Reference Code English
M01

Bronze Body Armor
Strong armor will protect you in battle. Take this to increase your maximum health.

M02

Bronze Boots
Light and strong, these boots will carry you far.

M03

Bronze Boots
With these boots, you can flee from any level 3 or lower enemy if you wish to before their attack.

M04

Bronze Dagger
A dagger can easily be combined with some items to aid you in your battles.

(C. 1) Thin Rope
(C. 2) Rope
(C. 3) All Nets

M05

Bronze Dagger
This dagger can give direct damage to your opponent rendering their defense useless even when combined with an item or its attack is increased.

(C. 1) Thin Rope
(C. 2) Rope
(C. 3) All Nets

M06

Bronze Gauntlets
Strong armor will protect you in battle. Take these to increase your maximum health.

M07

Bronze Helmet
In battle, the last thing you want to lose is your head!

M08

Bronze Shield
A shield may just save your life. Use this to reduce your opponent’s or enemy’s attack.

M09

Dagger
A hidden blade will serve you well. You never know when you might need it.

(C. 1) Thin Rope
(C. 2) Rope
(C. 3) All Nets

M10

Gold Ring
Can be used to prevent a {T.I.} trap effect.

M11

Hammer
Can be used to repair 1 broken item.

(C. 1) Thin Rope

M12

Hammer
Can be used to repair 1 broken item.

(C. 1) Thin Rope

M13

Hammer
Can be combined to any weapon to increase its attack by 1.

(C. 1) Thin Rope

M14

Light Body Armor
Light yet tough. This armor will help increase your maximum health.

M15

Light Boots
Your legs carry you in to battle. Protect them well and they will help you claim victory.

M16

Light Gauntlets
Your hands will come close to your enemy’s blade. Protecting them will keep you battle-ready.

M17

Light Gauntlets
Once per battle, you can control one of your opponent’s summoned creatures for one battle round.

M18

Light Helmet
Offering good vision and light on your head, this helmet can give you an edge in battle.

M19

Light Helmet
When wearing this helmet none of your summoned creatures can be controlled by your opponent.

M20

Light Shield
In battle, a shield can save your life. Use this to reduce your opponents’ and enemies’ attack.

M21

Light Shield
Take 1 attack off of your opponent’s attack and use it to inflict 1 attack of direct damage onto them.

M22

Rope
When battling any creature, you can reduce their attack by 1.

M23

Rucksack
Can be used to carry an extra 5 items for as long as you carry the Rucksack.

M24

Shield
Attack after attack, the shield will endure and protect you from harm.

M25

Shield
If your opponent increases their attack, you can ignore that extra attack and revert that same amount onto them.

M26

Short Spear
Light yet strong, the spear will pierce your opponents without mercy.

M27

Short Spear
If your opponent has a summoned creature, you can use this spear to attack your opponent first.

M28

Short Sword
Swift attacks and rapid agility will serve you well in battle.

(C. 1) Rope
(C. 2) Net

M29

Shovel
Can be used to prevent a {T.I.} trap effect.

(C. 1) Rope
(C. 2) Strong Rope

M30

Shovel
Can be used to prevent a {T.I.} trap effect.

(C. 1) Rope
(C. 2) Strong Rope

M31

Shovel
This shovel can be used at any level when building a trap, replacing the requested item.

(C. 1) Rope
(C. 2) Strong Rope

M32

Silver Ring
Can be used to prevent a {T.I.} trap effect or can be used as payment to a carriage man instead of paying 5 coin.

M33

Spear
Light yet strong, the spear will pierce your opponents without mercy.

M34

Spear
When battling a [W] enemy you can reduce their attack by 2 and gain 2 health.

M35

Steel Body Armor
Crafted with attention to detail, steel body armor offers some of the best protection in battle.

M36

Steel Dagger
Can be used to prevent a {T.I.} trap effect.

(C. 1) Thin Rope
(C. 2) Rope
(C. 3) All Nets

M37

Strong Rope
Move 2 extra steps if you choose to in any rock region.

M38

Sword
If your opponent has a summoned creature, you may attack that creature and your opponent as two attacks in one battle turn.

(C. 1) Strong Rope
(C. 2) Silk Rope

M39

Sword
Strong and sharp, you’ll surely cut down your enemies with this weapon.

(C. 1) Strong Rope
(C. 2) Silk Rope

M40

Thin Rope
Can be used to prevent a {T.I.} trap effect.

M41

Torch
Can be used to prevent a {T.I.} trap effect.

(C. 1) Silk Rope

F01

Boar

Boar Tusk

With strong tusks and thick skin these boar show no fear against a lonely human.

F02

Field Goblin

Lose 1 coin

During the war of the Madoc Twins in ATD 1025 a great number of weapons were lost to goblins.

F03

Field Goblin

Lose 1 coin

When the King left to never return in ATD 2014 the lands were never the same again.

F04

Food
Receive this life token.

F05

Food
Receive this life token.

F06

Gauntlets
No fingers will be lost in battle by wearing these.

F07

Goblin Pack

Lose Rucksack

For so long it was the union of the two sides of Veles that created life, but now man has that power.

F08

Goblin Warrior

Lose Boots

In 1483, after the death of Goonovik the bandit king, the trade routes were open for the taking.

F09

Hammer

Can be used to repair 1 broken item.

(C. 1) Thin Rope

F10

Heavy Bandit

Lose Rucksack

In 1438, Goonovik began his rise to power. Bandits organized into an army and took over the vast trade routes.

F11

Heavy Bandit
There has always been crime on our paths, even before the great trade routes of 1078. But when some prosper, others often fall.

F12

Imp

Remain 1 round

A series of weird events have followed you. All of a sudden you trip and hear laughter.

F13

Imp

Move back 5 steps

In 1951, the mages closed their doors and abandoned their oath to deal with magical creatures which rose in number.

F14

Large Boar

Boar Tusk

When left unchecked and the police force left in ruin, these animals grew in size and threat.

F15

Large Wolf

Wolf Tooth

The crunching twigs alert you to the tall grass. In the depths of the grass two eyes emerge.

F16

Light Bandit

Lose Rucksack

Many of our people lost their livelihoods becoming villains out of desperation.

F17

Light Gauntlets
Many would-be warriors have lost whole hands by not protecting themselves properly.

F18

Lone Bandit

Lose Shield

The western kingdom of Heilwen is rich in plantations. For those in need of food their trade roads offer salvation.

F19

Lone Goblin

Lose Weapon

In 1950, Captain Lothean began attacking the breeding grounds of evil creatures and eradicating them with his elite soldiers.

F20

You see a young boy being attacked by a boar…

Fight the boar.
Walk the boy home to Eritown.
Reward

Walk away.
Leave the boy.
Reward

F21

A child left stranded needs escorting to Rhoekin…

Walk him to Rhoekin.
Stay with him for one round until he finds his mother.
Reward: 1 scroll

Rob the boy and leave him.
Reward

F22

Hearing screams you investigate. You then find an injured man…

Take him to any Inn within 2 rounds.
Pay 5 coin for him to get a ride home.
Reward

Leave him there.

Search him whilst he sleeps.
Reward: 1 trap card or 5 coin

F23

A little girl is crying under a tree…

Get her cat out of the tree.
Walk the girl safely home to Deridien.
Reward

Keep walking.
Eat her cat.
Reward

F24

A young hunter with a new catch is being hunted himself…

Defend the Wolf Pelt for 1 round.
Give the pelt back to the hunter.
Reward

Keep walking.
Run away with the pelt.
Reward: 1 Wolf Pelt

F25

Matagot

Matagot Tail

What you think is a harmless domestic cat turns and hisses ready to attack.

F26

Matagot

Matagot Tail

It is believed that in ATD 500, during the rise of the enchanters that Matagots were created during their early experiments.

F27

Net
You can throw this at your opponent on your battle turn and cause them to drop their shield for one battle turn.

F28

These magical stones are ancient and powerful. Whatever you roll you must obey.

2–3 Choose one player or Standing enemy anywhere in the land to teleport to you and choose to interact with them.

4 Move up to 10 steps in any direction.

5 Choose one item or scroll from the Market but no coins.

6 Teleport to anywhere in Stonesea.

F29

These magical stones are ancient and powerful. Whatever you roll you must obey.

2–3 You are trapped for one round.

4 Teleport anywhere in the land.

5 Offer all the coin you have up to 20 to the monument.

6 Fully heal.

F30

These magical stones are ancient and powerful. Whatever you roll you must obey.

2–3 Keep this card. The next creature you encounter will be automatically defeated. Return after.

4 Lose 2 health.

5 Teleport to the old tower in Palecliffs.

6 Choose any other player to teleport anywhere in the land and interact with whatever they land on.

F31

Rope
You can use this rope to reduce a creature’s attack by 1.

F32

Shield
In battle, a shield can mean the difference between life and death. Use this to reduce your opponent’s attack.

F33

Shovel

Can be used to prevent a {T.I.} trap effect.

(C. 1) Rope
(C. 2) Strong Rope

F34

Spear of Ethelder
This weapon is so precise that you can pierce one of your opponent’s equipped armor, breaking it.

F35

Strong Rope
Can be used to move a further 2 steps when in a rock region.

F36

Warrior Bandit

Lose 3 coin

Our army was grand and powerful, but when the King was lost so were his warriors.

F37

Wolf Pelt
Paw prints in the mud alert you to its presence. You ready yourself listening for it to come. And then you lock eyes.

F38

Wolf Pack

Wolf Tooth

Crossing these fields is dangerous at the best of times. And Wolf Packs don’t help. Will you clear them from these lands?

F39

Giant Tortoise
Often mistaken as hills, you will have no choice but to find another path around this giant unless you defeat it in battle. Until defeated it will remain on this step forever.

F40

Shadow Thief
These remnants of an old order are near impossible to evade. Each turn you will lose 1 coin. Any items you find are also returned to their deck. If, when you roll to move, you roll an 8 or higher you can return this card to its deck.

F41

Borrowclaw
These rarely seen creatures can transport you to any step, on any field tile, anywhere in the land. If you choose to get dragged there, it will cost you 2 health. After landing, you then end your turn and return this card to its deck.

D01

Afanc

Remain for 1 round

Before the mages, there were the enchanters. They experimented with magic and creatures, breeding hybrids.

D02

Afanc

Remain for 1 round

The more the enchanters experimented, the more diverse and wild their magic became.

D03

Bandit

Lose Shield

In 1483, Goonovik was killed by Brown the Shadow. An assassin avenging his mother’s death when he was a child.

D04

Bandit
The mages’ hardest hours were when their library of scrolls was looted in 1490. Ten years of chaotic magical use followed.

D05

Berehynia
ATD 120 is known as the birth of magic. Creatures both wonderful and evil came to be. Some were both.

D06

Berehynia
The Berehynia are beautiful creatures, but when tested they reveal their dangerous side.

D07

Bow and Arrow
The bow and arrow have the ability to shoot past your opponents’ summoned creatures to attack them as normal instead.

D08

Bronze Boots
Sometimes fleeing the battle is the only option, but you will still need your legs.

D09

Bronze Dagger
A dagger can easily be combined with some items to aid you in your battles.

(C. 1) Thin Rope
(C. 2) Rope
(C. 3) All Nets

D10

Catfish

Catfish Whiskers

You wouldn’t expect something so harmless-looking to be so dangerous. Tasty when eaten, make sure it doesn’t eat you.

D11

Crocodile

Croc Scale

The waters of Lirennor are plentiful. But nothing compares to the great ocean in the eastern kingdom of Perun.

D12

Crocodile

Croc Tooth

It is said that in 1926 when General Lothean was born, his mother would feed him the blood of a crocodile.

D13

Crocodile

Croc Tooth

The memory of your parents haunts your thoughts. “Beware of what lies beneath the water.”

D14

Fisherman‘s Ring
The wearer of this ring receives 3 less damage from all [W] enemies.

D15

Goblin

Lose Shield

The Wars of the Divide are what gave us the 5 kingdoms of Veles. They ended in 670. Goblins were man’s weapons back then.

D16

Goblin

Lose 4 coin

In 723, Prince Fodith was born. Only 8 years later his father made him take his first life – a goblin’s.

D17

Goblin Pack
Veles was reshaped by the experiments of the enchanter’s environmental scrolls in 933. The new caves were quickly occupied.

D18

Light Axe
The axe is a powerful weapon that can bring a quick victory in battle.

(C. 1) Strong Rope
(C. 2) Silk Rope

D19

Light Axe
With this axe, you can push your opponent or a Standing Enemy back 1 step if you choose to, ending the battle.

(C. 1) Strong Rope
(C. 2) Silk Rope

D20

Light Net
On your turn, you can throw this over your opponent or (L. 5) or lower Standing Enemy causing them to lose one battle turn.

D21

Mage
Not all mages turned to the darkness in the Fable Wars. Some still remember the original oath of 965 ATD. Choose one option if you want.

Offer up a (L. 4) Life Token to teleport anywhere in the land.
Trade one scroll for a new one.
Give him any water creature and he will fully heal you.

D22

Net
You can throw this at your opponent on your battle turn and cause them to drop their shield for one battle turn.

D23

Poison
Combine this with any weapon and that weapon will gain an extra 2 attack for one battle.

D24

Finding one of these powerful relics can bring either great fortune or great despair. Roll when you dare to, but whatever you roll you must obey.

2–3. Swap all your scroll cards for new ones.

4. When interacting with a player, swap any number of scrolls in your hand with the same number of scrolls from that player’s hand.

5. Collect 6 coin.

6. Heal yourself by 5.

D25

Finding one of these powerful relics can bring either great fortune or great despair. Timing is everything; choose yours wisely.

2–3. Move up to 5 steps in any direction.

4. Teleport to any Tavern.

5. Switch your current health level with another player’s current health level. Cannot pass beyond your max health.

6. Gain one free scroll card.

D26

Finding one of these powerful relics can bring either great fortune or great despair. Roll when you want to and let fate decide yours.

2–3. Swap equipped weapons with anyone in the land.

4. Choose and collect one item from the Market other than coin.
5. Gain one free scroll.

6. Teleport to any Inn.

D27

Rope Fodith
Equip this to a defeated (L. 6) or lower creature to capture it and summon it into battle later. Only when it’s killed return both cards.

D28

Rope Gwiladith
Combine this to the dagger of Gwiladith and it will gain
(A. 6) (D. 6)

D29

Shield Ethelder
(A. 1) of your opponent’s attack is deducted and sent back onto them as direct damage.

D30

Spear
Long and sharp, your spear will swiftly help to do damage to your opponent.

D31

Merchant
You can buy and sell as usual anything you would find in the Market. The same market rules apply.

Pay 5 coin to travel anywhere in the docks and end your turn.

D32

Vodnik
701 marks the birth of Lirennor by our first king, King Terrowin. It’s said that he used to eat the Vodnik to gain strength.

D33

Vodnik

Move forward 5 steps

These mysterious creatures rarely come out and engage with humans. But sometimes they enjoy ruining your day.

D34

A fisherman is being attacked…

Fight the Afanc.
Clean the fisherman’s wounds.
Stay for 1 round.
Reward

Keep walking.
Help the fisherman up.
Reward

D35

A young brother and sister are out on a sinking boat…

Save the children.
Take them home to Rhoekin.
Reward

Keep walking.
Leave them there.
Reward

D36

Some builders are trying to fix the planks…

Help them for one round.
Clear the waters.
Reward: 1 scroll

Keep walking.
Lift some planks.
Reward

D37

An old fisherman is struggling with his baskets…

Take them to the market in Deridien.
Take him home. Remain there for one round.
Reward

Continue on your journey.
Leave them on the docks.
Reward.

D38

Water Snake

Snake Venom

It is never a good idea to dip your toes into the waters of Lirennor. If it’s a swim you want, go to Heilwen.

D39

Water Snake

Snake Venom

When King Amineous rebuilt the trade routes in 1371 there was more waste in the lakes than before. More food for some.

D40

Water Snake

Snake Venom

When the old nobles in 1671 were executed they were fed to water snakes. The people were respected from then on.

D41

Whirlfang
If you fail to defeat the Whirlfang it will spit you out on the waypoint marker of Alepond.
You must interact with whatever you land on and then end your turn.

D42

Ice Wraith
Waking this wraith has consequences. The whole tile is now frozen. No player or Standing Enemy can interact with it or anything on it for 2 rounds. Any player who ends their turn on this tile will lose 2 health. Afterwards, return this card to its deck.

W01

Big Bear

Bear Pelt

When the winter scroll wore off in 1600, big coats weren’t needed anymore and the bear population began to grow back.

W02

Boots of the King
The speed these boots provide will allow you to move up to an extra 3 steps should you choose to.

W03

Bow and Arrow
The bow and arrow have the ability to shoot past your opponent’s summoned creatures to attack them normally instead.

W04

Bronze Shield
Deflecting an attack is vital to one’s survival. Take this to reduce your opponents’ or enemies’ attack.

W05

Bugul Noz

Move back 5 steps

These hideous creatures are rarely seen but frighten and disgust all who do. They won’t harm you, but they know no one likes them.

W06

Centaur

Centaur Blood

In 1711, when some dark mages were expelled from the order they went collecting centaur blood for its magical properties.

W07

Centaur

Centaur Blood

It is said that during the Madoc Twins War, one of them managed to tame and ride a centaur into battle.

W08

Dagger of Gwiladith
Combine this with the Rope of Gwiladith and you will wield a combo of (A. 6) (D. 6)

(C. 1) Thin Rope
(C. 2) Rope
(C. 3) All Nets

W09

Food
Receive this life token

W10

Food
Receive this life token

W11

Gauntlets of the King
The strength you gain from these gauntlets will give you an extra 3 attack.

W12

Goblin Warrior

Lose Body Armor

A life of killing has prepared these horrid creatures for every battle. Be careful when fighting these things.

W13

Gray Wolf

Wolf Pelt

The Kingdom of Thorodan was the first gathering of mankind after the darkness in ATD 125. A gray wolf sigil can be found on the walls.

W14

Jaculus
Troubled by the decisions of their elders, many young mages were expelled for questioning them in 1937. They continued fighting evil alone.

W15

Large Bear

Bear Pelt

Often the large bears won’t attack humans. But food was scarce in 1634 when humans recovered too fast from the winter scroll.

W16

Large Wild Boar

Boar Tusk

With thick skin, these boar are tough and dangerous. Their meat is plentiful and allowed our people to endure the 100-year winter.

W17

Leshy

1 scroll card

If you have an axe equipped, the Leshy has broken it.

W18

Leshy

Move back 5 steps

If you have an axe equipped, the Leshy has broken it.

W19

Light Axe
Easy to wield and swift in battle, the light axe can inflict great damage when used properly.

(C. 1) Strong Rope
(C. 2) Silk Rope

W20

Light Bandit

Lose Rucksack

In 1645, the kingdoms of Veles enforced population control through taxing and life became very hard.

W21

Lone Goblin

Lose 5 coin

In 1342, Lirennor becomes the richest of kingdoms, attracting the attention of goblins who desire shiny things.

W22

You hear loud shouts from the woods…

Follow the shouts.
A man is being attacked.
Help the man.
Reward

Keep walking.
Join the attack.
Reward: The man’s food

W23

You find a fellow traveler…

Go to Stonesea with him.
When you get there, pick up a card.
Enemy Item/Other
Roll one die and run away.
Get an extra (A. 5) to defeat it.
Reward: The creature’s reward and 1 scroll

Attack the man.
Reward

W24

A young boy is crying in pain…

Help him.
Take the boy to Grayloch.
Reward

Keep walking.
Take him home to Eritown.
Reward

W25

Mage

Not all mages turned to the darkness in the Fable Wars. Some still remember the original oath of 965 ATD. Choose one option if you want:

Buy or sell scrolls for 15 and 10 coins respectively.
Trade one scroll for a new one.
Trade any (L. 6) or higher essence for a new scroll.

W26

Merchant

You can buy and sell as usual anything you would find in the Market. The same Market rules apply.

You can sell all essences at their buy price.

W27

Minotaur

Minotaur Horn

The minotaur were a strong ally in the struggle against the dark mages in ATD 1969.

W28

Minotaur

Minotaur Horn

These beasts are well respected in Veles. The people know how powerful they can be.

W29

Poison
Combine this with any weapon and that weapon will gain an extra 3 attack for one battle.

W30

A relic from our ancient past when Enchanters were worshipped.

2–3 When in a battle, all players’ and enemies’ attack is reduced by 3.

4 Fully heal and repair all broken items.

5 Move 3 steps in any direction.

6 Pick 2 Woods cards and interact with them, one after the other.

W31

Ring of Fodith
Once per battle, all of your opponent’s summoned [E] [F] creatures become yours for one Battle Round.

W32

These rocks were erected thousands of years ago. Our ancestors infused them with great magic. Whatever you roll you must obey.

2–3 Attack any player or Standing Enemy in the land once. Then end the battle.

4 Teleport another player or Standing Enemy anywhere in the land.

5 Take 3 direct damage.

6 Keep this card. The next creature you land on, send to another player. They will fight it and get any reward.

W33

Rope
If for whatever reason you have to remain somewhere you can use this rope to end your wait immediately.

W34

Samodiva

Remain for 2 rounds

When the Fable Wars began in 1970, all sides were gathering numbers. Thankfully, the mighty Samodiva joined ours.

W35

Short Sword
A quick slash in close combat allows this weapon to strike with ease.

(C. 1) Rope
(C. 2) Net

W36

Strong Poison
Throw this at your opponent or enemy and cause 5 direct damage onto them.

W37

Warrior Bandit

Lose 6 coin

1725 is a year of fear in the north. Reports of people going mad and killing their families spread.

W38

Wild Boar

Boar Tusk

Many people believe that Lirennor hides lost caverns below our feet. When hunted, these boar often disappear without a trace. Could the stories be true?

W39

Wolf

Wolf Pelt

When King Terrowin died in 753 his pet wolf sat by his tomb never leaving his master’s side until he too passed away.

W40

Woods Goblin

Lose Shield

By far the most deviant of all the goblins, the Woods goblins will sneak up on you and take whatever they can.

W41

Wrapper Vine
The only way you can destroy this creature is by burning it with a torch and leaving the torch there. If you fail this, you must remain with it for 1 turn and lose 5 health. If it is not destroyed, it will remain on this step until destroyed.

W42

Terramites
These horrible creatures will latch onto you in order to drain your body of blood. Keep this card for two turns and lose 2 health each turn. Then return the card to its deck.

W43

Molten Hide
When battling [E] enemies, increase your attack by 2. When battling [W] enemies, decrease your defense by 2.

W44

Neramos
When discovered, you and any player on a connecting step will be sucked in. You will remain here, losing 3 health after each turn until you either die or escape. You can use any rope to escape as well as rolling a 7 or higher.

R01

Agrimor

Crown of the King

Agrimor cannot receive direct damage by any means.

R02

Barbegazi

Move back 5 steps

The 100-year winter caused by the Winter Scroll in 1499 was a wish come true for the cold-loving Barbegazi.

R03

Battle Ogre

Move 3 steps in any direction regardless of who wins

In 1969, the mages created the Battle Ogre as soldiers against the white mages and the people who demanded they reopen their doors.

R04

Bergrisar

Remain for 2 rounds

When the mages built their temple in 1004, they used the Bergrisar to carry the huge blocks of hard granite from the mountains.

R05

Bergrisar
In 1915, the mages moved their great library of scrolls from their temple. Bergrisar were seen carrying massive chests. Their destination was unknown.

R06

Body Armor Thaen
Upon defeating any [F] creature, you can fully restore your health and keep the creature if they offer an essence.

R07

Body Armor King
Deduct 2 of your opponent’s or enemy’s attack and add it onto your next attack.

R08

Bow and Arrow
The bow and arrow has the ability to shoot past your opponent’s summoned creatures to attack them normally instead.

R09

Cyclops
During the peasants’ revolt in 1670 against the monarchs, a story emerged of some seeking help from a cyclops. Nothing more is said.

R10

Cyclops
At the age of 18 in 2080, Gwiladith hunted down and killed a cyclops that was threatening her village. She never looked back.

R11

Dark Mage

In this battle, you cannot use any scrolls

The Battle of the Iron Gates ended in 2098, but not all the dark mages retreated there. Some went off alone, practicing their dark ways.

R12

Goblin Warlord

Lose Shield

When the dark mages were pushed back into Blood Stained Mountain in 1982, the Goblin Warlords struck a deal and aided them.

R13

Heavy Goblin

Lose Weapon

With the mages turning dark in 1893, some people committed acts of vandalism. They even let loose a heavy goblin on their temple.

R14

Helmet King
This helmet allows the wearer to see all of their opponent’s scrolls that are in their hand. Can only be used once per battle.

R15

Jinn

Take an extra 5 damage

When magic came to be in ATD 120, the Jinn were the first beings to use it. The first Enchanters captured and learned from them.

R16

Jinn

Choose one reward:

Fully heal
1 free scroll
20 coin
Teleport anywhere in the land

Luckily, there are some Jinn who would rather help than harm.

R17

Jinn

This Jinn likes games and therefore you have 2 options:

You may battle the Jinn.
Pick up 2 rock cards, one after the other. If you survive, you can teleport anywhere in the land and collect one free scroll. Return the Jinn after.

R18

Light Axe
With its light weight yet strong metal head, the light axe can do some serious damage to your enemies.

(C. 1) Strong Rope
(C. 2) Silk Rope

R19

Mountain Lion

Lion Pelt

In 1732, when the dark mages tried to take the capital of Eirwen, their king sent for aid. A lion protected the messenger.

R20

Mountain Lion

Lion Pelt

The legendary hero Thaen was a noble man. He traveled the land helping those in need. It is known that he kept a pet lion.

R21

Net
You can throw this at your opponent on your battle turn and cause them to drop their shield for one battle turn.

R22

Ogre
In 1805, the mages were acting as a police force. They detained anyone accused of dark magic. The Ogres were used as executioners.

R23

Ogre

Lose Ring

Survivors of the rotten death began rebuilding in 1236 and sought out gold. A great gold rush ensued disturbing the homes of Ogres.

R24

Ogre Chief

Lose Weapon

The Enchanters who destroyed the land with their environmental scrolls were banished in 934. Many sought refuge with the Ogre Chiefs.

R25

Ring of King
Increase your defense by 2.

R26

Stuhac
961 was the year the darkness returned. The exiled Enchanters attacked the mages in great magical battles. Stuhac fought for the dark.

R27

Surtr
When Gwen Hildegard, Princess of Lirennor was executed for dark magic in 1824, the Surtr protected the mages from the people’s anger.

R28

Surtr
The hunt for dark mages was over by 1826 and the mages lost their favor with the people. They continued as heads of police in each region aided by the Surtr.

R29

Troll

Troll Toe

A group of idealistic Enchanters formed the mages’ council in 780. They vowed to protect the people of Veles and destroy all evil.

R30

Troll

Troll Toe

When the Wars of the Divide ended in 670, people began to report never-before-seen creatures aiding them.

R31

Undead

Lose all your health if defeated

When the swarms of undead were released in 2085, the sheer number meant that some broke from the crystals’ magic and they wandered off alone.

R32

Merchant

You can buy and sell as usual anything you would find in the Market. The same Market rules apply.

Trade any (L. 6) or lower item with any other equivalent or lower level item.

R33

Crystalite
All players who interact with the Crystalite will lose 3 health. If you wish to pass, you must offer it an essence of any kind. If you fail to offer it anything you are forced back 3 steps. It cannot be removed from this step by any means

R34

Plasmite
By discovering this remnant of a magical past, it has generated a shield around the tile that you are in for 2 rounds. During this time, no player within can leave by any means and can only roll one die.

R35

Skystreak
If you offer these beautiful beasts any tool item, they will transport any player, from anywhere in the land, including you, to any step in a rock region. After interacting, you then end your turn. Return the item to its deck.

R36

Terrowin’s Mace
When battling an opponent, you can reduce their shield’s defense by 2.

R37

Enchanter’s Robe
Go to a Mother Step. When there, you can attach any [W] essence to the robe. The robe will then provide max health equal to the defense of that creature.

R38

An Elder’s Staff
When on a Mother Step, you gain the power to rotate up to three tiles, however you wish.

L01

Body Armor Lothean
By wearing this, you cannot receive direct damage by any means.

L02

Bronze Boots
Good footwork can mean all the difference in a sword fight. Make sure yours is up to the challenge.

L03

Bronze Gauntlets
Swift attacks in battle are preferred by the young and heavy attacks by the strong.

L04

Bronze Helmet
Strong armor will protect you in battle. Take this to increase your maximum health.

L05

Dagger of Fodith
All creatures that you control in a battle will gain an extra 1 attack for the whole battle.

(C. 1) Thin Rope
(C. 2) Rope
(C. 3) All Nets

L06

Ghost

Move 1 step in any direction

1139 marks the year of the rotten death; a disease that melts your flesh and came from the fisheries of Perun.

L07

Ghost
Death has been in our lands for millennia and some return; some harmless yet others dangerous.

L08

Ghost

Remain for 1 round

Nine years after the scroll library was looted the Winter Scroll was unleashed. For 100 years Veles was blanketed in snow.

L09

Goblin
In 831, the invasion of the dread hoardes swept through Lirennor. Evil has been here for too long.

L10

Goblin
Some of these goblins will attack without hesitation. You need to be vigilant and ready at all times.

L11

Goblin Warrior
Some of the fiercest fighters that the goblins breed often find themselves going away, taking victims alone.

L12

Hammer

Can be used to repair 1 broken item.

(C. 1) Thin Rope

L13

Helmet
Increase your maximum health by protecting everything above your neck.

L14

Light Net
On your turn, you can throw this over your opponent or (L. 5) or lower Standing Enemy causing them to lose one battle turn.

L15

A child is being attacked by a Sluagh…

Defeat the Sluagh.
On a following turn get the child out of there.
Reward: 12 coin or 1 item from the Market

Do nothing.
Leave him alone.
Reward: Draw a loot card

L16

An historian is exploring but is being attacked…

Protect the historian.
Stay with her for 1 round.
Reward: 1 scroll

Do nothing.
Leave her there.
Reward

L17

It looks like a man has his foot stuck in a hole…

Help get his foot out.
Fight the creature that just came.
Reward

Do nothing.
Leave him.
Reward

L18

You feel a breeze from a hidden door…

Open the door.
A bandit came out and attacked you.
Keep exploring the room.
Reward: Draw a loot card and 11 coin

Do nothing.
Reward

L19

Net
You can throw this at your opponent on your battle turn and cause them to drop their shield for one battle turn.

L20

Redcap
These quick and vicious creatures were afraid to enter our borders before the mages abandoned their oath.

L21

Redcap
When our outer structures were abandoned, some of the worst made them their new homes.

L22

Travelers aren’t the only ones attracted to these dark and abandoned holes of Lirennor.

Draw a Region Card from the region you are in.

L23

Ring of Gwiladith
This ring can absorb the essence of any defeated [W] creature restoring your health completely. Return the creature afterwards.

L24

Shovel
Can be used to prevent a {T.I.} trap effect.

(C. 1) Rope
(C. 2) Strong Rope

L25

Shovel
Can be used to prevent a {T.I.} trap effect.

(C. 1) Rope
(C. 2) Strong Rope

L26

Silk Rope
You can move an extra 3 steps in any rock region if you choose to.

L27

Sluagh
In 1190, following the rotten death, necromancers found their niche, experimenting on the abundance of corpses.

L28

Sluagh

Move 1 step in any direction or stay and fight

These things are neither living nor dead. Some say they were here before the necromancers, as children of the darkness.

L29

Spear
Light yet strong, the spear will pierce your opponents without mercy.

L30

Steel Body Armor
Steel is a tough metal and will provide you with some of the best protection that you can wish for.

L31

Strong Poison
Throw this at your opponent or enemy and cause 5 direct damage onto them.

L32

Strong Rope
With this rope, you can escape from any level 8 or lower enemy.

L33

Sword
Strong and sharp, those who oppose you don’t stand a chance.

(C. 1) Strong Rope
(C. 2) Silk Rope

L34

Torch
Can be used to prevent a {T.I.} trap effect.

(C. 1) Silk Rope

L35

Torch
You can set ablaze any [E] creature causing an extra 5 damage to your attack.

(C. 1) Silk Rope

T01

Grayloch
Gain 7 coin from your victim.

+ Any Rope
Victim loses 2 health.

+ Any Net
Victim must remain here for one round.

T02

Rhoekin

Your victim will lose 5 health.

+ Shovel
Your victim must remain here for 1 round.

+ Any Dagger
Your victim will lose 2 health.

T03

Woodmist

Your victim must remain here for 1 round.

+ Any Trap Scroll
The scroll’s effect + your victim will lose 2 health.

+ Any Enchanted Item
Gain 12 coin from your victim.

T04

Trap is located on the step under this red tree.
Woodmist

Your victim must remain here for 1 round.

+ Any Dagger
Your victim will lose 2 health.

+ Steel Dagger
Your victim will lose 3 health.

T05

Trap is located on the step wrapping around this well.
Deridien

Gain 7 coin from your victim

+ Tool Item
Your victim will lose 2 health.

+ Any [W] Creature
Your victim must battle that creature.

T06

Activated by the next player to enter a loot building.
Rock Regions

Your victim will lose 3 health.

+ Any Tool Item
Gain 5 coin from your victim.

+ 2 coin
Transport your victim anywhere in the land.

T07

Oldhedge

Your victim will lose 2 health.

+ Poison
Your victim will lose 4 health.

+ Rucksack
Gain 10 coin from your victim.

T08

Activated by the next player to battle a creature within a Woods region should they survive.
Woods Regions

Your victim will lose 3 health.

+ Any Net
Your victim must remain here for 1 round.

+ Rucksack
Gain 10 coin from your victim.

T09

Trap is located on the step hiding half the boat.
Alepond

Gain 9 coin from your victim.

+ Any Net
Your victim’s equipped weapon is returned to its deck.

+ Any Rope
Victim must remain here for 1 round.

T10

Trap locations are any step next to a loot building.
Rocks Regions

Victim must remain here for 2 rounds.

+ Torch
Your victim will lose 2 health.

+ Any Creature
Your victim must battle that creature.

T11

Trap locations are any step next to a loot building.
Woods Regions

Your victim will lose 2 health.

+ Any Life Token
Victim must remain here for 1 round.

+ Rucksack
Gain any two items from your victim other than scrolls or coin.

T12

Deridien & Eritown
Gain 9 coin from your victim.

+ Any Weapon
Victim will receive one attack from that weapon.

+ Any Poison
Victim will lose 5 health.

T13

Activated by the next player who attempts to enter through a town’s gate.
Any Town

Victim is halted at the gate. They keep this card and cannot enter a town for a further 2 rounds.

+ 5 coin
Victim is transported anywhere you choose.

+ (L. 3) Life Potion
Victim must pick up a second card of whatever region they were transported to.

T14

Activated by the next player to enter a tavern.
Woods Regions

Victim must remain for 1 round; gain 7 coin from your victim.

+ Any Tool Item
Activate this trap when a non-trapped player lands within 3 steps of a wood’s tavern.

+ Any Poison
Victim will lose 5 health.

T15

Activated by the next player to use a carriage man.
All Carriage Men

Transport your victim wherever you want them to go.

+ 5 coin
Victim will lose 3 health.

+ Any Ring
Gain 10 coin from your victim.

T16

Activated by the next player to enter the Market.
The Market

Gain the first item your victim buys or gain 6 coin from them.

+ Hammer
Break your victim’s equipped weapon.

+ 10 coin
Choose 2 items that your victim must return to their decks.

T17

Activated by the next player to battle a fire creature should they survive.
Any Fire Creature

Victim must enter this battle.

+ Any Weapon
Increase the above creature’s attack by that of the weapon.

+ Strong Rope
Victim must remain for 1 round if they are still alive.

T18

Eritown

Move your victim 5 steps in any direction.

+ Any Life Token
Victim must pick up 2 cards from wherever they land.

+ 5 coin
Move your victim a further 5 steps.

T19

Oldhedge

Victim will lose 2 health.

+ Torch
Move your victim 5 steps in any direction.

+ Torch
Leave this trap on the step it was activated. No one can pass for two rounds.

T20

Activated when a player enters a loot building.
Woods Regions

Transport your victim anywhere in the land.

+ Any Poison
Victim will lose 5 health.

+ Rucksack
Gain 10 coin from your victim.

T21

Trap is located on the step that the logs are pointing at.
Rhoekin

Victim must remain for 1 round.

+ Strong Poison
Victim will lose 6 health.

+ Net
Victim must remain for another 1 round.

T22

Alepond & Eritown

Gain your victim’s Rucksack and everything in it.

+ Creature’s essence
Victim must battle that creature.

+ Any Dagger
Increase the creature’s attack by that of the dagger.

T23

Activated by the next player to complete any kind of quest.
Any Quest

Victim keeps this card. They lose 1 health per Battle Round on their next battle. Return trap after battle.

+ Any Weapon
Replace your victim’s equipped weapon with this one, returning theirs to its deck.

+ Creature’s essence
Victim must battle that creature.

T24

Deridien

Choose and gain 1 item other than coin and scrolls from your victim.

+ Rucksack
You can choose a further 2 items from your victim.

+ Strong Poison
Victim loses 6 health.

T25

Activated by the next player to enter a Rock region.
Any Rocks Region

Move your victim 5 steps in any direction.

+ Any Axe
Your victim cannot leave the tile they are on for 2 rounds.

+ Any Teleport Scroll
Gain your victim’s equipped weapon.

T26

Activated by the next player to use a Quick Path.
The Docks

Your victim is halted and must land before the Quick Path.

+ Net
Your victim must pick up another Docks card.

+ (L. 3) Life Token
Your victim must remain there for 1 round.

T27

Activated by interacting with your chosen victim.
Interaction

Knock your victim out causing them to miss their next turn.

+ Any Gauntlets
Steal up to 3 inventory items & 4 coin.

+ Any Rope
Your victim must remain there for 1 round.

T28

Activated by interacting with your chosen victim.
Interaction

Transport your victim anywhere in the land.

+ Hammer
Break your victim’s equipped weapon.

+ (L. 3) Life Token
Your victim will lose 5 health.

T29

Activated by interacting with your chosen victim.
Interaction

Your victim will lose 3 health.

+ Strong Poison
Your victim will lose 3 health each round for 2 rounds.

+ Silk Rope
Your victim will remain here for 2 rounds.

T30

Activated by the next player to try and enter the Eritown tile.
Eritown

Your victim will lose 4 health

+ 3 coin
Choose and gain two items from your victim other than coin and scrolls.

+ Shovel
Your victim will remain here for 1 round.

T31

Activated by the next player to try and enter the Rhoekin tile.
Rhoekin

Your victim will lose and return one item of your choosing to its deck.

+ (L. 4) Life Token
Your victim will lose 3 health.

+ 5 coin
Transport your victim anywhere in the land.

T32

Activated by the next player to enter a loot building.
The Docks

Your victim must pick another Loot Card.

+ Any Dagger
Your victim will lose 5 health.

+ Strong Rope
Your victim will remain here for 1 round.

T33

When you choose to, place this card on a card stand on the step you are on or activate it immediately on a victim. Each time you roll, any moves of that dice roll you choose not to use can be used to move the trap around as normal. If you make it go over another player, you can activate its effects. You can only choose one victim and the card is returned afterwards.
Anywhere

If in a Field region:
Gain 2 health from your victim.

If in the Docks:
Transport your victim anywhere.

If in a Woods region:
Gain 10 coin from your victim.

If in a Rocks region:
Steal 1 scroll blindly from them.

Q01

I’m going to raid the ruins in Palecliffs, but I need a sword. Bring me one there. I’ll be waiting for you.

Reward 1 Scroll

Q02

My family and I are planning on taking the central quick path in Woodmist. We would like you to take it ahead of us to make sure it’s safe. As soon as you have traveled along it you shall be rewarded.

Reward 15 coin

Q03

Bring me a torch so I can explore the shipwreck in Alepond. I will be waiting inside the shipwreck for you.

Reward 15 coin

Q04

If you manage to trap a player located on either side of you in the seating order, I will pay you well for it.

Reward 25 coin

Q05

That damn Goblin Pack has been harassing our fields for too long. Teach them a lesson by defeating them and we shall reward you.

Reward 20 coin

Q06

I’m doing some renovations to that old building in Grayloch, but my hammer was stolen. If you bring me a new one I’ll pay you for it. I’m in the building in Grayloch.

Reward 10 coin

Q07

I’m starting a quest, but I’m short on equipment. Bring me any sword, shield, and body armor and I’ll pay you well for them.

Reward 40 coin

Q08

Lirennor is not as it once was. Something needs to be done. If you kill just one of the creatures in the building in Palecliffs you will be rewarded.

Reward 35 coin

Q09

Saladar has been the nightmare of Lirennor for too long. Just last week he stole something precious from me. Take anything from him and you’ll be paid.

Reward 40 coin

Q10

I’m sure there is a connection between the buildings of the mountains. Go to the building in Stonesea and wait one round.

Reward 25 coin

Q11

I’m trying to copy Taniel’s famous Matagot Tail soup. I think it has a Troll Toe in it, too. Bring one to me. I’ll be sitting on the logs in Rhoekin.

Reward 30 coin

Q12

I sent a letter bird to get this message out. I need any Net to fish with. I’m a fisherman at the docks in Alepond.

Reward

Q13

I need to tone up on my alchemy skills. Bring me a Croc Tooth.

Reward 20 coin

Q14

It is my wedding anniversary today and I would like to surprise my wife with a special dinner. She is a merchant in the woods. If you can tell her to come home early, but don’t mention why, then I would be very grateful.

Reward 15 coin

Q15

Please, someone, my children went off wandering and I haven’t seen them in hours. Please find them. They should be in Eritown somewhere. When you find them, tell them to come home.

Reward 5 coin

Q16

Go through the tunnel quick path under the mountain in Palecliffs.

Reward 20 coin

Q17

Help the people of Lirennor by completing 2 Lone Quests. Keep those completed Quest Cards then return to a tavern to collect this quest’s reward. Return the cards after.

Reward 30 coin

Q18

Find and kill a level 8 or above creature in order to make our land safer.

Reward on the back

Q18B

Sword of Lothean
This weapon is so light that you can carry an extra item in your inventory.

(C. 1) Strong Rope
(C. 2) Silk Rope

Q19

My son was a brave man, but he wouldn’t listen to me. He got killed by a Troll. I offer a great reward to anyone who brings me its toe. I live in Deridien.

Reward on the back

Q19B

Steel Shield
A shield can mean everything in battle. Take this to reduce your opponent’s attack.

Q20

Defeat in battle the first player to your right in the game seating order.

Reward on the back

Q20B

Axe of Ethelder
This axe, forged by the smithies of old cannot be broken or stolen by any means.

Q21

I’m stuck in the ruins of Palecliffs. Bring me a Teleport scroll that can teleport me somewhere else.

Reward on the back

Q21B

Shield of the King
When battling an enemy, you can absorb and deduct 3 of their attack to be used against it on your turn.

Q22

Take from another player an item needed to complete another active quest. Return to any Tavern, keep the item, and complete only this quest if you choose to.

Reward on the back

Q22B

Sword of the King
During your battle turn, you can make two separate attacks with this sword against two separate opponents/enemies.

Q23

I need to examine both a Region Stone and a Medallion Piece together. I’m with the carriage man in Rhoekin. Stay with me for one round and keep them both afterwards.

Reward on the back

Q23B

Axe of Thaen
This axe will inflict an extra 2 attack onto any opponent with a shield that is level 4 or higher.

Q24

I’m trying to complete my armory. Bring me a sword, a bow and arrow, and a spear. I’m in the Market in Deridien.

Reward on the back

Q24B

Heavy Axe
Heavy to wield but also heavy on your opponent.

Q25

Clearing these buildings is frustrating. I need a trap completed to its second level and you’ll get something precious. I’m in the building in Oldhedge.

Reward on the back

Q25B

Bow and Arrow
The bow and arrow has the ability to shoot past your opponent’s summoned creatures to attack them normally instead.

Q26

I need a combination of items that provide a combo of at least.
(A. 5) (D. 4)

Reward on the back

Q26B

Steel Shield
A shield can mean everything in battle. Take this to reduce your opponent’s attack.

Q27

My name is Irdwen. My father guarded the Mother Step at the castle, but it is now guarded by something else. I took an arrow to the knee so I need you to go there and kill the creature.

Reward on the back

Q27B

Guard’s Ring
With this ring, you can teleport from any Mother Step onto any step on the Castle Tile.

S001

Once

Kill a creature up to (L. 5)

S002

Once

Cancel and discard all non-attached active scrolls on the battlefield.

S003

Once

Do (A. 2) of direct damage to your opponent.

S004

Once

Break your opponent’s shield if it is (L. 5) or under.

S005

1 Battle

Increase the attack of any weapon on the battlefield by (A. 3).

S006

Once

Kill any one of your opponent’s summoned creatures instantly.

S007

Once

If your opponent’s equipped weapons attack is greater than your equipped weapons attack, then swap weapons with that opponent.

S008

Once

When attacked, divert that attack onto any living player or Standing Enemy in the land without bringing them into the battle.

S009

Once

Kill all summoned creatures on the battlefield, including your own.

S010

Once

Kill up to two summoned creatures on the battlefield including your own if you choose to.

S011

Once

Do (A. 4) of direct damage to your opponent.

S012

Once

Break your opponent’s equipped body armor and reduce their max health accordingly.

S013

Once

Break any one of your opponent’s equipped pieces of armor and reduce their max health accordingly.

S014

Attached

Increase the attack of any summoned creature on the battlefield by 2.

S015

Once

Do (A. 2) of direct damage to any player or Standing Enemy no matter where they are in the land without starting a battle.

S016

Attached

When attached to a lion’s pelt you can conjure Lion Body Armor.(A. 4) (L. 6)

S017

1 Battle Round

During battle, conjure a skeleton sword. (A. 10) (L. 9)

S018

1 Battle Round

During battle, conjure Dragon Blade. (A. 12) (L. 10)

S019

1 Battle Round

During battle, conjure Hell’s Axe. (A. 11) (L. 10)

S020

1 Battle

During battle, conjure Dragonscale Shield. (A. 8) (L. 8)

S021

Attached

When attached to a wolf pelt you can conjure Wolf Body Armor.(A. 3) (L. 5)

S022

1 Battle Round

During battle, conjure Fish Blade. (A. 8) (L. 7)

S023

1 Battle Round

During battle, conjure Feather Spear. (A. 9) (L. 8)

S024

1 Battle Round

During battle, conjure Dead Shot Bow. You can shoot past any of your opponent’s summoned creatures attacking them first as normal. (A. 7) (L. 6)

S025

1 Battle Round

Take no damage for the remainder of this battle round.

S026

1 Battle Round

Increase the defense of your shield by (D. 4)

S027

1 Battle Round

Increase the defense of your shield by (D. 5)

S028

Once

Deflect your opponent’s own attack (not their creature’s) onto any player in the battle.

S029

Once

An enemy’s attack is reduced by (A. 2)

S030

Once

When your opponent attacks, break their weapon if they’re using one.

S031

1 Battle Round

During battle, you can enchant your equipped weapon with the essence of a creature you carry, to add its attack onto that of your weapon. Return the creature afterwards.

S032

Attached

Go to any Mother Step. You can combine any two weapons together to combine their attack as one weapon. Ignore any enchantments. This effect will remain as long as you stay within that tile or you discard the scroll.

S033

Attached

Enchant any ring. With that ring equipped, you can convince carriage men to allow you to travel indefinitely for free.

S034

Attached

Enchant any ring. With that ring equipped, you can take control of one of your opponent’s summoned creatures for the whole battle. Return the creature to its deck afterwards.

S035

Attached

Enchant any ring. With that ring equipped, you can carry an extra 3 items in your Rucksack.

S036

Attached

Enchant any boots. With those boots equipped, you can move an extra 2 steps if you choose to.

S037

1 Battle

Enchant body armor. That body armor will protect you from one summoned creature in the battlefield for an entire battle.

S038

Attached

Enchant body armor. That body armor becomes a part of you and cannot be stolen or taken by any means, even from enemies around the land.

S039

Attached

Enchant a shield. That shield becomes unbreakable by any means.

S040

Attached

Attach this to any item. That item can be used in place of whatever item is needed when building up a trap’s level.

S041

Attached

Enchant body armor. With that body armor equipped, you cannot receive direct damage by any means, even from your own scrolls.

S042

Attached

Enchant any shield. That shield cannot be stolen or taken by any means, even from enemies around the land.

S043

Attached

Enchant an equippable item. That item will be able to have 2 simultaneous enchantments other than this.

S044

Attached

Enchant any rope. With that rope equipped, you can escape from any level trap or creature once. After use, discard the rope.

S045

1 Battle

Summon a tornado circling around the battlefield. Whilst active, no one can join or leave this battle unless they die, even with Teleport scrolls.

S046

1 Game Round

Lift the earth up high preventing any player or Standing Enemy from passing a step next to you for 1 Game Round. Leave this scroll on that step, then discard after use.

S047

Once

Choose one game tile located on the edge of the map and rotate it however you wish.

S048

Once

Choose one game tile located on the edge of the map and flip it over and place it however you wish. Place anyone or anything located on that tile wherever you choose on that same tile.

S049

Once

Cause a lightning strike over the battlefield inflicting (A. 2) of direct damage to all players in the battle, including you.

S050

Once

Cause a hailstorm over the battlefield inflicting (A. 1) of direct damage to all players in the battle, including you.

S051

Once

Open up the skies allowing the sun’s healing rays to heal all players in the battlefield by 2.

S052

Once

Go to a Mother Step. Cause all the weapons of all players on the tile that you are on including yours to break, regardless of whether they’re equipped, held, or in one’s Rucksack.

S053

Once

When in a battle, cause an earthquake separating the battlefield and allowing you and only you to escape by rolling both dice.

S054

1 Game Round

Cause a lightning strike setting ablaze a step next to you for 1 Game Round preventing all players and Standing Enemy from passing over it. Leave this scroll on that step and discard it after use.

S055

2 Game Rounds

Cause a landslide on a step next to you preventing all players and Standing Enemy from passing over it for 2 Game Rounds. Leave this scroll on that step and discard it after use.

S056

Once

During battle, cause a massive gust of wind to blow one of your opponents up to 5 steps in any direction. They must interact with what you make them land on and this battle ends for them.

S057

Once

Choose one board game tile located on the edge. Either flip it or rotate it however you wish. If flipped, you must place anyone or anything on it wherever you want on the same tile.

S058

Once

Cause a stampede over the battlefield causing (A. 3) of direct damage to all players in the battle, including you.

S059

1 Game Round

Cause a lightning bolt to paralyze one player or Standing Enemy out of a battle, no matter where they are in the land forcing them to remain there for 1 Game Round.

S060

2 Game Rounds

For 2 rounds you are shielded from anything interacting with you. Don’t pick up any Region Cards and exit a battle if in one.

S061

2 Game Rounds

Go to a Mother Step to activate. When activated, any other players or Standing Enemy on that tile are placed on the closest step of any adjacent tile. No players other than you can enter for 2 rounds.

S062

2 Game Rounds

Shield everything you’re carrying from being stolen for 2 Game Rounds, including after you have been killed.

S063

Attached

Attach this to your trap. Your victim cannot use any tool items to prevent any of its level’s effects.

S064

2 Battle Rounds

Shield yourself from any damage in a battle for 2 rounds.

S065

1 Battle

Shield yourself from any direct damage resulting from an opponent’s scroll for the remaining battle.

S066

Once

During your opponent’s attack, shield yourself from any damage and do (A. 2) of direct damage to all of your opponents.

S067

Once

Block the effect of one of your opponent’s scrolls.

S068

1 Battle Round

Cause one of your opponents to drop their weapon and shield for 1 Battle Round. After which they immediately pick them back up.

S069

Once

During battle, you can move any one item around and even equip or un-equip that item, even armor or a Rucksack item.

S070

Once

Whilst in the Market or with a merchant you can buy one item at its sell price.

S071

Once

Heal yourself by 5.

S072

Once

Take up to 2 of your opponents’ Life Tokens to use however you wish.

S073

Once

All players in the battle you’re in will discard all their scrolls and draw an equal amount of new ones, including you. Replace this scroll also.

S074

Once

Discard all the scrolls in your hand and pick an equal amount of new ones of which you discarded including this scroll.

S075

Attached

Capture any (L. 5) or lower creature that you’re battling or has been summoned by attaching this scroll to it. It is now under your control for 1 Battle even if that’s the one you’re currently in. Return it to its deck afterwards.

S076

Once

If a player tries to give you direct damage either in or out of a battle, revert their attack onto them causing the same amount of direct damage.

S077

Once

Choose one opponent that you’re battling and make them show you and only you the scrolls in their hand.

S078

1 Battle Turn

When in a battle, prevent one of your opponents from using any of their scrolls for 1 Battle Turn.

S079

1 Battle Round

When in a battle, prevent one of your opponents from replacing their discarded scrolls for 1 Battle Round.

S080

Once

When in a battle, swap up to 2 of your scrolls with the same amount from an opponent’s hand without looking at their scrolls.

S081

1 Battle

Summon the creature of whose essence you carry.

S082

Once

On any Mother Step, summon a creature of whose essence you carry. Leave it there until it is defeated. Neither players nor Standing Enemy can pass without battling it. Not even you.

S083

1 Game Round

Summon a Minotaur (A. 8) (D. 6) (L. 5)

S084

1 Battle

Summon a Troll (A. 8) (D. 8) (L. 7)

S085

1 Game Round
Summon an Ogre (A. 7) (D. 8) (L. 7)

S086

1 Battle
Summon a Samodiva (A. 8) (D. 10) (L. 7)

S087

Once

Teleport from anywhere in the land to anywhere in Grayloch.

S088

Attached

Attach this to your trap. When your trap is activated, you can teleport yourself to your victim and interact with them after they have interacted with your trap’s effects.

S089

Attached

Attach this to your trap. After your victim has finished interacting with your trap’s effects, make them pick up one card from the region of your choosing.

S090

Once

Teleport an enemy that you’re battling up to (L. 7) to any other player anywhere in the land. They will fight it and collect any reward.

S091

Once

Teleport from anywhere in the land to anywhere in Woodmist.

S092

Once

Teleport from anywhere in the land to anywhere in Alepond.

S093

Once

Teleport from anywhere in the land to anywhere in Oldhedge.

S094

Once

Teleport one opponent that you’re battling to anywhere in the land ending this battle for them. They must interact with whatever they land on.

S095

Attached

Attach this to your trap. If a player is currently walking within 3 steps of your trap, teleport them onto your trap to activate it.

S096

Attached

Attach this to your trap. If a player begins their turn on a step that is within 3 steps of your trap, teleport them to your trap to activate it.

S097

Once

At any moment, teleport yourself up to 5 steps in any direction from where you are.

S098

Once

Teleport an enemy that you’re battling up to (L. 6) to any other player anywhere in the land. They will fight it and collect any reward.

S099

Once

Teleport from anywhere in the land to anywhere in Eritown.

S100

Once

Teleport yourself from anywhere in the land to any Tavern.

S101

Once

Teleport all of your opponents to a single step in any Rock region making each of them interact with that step in their game order.

S102

Once

Choose any two players in the game, even yourself, to swap locations on the map immediately. Those players will end their turn without interacting with what they landed on.

S103

Once

Teleport yourself from anywhere in the land to any Inn.

S104

Once

Teleport yourself from anywhere in the land to any Market.

S105

Once

Teleport yourself from any Mother Step to another.

S106

Once

Interact as usual with any living player no matter where they are in the land without either player leaving their current location.

S107

Once

Interact as usual with any town building without leaving your current location.

S108

Once

Cause any enemy that you’re battling to disappear ending that battle. Collect no reward and lose nothing. Not to be used against summoned creatures.

S109

Once

Teleport any player in the land to you and interact with them if you choose to. Any interaction they might have been in is ended immediately.

S110

Once

Cause any other player in the land to move up to 5 steps of your choosing. Whatever they land on they must interact with. If they interact with you, you get the first interaction. After which the normal Game Rounds are resumed.

S111

1 Game Round

When interacting with a player or Standing Enemy you can trap them for 1 Round. During this time, their defense is reduced to 0.

S112

Attached

After a creature has attacked you, you can trap them on that step and end your interaction. They will remain there until defeated. Players cannot pass without interacting with it.

S113

1 Game Round

Trap all players and Standing Enemy that are on a Mother Step for 1 Game Round.

S114

2 Game Rounds

When interacting with a player or Standing Enemy you can trap them for 2 Rounds. During this time, their defense is reduced to 0.

S115

Until Discarded

Lock your coin away so that you nor anyone else can get to it until you discard this scroll.

S116

Attached

Attach this scroll to any Trap Card and increase its level by 1 with no further equipment needed.

S117

Once

Pick one of another player’s active traps and reveal it to you and only you.

S118

Attached

Attach this to any Trap Card and boost it to level 3 with no further equipment needed.

S119

Until Discarded

If battling a (L. 5) or lower creature, take control over it. Collect no reward. You may summon it as usual in any battle discarding it only when it dies.

PL01

Saladar

Description:
Brother of the King. Traitor to all of Lirennor, and a dark mage who seeks nothing but power.

Skill:
Can interact with an active Region Stone to either teleport between two active Region Stones or fully heal himself.

Gains 2 max health from each active Region Stone.

Starting Equipment:
Region Stones & Traps – equal to the number of heroes.

PL02

Elena

Description:
She has a talent like no other. Her performances stun and amaze her viewers. An escape artist by trade. There is nothing she can’t escape from.

Skill:
Can reduce any level 2 or 3 trap by 1 level.

Can avoid any Non-Standing (L. 3) or lower enemy.

Starting Equipment:
Medallion Pieces
1 Strong Rope
1 Enchanted Bronze Dagger

PL03

Aaron

Description:
One of the best blacksmiths of Eirwen. His work is said to produce weapons and shields as strong as stone.

Skill:
Any weapon and shield that he has equipped is unbreakable by any means.

Starting Equipment:
Medallion Pieces
1 Light Gauntlets
1 Enchanted Hammer

PL04

Falewin

Description:
A barman by night and a humanitarian by day. He is well known in Heilwen.

Skill:
Is rewarded an extra 10 coin when he completes a quest even when no coin is offered.

Starting Equipment:
Medallion Pieces
1 Rucksack
1 Steel Dagger

PL05

Ereveth

Description:
A well-renowned merchant, she is known for her fair deals and rare items. Her reputation gains her a great deal of respect in the markets of Lirennor.

Skill:
Sells items at the item’s buy price – Doesn't include traps and scrolls.

Starting Equipment:
Medallion Pieces
1 Non-Enchanted Short Spear
1 Rucksack

PL06

Taniel

Description:
Never before has food tasted as good as Taniel’s. A famous cook who can turn anything into a dish.

Skill:
Gains an extra 2 health when healing with anything.

Can consume an essence to fully restore her health, then returns the essence to its deck.

Starting Equipment:
Medallion Pieces
1 Non-Enchanted Bronze Dagger
1 Rucksack

PL07

Rhilik

Description:
With a mysterious history, he climbed his way to the top of the fighter’s guild in Eirwen. He is good with his hands and should not be taken lightly.

Skill:
Gets an extra (A. 1) with all weapons.

Starting Equipment:
Medallion Pieces
1 Light Boots

EE01

(Market Card 1)

Parts Buy & Sell

Wolf Pelt
Wolf Tooth
Matagot Tail
Boar Tusk
Lion Pelt
Troll Toe
Croc Scale
Croc Tooth
Snake Venom
Catfish Whiskers

EE01B

(Market Card 1)

Bear Pelt
Minotaur Horn
Centaur Blood
Scroll
Traps
Region Stone
Medallion Piece
Health Token – Eequal to amount given in health.

EE02

(Market Card 2)

Category Min Price

Dagger
Spear
Sword
Shield
Boots
Gauntlets
Helmet
B. Armor
Ring

EE02B

(Market Card 2)

Torch
Hammer
Sack
Rope
Shovel

EE03

Defender

Hero’s XP Stats
10: For two rounds, don’t roll the enemy die
15: All players will fully heal
20: +1 attack in field tiles
28: For 1 round, don’t roll the enemy die
35: Free Carriage rides.
40: All players fully heal.
45: All players can move an extra 2 steps.
50: Trade with other players if you are in any market

EE03B

Defender

Agrimor’s XP Stats
12: Can bypass summoned creatures to attack the players as normal.
15: Sets aflame the tile causing 1 damage to every player on it upon interaction.
17: For each player Agrimor defeats he gains one health.
23: Spawns on the waymarker in Stonesea
25: When defeated, goes five steps back without interacting with anyone.