Unchallenged Card in melee. You may then add a Gold Bribery Card from your discard pile to your storage Depot. One per space, per player.
Pharaoh DjoserNo Spells may be played during this combat. This ability cannot be dispelled.
Plague WalkerFear based attack. +2 to all fear-based attacks when Plague Walker is in play.
Priest of HorusDuring any primary match-up, you may spend 1 Power Stone to empty the text box of your opponent's Creature. Doesn't affect ranged attacks.
Priest of SethosNo Power Stones may be spent for channeling during this combat.
Priestess of Isis+1 Vitality for each single-bordered card in your Combat Hand when the Priestess is played.
Sebek, Queen of MagiciansImmediately discard any one Spell from your Storage Hand to add any one Spell from your draw deck to your Storage Hand. Reshuffle your draw deck.
Slim Jab1 pt. ranged attack that is only usable when fighting an External. Opponent must discard 1 double-bordered card when Slim Jab is used as a ranged attack.

High Priest of Sethos, Slim Jab, Morb's Revenge affect not only the Storage Depot, but also the previously played double orange bordered cards whose effect is persistent (they can be dispelled anytime, e.g. Famine, Warwick's Banishment). The exception is the Voodoo Hats that can only be removed by spending 2 power stones. (Remember, Accessory cards have single orange border.)

Theib, Master of ScribesIf your opponent's Command Card is a Spell or Item, Theib gains that command ability and opponent's command Spell or Item is dispelled.
Evil Baron StonerThe Baron adds his match-up opponent's Off-Color bonus to his Vitality.
Geldspar, Court MagicianWhile Geldspar is in play, your opponent may not play any Hand Magic Items.
Sales WeaselWhen the Weasel is your primary attacker, your opponent must burn a Power Stone or the Weasel gains +6 Vitality.
The MinxIf the Minx's primary match-up opponent is bribeable by Babes, the Minx immediately returns to your Combat Hand. Opponent's Creature remains as an Unchallenged Card in melee.

Immediately return effect: Shroud of Grahzue (and Bribery of course) takes effect sooner than Bruno Smashmouth, Union Boss, Fan Bearer and The Minx. (Reason: Shroud is not explicitly a bribery card, but it works very similarly.)

If Bruno has been already in play and an Undead or an Animal is played in a subsequent match-up on its side against a Fan Bearer or a Minx by the opponent, then Fan Bearer's or The Minx's ability is dispelled due to simultaneous condition and their lower UCN.

By the Immediately return effect, the Creature remained in the combat is considered an Unchallenged Card in melee.

The Minx also returns to the Combat Hand right after the Bribery option if the conditions are met. If the Minx's primary match-up opponent is e.g. a Dragon Wing Lord, The Minx returns to the Combat Hand first and right after she becomes lost by the 5 pt. AOE in normal.

Tiny Whining Cankerd+5 Vitality vs. Creatures which are immune to fear.
Odious Clamjack2 pt. AOE, +1 point to the AOE for every Swamp in play.

Playing Gnorg with an Odious Clamjack, the space considered to be Swamp must also be included in the AOE.

Buffy, Evil HornbagIf Buffy survives her primary match-up, your opponent must show you all double-bordered cards in his Storage Hand and discard all of his Beer Bribery cards.
Lucinda, Evil HornbagIf Lucinda survives her primary match-up, your opponent must show you all double-bordered cards in his Storage Hand and discard all of his Gold Bribery Cards
Wanda, Evil HornbagIf Wanda survives her primary match-up, your opponent must show you all double-bordered cards in his Storage Hand and discard all of his Babes Bribery cards.
Kurgan, Blademaster of the ExiledIf this card is the only Knight in play, add +4 to Kurgan's Vitality. Immune to fear.
Blue Mountain LeechfootIf Leechfoot is beaten during primary match-ups, opponent must spend 1 Power Stone or Leechfoot returns to your Creature Pen at the end of combat.
Rye BeanerMust be played as your Command Card. (C) 3 pt. fire AOE that affects YOUR OWN Combat Hand. One local per space, per player.
Scamp JonesMust be played as your Command Card. (C) Does nothing. One Local per space, per player.
Mayor McEvil2 pt. AOE methane attack, +1 pt. for each Barnyard Animal immediately discarded from your Combat Hand.
Mayor McFoodNo Barnyard Animals may be used during this combat. Set them off to one side of the combat. They do not count toward control of the space, but CAN be attacked by secondary attackers.
Mayor McGreedYou can use any Gold Bribery Card in your Storage Hand as a ranged attack with a point value equal to its Up-number, but only if your primary match-up Creature is a Barnyard Animal.
Festus ( OCB writen in white )When fighting in Mountains, Festus destroys Externals.
HumahumaDestroys Saurians.
Judge DredgeIf this combat takes place on a Swamp, you gain 1 Power Stone.
Silver Server+3 Vitality when fighting on a Terrainless disputed land space.
Ishtar, Queen of the HeapIshtar can channel to Slag Beasts only, even to Slag Beasts that normally cannot accept channeling.
SquibbyWhen Squibby is revealed as your Up-Card, you may immediately add Squibby to any of your Shields currently on The Dry Heaps Terrain and reveal a new Up-Card.
Sneaky VarmitIf Sneaky Varmit survives its primary match-up, opponent must discard one random card from his Creature Pen, if possible.
Cheesy Con Souvenir TweezleShow opponent Cheesy Con Souvenir when this Shield is attacked. Suitably impressed, your opponent must retreat. Discard the Souvenir.
Exploding TweezlePlay as a Command Card when attacking. Tweezle and your opponent's Command Card are both destroyed. Your opponent's command ability is dispelled. - or - Mail this card to FPG for a FREE box of Guardians Booster Packs. Include $10.00 for S&H.
Tweezle the SneakyPlay as a Command card. Opponent must show you all of his double-bordered cards or lose 1 Power Stone. -or - Mail this card to FPG for a FREE Player's Guide. Include $2.00 for S&H.
Chaos SummonerTake any Undead Creature from your discard pile and add it to your Storage hand. Play during the Draw and Organize Phase. Costs 1 stone to play.
DrukImmune to fire.
Barrow Wight+4 When secondary attacker.
Land Drake3 point AOE fire breath.
Clergy AnnOne per combat, you may reroll one of your character's DF hit rolls for 1 Ld. "…Patience and ammo, it's all you need…"
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