Attributes Combat Battleground Other

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Core Attributes/Unit Card


Term Icon Definition
Activation # Units complete an activation by moving or moving and then making an attack #, casting spells, or using abilities. Units cannot make an attack cast spells, or use abilities and then move #. A player can activate a unit and have it do nothing. Units that have activated are marked with a # token.
Aerial # A flying unit that is in flying mode, and therefore can only be attacked and targeted by spells of other aerial units. Aerial units are marked with a # icon.
Attack # Indicated by the number next to the sword icon: The amount of the damage # done by a melee or ranged # attack.
Boost # Spells and abilities may increase core attributes. Increases are indicated with # or # tokens.
Captain # Units with Captain # win tiebreakers for rank #. They also are able to command # units with equal or lower rank
Command # Captains # can skip their activation # and allow a unit with a lower numbered rank attribute # to activate in their place. Captains that commanded can then activate after all other units on the battleground, before players recruit units. Captain units that commanded are marked with a # icon.
Core Attributes A unit has 4 core attributes:
# Rank
# Movement
# Attack
# Health
Flying # Units that are # flying are unable to be targeted by opponent non-flying melee attacks and spells when aerial Opponent, non-flying ranged attacks are at an automatic "Evade 3" when targeting an aerial unit. Flying units must land to attack # non-flying opponents and must remain landed until they activate # again.
Health # Indicated by the number next to the heart # icon: This is the amount of damage # a unit can withstand before being eliminated from the battleground.
Landed A flying # unit that is not aerial and therefore able to be attacked and targeted by spells of units without flying Landed flying units also lose the evade 3 ability against ranged attacks.
Movement # Indicated by the number next to the directional icon: This is the maximum amount of grids a unit can move # during an activation #. Units do not have to move the maximum amount of grids.
Points # Points # are scored by eliminating opponent units. The point values of each unit are equal to the unit's gold # recruitment cost. A Player wins when they reach: 25 points (basic 2 player) 30 points (master’s 2 player) 30 points (3 player) 40 points (4 player)
Rank # indicated by the [Pedestal Icon]: The rank number is the order in which units activate #. Units with the highest number activate first, followed by the next highest number, until all units have activated
Resource Bonus
#
Units generate either 1 gold # or 1 mana # if they begin the round on their home terrain







Spellcaster # This unit can spend the resource # Mana # to use it's spells (in blue font) in order to cause an effect on the battlefield. The amount of mana required for each spell is indicated by the number next to the mana icon by the spell name
Unit
#
A unit is an individual card.
Each faction begins the game with 12 units.





Unit Type
#
A unit's type is indicated under its name







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Combat Terms


Term Icon Definition
Ability An effect on the battleground that does not require mana # and is outside of the core attributes. Abilities can either be used a certain number of times or occur when something triggers them. Abilities and their effects are all listed on each Faction’s Spell/Ability Breakdown card.
Damage # The amount of health # that an attack #, spell, or ability takes away
Eliminated Units are eliminated from the battleground when they receive total damage # equal to or greater than their health attribute #. When an enemy unit is eliminated, the player that eliminated it scores points # equal to it’s gold # recruitment cost.
Melee Damage # Damage # done by attacking an enemy on an adjacent grid. The number next to the sword # Icon indicates the amount of damage
Prowess # A unit’s prowess # number is their attack attribute # added to their health attribute #. It is based off of the current health not the original health when recruited.
Range # Ranged units can make an attack # on non-adjacent grids within their range number #. Ranged attacks deal damage # equal to their attack attribute Range distance is determined the same way as movement # , however, ranged attacks can go over water grids Ranged attacks cannot go through a grid occupied by an ally or an enemy that is not the target.
Range Damage Damage # done from ranged attacks (attacking non-adjacent grids or by units with the # icon). Damage dealt is equal to the # number in the definition.
Spell Damage # Damage # done by effects that cost mana # to use. The amount of damage indicated by number next to # in blue font
Spell Range # The distance in grids a spell can reach a legal target. Spell range distance is determined the same way as movement # , however, spells can go over water grids (not diagonally over water grids. Spell range cannot go through a grid occupied by an ally or an enemy that is not the target.
Spells # Units that can cast spells spend mana to cause an effect on the battleground. The amount of mana required for each spell is indicated by the number next to the mana # icon by the spell name. Spells and their effects are all listed on each Faction’s Spell/Ability Breakdown card.
Use/Exaust # Some abilities have a limited number of uses per game. Once the ability is used the maximum amount of times in a game, it is exhausted.
Wounded # Units that have taken damage #, but have not been eliminated from the board are wounded.


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Battleground/Resources


Term Icon Definition
Adjacent (Adj.) The grid within 1 legal movement # of the unit
Base Camp
#
The area from which your units enter the battleground. They must enter the 2 grids adjacent to the basecamp. It requires 1 movement # to move from the base camp to the battleground. The Base camp is not considered part of the battleground. Units in the basecamp cannot use their activation # for anything other than moving onto the battleground. Enemies also cannot attack # or target units in the basecamp.
Battleground
#
The area composed of tiles and grids on which the units move # and attack # each other.








Gold # In game resource # that allows players to recruit units
Gold Mine # Location on the Battleground, indicated by # token. Generates extra gold which can be used to recruit units
Grid
#
The spaces on the battleground. The movement # attribute indicates how many grids a unit can move. Each tile is made up of 4 grids.





Home Terrain Each faction’s terrain tiles placed at the beginning of the game. Units can move # diagonally if the grid they are moving to is their home terrain. Units can also attack # diagonally if the grid the target enemy is onis their home terrain. Units gain their resource # bonus at the beginning of the round if the grid they are on is their home terrain (but not if they are on a water grid)
Home Terrain by Faction
Baazaria: Swamp Doom Sand: Desert
Kragg: Mountain Parada: Forest
Zermano: Island Zyan: Plains
Primus: Jungle Moonshadow: Ruins
Aquatic Units: Water
Mana # In game resource # that allows units to cast spells
Mana Pool # Location on the battleground, indicated by # token. Generate extra mana players can use to cast spells
Resource # Gold # or mana #
Resource Center # Gold mine # or Mana # pool
Row
#
A vertical or horizontal straight line of grids. (Not diagonal). Rows contain all grids in the straight line.







Terrain Tile
#
Each set of 4 grids. There are 9 tiles on a 2 player battleground, 12 on a 3 player battleground, and 16 on a 4 player battleground.





Water Grid
#
All factions have terrain tiles with water grids. Units can move # into water grids, but their activation # ends. Flying # units can move over water grids when aerial Range attacks and spell range can also be measured over water grids (but not diagonally)





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Other


Term Icon Definition
Ally Other units within your faction that you control
Commander Activation Phase Once the unit with the lowest rank # activates #, if there were any units that commanded # earlier in the round, they would then activate in order of their Rank level. They must activate at this point.
Friendly Fire There is no “friendly fire” in Factions. If a spell or ability that effects a tile, row, or the whole battleground would do damage # to allied units, ignore that damage.
Recruitment Phase After all units for all players have activated #, including Captains # that have commanded #, players may recruit new units with their gold # amounts into their base camps. The player with the terrain tile advantage recruits units first. All players must recruit all their units before they activate. Recruited units then activate in their rank # order. Players cannot count up resources # until all units have activated in the recruitment phase. Players cannot recruit units after they count up resources for the round.
Round The cycle of all units on the battleground and base camp completing an activation #
Round Order 1. Remove all activation # tokens and any effect tokens that only last one round, then determine any beginning of round effects

2. Unit with the highest rank # activates, followed by the next highest, until all units activate

3. Any Captains # that command # then activate in rank order

4. Players recruit units

5. Recruited units activate in rank order

6. Players count resources # they have earned in the round. Following this the next round begins with step 1.
Warband The 12 units you are able to use during the game.


Abilities and Spells by Faction


Click on term name for unit lists   |   Spells are in Blue

Term Definition
Evade After a range attack #, non-melee ability, or spell is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the evade number, the attack # or spell has no effect. Aquatic units on water grids and aerial flying # units have an automatic evade 3 against ranged attacks.
Slayer Eliminate an enemy unit within the range # of this ability if the targeted enemy's prowess # is 6 or less
Multi-Attack This unit's melee attack # effects all adjacent grids
Pain Torrent 1 damage # to an enemy unit on any grid. Can target aerial # units (3 uses then #)
Windblast 2 damage # to an enemy aerial # flying unit (2 uses then #)
Frenzy If this unit eliminates an enemy unit with a melee attack #, it can make another immediate melee attack on another adjacent enemy
Agility This unit can make melee attacks # on a diagonal grid regardless of if the grid is their home terrain or not
Regenerate This unit returns to play in the exact grid it was on at full health # after being killed. Regeneration must be cast immediately after the unit is killed. The unit cannot cast the spell once the next unit activates #. (your opponent still gets points # for eliminating the unit even if it regenerates). Regenerated units get a new activation, and enter the rank # cycle as though they were newly recruited.
Reanimate Dead Place a previously eliminated undead unit in your basecamp. Your opponent still keeps their original points # for eliminating the unit
Necrotic Orb Give an enemy unit within range -1 attack # and -1 health # attributes within a range of 2 grids
Deathwave 1 damage # to all enemies on the battleground, including # aerial units.
Magic Shield Ignore a total of up to 2 damage # from ranged attacks #, non-melee abilities, and spells that target this unit. Can cast after the attack # or spell is declared by your opponent (does not count as activation #)
Shockblast 2 damage # to all enemies on an adjacent terrain tile. (Must be in a grid adjacent to the targeted terrain tile).

Click on term name for unit lists   |   Spells are in Blue

Term Definition
Plus 1 gold per round This unit produces an additional +1 gold # per round at the resource # counting phase of each round
Kidnap Units with kidnap can target adjacent units with combined attack # and health # attributes equal to or less than their own attack and defense attributes plus their kidnap number. The kidnapped unit is removed from the game, but not killed. You receive points # for removing the unit, however your opponent can buy it back by paying it's gold # cost to you. Once it re-enters the game, you'd lose the points.
Evade After a range attack # or spell is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the evade number, the attack # or spell has no effect
Smite This unit deals double damage # on melee attacks #. Limited number of uses. Cannot be used on Ranged attacks #
Swoop Flying # units with swoop deal an additional amount of damage # equal to the swoop number when they attack # units on the ground. They must begin the activation # aerial #.
Fireblast This ability deals 4 damage # to an adjacent unit. Limited number of uses (Dmg type: Pyro)
Natural Toughness Units with natural toughness can ignore up to 2 melee damage # whenever they use this ability. Limited number of uses.
Feast You can sacrifice a unit to heal a unit with Feast 1 damage # point per unit sacrificed. Units can be sacrificed either on their activation # or the unit with Feast's activation Units with feast can use the feast ability and then attack # or move #
Menace Units with a combined attack # and defense attribute total of 4 or less cannot make melee attacks on this unit
Sandstorm This spell deals 1 damage # to each enemy unit on a desert grid (Spell damage type: Aero)
Wave of Blades This spell deals 3 damage # to all enemy units on a row (horizontal or vertical) (Spell damage type: Aero)
Fire Orb This spell deals 2 damage # to an enemy within range # (Spell damage type: Pyro)
Fireball This spell deals a total of 5 damage #, divided however you choose, among as many enemy units within it's range # as you would like (Spell damage type: Pyro)
Magic Shield This spell prevents a total of up to 2 damage # from ranged attacks # and spells that target this unit. Can cast after the attack # or spell is declared by your opponent (does not count as activation #)

Click on term name for unit lists   |   Spells are in Blue

Term Definition
Bullrush Units with Bullrush can move # enemy or friendly units to an adjacent grid and contnue moving. They can also move # an enemy unit to an adjacent grid after they have attacked it.
Bolster Units with Bolster get +1 health # for the remainder of the round if they did not attack # this round. Health boost occurs after Activation #.
Plunder Units with Plunder earn you an amount of gold # equal to their plunder number after they have killed an enemy unit
Mauler You get 1 point whenever this unit does damage #, but does not kill an enemy unit. You cannot win the game on a mauler point.
Frenzy If this unit kills an enemy unit with a melee attack #, it can make another immediate melee attack on another adjacent enemy if there is one
Natural Toughness Units with natural toughness can ignore up to 2 melee damage # whenever they use this ability. Limited number of uses.
Feast You can sacrifice a unit to heal a unit with Feast 1 damage # point per unit sacrificed. Units can be sacrificed either on their activation # or the unit with Feast's activation Units with feast can use the feast ability and then attack # or move #
Immune to flying melee attacks While flying #, this unit takes no damage # from enemy flying unit's melee attacks #
Shockwave This spell deals 2 damage # to an enemy unit within range # ( spell damage type: Electro)
Magic Shield This spell prevents a total of up to 2 damage # from ranged attacks # and spells that target this unit. Can cast after the attack # or spell is declared by your opponent (does not count as activation #)

Click on term name for unit lists   |   Spells are in Blue

Term Definition
Parry After a melee attack # is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the parry number, the attack has no effect
Evade After a range attack # or spell is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the evade number, the attack # or spell has no effect
Agility This unit can make melee attacks on a diagonal grid regardless of if the grid is their home terrain or not
Skirmish Units with skirmish make an immediate attack # on enemies as soon as the enemy unit enters an adjacent grid.
Versatile This unit can make a ranged attack #, then move #, then makes a melee attack # OR it can move then make a melee attack then make a ranged attack
Range attacks can't be evaded Damage # from this unit’s ranged attacks # ignore the “evade” ability including for aerial # units and aquatic units on water grids.
Natural Toughness Units with natural toughness can ignore up to 2 melee damage # whenever they use this ability. Limited number of uses.
Absorb This spell allows the unit to ignore all damage # it would take from an attack #. It can cast it on itself only. It can cast it after the opponents attack is declared (does not count as activation #)

Click on term name for unit lists   |   Spells are in Blue

Term Definition
Aquatic Aquatic units use water grids as home terrain. When recruited, aquatic units begin on whatever water grid on the battleground you choose. Aquatic units' activation # ends when they move # to a non-water grid. When on a water grid, Aquatic units have an automatic "Evade 3" against ranged # attacks. (not spells)
Multi-Attack This unit's melee attack # effects all adjacent grids
Plus 1 Mana per turn This unit generates an additional +1 mana # per round
Immune to Range This unit cannot be targeted by ranged # attacks (can still be targeted by spells and abilities that use range)
Plunge This unit can move # through a water grid without losing activation #. It can also move onto a water grid and attack #. (Home terrain is still Island grids) (3 uses then #)
Bolster Units with Bolster get +1 health # for the remainder of the round if they did not attack # this round. Health boost occurs after Activation #.
Natural Toughness Units with natural toughness can ignore up to 2 melee damage # whenever they use this ability. (1 use then #)
Evade After a range attack # or spell is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the evade number, the attack # or spell has no effect
Laser Blast 2 damage # to an entire row, horizontal or vertical. Must be a row the unit is currently in. Effects the entire row. (1 use then #)
Heal Restore an ally within a range # of 2 grids to full health #, remove all negative effects, and restore all exhausted # use abilites. It does not restore movement # points or rank # for the round.
Ice Missile 2 damage # to an enemy unit within range # of 4 grids
Strengthen Ally unit within a range # of 2 grids gets an additional 2 attack # and 2 health # until the end of the round
Lightning Bolt 3 damage # to an enemy unit within a range # of 3 grids
Fire Orb 2 damage # to an enemy within range # of 2 grids
Blizzard 3 damage # to all enemies on an adjacent Terrain Tile. Put # on surviving units. (Must be in a grid adjacent to the targeted terrain tile)

Click on term name for unit lists   |   Spells are in Blue

Term Definition
Skirmish Units with skirmish make an immediate melee attack # on enemies as soon as the enemy unit enters an adjacent grid.
Bolster 1 additional health # for the remainder of the round if this unit did not attack this round
Phalanx When this unit is adjacent to an ally with Phalanx, both units get an additional 2 health #. As soon as the units are no longer adjacent, the 2 health is gone. The 2 health is applied to both units when one of the units activates # adjacent or end it's movement # adjacent to the other unit with Phalanx. Previous damage # is not healed by the phalanx boost.
Sacrifice for +2 Gold You may remove this unit from the game and gain +2 gold #. Your opponent does not score points # for removing units in this way.
Immune to Spells Any effect besides Heal that uses mana # cannot effect this unit. (Abilities still can effect this unit)
Joust This unit can attack # an enemy and continue movement # using their remaining movement points
Menace Units with a Prowess # of 5 or less cannot make melee attacks # on this unit
Tactician Units with Tactician score a point # each time they move # onto the horizontal row of grids adjacent to the basecamp across from their locaction.
Parry After a melee attack # is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the parry number, the attack has no effect
Heal Restore an ally within a range # of 2 grids to full health # , remove all negative effects, and restore all exhausted # use abilites. It does not restore movement # points or rank # for the round.
Fire Orb 2 damage # to an enemy within range # of 2 grids

EXPANSION ONLY SPELLS AND ABILITIES


Click on term name for unit lists   |   Spells are in Blue

Term Definition
Thrash These units can attack # diagonally even if it isn’t their home terrain grid. (Limited number of uses)
War Horn Put an Amazon in your base camp without playing it’s gold # cost. Not a full Activation #. (Limited number of uses)
RuneStone Put a unit into your base camp by paying it’s gold # cost in mana # instead of gold. Not a full Activation #. (Limited number of uses)
Ambush Make an automatic ranged attack # on an enemy that moves # within range during it’s activation #. Does not replace Activation. (Limited number of uses)
Snipe Ranged attack # deals double damage #. Cannot use on an Ambush. Cannot move # before making attack #. (Limited number of uses)
Amphibious This unit can move # through and attack # onto water grids without their activation # ending (CANNOT attack diagonally to water grids like aquatic units and also water grids do NOT count as this units home terrain so they do not get the resource # bonus on water grids)
Parry After a melee attack # is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the parry number, the attack has no effect
Aquatic These units gain their resource # bonus on water tiles. They also can move # through water tiles, but receive the movement activation # penalty when moving through land. Water tiles count as adjacent for them. When recruited, aquatic units begin on whatever water grid you choose. Ranged attacks # targeting Aquatic units in the water must roll a 4 or higher to hit.
Feast You can sacrifice a unit to heal a unit with Feast 1 damage # point per unit sacrificed. Units can be sacrificed either on their activation # or the unit with Feast's activation Units with feast can use the feast ability and then attack # or move #
Menace Units with a combined attack # and defense attribute total of 4 or less cannot make melee attacks on this unit
Multi-Attack This unit's melee attack # effects all adjacent grids
Evade After a range attack # or spell is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the evade number, the attack # or spell has no effect
Natural Toughness Units with natural toughness can ignore up to 2 melee damage # whenever they use this ability. Limited number of uses.
Immune to Spells This unit cannot be effected by spells
Arcane Blast 6 dmg divided as you choose among all targets in range #. Range of 2.
Acid Blast 1 dmg to all adjacent units
Curse Target enemy’s attack # skill becomes 0 until the end of the round.
Magic Shield This spell prevents a total of up to 2 damage # from ranged attacks # and spells that target this unit. Can cast after the attack # or spell is declared by your opponent (does not count as activation #)
Shockwave This spell deals 2 damage # to an enemy unit within range # (spell damage type: Electro)
Heal This spell restores an ally to full health, # removes all negative effects, and restores all limited use abilites. It does not rejuvenate movement # points or Rank # for the round. Can be cast at anytime, but does count as the caster's activation #.

EXPANSION ONLY SPELLS AND ABILITIES


Click on term name for unit lists   |   Spells are in Blue

Term Definition
Thrash These units can attack # diagonally even if it isn’t their home terrain grid. (Limited number of uses)
Piercing Sting Adj. enemy gets -2 attack # and -2 defense. Cannot use on a Thrash. Replaces attack (Limited number of uses)
Juke Ignore a ranged attack #, spell or ability. It has no effect. Declare use after targeted. Mana # and uses on abilities still are used up when targeting a unit that uses Juke. (Limited number of uses)
Skirmish Units with skirmish make an immediate attack # on enemies as soon as the enemy unit enters an adjacent grid.
Agility Units with agility can attack # diagonally regardless of if the grid is their home terrain or not
Mauler You get 1 point whenever this unit does damage #, but does not kill an enemy unit. You cannot win the game on a mauler point.
Pain Torrent Deal 1 damage # to an enemy on any grid (limited number of uses) (replaces activation #) (includes flying # units) (Dmg type: Necro)
Versatile This unit can make a ranged attack #, then move #, then makes a melee attack # OR it can move, then make a melee attack, then make a ranged attack
Slayer Eliminate an enemy unit within the range # of this ability if the targeted enemy's prowess # is 7 or less. Cannot target Aerial # units.
Joust Units with Joust can attack # an enemy and continue movement using their remaining movement # points
Parry After a melee attack # is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the parry number, the attack has no effect
Evade After a range attack # or spell is declared on this unit, your opponent must roll a 6 sided die. If the roll is equal to or less than the evade number, the attack # or spell has no effect
Curse Target enemy’s attack # skill becomes 0 until the end of the round.
Deteriorate Deal 1 dmg to all WOUNDED enemies.
Vanish Return this unit to your Base Camp. Can cast after targeted, counts as activation #.
Heal This spell restores an ally to full health, # removes all negative effects, and restores all limited use abilites. It does not rejuvenate movement # points or Rank # for the round. Can be cast at anytime, but does count as the caster's activation #.
Units with Evade Faction
Nightfall Geist Baazaria
Bloodreaver Wraith Baazaria
Doom Sand Outlaw Doom Sand
Doom Sand Archer Doom Sand
Cloudqueen Sprite Parada
Amazon Champion Primus (Expansion)
Jabari Warlord Moonshadow (Expansion)
Units with Slayer Faction
Asanbosam Assassin Baazaria
Assassin Squad Moonshadow (Expansion)
Units with Multi-Attack Faction
Skeleton Bladelord Baazaria
Riptide Octopus Zermano
Feral Hydra Primus (Expansion)
Units with Pain Torrent Faction
Asanbosam Warlord Baazaria
Wendigo Villagestalker Moonshadow (Expansion)
Units with Windblast Faction
Witch Aeromancer Baazaria
Units with Frenzy Faction
Bloodreaver Wraith Baazaria
Ogre Mauler Kragg
Units with Agility Faction
Asanbosam Swiftblade Baazaria
Cloudqueen Sprite Parada
Mishnari Bladethrower Moonshadow (Expansion)
Assassin Squad Moonshadow (Expansion)
Units with Regenerate Faction
Shambling Wight Baazaria
Zombie Goliath Baazaria
Skeleton Bladelord Baazaria
Units with Reanimate Dead Faction
Baazaria Necromancer Baazaria
Units with Necrotic Orb Faction
Baazaria Necromancer Baazaria
Units with Deathwave Faction
Deathstorm Lich Baazaria
Units with Magic Shield Faction
Witch Aeromancer Baazaria
Outlaw Mage Doom Sand
Orc Warlock Kragg
Bogdeep Witch Primus (Expansion)
Units with Shockblast Faction
Bloodreaver Wraith Baazaria
Units with +1 Gold per turn Faction
Goldminer Captive Doom Sand
Units with Kidnap Faction
Doom Sand Outlaw Doom Sand
Units with Smite Faction
Anubite Battlechief Doom Sand
Units with Swoop Faction
Firesky Wyvern Doom Sand
Units with Fireblast Faction
Firesky Wyvern Doom Sand
Units with Natural Toughness Faction
Sabertooth Wyrum Doom Sand
Ogre Mauler Kragg
Monstrous Ogre Kragg
Sentry Giant Parada
Savage Cyclops Zermano
Lurking Inkanyamba Zermano
Jungle River Kraken Primus (Expansion)
Units with Feast Faction
Sabertooth Wyrum Doom Sand
Colossal Roc Kragg
Darktrench Yacumama Primus (Expansion)
Units with Menace Faction
Sabertooth Wyrum Doom Sand
Elite Gladiator Zyan
Feral Hydra Primus (Expansion)
Units with Sandstorm Faction
Sirocco Conjuror Doom Sand
Units with Wave of Blades Faction
Genie Khan Doom Sand
Units with Fire Orb Faction
Genie Khan Doom Sand
Gnome Pyromancer Zermano
Sunfire Angel Zyan
Units with Fireball Faction
Outlaw Mage Doom Sand
Units with Bullrush Faction
Charger Boar Kragg
Units with Bolster Faction
Veteran Orc Kragg
Merfolk Veteran Zermano
Royal Swordsman Zyan
Units with Plunder Faction
Veteran Orc Kragg
Units with Mauler Faction
Ogre Mauler Kragg
Troll Crusher Kragg
Wendigo Villagestalker Moonshadow (Expansion)
Units Immune to Flying Melee Attacks Faction
Colossal Roc Kragg
Units with Shockwave Faction
Orc Warlock Kragg
Mystic Witch Primus (Expansion)
Units with Parry Faction
Eloko Marshall Parada
Elite Gladiator Zyan
Yulgori Sentinel Primus (Expansion)
Amazon Champion Primus (Expansion)
Jabari Warlord Moonshadow (Expansion)
Units with Skirmish Faction
Parada Militia Parada
Centaur Striker Parada
Sentry Giant Parada
Royal Swordsman Zyan
Sunfire Angel Zyan
Elite Spearfighter Moonshadow (Expansion)
Units with Versatile Faction
Centaur Striker Parada
Mishnari Bladethrower Moonshadow (Expansion)
Units With Raged Attacks that Can't Be Evaded Faction
Elf Sharpshooter Parada
Units with Aquatic Faction
Riptide Octopus Zermano
Lurking Inkanyamba Zermano
Darktrench Yacumama Primus (Expansion)
Units with +1 Mana per turn Faction
Manawing Parrot Zermano
Units Immune to Range Faction
Scouting Gargoyle Zermano
Blizzard Elemental Zermano
Units with Plunge
Merfolk Veteran Zermano
Units with Laser Blast Faction
Savage Cyclops Zermano
Units with Heal Faction
Island Isangoma Zermano
Wild Pegasus Zyan
Sunfire Angel Zyan
Monarch Coatl Primus (Expansion)
Moonshadow Chindi Moonshadow (Expansion)
Units with Ice Missile Faction
Zermano Battle Mage Zermano
Units with Strengthen Faction
Zermano Battle Mage Zermano
Units with Lightning Bolt Faction
Storm Conjuror Zermano
Units with Blizzard Faction
Blizzard Elemental Zermano
Units with Phalanx Faction
Armored Infantry Zyan
Armored Cavalry Zyan
Valkyrie Defender Zyan
Units that can be Sacrificed for +2 Gold Faction
Farm Peasant Zyan
Units Immune to Spells Faction
Wild Pegasus Zyan
Monarch Coatl Primus (Expansion)
Units with Joust Faction
Armored Cavalry Zyan
Jabari Shadow Knight Moonshadow (Expansion)
Units with Thrash Faction
Wild Wyvern Primus (Expansion)
Savage Manticore Moonshadow (Expansion)
Units with War Horn Faction
Amazon Champion Primus (Expansion)
Units with RuneStone Faction
Mystic Witch Primus (Expansion)
Units with Ambush Faction
Lizardfolk Archer Primus (Expansion)
Units with Snipe Faction
Lizardfolk Archer Primus (Expansion)
Units with Amphibious Faction
Jungle River Kraken Primus (Expansion)
Units with Arcane Blast Faction
Monarch Coatl Primus (Expansion)
Units with Acid Blast Faction
Bogdeep Witch Primus (Expansion)
Units with Curse Faction
Mystic Witch Primus (Expansion)
Malicious Chindi Moonshadow (Expansion)
Units with Piercing Sting Faction
Savage Manticore Moonshadow (Expansion)
Units with Juke Faction
Mishnari Bladethrower Moonshadow (Expansion)
Units with Deteriorate Faction
Wendigo Villagestalker Moonshadow (Expansion)
Units with Vanish Faction
Moonshadow Chindi Moonshadow (Expansion)
Units with Absorb Faction
Grove Treefolk Parada
Monstrous Treefolk Parada
Units with Tactician Faction
Zyan Infiltrator Zyan
Units with Captain ability Faction
Asanbosam Swiftblade Baazaria
Deathstorm Lich Baazaria
Asanbosam Warlord Baazaria
Anubite Battlechief Doom Sand
Genie Khan Doom Sand
Orc General Kragg
Veteran Orc Kragg
Cloudqueen Sprite Parada
Eloko Marshall Parada
Minotaur Chieftain Parada
Zermano Battle Mage Zermano
Merfolk Veteran Zermano
Royal Swordsman Zyan
Swiftwing Valkyrie Zyan
Valkyrie Defender Zyan
Sunfire Angel Zyan
Amazon Champion Primus
Monarch Coatl Primus
Vukazi General Moonshadow
Jabari Warlord Moonshadow
Units with Flying Faction
Nightfall Geist Baazaria
Bloodreaver Wraith Baazaria
Sunray Hawk Doomsand
Firesky Wyvern Doomsand
Genie Khan Doomsand
Wild Kongamato Kragg
Colossal Roc Kragg
Cloudqueen Sprite Parada
Manawing Parrot Zermano
Scouting Gargoyle Zermano
Blizzard Elemental Zermano
Wild Pegasus Zyan
Swiftwing Valkyrie Zyan
Valkyrie Defender Zyan
Sunfire Angel Zyan
Wild Wyvern Primus
Monarch Coatl Primus
Malicious Chindi Moonshadow
Moonshadow Chindi Moonshadow
Savage Manticore Moonshadow
Units with Range Faction
Doom Sand Archer Doom Sand
Anubite Battlechief Doom Sand
Goblin Stonethrower Kragg
Veteran Orc Kragg
Troll Crusher Kragg
Elf Bowman Parada
Centaur Striker Parada
Elf Sharpshooter Parada
Zyan Bowman Zyan
Amazon Javelineer Primus
Elite Spearfighter Moonshadow
Mishnari Bladethrower Moonshadow
Jabari Warlord Moonshadow
Units with Spellcaster ability Faction
Shambling Wight Baazaria
Witch Aeromancer Baazaria
Baazaria Necromancer Baazaria
Zombie Goliath Baazaria
Deathstorm Lich Baazaria
Skeleton Bladelord Baazaria
Bloodreaver Wraith Baazaria
Sirocco Conjuror Doomsand
Outlaw Mage Doomsand
Genie Khan Doomsand
Orc Warlock Kragg
Grove Treefolk Parada
Monstrous Treefolk Parada
Island Isangoma Zermano
Gnome Pyromancer Zermano
Zermano Battle Mage Zermano
Storm Conjuror Zermano
Blizzard Elemental Zermano
Wild Pegasus Zyan
Sunfire Angel Zyan
Bogdeep Witch Primus
Mystic Witch Primus
Monarch Coatl Primus
Malicious Chindi Moonshadow
Moonshadow Chindi Moonshadow
Wendigo Villagestalker Moonshadow
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