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C F R W
R W
Heal 2 damage.
Heal 2 damage.
C F W
C F W
C F R W
+1
+3
C F R W
+2
Discard to destroy 1 monster.
F R W
A long, hardwood pole with signs of former use staining parts of the shaft a deep red.
+2
Whenever this sword is used in battle, its wielder goes berserk. Although many see it as a cursed object, others see it as a boon.
+5
C F R
+2
Heal 2 damage when equipped.
+4
F
A finely crafted weapon forged by master swordmakers.
+3
A white sword with runes across the blade. When enemies are near it glows with a pale light.
+4
A short sword with a thin, dull gray blade that enemies will feel more often than see.
+3
F R W
A short, rusted weapon with a wicked blade.
+1
Trap Earthquake
-1
Discard 1 item or turn this card into 1 damage. Discard 1 item or turn this card into 1 damage.
-1
Turn this card into 1 damage.
-1
-1
Discard 1 item.
5
Immune to magic attacks.
2
Immune to magic attacks.
10
Immune to magic attacks.
-1
Drow Wizard
-1
Renegade Warlock
-1
Ogre Mage
If you don't attack with magic, take 1 damage only if you would have won.
If you don't attack with magic, take 1 damage only if you would have won.
-1
-1
-1
If you don't attack with magic, take 1 damage only if you would have won.
If you have any items, you may discard them all instead of taking the damage if you lose.
If you have any items, you may discard them all instead of taking the damage if you lose.
2
Assassin Vine wins automatically against Fighters.
-1
-1
-1
4
If you lose you can discard 1 item instead of taking damage.
6
If you lose you can discard 1 item instead of taking damage.
7
Ogre Barbarian wins automatically against Rogues.
-1
-1
-1
12
If you lose you must also discard 1 item if you have one.
6
If you lose you must also discard 1 item if you have one.
9
If you lose you must also discard 1 item if you have one.
-1
-1
-1
-1!
-1!
3
Cerebrilith wins automatically against Clerics.
8
Damage from undead cannot be healed.
3
Damage from undead cannot be healed.
-1 -1!
Monster - Construct
Stone Golem
-1!
6
Damage from undead cannot be healed.
4
Damage from undead cannot be healed.
7
Stone Golem wins automatically against Wizards.
-1
Fighter
Rogue
Ignore traps.
Cleric
Hero
Hero
Hero
5
C
5
F
5
R
Cards are resolved as follows. Note that any text on the card takes precedence to these rules.
Item
If your hero cannot use the item, simply discard it. Otherwise you must decide if you want to use up 1 of your item slots to hold it. You can discard an item you currently hold if needed. If it can be used immediately, such as a potion, you do not have to have a free item slot to do so. Items like this can also be stored in 1 of your item slots and used at a later time as well.
Wizard
Rules
Pick 1 of the 4 heroes that you will use for the game. Your starting vitality is shown on the card. This is used for both your health and your attack value. Damage will drop your vitality and if it ever reaches 0 the game is over. Items will modify your attack value when determining the outcomes of battles, but they do not add to your health. For example, if your base vitality is 5, and you have taken 4 damage, 1 more damage will end the game even if you have a weapon that adds 2 to your attack. Pick 1 non-epic item to start the game with. Unless otherwise specified, your hero can only carry 2 items. Shuffle the remaining non-hero cards. This is the draw deck. Start turning over the cards in the draw deck, one at a time and resolving them until you either reach the end of the deck and have won, or your hero is dead.
Hero
5
W
Monster
Fight monsters by determining your attack and comparing it to the number on the monster card. To determine your attack, use your base vitality minus any damage you have previously taken and then add any modifiers from items. If your number is higher, you win discard the monster card. If your number is equal or lower, you lose place the monster card below your hero as damage.
Trap
Follow the instructions on the card unless you have a hero or item that allows you to ignore traps.