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Code Set Name Recommended Class Shadow Mode Skill Special Skill

H001 Core Bjorn Shadow Barbarian Attack [Bam]: +1 Wound Headbutt | Once per Activation, roll 1 [Yellow Die] and deal Wounds equal the number of [Sword]+[Bam] to one Enemy in the same Zone.
H002 Core Elias Battle Wizard Attack: +1 [Bam] Zap | Once per Activation, roll 1 [Yellow Die] and deal Wounds equal the number of [Sword] to one Enemy in line of sight at Range 0-2.
H003 Core Owen Paladin of Fury Attack: Owen may heal 1 Defender | Defense: May Re-roll blank results one additional time.
H004 Core Sibyl Nightshade Ranger Attack [Bam]: +2 [Sword] Eagle-Eyed | Attack: May Re-roll blank results one additional time.
H005 Core Siegfried Pit Fighter Berserker Attack: +1 [Sword] Revenge | When Siegfried takes 1 or more Wounds from an Enemy Attack, you may inflict 1 Wound to the attacker.
H006 Core Whisper Bloodmoon Nightrunner Attack: Defender -1 [Shield] Swift | +1 Movement Point per Movement Action
H007 Noble Warriors vs Cockatrix Azrael Noble Warrior Defense [Bam]: Attacker -1 Attack die. Shield Specialist | [Shield Bearer] Equipped Two-Handed Weapons are considered One-Handed.
H008 Noble Warriors vs Cockatrix Mila Shadow Barbarian Attack [Bam]: Defender -1 Defense die. Leg Swipe | Once per Activation, roll 1 [Red Die]: | [Bam]: Inflict 1 Wound to one Enemy in the same Zone. | [Diamond]: Inflict 1 Wound and Stun an Enemy in the same Zone.
H009 Noble Warriors vs Cockatrix Zoe Pit Fighter Berserker Attack: May flip one of the defender's dice. Bully | Defense: If the attack deals no Wounds, Zoe may heal 1 Wound.
H010 Warrior Priests vs Spearmaiden Cyclops Malleus Warrior Priest Attack [Bam]: +1 [Diamond] Scholar | Aquiring Class Skills cost him 1 less XP.
H011 Warrior Priests vs Spearmaiden Cyclops Moira Sorcerer Attack: May flip 1 [Yellow Die] blank result. Blood Magic | Once per Activation, deal 1 Wound to Moira or an Ally to roll 1 [Red Die] and deal Wounds equal to the number of [Sword] to an Enemy within Range 0-2 and Line of Sight of Moira.
H012 Warrior Priests vs Spearmaiden Cyclops Ostara Paladin of Fury Defense [Bam]: Deal 1 Wound to the attacker. Tough Defense | Defense: Blank results get +1 [Shield]
H013 Bloodmoon Assassins vs Hellephant Valerie Bloodmoon Assassin Attack: +1 [Sword] per Wound the enemy has (max. +3 [Sword]). Meatshield | Defense: May redirect 1 Wound from this Attack to another Actor in the same Zone instead.
H014 Bloodmoon Assassins vs Hellephant Victoria Warrior Priest Defense: +1 [Shield] Keen Mind | Victoria may use her Signature one additional time per Activation.
H015 Bloodmoon Assassins vs Hellephant Sylvan Nightshade Ranger Defense: +1 Re-roll Attack OR Defense. Hunter | Attack: +3 [Sword] against Roaming Monsters.
H016 Sorcerers vs Lord Tusk Ajax Sorcerer Attack [Bam]: Roll 1 [Yellow Die] and inflict Wounds to the Enemy equal to the number of [Sword]. Dark Magic | At the end of the Round, Ajax may resurrect a dead Hero in the same Zone (twice per Quest).
H017 Sorcerers vs Lord Tusk Sarah Noble Warrior Sarah gets "Attack: +1 [Sword]" per Ally in the same Zone. Follow Me | Once per Activation, when Sarah performs a Move Action, select another Hero in the same Zone. Both Move to the same Zone.
H018 Sorcerers vs Lord Tusk Silence Bloodmoon Nightrunner Attack: +1 Re-roll Attack OR Defense. Trapper | Enemies in the same Zone as Silence get "Defense: -1 Shield"
H019 Lightbringer Pack Lil' Ned Bonecrusher Attack [Bam]: +2 [Sword] | Defense: -1 [Shield] Huge | Melee Actions have Range 0-1 | Lil' Ned blocks Enemy Lines of Sight.
H020 Lightbringer Pack Myriam Battle Wizard Attack or Defense: Steal 1 [Bam] OR [Diamond] from the defender or attacker. Healer | Once per Activation, roll 1 [Blue Die] and heal Wounds equal to the number of [Shield] from herself or an Ally in Line of Sight.
H021 Lightbringer Pack Sicarius Bloodmoon Assassin Attack: Blank results get +1 [Sword] Loner | If he has no Allies in Line of sight, Sicarius gets "Attack: +2 [Sword]".
H022 Crossover Pack 1 Ann Warrior Priest Attack [Bam]: +1 Wound Alms | At the Start of Ann's Activation, she may heal one ally in Line of Sight by 1.
H023 Crossover Pack 1 Baldric Battle Wizard Magic: +1 [Bam] Magic Arsenal | Equipped Two-Handed Magic Weapons are considered One-Handed.
H024 Crossover Pack 1 Clovis Noble Warrior [Dual Wielding] Attack: +1 Wound Resilient | Defense: May Re-roll blank results one additional time.
H025 Crossover Pack 1 Samson Bonecrusher Attack [Bam] [Bam]: Instantly kill one targeted Minion. Stout | Defense: +1 [Shield]
H026 Crossover Pack 1 Nelly Shadow Barbarian [Two-Handed Weapon] Attack: +1 [Yellow Die] Hit & Run | If her Attack deals any Wounds, Nelly may immediately Move 1 Zone with Slippery.
H027 Crossover Pack 1 Silas Nightshade Ranger Attack: Blank results get +1 [Sword] Stride | Once per Activation, Silas may Move 1 Zone for free with Slippery.
H028 Crossover Pack 1 Ariane Bloodmoon Nightrunner Attack [Bam]: +1 [Yellow Die] Point Blank | May use Ranged Weapons at Range 0.
H029 Crossover Pack 1 Karl Battle Wizard Magic Attack [Bam]: +2 [Bam] Resourceful | His Attack gets +1 [Red Die] if it would have more than 3 [Yellow Die].
H030 Crossover Pack 1 Morrigan Sorcerer [Blood Tribute 1] Attack: +1 Re-roll Attack Alchemist | Discard a Healing Potion to roll 2 [Red Die] and heal Woulds eqaul to the number of [Sword] to one Enemy in Line of sight at Range 0-2.
H031 Crossover Pack 1 Theo Nightshade Ranger Attack: Cancel all Defense [Bam] and [Diamond]. Obstinate | Theo can't be Stunned.
H032 Crossover Pack 1 Arnaud Bloodmoon Nightrunner Attack: +1 [Sword] for each 2 [Shield] the defender rolls. Smuggler | +1 Reorganize/Trade Action
H033 Crossover Pack 1 Glynda Paladin of Fury Defense: Deal 1 Wound to the attacker. Duck & Kill | Defense [Diamond]: Kill one minion in the attacking Mob.
H034 Crossover Pack 1 Julian Bloodmoon Nightrunner Melee [Bam] [Bam]: Steal the Treasure from the targeted Mob. Thief | At the start of a Quest, draw 3 Treasure cards of your Level and choose 1 to keep.
H035 Crossover Pack 1 Sylvia Pit Fighter Berserker [Dual Wielding] Attack: +2 [Sword] Nimble | Defense: +2 [Shield], but if Slyvia takes any Wounds, she takes +1 Wound.
H036 Crossover Pack 1 Tucker Warrior Priest If he kills at least 2 Minions in one Attack, kill 1 more in the same Zone. Opportunist | Defense [Bam]: Deal 1 Wound to the attacker.
Code Set Name Zone 1 Zone 2 Zone 3
D001 Core Guards Spawn a Guard card, 2 Normal Treasure No enemy, 3 Normal Treasure No enemy, 3 Normal Treasure
D002 Core Heavily Guarded Spawn a Guard card, 3 Normal Treasure No enemy, 2 Normal Treasure Spawn a Guard card, 2 Normal Treasure
D003 Core Ambush! Spawn a Guard card in the Active Hero's Zone, 1 Special Treasure No enemy, 3 Normal Treasure Spawn a Guard card, 2 Normal Treasure
D004 Core Guards Spawn a Guard card, 3 Normal Treasure No enemy, 3 Normal Treasure No enemy, 2 Normal Treasure
D005 Core Guards Spawn a Guard card, 2 Normal Treasure No enemy, 1 Special Treasure No enemy, 2 Normal Treasure
D006 Core Guards No enemy, 2 Normal Treasure Spawn a Guard card, 3 Normal Treasure No enemy, 2 Normal Treasure
D007 Core Guards No enemy, 3 Normal Treasure Spawn a Guard card, 2 Normal Treasure No enemy, 2 Normal Treasure
D008 Core Ambush! No enemy, 3 Normal Treasure Spawn a Guard card in the Active Hero's Zone, 1 Special Treasure Spawn a Guard card, 2 Normal Treasure
D009 Core Guards No enemy, 3 Normal Treasure Spawn a Guard card, 3 Normal Treasure No enemy, 2 Normal Treasure
D010 Core Ambush! Spawn a Guard card in the Active Hero's Zone, 1 Special Treasure No enemy, 3 Normal Treasure Spawn a Guard card, 2 Normal Treasure
Code Set Name Text
E01 Core Rear Patrol Spawn a Guard card. Place the Enemy in a Zone with the token of the Current Level -1 (Ignore this card at Level 1).
E02 Core Rear Patrol Spawn a Guard card. Place the Enemy in a Zone with the token of the Current Level -1 (Ignore this card at Level 1).
E03 Core Forward Patrol Spawn a Guard card. Place the Enemy in a Zone with the token of the Current Level +1 (Current Level if Level +1 is not present).
E04 Core Forward Patrol Spawn a Guard card. Place the Enemy in a Zone with the token of the Current Level +1 (Current Level if Level +1 is not present).
E05 Core Rear Monster Patrol If there are already Roaming Monsters in play, Activate one. If not, Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level -1 (Ignore this card at Level 1).
E06 Core Rear Monster Patrol If there are already Roaming Monsters in play, Activate one. If not, Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level -1 (Ignore this card at Level 1).
E07 Core Rear Monster Patrol If there are already Roaming Monsters in play, Activate one. If not, Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level -1 (Ignore this card at Level 1).
E08 Core Forward Monster Patrol If there are already Roaming Monsters in play, Activate one. If not, Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level +1 (Current Level if Level +1 is not present).
E09 Core Forward Monster Patrol If there are already Roaming Monsters in play, Activate one. If not, Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level +1 (Current Level if Level +1 is not present).
E10 Core Forward Monster Patrol If there are already Roaming Monsters in play, Activate one. If not, Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level +1 (Current Level if Level +1 is not present).
E11 Core Unexpected Monster Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level +1 (Current Level if Level +1 is not present).
E12 Core Unexpected Monster Spawn a Roaming Monster card. Place the Enemy in a Zone with the token of the Current Level +1 (Current Level if Level +1 is not present).
E13 Core God of Fortune's Blessing Place 2 Normal Treasure tokens in a Zone with the Current Level token.
E14 Core God of Fortune's Blessing Place 2 Normal Treasure tokens in a Zone with the Current Level token.
E15 Core God of Light's Blessing Fully heal one Hero. OR Resurrect and heal to 3 Health any Dead Heroes.
E16 Core Agent Patrol Search the Current Level Guard deck for an Agent card and Spawn it on the Current Level token. Shuffle the deck afterwards. If there is no Agent left in the deck, shuffle it and Spawn a Mob card instead.
E17 Core Shadow Blessing Heroes in Shadow Zones may heal 1.
E18 Core Shadow Blessing Heroes in Shadow Zones may heal 1.
E19 Core Lightbringer's Protection Inflict 2 Wounds to one enemy in a Shadow Zone.
E20 Core Shadow Inspiration Choose one Hero to immediately perform 1 Action.
Code Set Name Level Type Slot Melee Ranged Magic Defense Text
SE01 Core Mace 1 Melee 1 Hand 1Y Attack: Defender -1 [Shield]
SE02 Core Mace 1 Melee 1 Hand 1Y Attack: Defender -1 [Shield]
SE03 Core Short Bow 1 Ranged 2 Hands 2Y
SE04 Core Short Bow 1 Ranged 2 Hands 2Y
SE05 Core Spear 1 Melee 1 Hand 1Y Can be used to perform Melee Actions at Range 0-1
SE06 Core Spear 1 Melee 1 Hand 1Y Can be used to perform Melee Actions at Range 0-1
SE07 Core Long Sword 1 Melee 1 Hand 1Y 1B
SE08 Core Long Sword 1 Melee 1 Hand 1Y 1B
SE09 Core Staff 1 Magic 1 Hand 1Y Attack [Bam]: +1 [Sword]
SE10 Core Staff 1 Magic 1 Hand 1Y Attack [Bam]: +1 [Sword]
SE11 Core Axe 1 Melee 2 Hand 1R
SE12 Core Axe 1 Melee 2 Hand 1R
SE13 Core Leather Armor 1 Armor Body 1B
SE14 Core Leather Armor 1 Armor Body 1B
SE15 Core Leather Armor 1 Armor Body 1B
SE16 Core Leather Armor 1 Armor Body 1B
SE17 Core Leather Armor 1 Armor Body 1B
SE18 Core Leather Armor 1 Armor Body 1B
SE19 Core Lifebringer Start Special N/A N/A N/A N/A N/A At the start of the Round, if there are any dead Heroes, remove 1 token from this card to resurrect and fully heal a dead Hero.
Code Set Name Type Text
A001 Core Barbarian's Helmet Artifact The Hero takes half dmage from Melee Attacks (rounded up). | +1 Melee Action.
A002 Core Berserker's Gauntlets Artifact Defense: +2 [Shield]. | +1 Melee Action with "Melee: +3 [Sword]".
A003 Core Mage's Power Amulet Artifact The Hero and all Allies in the same Zone can't be targeted by Magic Attacks. | +1 Magic Action.
A004 Core Nightrunner's Mask Artifact When the Hero enters an enemy's Zone, inflict 3 Wounds to each Enemy there. | +1 Action.
A005 Core Paladin's Crown Artifact When the Hero or an Ally in Line of Sight heals, heal double the amount instead. | +1 Action.
A006 Core Ranger's Gauntlets Artifact Attack: Cancel all Defense Enchantments. | +1 Ranged Action.
A007 Noble Warriors vs Cockatrix Noble's Standard Artifact "Attack: +1 [Sword]" and "Defense: +1 [Shield]" to Hero and all Allies in Line of Sight | +1 Action to use Command an additional time per Activation.
A008 Lightbringer Pack Assassin's Cloak Artifact All Zones in the Hero's Line of Sight are considered Shadow Zones. | +1 Combat Action with "Attack: +1 [Bam]"
A008 Bloodmoon Assassins vs Hellephant Assassin's Cloak Artifact All Zones in the Hero's Line of Sight are considered Shadow Zones. | +1 Combat Action with "Attack: +1 [Bam]"
A009 Sorcerers vs Lord Tusk Sorcerer's Ring Artifact If any of the Hero's Skills or Attacks wounds an Enemy, inflict 1 extra Wound. | +1 Magic Action with "Magic: +1 [Diamond]".
A010 Lightbringer Pack Priest's Reliquary Artifact The first time the Hero would be wounded on each of his Turns, prevent all Wounds. | +1 Action
A010 Warrior Priests vs Spearmaiden Cyclops Priest's Reliquary Artifact The first time the Hero would be wounded on each of his Turns, prevent all Wounds. | +1 Action
A011 Lightbringer Pack Bonecrusher's Pauldron Artifact +1 Melee Action with "Attack [Bam]: Stun the Enemy". | Once per Activation, deal 5 Wounds to a Stunned enemy in the Hero's Zone.
Code Set Name Level Type Slot Melee Ranged Magic Defense Text
T001 Core Armor of Life 1 Armor Body 1B Defense [Bam]: The Hero may heal 1.
T002 Core Armor of Life 1 Armor Body 1B Defense [Bam]: The Hero may heal 1.
T003 Core Chainmail Armor 1 Armor Body 1B Defense [Bam]: +1 [Shield]
T004 Core Chainmail Armor 1 Armor Body 1B Defense [Bam]: +1 [Shield]
T005 Core Plate Armor 1 Armor Body 1B Defense: +1 [Shield]
T006 Core Plate Armor 1 Armor Body 1B Defense: +1 [Shield]
T007 Core Guillotine Potion 1 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: +1 Action to be used immediately.
T008 Core Lesser Healing Potion 1 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T009 Core Lesser Healing Potion 1 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T010 Core Lesser Healing Potion 1 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T011 Core Lesser Healing Potion 1 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T012 Core Lesser Healing Potion 1 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T013 Core Wooden Ring 1 Item N/A N/A N/A N/A N/A Defense: +1 [Bam]
T014 Core Gnomish Gold Sack 1 Item N/A N/A N/A N/A N/A This card counts as 2 Equipment cards when used as part of a Transmute Action. After drawing this card, the Hero immediately gains 3 Experience Points.
T015 Core Gnomish Gold Sack 1 Item N/A N/A N/A N/A N/A This card counts as 2 Equipment cards when used as part of a Transmute Action. After drawing this card, the Hero immediately gains 3 Experience Points.
T016 Core Charm of Protection 1 Item N/A N/A N/A N/A N/A Defense: May Re-roll one of the Attack dice one additional time.
T017 Core Mage's Charm 1 Item N/A N/A N/A N/A N/A Once per Activation, roll 1 [Yellow Die] and deal Wounds equal to the number of [Sword] to one Enemy in Line of Sight at Range 0-2.
T018 Core Lucky Find 1 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw a Level 2 Treasure card. Discard this card after resolution.
T019 Core Orb of Courage 1 Magic 2 Hands 2Y "Attack: +1 [Sword]" to the Hero and all Allies in the same and adjacent Zones.
T020 Core Scepter 1 Magic 1 Hand 1Y
T021 Core Scepter of Fear 1 Magic 2 Hands 2Y Attack [Bam]: Stun the Enemy
T022 Core Scepter of Hate 1 Magic 1 Hand 1Y Attack [Bam]: +1 Wound
T023 Core Wand of Healing 1 Magic 1 Hand 1Y Attack [Bam]: The Hero or one Ally in Line of Sight may heal 1.
T024 Core Battle Axe 1 Melee 1 Hand 1Y Attack [Bam]: Defender gets "Attack: -1 [Yellow Die]" for this Counter-Attack.
T025 Core Battle Axe 1 Melee 1 Hand 1Y Attack [Bam]: Defender gets "Attack: -1 [Yellow Die]" for this Counter-Attack.
T026 Core Fire Sword 1 Melee 1 Hand 1R
T027 Core Great Sword 1 Melee 2 Hands 1R Attack [Bam]: +1 [Sword]
T028 Core Great Sword 1 Melee 2 Hands 1R Attack [Bam]: +1 [Sword]
T029 Core Short Sword 1 Melee 1 Hand 1Y
T030 Core Short Sword 1 Melee 1 Hand 1Y
T031 Core Mace 1 Melee 1 Hand 1Y Attack: Defender -1 [Shield]
T032 Core Dagger of Sure Strike 1 Melee 1 Hand 1Y Attack: May Re-roll blank results one additional time.
T033 Core Dagger 1 Melee 1 Hand 1Y [Shadow Mode] Attack: Blank results get +1 [Sword].
T034 Core Dwarven Shield 1 Shield 1 Hand 1B Any equipped [2 Hands] Weapon is instead considered as [1 Hand], and thus can be paired.
T035 Core Spiked Shield 1 Shield 1 Hand 1B Melee Defense [Bam]: Inflict 1 Wound to the attacker.
T036 Core Composite Bow 1 Ranged 2 Hands 2Y Attack [Bam]: May Re-roll 1 Defense die one additional time.
T037 Core Javelin 1 Ranged 2 Hands 1R Can be used to resolve Melee Actions at Range 0.
T038 Core Plague Javelin 1 Ranged 2 Hands 2Y Attack [Bam]: +1 Wound
T039 Core Skirmish Bow 1 Ranged 2 Hands 2Y Attack [Bam]: +1 [Yellow Die]
T040 Core Javelin of Sure Strike 1 Ranged 2 Hands 2Y Attack: May Re-roll blank results one additional time.
T041 Core Trapped Chest: Acid Cloud 1 Trap N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked-Up a Treasure Token. Otherwise, discard it and draw the next card. All Heroes in the same Zone take 1 Wound. Draw a Treasure card of the same Level. Discard this card after resolution.
T042 Core Chainmail Armor 2 Armor Body 2B Defense [Bam]: +1 [Shield]
T043 Core Chainmail Armor 2 Armor Body 2B Defense [Bam]: +1 [Shield]
T044 Core Plate Armor 2 Armor Body 2B Defense: +1 [Shield]
T045 Core Plate Armor 2 Armor Body 2B Defense: +1 [Shield]
T046 Core King's Armor 2 Armor Body 1G The Hero gets "Defense: +1 [Blue Die]" per other Equipped card of the King's set: King's Crown, King's Mace.
T047 Core Cloak of Shadows 2 Armor Body 1B The Hero is always considred to be in Shadow Mode
T048 Core Guillotine Potion 2 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: +1 Action to be used immediately.
T049 Core Lesser Healing Potion 2 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T050 Core Lesser Healing Potion 2 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T051 Core Lesser Healing Potion 2 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Heal up to 2 to the Hero, or one Ally in the same Zone.
T052 Core King's Crown 2 Item N/A N/A N/A N/A N/A Attack [Bam]: "Defender -1 [Shield]" per equipped card of the King's set: King's Crown, King's Mace, King's Armor.
T053 Core Lucky Find 2 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw a Level 3 Treasure card.
T054 Core Ring of Shadow 2 Item N/A N/A N/A N/A N/A The Hero is considered to be in Shadow Mode for his first Attack each activation.
T055 Core Wand of Stupor 2 Magic 1 Hand 1R Attack [Bam]: Stun the Enemy
T056 Core Battle Staff 2 Magic 2 Hands 1Y,1R Attack [Bam]: +1 Wound | Attack [Bam]: The Hero may heal 1.
T057 Core Scepter 2 Magic 1 Hand 1R
T058 Core Shadow Orb 2 Magic 2 Hands 1Y,1R [Shadow Mode] Attack: Defender -1 [Shield] | [Shadow Mode] Attack [Bam]: One Hero in Shadow Mode may heal 1.
T059 Core Wand of Healing 2 Magic 1 Hand 1R Attack [Bam]: The Hero or one Ally in Line of Sight may heal 1. | Attack [Diamond]: The Hero or one Ally in Line of Sight may heal 2.
T060 Core Axe of Renewal 2 Melee 2 Hands 1Y,1R Attack [Bam]: The Hero may heal 1. | Attack [Diamond]: The Hero may heal 2.
T061 Core Sword of Might 2 Melee 1 Hand 1Y Any equipped [2 Hands] Equipment is instead considered as [1 Hand], and thus can be paired.
T062 Core Great Sword 2 Melee 2 Hands 1Y,1R Attack [Bam]: +1 [Sword] (Repeat 2)
T063 Core Hammer 2 Melee 1 Hand 2Y
T064 Core Ice Sword 2 Melee 1 Hand 1R Attack [Bam]: Stun the Enemy.
T065 Core King's Mace 2 Melee 1 Hand 1Y The Hero gets "Attack: +1 [Yellow Die]" per other Equipped card of the King's set: King's Armor, King's Crown.
T066 Core War Mace 2 Melee 2 Hands 1Y,1R If the Attack does not Wound the Enemy, you may Re-roll all the dice one additional time.
T067 Core Long Sword 2 Melee 1 Hand 1R 1B
Code Set Name Level Type Slot Melee Ranged Magic Defense Text
T068 Core Short Sword 2 Melee 1 Hand 1R
T069 Core Spear of Impalement 2 Melee 1 Hand 1R Can be used to perform Melee Actions at Range 0-1
T070 Core Eleven Shield 2 Shield 1 Hand 1B "Defense: +1 [Shield]" to Allies in the same Zone.
T071 Core Kite Shield 2 Shield 1 Hand 2B
T072 Core Composite Bow 2 Ranged 2 Hands 1Y,1R Attack [Bam]: May Re-roll any number of Defense dice one additional time.
T073 Core Fire Bow 2 Ranged 2 Hands 1Y,1R Attack [Bam]: +1 [Sword] | Attack [Diamond]: +2 [Sword]
T074 Core Javelin 2 Ranged 2 Hands 1Y,1R Can be used to resolve Melee Actions at Range 0.
T075 Core Meteor Javelin 2 Ranged 2 Hands 1Y,1R Attack [Bam]: Defender -1 [Blue Die] | Attack [Diamond]: Defender -1 Defense die
T076 Core Javelin of Sure Strike 2 Ranged 2 Hands 1Y,1R Attack: May Re-roll blank results one additional time.
T077 Core Trapped Chest: Sleeping Gas 2 Trap N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. All Heroes in the Hero's Zone are Stunned. Draw a Treasure card of the same Level. Discard this card after resolution.
T078 Core Chainmail Armor 3 Armor Body 1B,1G Defense [Bam]: +1 [Shield] (Repeat 2)
T079 Core Chainmail Armor 3 Armor Body 1B,1G Defense [Bam]: +1 [Shield] (Repeat 2)
T080 Core Plate Armor 3 Armor Body 1B,1G Defense: +1 [Shield]
T081 Core Plate Armor 3 Armor Body 1B,1G Defense: +1 [Shield]
T082 Core Cold Iron Armor 3 Armor Body 2G Defense [Bam]: Cancel an Attack [Bam] | Defense [Diamond]: Cancel an Attack [Diamond]
T083 Core Healing Potion 3 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T084 Core Healing Potion 3 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T085 Core Healing Potion 3 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T086 Core Gloves of Fast Hands 3 Item N/A N/A N/A N/A N/A +1 Reorganize/Trade Action
T087 Core Ring of Power 3 Item N/A N/A N/A N/A N/A Attack [Diamond]: +2 [Bam]
T088 Core Double Chest 3 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw 2 additional Level 3 Treasure cards. Discard this card after resolution.
T089 Core Lucky Find 3 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw a Level 4 Treasure card. Discard this card after resolution.
T090 Core Meteor Scepter 3 Magic 2 Hands 2R Attack [Bam]: Defender -1 [Blue Die] | Attack [Diamond]: Defender -1 Defense die
T091 Core Orb of Darklight 3 Magic 2 Hands 3Y The Hero gets "Attack: +1 [Sword] for each Shadow Zone between the Attacker and Defender, including their own zones.
T092 Core Scepter 3 Magic 1 Hand 1Y,1R
T093 Core Staff of Defense 3 Magic 2 Hands 2R 1G Defense [Bam]: +1 [Shield] | Defense [Diamond]: +2 [Shield].
T094 Core Wand of Healing 3 Magic 1 Hand 1Y,1R Attack [Bam]: The Hero or one Ally in Line of Sight may heal 1. | Attack [Diamond]: The Hero or one Ally in Line of Sight may heal 2.
T095 Core Ice Mace 3 Melee 1 Hand 2Y Attack [Bam]: Stun the Enemy.
T096 Core Battle Axe 3 Melee 1 Hand 1Y,1R Attack [Bam]: Defender gets "Attack: -1 Attack die" for this Counter-Attack.
T097 Core Great Sword 3 Melee 2 Hands 3Y Attack [Bam]: +1 [Sword] (Repeat 2)
T098 Core Ice Axe 3 Melee 2 Hands 2R Attack [Bam]: Stun the Enemy.
T099 Core Long Sword 3 Melee 1 Hand 1Y,1R 1B
T100 Core Long Sword 3 Melee 1 Hand 1Y,1R 1B
T101 Core Plague Sword 3 Melee 1 Hand 2Y Attack [Bam]: +1 Wound
T102 Core Spear of Impalement 3 Melee 1 Hand 2Y Can be used to perform Melee Actions at Range 0-1 | Attack [Bam]: +1 Attack die
T103 Core Dagger of Sure Strike 3 Melee 1 Hand 2Y Attack: May Re-roll blank results one additional time.
T104 Core Light Mace 3 Melee 1 Hand 1Y,1R If the Attack does not Wound the Enemy, you may Re-roll all the dice one additional time.
T105 Core Dwarven Shield 3 Shield 1 Hand 1G Any equipped [2 Hands] Weapon is instead considered as [1 Hand], and thus can be paired.
T106 Core Kite Shield 3 Shield 1 Hand 1G
T107 Core Composite Bow 3 Ranged 2 Hands 3Y Attack [Bam]: May Re-roll any number of Defense dice one additional time.
T108 Core Fire Bow 3 Ranged 2 Hands 2R Attack [Bam]: +1 [Sword] | Attack [Diamond]: +2 [Sword]
T109 Core Javelin 3 Ranged 2 Hands 2R Can be used to resolve Melee Actions at Range 0.
T110 Core Javelin 3 Ranged 2 Hands 2R Can be used to resolve Melee Actions at Range 0.
T111 Core Plague Javelin 3 Ranged 2 Hands 2R Attack [Bam]: +1 Wound | Attack [Diamond]: +2 Wounds
T112 Core Knight's Armor 4 Armor Body 2B,1G The Hero gets "Defense: +1 [Shield]" per equipped card of the Knight's set: Knight's Helmet, Knight's Shield, Knight's Armor.
T113 Core Plate Armor 4 Armor Body 2B,1G Defense: +1 [Shield]
T114 Core Plate Armor 4 Armor Body 2B,1G Defense: +1 [Shield]
T115 Core Shadow Armor 4 Armor Body 3B [Shadow Mode] Defense: +1 [Green Die]
T116 Core Healing Potion 4 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T117 Core Healing Potion 4 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T118 Core Healing Potion 4 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T119 Core Ring of Braveness 4 Item N/A N/A N/A N/A N/A The Hero may use their Signature for 0 Experience and one additional time per Activation
T120 Core Knight's Helmet 4 Item N/A N/A N/A N/A N/A The Hero gets "Attack: +1 Attack die" per equipped card of the Knight's set: Knight's Helmet, Knight's Shield, Knight's Armor.
T121 Core Double Chest 4 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw 2 additional Level 4 Treasure cards. Discard this card after resolution.
T122 Core Lucky Find 4 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw a Level 5 Treasure card. Discard this card after resolution.
T123 Core Wand of Stupor 4 Magic 1 Hand 2R Attack [Bam]: Stun the Enemy.
T124 Core Orb of Courage 4 Magic 2 Hands 1Y,1R "Attack: +2 [Sword]" to the Hero and all Allies in the same and adjacent Zones.
T125 Core Scepter 4 Magic 1 Hand 1Y,1R
T126 Core Scepter of Fear 4 Magic 2 Hands 3Y,1R Attack [Bam]: Stun the Enemy.
T127 Core Warrior-Mage's Scepter 4 Magic 1 Hand 1Y,1R The Hero's Magic Actions have a 0-1 Range as long as this weapon is equipped.
T128 Core Battle Axe 4 Melee 1 Hand 1Y,1R Attack [Bam]: Defender gets "Attack: -1 Attack die" for this Counter-Attack.
T129 Core Battle Axe 4 Melee 1 Hand 1Y,1R Attack [Bam]: Defender gets "Attack: -1 Attack die" for this Counter-Attack.
T130 Core Fire Sword 4 Melee 1 Hand 2R Attack [Bam]: +1 [Sword] | Attack [Diamond]: +2 [Sword]
T131 Core Great Axe 4 Melee 2 Hands 3R Attack [Bam]: Defender gets "Attack: -1 Attack die" for this Counter-Attack. | Attack [Diamond]: Defender gets "Attack: -2 Attack dice" for this Counter-Attack.
T132 Core Hammer 4 Melee 2 Hands 3Y,1R Attack [Bam] [Bam]: Defender -4 [Shield]
T133 Core Ice Sword 4 Melee 1 Hand 2R Attack [Bam]: Stun the Enemy.
T134 Core Long Sword 4 Melee 1 Hand 1Y,1R 1G
Code Set Name Level Type Slot Melee Ranged Magic Defense Text
T135 Core Meteor Hammer 4 Melee 2 Hands 2Y,1R Attack [Bam]: Defender -1 [Blue Die] | Attack [Diamond]: Defender -1 Defense die
T136 Core Short Sword 4 Melee 1 Hand 1Y,1R 1B
T137 Core Dagger of Sure Strike 4 Melee 1 Hand 1Y,1R Attack: May Re-roll blank results one additional time.
T138 Core Knight's Shield 4 Shield 1 Hand 1B,1G Melee Defense [Bam]: Inflict 1 wound to the attacker per equipped card of the Knight's set: Knight's Shield, Knight's Helmet, Knight's Armor.
T139 Core Kite Shield 4 Shield 1 Hand 3B
T140 Core Composite Bow 4 Ranged 2 Hands 2Y,1R Attack [Bam]: May Re-roll any number of Defense dice one additional time. (Repeat 2)
T141 Core Javelin 4 Ranged 2 Hands 3Y,1R Can be used to resolve Melee Actions at Range 0.
T142 Core Javelin 4 Ranged 2 Hands 3Y,1R Can be used to resolve Melee Actions at Range 0.
T143 Core Piercing Javelin 4 Ranged 2 Hands 3R If the Attack Wounds, deal the same number of Wounds to all Enemies in Line of Sight behind the target.
T144 Core Ranger's Bow 4 Ranged 2 Hands 1Y,2R Attack [Bam] [Bam]: +3 [Sword] | Attack [Diamond]: +2 [Sword]
T145 Core Chainmail Armor 5 Armor Body 3B, 1G Defense [Bam]: +1 [Shield] (Repeat 3) | Defense [Diamond]: +2 [Shield]
T146 Core Plate Armor 5 Armor Body 1B,2G Defense: +2 [Shield]
T147 Core Plate Armor 5 Armor Body 1B,2G Defense: +2 [Shield]
T148 Core Troll Skin Armor 5 Armor Body 1B, 3G Defense [Bam] [Bam] OR [Diamond]: If the Hero would die, stay alive with 1 Health.
T149 Core Healing Potion 5 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T150 Core Healing Potion 5 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T151 Core Healing Potion 5 Consumable N/A N/A N/A N/A N/A Discard this card during the Hero's Activation: Fully heal the Hero, or one Ally in the same Zone.
T152 Core Quicksilver Boots 5 Item N/A N/A N/A N/A N/A +1 Movement Action | +1 Movement Point per Movement Action
T153 Core Troll Ring 5 Item N/A N/A N/A N/A N/A Once per Activation, may spend one Action to heal 3 to the Hero or one Ally in Line of Sight.
T154 Core Ring of Power 5 Item N/A N/A N/A N/A N/A Attack: +1 [Diamond] OR +2 [Bam] | Defense: +1 [Diamond] OR +2 [Bam]
T155 Core Double Chest 5 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw 2 additional Level 5 Treasure cards. Discard this card after resolution.
T156 Core Lucky Find 5 Luck N/A N/A N/A N/A N/A Resolve this card if the Hero just Picked Up a Treasure Token. Otherwise, discard it and draw the next card. Draw an Artifact card. Discard this card after resolution.
T157 Core Orb of Teleport 5 Magic 2 Hands 1Y,3R Attack [Diamond] [Diamond]: Place the Enemy on the Level token of an adjacent tile.
T158 Core Scepter 5 Magic 1 Hand 2Y,1R
T159 Core Scepter of Hate 5 Magic 1 Hand 2R Attack [Bam]: +1 Wound (Repeat 3) | Attack [Diamond]: +3 Wounds
T160 Core Staff of Final Blow 5 Magic 2 Hands 2Y,2R Attack [Bam] [Bam] OR [Diamond]: Instantly kill 2 targeted minions.
T161 Core Wand of Healing 5 Magic 1 Hand 2R Attack [Bam]: The Hero or one Ally in Line of Sight may heal 1. (Repeat 3) | Attack [Diamond]: The Hero or one Ally in Line of Sight may heal 2.
T162 Core Fire Sword 5 Melee 1 Hand 2R Attack [Bam]: +1 [Sword] (Repeat 2) | Attack [Diamond]: +2 [Sword] (Repeat 2)
T163 Core Great Sword 5 Melee 2 Hands 2Y,2R 2B Attack [Bam]: +1 [Sword] (Repeat 3)
T164 Core Great Sword 5 Melee 2 Hands 2Y,2R 2B Attack [Bam]: +1 [Sword] (Repeat 3)
T165 Core Headhunter 5 Melee 2 Hands 2Y,2R The Hero can immediately resolve an additional Activation if he killed a Gaurdian with this Weapon during his regular Activation.
T166 Core Long Sword 5 Melee 1 Hand 3Y 1G
T167 Core Magma Sword 5 Melee 1 Hand 2R Attack [Diamond]: +3 [Sword]
T168 Core Short Sword 5 Melee 1 Hand 2Y,1R 1B
T169 Core Vampire Axe 5 Melee 1 Hand 2R Attack [Bam]: +1 Wound OR the Hero may heal 1 (Repeat 3) | Attack [Diamond]: +1 Wound AND the Hero may heal 1.
T170 Core Round Shield 5 Shield 1 Hand 1B,2G
T171 Core Round Shield 5 Shield 1 Hand 1B,2G
T172 Core Composite Bow 5 Ranged 2 Hands 1Y,3R Attack [Bam]: May Re-roll any number of Defense dice one additional time. (Repeat 2)
T173 Core Ice Bow 5 Ranged 2 Hands 2Y,2R Attack [Bam]: Stun the Enemy.
T174 Core Javelin 5 Ranged 2 Hands 3Y,2R Can be used to resolve Melee Actions at Range 0.
T175 Core Javelin of Fury 5 Ranged 2 Hands 2Y,2R Before any Attack against the Hero, roll 1 [Red Die] and deal Wounds equal the number of [Sword] to the attacker.
T176 Core Meteor Javelin 5 Ranged 2 Hands 2Y,2R Attack [Bam]: Defender -1 [Blue Die] | Attack [Diamond]: Defender -1 Defense die
TP01 Promo Commander's Horn 2 Item N/A N/A N/A N/A N/A Once per Activation you may Move to your Zone one hero in Range 1-2.
Code Set Name Level Type Health Minions Melee Ranged Magic Defense Text
G001 Core Dwarf Warriors 1 Mob 2 x1 2Y 1B
G002 Core Dwarf Warriors 1 Mob 2 x1 2Y 1B
G003 Core Dwarf Defenders 1 Mob 1 x1 1Y 2B Defense: Re-roll blank results one additional time.
G004 Core Goblin Agent 1 Agent x2 N/A 2Y 1B At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G005 Core Goblin Archers 1 Mob 1 x1 1Y 2Y 1B Ranged [Bam]: +1 [Sword]
G006 Core Goblin Archers 1 Mob 1 x1 1Y 2Y 1B Ranged [Bam]: +1 [Sword]
G007 Core Goblin Warriors 1 Mob 1 x1 2Y 2B
G008 Core Goblin Warriors 1 Mob 1 x1 2Y 2B
G009 Core Orc Flayers 1 Mob 3 x1 1R
G010 Core Orc Flayers 1 Mob 3 x1 1R
G011 Core Dwarf Agent 2 Agent x3 N/A 3Y 1B,1G At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G012 Core Dwarf Defenders 2 Mob 2 x1 2Y 1B,1G Melee Defense [Diamond]: Inflict 1 Wound to the attacker.
G013 Core Dwarf Defenders 2 Mob 2 x1 2Y 1B,1G Melee Defense [Diamond]: Inflict 1 Wound to the attacker.
G014 Core Dwarf Warriors 2 Mob 2 x1 2Y 2B Attack [Bam]: +1 [Sword]
G015 Core Dwarf Warriors 2 Mob 2 x1 2Y 2B Attack [Bam]: +1 [Sword]
G016 Core Goblin Archers 2 Mob 1 x1 1Y 2Y 1B Ranged [Bam]: +2 [Sword]
G017 Core Goblin Archers 2 Mob 1 x1 1Y 2Y 1B Ranged [Bam]: +2 [Sword]
G018 Core Goblin Warriors 2 Mob 1 x1 1Y,1R 2B Attack: Re-roll blank results one additional time.
G019 Core Goblin Warriors 2 Mob 1 x1 1Y,1R 2B Attack: Re-roll blank results one additional time.
G020 Core Orc Enforcers 2 Mob 3 x1 1Y,1R 1B Attack [Bam]: +1 [Sword] | Attack [Diamond]: Fully heal one Orc Enforcer.
G021 Core Goblin Archers 3 Mob 1 x2 1R 2Y,1R 2B Ranged [Bam]: +2 [Sword] | Ranged [Diamond]: +2 [Sword]
G022 Core Goblin Archers 3 Mob 1 x2 1R 2Y,1R 2B Ranged [Bam]: +2 [Sword] | Ranged [Diamond]: +2 [Sword]
G023 Core Goblin Warriors 3 Mob 2 x1 2R 3B Attack [Bam]: +1 [Yellow Die]
G024 Core Goblin Warriors 3 Mob 2 x1 2R 3B Attack [Bam]: +1 [Yellow Die]
G025 Core Orc Agent 3 Agent x4 N/A 2R 2B,1G At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G026 Core Orc Enforcers 3 Mob 4 x1 2Y,1R 1G Attack [Diamond]: Fully heal one Orc Enforcer.
G027 Core Orc Enforcers 3 Mob 4 x1 2Y,1R 1G Attack [Diamond]: Fully heal one Orc Enforcer.
G028 Core Orc Flayers 3 Mob 3 x1 2Y,1R 2B If their Attack does not Wound the target, Re-roll all the dice one additional time.
G029 Core Orc Flayers 3 Mob 3 x1 2Y,1R 2B If their Attack does not Wound the target, Re-roll all the dice one additional time.
G030 Core Dwarf Defenders 3 Mob 2 x1 3Y 2G Defense [Bam]: +1 [Shield] | Melee Defense [Diamond]: +1 [Shield] and inflict 1 Wound to the attacker.
G031 Core Dwarf Defenders 4 Mob 2 x1 3R 1B,2G Defense [Bam]: +2 [Shield] | Melee Defense [Diamond]: Inflict 1 Wound to the attacker.
G032 Core Dwarf Warriors 4 Mob 3 x1 2Y,1R 3B,1G Attack [Bam]: +1 Wound (Repeat 3)
G033 Core Dwarf Warriors 4 Mob 3 x1 2Y,1R 3B,1G Attack [Bam]: +1 Wound (Repeat 3)
G034 Core Goblin Archers 4 Mob 2 x2 1R 2Y,1R 3B Attack [Bam] [Bam]: +4 [Sword] | Attack [Diamond]: +3 [Sword]
G035 Core Goblin Archers 4 Mob 2 x2 1R 2Y,1R 3B Attack [Bam] [Bam]: +4 [Sword] | Attack [Diamond]: +3 [Sword]
G036 Core Goblin Agent 4 Agent x4 N/A 1Y,2R 3G At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G037 Core Goblin Warriors 4 Mob 2 x1 2Y,1R 1B,2G Attack [Bam]: Defender -1 [Blue Die] | Attack [Diamond]: +1 [Red Die]
G038 Core Goblin Warriors 4 Mob 2 x1 2Y,1R 1B,2G Attack [Bam]: Defender -1 [Blue Die] | Attack [Diamond]: +1 [Red Die]
G039 Core Orc Enforcers 4 Mob 4 x1 1Y,2R 3B Attack [Bam]: Heal 1 from one Orc Enforcer. (Repeat 2)
G040 Core Orc Flayers 4 Mob 3 x1 1Y,1R 2B,1G Attack [Bam]: +2 [Sword]
G041 Core Dwarf Agent 5 Agent x4 N/A 2Y,2R 1B,3G At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G042 Core Dwarf Defenders 5 Mob 3 x1 2Y,2R 3G Defense [Bam]: +2 [Shield] | Melee Defense [Diamond]: Inflict 2 Wounds to the attacker.
G043 Core Dwarf Warriors 5 Mob 3 x2 2Y,1R 1B,3G Attack [Bam]: Double the number of [Sword] obtained from [Red Die]
G044 Core Goblin Archers 5 Mob 2 x2 1Y,1R 1Y,2R 2B,2G Ranged [Bam] [Bam]: +4 [Sword] | Ranged [Diamond]: If the Attack Wounds, inflict the same number of Wounds to all other Heroes in the same Zone.
G045 Core Goblin Archers 5 Mob 2 x2 1Y,1R 1Y,2R 2B,2G Ranged [Bam] [Bam]: +4 [Sword] | Ranged [Diamond]: If the Attack Wounds, inflict the same number of Wounds to all other Heroes in the same Zone.
G046 Core Goblin Warriors 5 Mob 3 x2 1Y,2R 2B,2G Attack [Bam]: Defender -1 [Green Die] | Attack [Diamond]: +1 [Red Die]
G047 Core Goblin Warriors 5 Mob 3 x2 1Y,2R 2B,2G Attack [Bam]: Defender -1 [Green Die] | Attack [Diamond]: +1 [Red Die]
G048 Core Orc Agent 5 Agent x5 N/A 3Y,2R 3B,2G At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G049 Core Orc Enforcers 5 Mob 4 x1 3Y,1R 1B,2G Attack [Bam]: +1 Wound and heal 1 from one Orc Enforcer. (Repeat 2)
G050 Core Orc Flayers 5 Mob 4 x1 2Y,1R 2B,2G Attack [Bam]: +2 Wounds.
G051 Ratlings Ratling Crossbowmen 1 Mob 2 x1 1Y 2Y While this Mob has over half its starting figures, it gains "Attack: +1 [Sword]".
G052 Ratlings Ratling Warriors 1 Mob 1 x1 1R 1B Slippery
G053 Ratlings Ratling Crossbowmen 2 Mob 2 x1 2Y 3Y 1B While this Mob has over half its starting figures, it gains "Attack: +1 [Sword]".
G054 Ratlings Ratling Warriors 2 Mob 2 x2 1Y,1R 1B Slippery
G055 Ratlings Ratling Crossbowmen 3 Mob 2 x1 2Y 2Y,1R 2B While this Mob has over half its starting figures, it gains "Attack: +2 [Sword]".
Code Set Name Level Type Health Minions Melee Ranged Magic Defense Text
G056 Ratlings Ratling Warriors 3 Mob 2 x2 2R 1B,1G Slippery
G057 Ratlings Ratling Crossbowmen 4 Mob 3 x1 3Y 3Y,1R 3B While this Mob has over half its starting figures, it gains "Attack: +2 [Sword]".
G058 Ratlings Ratling Warriors 4 Mob 2 x2 1Y,2R 2B,1G Slippery
G059 Ratlings Ratling Agent 5 Agent x5 N/A 2Y,2R 2B,1G At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G060 Ratlings Ratling Crossbowmen 5 Mob 4 x1 1Y,1R 2Y,2R 2B,1G While this Mob has over half its starting figures, it gains "Attack: +3 [Sword]".
G061 Ratlings Ratling Warriors 5 Mob 3 x2 3R 3B,1G Slippery
G062 Reptisaurians Reptisaurian Blowgunners 1 Mob 1 x1 1Y 1R 1B Attack [Bam]: Place 1 Wound token on the Hero's card. At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
G063 Reptisaurians Reptisaurian Warriors 1 Mob 2 x1 1Y 1B Inflict 1 Wound to any Hero who starts his Activation in their Zone.
G064 Reptisaurians Reptisaurian Blowgunners 2 Mob 1 x1 2Y 1Y,1R 1B Attack [Bam]: Place 2 Wound tokens on the Hero's card. At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
G065 Reptisaurians Reptisaurian Warriors 2 Mob 2 x1 1Y,1R 1B Inflict 1 Wound to any Hero who starts his Activation in their Zone.
G066 Reptisaurians Reptisaurian Agent 3 Agent x4 N/A 3Y 2B "Attack: +1 Wound" if his Attack deals any Wounds | At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G067 Reptisaurians Reptisaurian Blowgunners 3 Mob 2 x1 2Y 2Y,1R 2B Attack [Bam]: Place 2 Wound tokens on the Hero's card. At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
G068 Reptisaurians Reptisaurian Warriors 3 Mob 3 x1 2Y,1R 1B,1G Inflict 1 Wound to any Hero who starts his Activation in their Zone.
G069 Reptisaurians Reptisaurian Blowgunners 4 Mob 2 x2 3Y 1Y,2R 1B,1G Attack [Bam]: Place 3 Wound tokens on the Hero's card. At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
G070 Reptisaurians Reptisaurian Warriors 4 Mob 3 x1 2Y,2R 2G Inflict 2 Wounds to any Hero who starts his Activation in their Zone.
G071 Reptisaurians Reptisaurian Blowgunners 5 Mob 2 x2 2Y,1R 2Y,2R 2B,1G Attack [Bam]: Place 3 Wound tokens on the Hero's card. At the start of the Hero's Activation he removes 1 token and takes 1 Wound.
G072 Reptisaurians Reptisaurian Warriors 5 Mob 4 x1 2Y,2R 3G Inflict 2 Wounds to any Hero who starts his Activation in their Zone.
G073 Troglodytes Troglodyte Brutes 1 Mob 2 x1 1Y 1B [Shadow Mode] Defense: Blank results get +1 [Shield]
G074 Troglodytes Troglodyte Warriors 1 Mob 1 x1 1Y 1B [Shadow Mode] Defense: Defender +1 [Blue Die]
G075 Troglodytes Troglodyte Brutes 2 Mob 2 x1 2Y 1B [Shadow Mode] Defense: Blank results get +2 [Shield]
G076 Troglodytes Troglodyte Warriors 2 Mob 1 x1 2Y 2B [Shadow Mode] Defense: Defender +1 [Blue Die] | [Shadow Mode] Attack: +1 [Yellow Die]
G077 Troglodytes Troglodyte Brutes 3 Mob 3 x1 1Y,1R 2B [Shadow Mode] Defense: +1 [Shield]
G078 Troglodytes Troglodyte Warriors 3 Mob 1 x2 1Y,1R 1B,1G [Shadow Mode] Defense: Defender +1 [Blue Die] | [Shadow Mode] Attack: +2 [Yellow Die]
G079 Troglodytes Troglodyte Agent 4 Agent x4 N/A 2Y,1R 3B [Shadow Mode] Attack: +2 [Sword] | [Shadow Mode] Defense: +2 [Shield] | At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G080 Troglodytes Troglodyte Brutes 4 Mob 3 x1 1Y,2R 1B,1G [Shadow Mode] Defense: +2 [Shield]
G081 Troglodytes Troglodyte Warriors 4 Mob 2 x2 2Y,1R 1B,1G [Shadow Mode] Defense: Defender +1 [Green Die] | [Shadow Mode] Attack: +1 [Red Die]
G082 Troglodytes Troglodyte Brutes 5 Mob 3 x1 2Y,2R 2B,2G Defense [Bam] [Bam] [Bam]: +5 [Shield] | [Shadow Mode] Defense: +2 [Shield] +1 [Bam]
G083 Troglodytes Troglodyte Warriors 5 Mob 2 x2 2Y,2R 3B [Shadow Mode] Defense: Defender +2 [Green Die] | [Shadow Mode] Attack: +1 [Red Die]
G084 Crossover Pack 1 Zombie Walker 1 Mob 1 x1 2Y 1B Enemies' Phase: Add 1 Zombie Walker. Ignore this power if you run out of Zombie Walkers.
G085 Crossover Pack 1 Zombie Walker 1 Mob 1 x1 2Y 1B Enemies' Phase: Add 1 Zombie Walker. Ignore this power if you run out of Zombie Walkers.
G086 Crossover Pack 1 Zombie Deadeye Walkers 2 Mob 1 x1 2Y 1Y,1R 1B Ranged: +1 [Sword] if they haven't moved this Activation.
G087 Crossover Pack 1 Zombie Walker 2 Mob 2 x1 2Y 2B Enemies' Phase: Add 1 Zombie Walker. Ignore this power if you run out of Zombie Walkers.
G088 Crossover Pack 1 Zombie Wolfz 2 Mob 1 x1 1Y,1R 2B At the end of their Activation, they perform an additional Attack against a Hero in their Zone (players choose).
G089 Crossover Pack 1 Zombie Runners 2 Mob 2 x1 2Y 2B At the end of their Activation, they Move 1 Zone towards the same target.
G090 Crossover Pack 1 Zombie Deadeye Walkers 3 Mob 3 x1 1Y,1R 2R 3B Ranged: +2 [Sword] if they haven't moved this Activation.
G091 Crossover Pack 1 Zombie Walker 3 Mob 3 x2 3Y 2B,1G Enemies' Phase: Add 1 Zombie Walker. Ignore this power if you run out of Zombie Walkers.
G092 Crossover Pack 1 Zombie Wolfz 3 Mob 2 x1 2Y,1R 3B At the end of their Activation, they perform an additional Attack against a Hero in their Zone (players choose).
G093 Crossover Pack 1 Zombie Runners 3 Mob 3 x1 2R 3B At the end of their Activation, they Move 1 Zone towards the same target.
G094 Crossover Pack 1 Zombie Deadeye Walkers 4 Mob 3 x1 2Y,1R 1Y,2R 2B,1G Ranged: +2 [Sword] if they haven't moved this Activation.
G095 Crossover Pack 1 Zombie Walker 4 Mob 3 x2 3Y 1B,2G Enemies' Phase: Add 1 Zombie Walker. Ignore this power if you run out of Zombie Walkers.
G096 Crossover Pack 1 Zombie Wolfz 4 Mob 2 x1 3Y,1R 2B,1G At the end of their Activation, they perform an additional Attack against a Hero in their Zone (players choose).
G097 Crossover Pack 1 Zombie Runners 4 Mob 4 x1 1Y,2R 2B,1G At the end of their Activation, they Move 1 Zone towards the same target.
G098 Crossover Pack 1 Zombie Agent 5 Agent x5 N/A 1Y,3R 2B,2G At the end of the Enemies' Phase, spawn a Guard on the Level token of this tile.
G099 Crossover Pack 1 Zombie Deadeye Walkers 5 Mob 4 x1 1Y,2R 2Y,2R 3B,1G Ranged: +3 [Sword] if they haven't moved this Activation.
G100 Crossover Pack 1 Zombie Walker 5 Mob 4 x2 3Y,1R 3G Enemies' Phase: Add 1 Zombie Walker. Ignore this power if you run out of Zombie Walkers.
G101 Crossover Pack 1 Zombie Wolfz 5 Mob 4 x1 2Y,2R 3B,1G At the end of their Activation, they perform an additional Attack against a Hero in their Zone (players choose).
G102 Crossover Pack 1 Zombie Runners 5 Mob 4 x1 3R 3B,1G At the end of their Activation, they Move 1 Zone towards the same target.
Code Set Name Level Health Melee Ranged Magic Defense Text
RM01 Core Abyssal Demon Lesser x4 2R 2R 2G Attack [Diamond]: +1 Wound and heal 1 from Abyssal Demon.
RM02 Core Giant Spider Lesser x5 2Y 2R 1B,1G Ranged [Bam]: Stun and place the target in Giant Spider's Zone | Melee: +1 [Sword]
RM03 Core Hellhound Lesser x4 2Y 1Y,1R 3B Magic [Bam]: +1 Wound | Melee Defense [Bam]: Inflict 1 Wound to the Attacker.
RM04 Core High Troll Lesser x6 1Y,1R 1B,1G Attack [Bam]: +1 [Sword].
RM05 Core Liliarch Lesser x4 3Y 3B Attack [Bam]: Attack the same target again (only triggers once per Activation).
RM06 Core Ogre Mage Lesser x4 2Y 2Y,1R 2G Against Attacks from 1 or more Zones away, Ogre Mage gets: | Defense [Bam]: Heal 1 from Ogre Mage | Defense [Diamond]: Heal 2 from Ogre Mage
RM07 Core Abyssal Demon Greater x6 1Y,3R 1Y,3R 1B,3G Attack [Diamond]: +1 Wound and heal 1 from Abyssal Demon (Repeat 3).
RM08 Core Giant Spider Greater x7 2Y,1R 3R 2B,2G Ranged [Bam] or [Diamond]: Stun and place the target in Giant Spider's Zone | Melee: +2 [Sword]
RM09 Core Hellhound Greater x6 1Y,1R 1Y,2R 2B,2G Magic [Bam]: +2 Wound | Melee Defense [Bam] or [Diamond]: Inflict 1 Wound to the Attacker (Repeat 3)
RM10 Core High Troll Greater x8 2Y,2R 2B,1G Attack [Bam]: +1 [Sword] (Repeat 3) | Attack [Diamond]: +2 [Sword].
RM11 Core Liliarch Greater x7 3Y,1R 3B,1G Attack [Bam]: Attack the same target again (only triggers once per Activation).
RM12 Core Ogre Mage Greater x7 2Y,1R 3Y,1R 1B,2G Against Attacks from 1 or more Zones away, Ogre Mage gets: | Defense [Bam]: Heal 2 from Ogre Mage | Defense [Diamond]: Heal 3 from Ogre Mage
RM13 Elementals Air Elemental Lesser x5 2Y,1R 1B,1G Slippery (Moves to an adjacent Zone if its target is in its Zone). | Attack [Bam]: The defender moves 2 Zones away as if he had Slippery.
RM14 Elementals Earth Elemental Lesser x5 1Y,1R 2G When it spawns, give it 2 Pillars. Instead of a normal Attack, discard 1 Pillar to make a Range 0-3 2 [Yellow Die] 2 [Red Die] Ranged Attack.
RM15 Elementals Fire Elemental Lesser x5 1Y,2R 2B Slippery (Moves to an adjacent Zone if its target is in its Zone). | Defense: Inflict 1 Wound to the attacker.
RM16 Elementals Water Elemental Lesser x5 1Y,1R 2B Slippery (Moves to an adjacent Zone if its target is in its Zone). | Its Magic attack rolls the same number and color of dice as the last Attack it suffered (ignore its equipment when attacking).
RM17 Elementals Air Elemental Greater x7 3Y,1R 2B,2G Slippery (Moves to an adjacent Zone if its target is in its Zone). | Attack [Bam]: The defender moves 2 Zones away as if he had Slippery.
RM18 Elementals Earth Elemental Greater x7 2Y,1R 3G When it spawns, give it 2 Pillars. Instead of a normal Attack, discard 1 Pillar to make a Range 0-3 3 [Yellow Die] 3 [Red Die] Ranged Attack.
RM19 Elementals Fire Elemental Greater x7 1Y,3R 2B,1G Slippery (Moves to an adjacent Zone if its target is in its Zone). | Defense: Inflict 1 Wound to the attacker.
RM20 Elementals Water Elemental Greater x7 2Y,1R 3B Slippery (Moves to an adjacent Zone if its target is in its Zone). | Its Magic attack rolls the same number and color of dice as the last Attack it suffered (ignore its equipment when attacking).
RM21 Ratlings Ratling Bully Lesser x3 2R 2B,1G Spawns with 2 Ratling Minions (if possible) in the same Zone. Ratling Bully is treated as the Boss of this Mob. These Ratling Minions have 2 Health.
RM22 Ratlings Ratling Bully Greater x5 2Y,2R 2B,2G Spawns with 4 Ratling Minions (if possible) in the same Zone. Ratling Bully is treated as the Boss of this Mob. These Ratling Minions have 2 Health.
RM23 Reptisaurians Reptisaurus Rex Lesser x6 2R 3B At the end of each of its Moves, all Heores in Line of Sight suffer 1 Wound.
RM24 Reptisaurians Reptisaurus Rex Greater x8 2Y,2R 1B,2G At the end of each of its Moves, all Heores in Line of Sight suffer 1 Wound.
RM25 Troglodytes Bloodseeker Minotaur Lesser x5 2R 2G Whenever the Minotaur is attacked, it moves 2 Zones towards the attackerm as if it had Slippery. If it enters the attacker's Zone the attacker takes 1 Wound.
RM26 Troglodytes Bloodseeker Minotaur Greater x7 1Y,3R 3G Whenever the Minotaur is attacked, it moves 2 Zones towards the attackerm as if it had Slippery. If it enters the attacker's Zone the attacker takes 2 Wounds.
RM27 Noble Warriors vs Cockatrix Cockatrix Lesser x3 2Y 1Y,2R 1B,1G Defense [Bam] [Diamond]: The attacking Hero loses the rest of his Activation.
RM28 Noble Warriors vs Cockatrix Cockatrix Greater x5 2Y,1R 1Y,3R 2B,2G Defense [Bam] [Diamond]: The attacking Hero loses the rest of his Activation.
RM29 Bloodmoon Assassins vs Hellephant Hellephant Lesser x5 2Y 1Y,2R 1B,1G Defense: Cancel all Attack [Bam] and [Diamond].
RM30 Bloodmoon Assassins vs Hellephant Hellephant Greater x7 2Y,1R 1Y,3R 2B,2G Defense: Cancel all Attack [Bam] and [Diamond].
RM31 Sorcerers vs Lord Tusk Lord Tusk Lesser x4 2Y,1R 3B May perform Melee actions at Range 0-1. | At the end of his Activation, he performs an additonal Attack against a different Hero in range (players choose).
RM32 Sorcerers vs Lord Tusk Lord Tusk Greater x8 2Y,2R 3B,1G May perform Melee actions at Range 0-1. | At the end of his Activation, he performs an additonal Attack against a different Hero in range (players choose).
RM33 Warrior Priests vs Spearmaiden Cyclops Spearmaiden Cyclops Lesser x5 1R 2B,1G Attack: Defender rolls no dice. (Ignore the Cyclop's Equipment when it's attacking.)
RM34 Warrior Priests vs Spearmaiden Cyclops Spearmaiden Cyclops Greater x8 1Y,1R 2B,2G Attack: Defender rolls no dice. (Ignore the Cyclop's Equipment when it's attacking.)
RM35 Lightbringer Pack Chromatis Lesser x4 2R 2R 1B,1G Attack: +1 [Sword] per Male Hero in Line of Sight. | Defense: +1 [Shield] per Female Hero in Line of Sight.
RM36 Lightbringer Pack Chromatis Greater x6 3R 3R 2B,2G Attack: +1 [Sword] per Male Hero in Line of Sight. | Defense: +1 [Shield] per Female Hero in Line of Sight.
RM37 Lightbringer Pack Cliffbreaker Cyclops Lesser x5 2Y,1R 2Y,1R 1B,1G "Attack: +3 [Sword]" if he has 5 or less Health.
RM38 Lightbringer Pack Cliffbreaker Cyclops Greater x7 1Y,2R 1Y,2R 2B,1G "Attack: +3 [Sword]" if he has 5 or less Health.
RM39 Lightbringer Pack Cun-Ha Lesser x4 2R 1B,1G Defense [Bam]: +1 [Shield] and inflict 1 Wound to the atttacker. | Defense [Diamond]: +2 [Shield] and inflict 1 Wound to the atttacker. |
RM40 Lightbringer Pack Cun-Ha Greater x6 1Y,3R 3G Defense [Bam]: +1 [Shield] and inflict 1 Wound to the atttacker. | Defense [Diamond]: +2 [Shield] and inflict 1 Wound to the atttacker. |
RM41 Lightbringer Pack Flesh Golem Lesser x5 3Y 1B,1G It heals half its Wounds (rounded down) when it Activates during the Enemies' Phase.
RM42 Lightbringer Pack Flesh Golem Greater x7 2Y,2R 1B,2G It heals half its Wounds (rounded down) when it Activates during the Enemies' Phase.
RM43 Lightbringer Pack Fomorian Lesser x5 1Y,1R 2B,1G Attack: +1 [Sword] per Hero in Line of Sight.
RM44 Lightbringer Pack Fomorian Greater x7 1Y,2R 2B,2G Attack: +2 [Sword] per Hero in Line of Sight.
RM45 Lightbringer Pack Graz & Pug Lesser x6 2R 3B When they Attack, if there's more than 1 Hero in the Zone, roll 1 [Red Die]: [Bam] Must target a different Hero in this Zone instead.
RM46 Lightbringer Pack Graz & Pug Greater x8 2Y,2R 3B,1G When they Attack, if there's more than 1 Hero in the Zone, roll 1 [Red Die]: [Bam] Must target a different Hero in this Zone instead.
RM47 Lightbringer Pack Hellsbane Lesser x4 2Y 2Y 2B,1G Attack: +1 [Sword] per Hero in a Shadow Zone.
RM48 Lightbringer Pack Hellsbane Greater x6 2Y,1R 2Y,1R 3B,1G Attack: +1 [Sword] per Hero in a Shadow Zone.
RM49 Lightbringer Pack Iron Golem Lesser x4 2Y,1R 2G No Attack may inflict more than 3 Wounds to the Iron golem.
RM50 Lightbringer Pack Iron Golem Greater x6 1Y,3R 1B,3G No Attack may inflict more than 3 Wounds to the Iron golem.
RM51 Lightbringer Pack Living Construct Lesser x4 1Y 1R 1B Spawns with an additional Treasure card. (Cards with the same Attack mode always combine.)
RM52 Lightbringer Pack Living Construct Greater x6 1R 1R 1G Spawns with an additional Treasure card. (Cards with the same Attack mode always combine.)
RM53 Lightbringer Pack Low Troll Lesser x5 2R 1B,1G Roll 2 [Yellow Die] if he wouldbe killed. [Bam]: Still alive with 1 Health.
RM54 Lightbringer Pack Low Troll Greater x7 2Y,2R 3B,1G Roll 3 [Yellow Die] if he wouldbe killed. [Bam]: Still alive with 1 Health.
RM55 Lightbringer Pack Nightmare Thing Lesser x4 3Y 2B,1G Defense: Attacking Heroes can't use their Shadow Mode Skills.
RM56 Lightbringer Pack Nightmare Thing Greater x6 3Y,1R 2B,2G Defense: Attacking Heroes can't use their Shadow Mode Skills.
RM57 Lightbringer Pack Ogre Brute Lesser x6 2R 2G Attack [Bam]: Stun the Hero.
RM58 Lightbringer Pack Ogre Brute Greater x8 1Y,3R 3B,1G Attack [Bam]: Stun the Hero.
RM59 Lightbringer Pack Ogre Rockbreaker Lesser x5 3Y 3B Attack [Bam]: Defender gets -1 [Blue Die]
RM60 Lightbringer Pack Ogre Rockbreaker Greater x7 3Y,1R 2B,2G Attack [Bam] [Bam]: Defender gets -1 [Blue Die] AND -1 [Green Die]
RM61 Lightbringer Pack Oni Lesser x5 2R 2B,1G Slippery. | When leaving a Zone, inflict 1 Wound to each Hero there.
Code Set Name Level Health Melee Ranged Magic Defense Text
RM62 Lightbringer Pack Oni Greater x7 1Y,3R 1B,3G Slippery. | When leaving a Zone, inflict 1 Wound to each Hero there.
RM63 Lightbringer Pack Overseer Lesser x4 3Y 3Y 2B,1G During the Enemies' Phase, instead of activating, Overseer activates the target Hero as if it were a Roaming Monster (ignore the Class Sheet for this Activation}.
RM64 Lightbringer Pack Overseer Greater x6 3Y,1R 3Y,1R 1B,3G During the Enemies' Phase, instead of activating, Overseer activates the target Hero as if it were a Roaming Monster (ignore the Class Sheet for this Activation}.
RM65 Lightbringer Pack Werebear Lesser x6 1Y,1R 2B Stuns a Hero standing in the same Zone (players choose) each time it Activates.
RM66 Lightbringer Pack Werebear Greater x8 2Y,2R 1B,1G Stuns a Hero standing in the same Zone (players choose) each time it Activates.
RM67 Lightbringer Pack Weretiger Lesser x5 2R 1B,1G Attack OR Defense: Blank results are Re-rolled one additional time.
RM68 Lightbringer Pack Weretiger Greater x7 1Y,3R 3B,1G Attack OR Defense: Blank results are Re-rolled one additional time.
RM69 Lightbringer Pack Werewolf Lesser x5 2R 1B,1G "Attack: +2 [Sword]" if Werewolf has more Wounds than half of its Health.
RM70 Lightbringer Pack Werewolf Greater x7 1Y,3R 3B,1G "Attack: +3 [Sword]" if Werewolf has more Wounds than half of its Health.
RM71 Crossover Pack 1 Abominotaur Lesser x4 2Y,1R 1B,1G Melee: +1 Wound | Ignores walls to define its route and perform Move Actions
RM72 Crossover Pack 1 Abominotaur Greater x6 1Y,2R 1B,2G Melee: +1 Wound | Ignores walls to define its route and perform Move Actions
RM73 Crossover Pack 1 Ablobination Lesser x5 3Y 2G Can resolve Melee Actions at Range 0-1. | All Wounds inflicted to the target Hero are also inflicted to all other Heroes at Range 0-1.
RM74 Crossover Pack 1 Ablobination Greater x7 3Y,1R 1B,3G Can resolve Melee Actions at Range 0-1. | All Wounds inflicted to the target Hero are also inflicted to all other Heroes at Range 0-1.
RM75 Crossover Pack 2 Abominatroll Lesser x5 2R 2G Performs 2 Activations during the Enemie's Phase.
RM76 Crossover Pack 3 Abominatroll Greater x7 1Y,3R 1B,3G Performs 2 Activations during the Enemie's Phase.
Number Miniature Quantity Set
001 Bjorn 1 Core
002 Mila 1 Noble Warriors vs Cockatrix
003 Siegfried 1 Core
004 Sibyl 1 Core
005 Azrael 1 Noble Warriors vs Cockatrix
006 Malleus 1 Warrior Priests vs Spearmaiden Cyclops
007 Moira 1 Warrior Priests vs Spearmaiden Cyclops
008 Elias 1 Core
009 Owen 1 Core
010 Ostara 1 Warrior Priests vs Spearmaiden Cyclops
011 High Troll 1 Core
012 Goblin Archer Minions 12 Core
012 Goblin Archer Minions 4 Lightbringer Pack
013 Goblin Archer Boss 1 Core
013 Goblin Archer Boss 1 Lightbringer Pack
014 Lil' Ned 1 Lightbringer Pack
015 Orc Enforcer Boss 1 Core
015 Orc Enforcer Boss 1 Lightbringer Pack
016 Orc Flayer Boss 1 Core
016 Orc Flayer Boss 1 Lightbringer Pack
017 Orc Enforcer Minion 6 Core
017 Orc Enforcer Minion 2 Lightbringer Pack
018 Goblin Warrior Boss 1 Core
018 Goblin Warrior Boss 1 Lightbringer Pack
019 Goblin Warrior Minion 12 Core
019 Goblin Warrior Minion 4 Lightbringer Pack
020 Goblin Agent 1 Core
021 Orc Flayer Minion 6 Core
021 Orc Flayer Minion 2 Lightbringer Pack
022 Orc Agent 1 Core
023 Dwarf Warrior Boss 1 Core
023 Dwarf Warrior Boss 1 Lightbringer Pack
024 Dwarf Defender Boss 1 Core
024 Dwarf Defender Boss 1 Lightbringer Pack
025 Dwarf Warrior Minion 12 Core
025 Dwarf Warrior Minion 4 Lightbringer Pack
026 Dwarf Defender Minion 6 Core
026 Dwarf Defender Minion 2 Lightbringer Pack
027 Dwarf Agent 1 Core
028 Whisper 1 Core
029 Troglodyte Brute Boss 1 Troglodytes
030 Troglodyte Warrior Boss 1 Troglodytes
031 Troglodyte Brute Minion 6 Troglodytes
032 Troglodyte Warrior Minion 12 Troglodytes
033 Ratling Crossbowmen Boss 1 Ratlings
034 Troglodyte Agent 1 Troglodytes
035 Ratling Warrior Boss 1 Ratlings
036 Ratling Crossbowmen Minions 6 Ratlings
037 Ratling Warrior Minions 12 Ratlings
038 Ratling Agent 1 Ratlings
039 Spearmaiden Cylcops 1 Warrior Priests vs Spearmaiden Cyclops
040 Hellephant 1 Bloodmoon Assassins vs Hellephant
041 Lord Tusk 1 Sorcerers vs Lord Tusk
042 Fomorian 1 Lightbringer Pack
043 Giant Spider 1 Core
044 Hellhound 1 Core
045 Liliarch 1 Core
046 Living Construct 1 Lightbringer Pack
047 Ogre Rockbreaker 1 Lightbringer Pack
048 Air Elemental 1 Elementals
049 Earth Elemental 1 Elementals
050 Fire Elemental 1 Elementals
051 Water Elemental 1 Elementals
052 Flesh Golem 1 Lightbringer Pack
053 Iron Golem 1 Lightbringer Pack
054 Cun-Ha 1 Lightbringer Pack
055 Oni 1 Lightbringer Pack
056 Werebear 1 Lightbringer Pack
057 Weretiger 1 Lightbringer Pack
058 Abyssal Demon 1 Core
059 Ogre Mage 1 Core
060 Werewolf 1 Lightbringer Pack
061 Valerie 1 Bloodmoon Assassins vs Hellephant
062 Zoe 1 Noble Warriors vs Cockatrix
063 Sarah 1 Sorcerers vs Lord Tusk
064 Myriam 1 Lightbringer Pack
065 Sicarius 1 Lightbringer Pack
066 Silence 1 Sorcerers vs Lord Tusk
067 Victoria 1 Bloodmoon Assassins vs Hellephant
068 Sylvan 1 Bloodmoon Assassins vs Hellephant
069 Ajax 1 Sorcerers vs Lord Tusk
070 Nightmare Thing 1 Lightbringer Pack
071 Hellsbane 1 Lightbringer Pack
072 Ogre Brute 1 Lightbringer Pack
073 Low Troll 1 Lightbringer Pack
074 Graz & Prug 1 Lightbringer Pack
075 Cockatrix 1 Noble Warriors vs Cockatrix
076 Cliffbreaker Cyclops 1 Lightbringer Pack
077 Bloodseeker Minotaur 1 Troglodytes
078 Ratling Bully 1 Ratlings
079 Overseer 1 Lightbringer Pack
080 Reptisaurian Blowgunners Boss 1 Reptisaurians
081 Reptisaurian Blowgunners Minions 12 Reptisaurians
082 Reptisaurian Warrior Boss 1 Reptisaurians
083 Reptisaurian Warrior Minion 6 Reptisaurians
084 Reptisaurian Agent 1 Reptisaurians
085 Reptisaurus Rex 1 Reptisaurians
086 Chromatis 1 Lightbringer Pack

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