Reference Code | English |
---|---|
M01 | Bronze Body Armor
|
M02 | Bronze Boots
|
M03 | Bronze Boots
|
M04 | Bronze Dagger
(C. 1) Thin Rope
|
M05 | Bronze Dagger
(C. 1) Thin Rope
|
M06 | Bronze Gauntlets
|
M07 | Bronze Helmet
|
M08 | Bronze Shield
|
M09 | Dagger
(C. 1) Thin Rope
|
M10 | Gold Ring
|
M11 | Hammer
(C. 1) Thin Rope
|
M12 | Hammer
(C. 1) Thin Rope
|
M13 | Hammer
(C. 1) Thin Rope
|
M14 | Light Body Armor
|
M15 | Light Boots
|
M16 | Light Gauntlets
|
M17 | Light Gauntlets
|
M18 | Light Helmet
|
M19 | Light Helmet
|
M20 | Light Shield
|
M21 | Light Shield
|
M22 | Regular Rope
|
M23 | Rucksack
|
M24 | Shield
|
M25 | Shield
|
M26 | Short Spear
|
M27 | Short Spear
|
M28 | Short Sword
(C. 1) Regular Rope
|
M29 | Shovel
(C. 1) Regular Rope
|
M30 | Shovel
(C. 1) Regular Rope
|
M31 | Shovel
(C. 1) Regular Rope
|
M32 | Silver Ring
|
M33 | Spear
|
M34 | Spear
|
M35 | Steel Body Armor
|
M36 | Steel Dagger
(C. 1) Thin Rope
|
M37 | Strong Rope
|
M38 | Sword
(C. 1) Strong Rope
|
M39 | Sword
(C. 1) Strong Rope
|
M40 | Thin Rope
|
M41 | Torch
(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
|
F05 | Food
|
F06 | Gauntlets
|
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
|
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
|
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 away.
|
F21 | A child left stranded needs escorting to Rhoekin… Walk him to Rhoekin.
Rob the boy and leave him.
|
F22 | Hearing screams you investigate. You then find an injured man… Take him to any Inn within 2 rounds.
Leave him there. Search him whilst he sleeps.
|
F23 | A little girl is crying under a tree… Get her cat out of the tree.
Keep walking.
|
F24 | A young hunter with a new catch is being hunted himself… Defend the Wolf Pelt for 1 round.
Keep walking.
|
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
|
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.
6 Choose any other player to teleport anywhere in the land and interact with whatever they land on. |
F31 | Regular Rope
|
F32 | Shield
|
F33 | Shovel Can be used to prevent a {T.I.} trap effect. (C. 1) Regular Rope
|
F34 | You find a fallen traveler in a goblin trap… Battle. Break one of your equipped armor.
Help him out of the trap.
|
F35 | Strong Rope
|
F36 | Warrior Bandit Lose 3 coin Our army was grand and powerful, but when the King was lost so were his warriors. |
F37 | Wolf Wolf Pelt
|
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
|
F40 | Shadow Thief
|
F41 | Borrowclaw
|
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
|
D05 | Berehynia
|
D06 | Berehynia
|
D07 | Bow and Arrow
|
D08 | Bronze Boots
|
D09 | Bronze Dagger
(C. 1) Thin Rope
|
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 | You find a fisherman about to drown in his own nets… With a bladed weapon cut him free.
Let him meet his fate.
|
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
|
D18 | Light Axe
(C. 1) Strong Rope
|
D19 | In order to claim the item over the edge you must draw two Docks cards one after the other. If you survive collect the item. If you fail you must leave this card on this step. |
D20 | Net
|
D21 | Mage
|
D22 | Light Net
|
D23 | Poison
|
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.
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.
|
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.
6. Teleport to any Inn. |
D27 | Rope of Fodith
|
D28 | Rope of Gwiladith
|
D29 | Bandit
|
D30 | Spear
|
D31 | Merchant
Pay 5 coin to travel anywhere in the docks and end your turn. |
D32 | Vodnik
|
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.
Keep walking.
|
D35 | A young brother and sister are out on a sinking boat… Save the children.
Keep walking.
|
D36 | Some builders are trying to fix the planks… Help them for one round.
Keep walking.
|
D37 | An old fisherman is struggling with his baskets… Take them to the market in Deridien.
Leave them on the docks.
|
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
|
D42 | Ice Wraith
|
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 | Arachne Defeat this creature and claim the item on the back. If you fail this card will remain on this step. Hidden underground these creatures rarely venture above land. |
W03 | Bow and Arrow
|
W04 | Bronze Shield
|
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
(C. 1) Thin Rope
|
W09 | Food
|
W10 | Food
|
W11 | This tree has grown around these gauntlets for years undetected. You need an axe to cut them free and claim them. If you fail leave this card on this step. |
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
|
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 Gain 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
(C. 1) Strong 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.
Keep walking.
|
W23 | You find a fellow traveler… Go to Stonesea with him.
Attack the man.
|
W24 | A young boy is crying in pain… Help him.
Keep walking.
|
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.
|
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
|
W30 | A relic from our ancient past when Enchanters were worshipped. 2-3 In your next 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
|
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. |
W33 | Regular Rope
|
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
(C. 1) Regular Rope
|
W36 | Strong Poison
|
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
|
W42 | Terramites
|
W43 | Molten Hide
|
W44 | Neramos
|
R01 | Agrimor Crown of the King Agrimor cannot receive direct damage by any means. If not defeated, he will become a Standing Enemy. |
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
|
R06 | Cyclops These Cyclops hoard anything. If you defeat it collect the item on the back. If you fail leave this card on this step. |
R07 | Surtr Guarding this valuable armor is a giant of fire. If you defeat it collect the item on the back. If you fail leave this card on this step. |
R08 | Bow and Arrow
|
R09 | Cyclops
|
R10 | Cyclops
|
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 | High on the cliff you see something shine… If you have a Strong Rope climb the cliff.
Keep walking.
|
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
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.
|
R18 | Light Axe
(C. 1) Strong 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
|
R22 | Ogre
|
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 | Enter only with a torch.
|
R26 | Stuhac
|
R27 | Surtr
|
R28 | 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
|
R34 | Plasmite
|
R35 | Skystreak
|
R36 | Terrowin’s Mace
|
R37 | Enchanter’s Robe
|
R38 | An Elder’s Staff
|
L01 | You find a lever. Pull it if you want to and roll one die.
|
L02 | Bronze Boots
|
L03 | Bronze Gauntlets
|
L04 | Bronze Helmet
|
L05 | Dagger of Fodith
(C. 1) Thin Rope
|
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
|
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
|
L10 | Goblin
|
L11 | Goblin Warrior
|
L12 | Hammer Can be used to repair 1 broken item. (C. 1) Thin Rope
|
L13 | Helmet
|
L14 | Light Net
|
L15 | A child is being attacked by a Sluagh… Defeat the Sluagh.
Do nothing.
|
L16 | An historian is exploring but is being attacked… Protect the historian.
Do nothing.
|
L17 | It looks like a man has his foot stuck in a hole… Help get his foot out.
Do nothing.
|
L18 | You feel a breeze from a hidden door… Open the door.
Do nothing.
|
L19 | Net
|
L20 | Redcap
|
L21 | Redcap
|
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 | You find a lever. Pull it if you want to and roll one die.
|
L24 | Shovel
(C. 1) Regular Rope
|
L25 | Shovel
(C. 1) Regular Rope
|
L26 | Silk Rope
|
L27 | Sluagh
|
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
|
L30 | Steel Body Armor
|
L31 | Strong Poison
|
L32 | Strong Rope
|
L33 | Sword
(C. 1) Strong Rope
|
L34 | Torch
(C. 1) Silk Rope |
L35 | Torch
(C. 1) Silk Rope |
T01 | Grayloch
+ Any Rope
+ Any Net
|
T02 | Rhoekin Your victim will lose 5 health. + Shovel
+ Any Dagger
|
T03 | Woodmist Your victim must remain here for 1 round. + Any Trap Scroll
+ Any Enchanted Item
|
T04 | Trap is located on the step under this red tree.
Your victim must remain here for 1 round. + Any Dagger
+ Steel Dagger
|
T05 | Trap is located on the step wrapping around this well.
Gain 7 coin from your victim + Tool Item
+ Any [W] Creature
|
T06 | Activated by a player who enters a loot building.
Your victim will lose 3 health. + Any Tool Item
+ 2 coin
|
T07 | Oldhedge Your victim will lose 2 health. + Poison
+ Rucksack
|
T08 | Activated by a player who battles a creature within a Woods region should they survive.
Your victim will lose 3 health. + Any Net
+ Rucksack
|
T09 | Trap is located on the step hiding half the boat.
Gain 9 coin from your victim. + Any Net
+ Any Rope
|
T10 | Trap locations are any step next to a loot building.
Victim must remain here for 2 rounds. + Torch
+ Any Creature
|
T11 | Trap locations are any step next to a loot building.
Your victim will lose 2 health. + Any Life Token
+ Rucksack
|
T12 | Deridien & Eritown
+ Any Weapon
+ Any Poison
|
T13 | Activated by a player who attempts to enter through a town’s gate.
Victim is halted at the gate. They keep this card and cannot enter a town for a further 2 rounds. + 5 coin
+ (L. 3) Life Potion
|
T14 | Activated by a player who enters a tavern.
Victim must remain for 1 round; gain 7 coin from your victim. + Any Tool Item
+ Any Poison
|
T15 | Activated by a player who uses a carriage man
Transport your victim wherever you want them to go. + 5 coin
+ Any Ring
|
T16 | Activated by a player who enters the Market.
Gain any one item that your victim buys or gain 6 coin from them. + Hammer
+ 10 coin
|
T17 | Activated by a player who battles a fire creature should they survive
Victim must enter this battle. + Any Weapon
+ Strong Rope
|
T18 | Eritown Move your victim 5 steps in any direction. + Any Life Token
+ 5 coin
|
T19 | Oldhedge Victim will lose 2 health. + Torch
+ Torch
|
T20 | Activated when a player enters a loot building.
Transport your victim anywhere in the land. + Any Poison
+ Rucksack
|
T21 | Trap is located on the step that the logs are pointing at.
Victim must remain for 1 round. + Strong Poison
+ Net
|
T22 | Alepond & Eritown Gain your victim’s Rucksack and everything in it. + Creature’s essence
+ Any Dagger
|
T23 | Activated by a player who completes any kind of quest
Victim keeps this card. They lose 1 health per Battle Round on their next battle. Return trap after battle. + Any Weapon
+ Creature’s essence
|
T24 | Deridien Choose and gain 1 item other than coin and scrolls from your victim. + Rucksack
+ Strong Poison
|
T25 | Activated by a player who enters a Rock region
Move your victim 5 steps in any direction. + Any Axe
+ Any Teleport Scroll
|
T26 | Activated by a player who uses a Quick Path
Your victim is halted and must land before the Quick Path. + Net
+ (L. 3) Life Token
|
T27 | Activated by interacting with your chosen victim.
Knock your victim out causing them to miss their next turn. + Any Gauntlets
+ Any Rope
|
T28 | Activated by interacting with your chosen victim.
Transport your victim anywhere in the land. + Hammer
+ (L. 3) Life Token
|
T29 | Activated by interacting with your chosen victim.
Your victim will lose 3 health. + Strong Poison
+ Silk Rope
|
T30 | Activated by a player who tries to enter the Eritown tile.
Your victim will lose 4 health + 3 coin
+ Shovel
|
T31 | Activated by a player who tries to enter the Rhoekin tile.
Your victim will lose and return one item of your choosing to its deck. + (L. 4) Life Token
+ 5 coin
|
T32 | Activated by a player who enters a loot building.
Your victim must pick another Loot Card. + Any Dagger
+ Strong Rope
|
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.
If in a Field region:
If in the Docks:
If in a Woods region:
If in a Rocks region:
|
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 25 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
(C. 1) Strong 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
|
Q20 | Defeat in battle the first player to your right in the game seating order. Reward on the back |
Q20B | Axe of Ethelder
|
Q21 | I’m stuck in the ruins of Palecliffs. Bring me a Teleport scroll that can teleport me somewhere else (don’t replace the scroll). Reward on the back |
Q21B | Shield of the King
|
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
|
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
|
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
|
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
|
Q26 | I need a combination of items that provide a combo of at least.
Reward on the back |
Q26B | Steel Shield
|
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
|
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 enemy or 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 Round 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. 3) |
S027 | 1 Battle Round Increase the defense of your shield by (D. 4) |
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’s attack 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 | Until Discarded 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 When activated on a Mother Step, 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 any opponent’s scrolls 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 re-equip them. |
S069 | Once During battle, you can move any one of your items 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, including this one, and draw an equal amount of new ones from whichever class(s) you choose. |
S075 | Attached Capture any (L. 5) or lower creature that you’re battling or has been summoned. 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 | Attached 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
|
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 for you on your turn 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 (not when in a battle), 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 you choose to battle, you will get the first attack. 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:
Skill:
Gains 2 max health from each active Region Stone. Starting Equipment:
|
PL02 | Elena Description:
Skill:
Can avoid any Non-Standing (L. 3) or lower enemy. Starting Equipment:
|
PL03 | Aaron Description:
Skill:
Starting Equipment:
|
PL04 | Falewin Description:
Skill:
Starting Equipment:
|
PL05 | Ereveth Description:
Skill:
Starting Equipment:
|
PL06 | Taniel Description:
Skill:
Can consume an essence to fully restore her health, then returns the essence to its deck. Starting Equipment:
|
PL07 | Rhilik Description:
Skill:
Starting Equipment:
|
EE01 | (Market Card 1) Parts Buy & Sell Wolf Pelt
|
EE01B | (Market Card 1) Bear Pelt
|
EE02 | (Market Card 2) Category Min Price Dagger
|
EE02B | (Market Card 2) Torch
|
EE03 | Defender Hero’s XP Stats
|
EE03B | Defender Agrimor’s XP Stats
|
M03.2 | Bronze Boots
|
M32.2 | Silver Ring
|
M25.2 | Shield
|
M10.2 | Gold Ring
|
M38.2 | Steel Sword
(C. 1) Strong Rope
|
M39.2 | Steel Sword
(C. 1) Strong Rope
|
F34B | Spear of Ethelder
|
D14B | Fisherman‘s Ring
|
D19B | Light Axe
(C. 1) Strong Rope
|
D29B | Shield of Ethelder
|
W02B | Boots of the King
|
W11B | Gauntlets of the King
|
W45 | You can pay this carriage man 11 coin to transport you to any Region Step anywhere in the land if you want to. Keep this card on a stand to be used by anyone, here or wherever you land. |
R06B | Body Armor of Thaen
|
R07B | Body Armor of the King
|
R14B | Helmet of the King
|
R25B | Ring of the King
|
R39 | Enter only with a torch.
|
R39B | Guardians Orb
|
L01B | Body Armor of Lothean
|
L14.2 | Net
|
L19.2 | Light Net
|
L23B | Ring of Gwiladith
|
L33.2 | Sword
(C. 1) Strong Rope
|
S013.2 | Once Poison a player you’re interacting with. They will lose one health now. Give the card to them and replace this one immediately. After every one of their turns, they will use one health until they heal. |
S014.1 | Attached Increase the attack of any summoned creature on the battlefield by 2. |
S014.2 | Attached Increase the defence of any summoned creature on the battlefield by 2. |
S015.2 | Attached Attach this to a summoned creature for one battle. That creature can attack twice in one battle turn. You cannot combine more than one attack. |
S015.3 | One Battle Increase the attack of every player in the battle by 3. |
S015.4 | One Battle Increase the attack of every summoned creature in the battle by 3. |
S015.5 | Once Break any number of your equipped items during battle. For each of your own items you break, you can break one of your opponent’s equipped items. |
S016.1 | Attached Attach this to any (level 4) or lower essence to conjure a shield with that creatures defense. |
S017.1 | 1 Battle Turn During battle, conjure a skeleton sword. For each attack you lose 2 health. |
S018.1 | 1 Battle Turn During battle, conjure Dragon Blade. Whilst this is active, discard your other active scrolls and don’t play anymore. |
S019.1 | 1 Battle Turn During battle, conjure Hell’s Axe. For each attack you must lose 3 health. |
S022.1 | 1 Battle Turn During battle, conjure Fish Blade. |
S023.1 | 1 Battle Turn During battle, conjure Feather Spear. Whilst active you cannot use combined attacks. |
S025.1 | 1 Battle Round Convert up to 2 damage received into health. |
S030.2 | One Battle Increase the defence of every player in the battle by 3. |
S034.2 | Attached Enchant any ring. With that ring equipped, you can always bypass any summoned creatures your opponent may have to attack your opponent instead. |
S044.1 | Attached Enchant any rope. With that rope equipped, you can escape from any level trap or creature once (not summoned creatures). Move two steps in any direction and end your turn. |
S049.1 | Once Cause a lightning strike over the battlefield inflicting (A. 2) of direct damage to all players and Standing Enemy in the battle, including you. |
S052.2 | Once Lift up the dirt around you and send it flying at your opponents face. You can now deal an extra 3 attack. |
S056.1 | Once During battle, cause a massive gust of wind to blow one of your opponents or a Standing Enemy up to 5 steps in any direction. |
S058.2 | Once When battling a player draw a card rom the region you are in. If it’s an enemy your opponent must battle it now. If anything else, you interact as normal. If moved the battle is over. |
S059.2 | Once Play this card before you interact. Draw three cards from the region or loot building you interact with. Choose which one to interact with and return the rest. |
S059.3 | 2 Game Rounds Prevent all players or standing enemy on a tile of your choosing from leaving it by any means for two rounds. |
S059.4 | Until Discarded Change any tile that you are on into a rock region tile. Leave this card on that tile until discarded. |
S059.5 | Until Discarded Change any tile that you are on into a field region tile. Leave this card on that tile until discarded. |
S060.1 | 2 Game Rounds For 2 rounds you are shielded from anything interacting with you. You can’t interact with anything either and exit a battle if in one. |
S064.1 | Once Send an enemy or Standing Enemy that you’re battling up to five steps in any direction. They will then become a Standing Enemy on that step and interact if on a player. |
S064.2 | Once Send up to 2 of your opponents attack back onto them as direct damage. |
S072.1 | Once Take up to 2 of any player’s Life Tokens no matter where they are in the land. |
S074.2 | 2 Game Rounds Every creature you kill will reward you double the coin. |
S074.3 | 2 Battle Rounds For every 2 damage you do to another player or enemy you gain 1 health. |
S074.4 | Once Draw three scrolls from any class and use them immediately or discard them. They will last until your turn in over regardless of what they say. Then return them all. |
S078.1 | 1 Battle Turn When in a battle, choose one opponent to pause the effects of their scrolls and prevent them from activating any more for 1 battle turn. |
S080.1 | Once Swap any number of scrolls in your hand with an equal amount of any class you choose. |
S080.2 | Once Swap any number of scrolls with another player in the battle regardless of their class. |
S080.3 | Once Return a not yet replaced discarded scroll to your hand. |
S085.1 | 1 Game Round Summon an Ogre. Players and enemies can bypass it to attack you normally. |
S086.1 | I Battle Round Summon a Samodiva. Every time it attacks, you will lose 2 health. |
S086.2 | 1 Battle Summon a Rock Troll.
|
S086.3 | 1 Battle Round Summon a Wendigo.
|
S086.4 | 1 Battle Turn Duplicate every summoned creature in the battle. Place one coin on each summoned creature to mark this. The creature now counts as two separate creatures. |
S095.1 | Attached Attach this to your trap. When activated you can choose any player in the land (apart from you) to swap locations with your current victim and interact with your trap. |
S096.1 | Once When another player, anywhere in the land, uses a Teleport scroll, stop their scrolls effect and use it for yourself. |
S102.1 | Once Choose any two players in the game, even yourself, to swap locations on the map immediately. They must both interact with what they land on. |
S108.2 | Once Teleport every player in the battle you’re in on to different steps of adjacent tiles. The battle ends and each player interacts with what they land on. |
S111.1 | Once When interacting with a player draw a trap card. Regardless of the trap, your victim must interact with the first two possible levels. Return the trap afterwards. |
S111.2 | Once When interacting with a player you can steal one of their equipped items and place it in your inventory or equip it if possible. |
S114.1 | One Battle Turn Reduce the defence of any (level 7) or lower enemy to zero. |
S114.2 | Once Heal yourself by the equivalent of what your defence blocked during an attack. |
S118.2 | Once Return any number of your own trap cards and draw an equal amount of new ones. |
S109.1 | |
D08.2 | |
S041.1 | |
M04.2 | |
R21.2 | |
F35.2 | |
S105.1 | |
PL05.2 | |
S066.1 | |
PL07.2 | |
W35.2 | |
S094.1 | |
D22.2 | |
M27.2 | |
M34.2 | |
M24.2 | |
D07.2 | |
M23.2 | |
S059.1 | |
PL02.2 | |
L12.2 | |
S110.1 | |
S006.1 | |
M16.2 | |
M30.2 | |
Q20B.2 | |
W03.2 | |
S010.1 | |
S026.1 | |
S098.1 | |
W04.2 | |
D09.2 | |
S034.1 | |
M35.2 | |
M11.2 | |
S073.1 | |
S058.1 | |
S099.1 | |
F27.2 | |
W29.2 | |
R08.2 | |
S084.1 | |
S070.1 | |
S104.1 | |
M31.2 | |
M40.2 | |
D25.2 | |
S100.1 | |
S002.1 | |
M12.2 | |
Q22B.2 | |
M36.2 | |
L13.2 | |
S051.1 | |
L30.2 | |
D20.2 | |
S011.1 | |
D28.2 | |
S068.1 | |
PL03.2 | |
S097.1 | |
L02.2 | |
D24.2 | |
Q18B.2 | |
M09.2 | |
Q25B.2 | |
S079.1 | |
S081.1 | |
M33.2 | |
L32.2 | |
S119.1 | |
M13.2 | |
S112.1 | |
S093.1 | |
S088.1 | |
S032.1 | |
L35.2 | |
S030.1 | |
D30.2 | |
S047.1 | |
W08.2 | |
D23.2 | |
S077.1 | |
M17.2 | |
L26.2 | |
S082.1 | |
S103.1 | |
S069.1 | |
S015.1 | |
PL04.2 | |
S050.1 | |
S027.1 | |
S101.1 | |
M21.2 | |
S053.1 | |
L05.2 | |
S045.1 | |
PL06.2 | |
L03.2 | |
M02.2 | |
L25.2 | |
S118.1 | |
F31.2 | |
Q26B.2 | |
M01.2 | |
S117.1 | |
S004.1 | |
L24.2 | |
W36.2 | |
S046.1 | |
R18.2 | |
S007.1 | |
S106.1 | |
Q19B.2 | |
S048.1 | |
M29.2 | |
M05.2 | |
S092.1 | |
S008.1 | |
S065.1 | |
W31.2 | |
S075.1 | |
S001.1 | |
S003.1 | |
S055.1 | |
F09.2 | |
M19.2 | |
M22.2 | |
S054.1 | |
W19.2 | |
Q24B.2 | |
S087.1 | |
S033.1 | |
S091.1 | |
M41.2 | |
S031.1 | |
S061.1 | |
S028.1 | |
M08.2 | |
S024.1 | |
Q23B.2 | |
S083.1 | |
M06.2 | |
D26.2 | |
M14.2 | |
S057.1 | |
L31.2 | |
L04.2 | |
S067.1 | |
S012.1 | |
S107.1 | |
S009.1 | |
S074.1 | |
M15.2 | |
F33.2 | |
PL01.2 | |
S020.1 | |
S090.1 | |
S115.1 | |
S029.1 | |
M20.2 | |
S005.1 | |
M26.2 | |
S037.1 | |
M28.2 | |
Q21B.2 | |
F32.2 | |
M07.2 | |
S076.1 | |
D18.2 | |
S036.1 | |
F17.2 | |
M18.2 | |
F06.2 | |
D27.2 | |
S071.1 | |
L29.2 | |
L34.2 | |
S108.1 | |
S015.6 |